SURVIVAL SERIES // GAME #2

THE BETRAYAL

PLAYER TAC SOP

This is the full Player TAC SOP for Survival Series Game #2: The Betrayal. Review the standards, procedures, required equipment, game systems, and mission flow before arriving at the field.

REQUIRED READING BEFORE GAME DAY

PLAYER TAC SOP

All sections are shown below.

1. Purpose

This SOP explains the basic standards, procedures, and expectations for Survival Series Game #2: The Betrayal.

This is not a mission briefing. It does not reveal hidden objectives, exact mission solutions, staff-only information, prop locations, pilot or crew locations, Intel Packet contents, Special Orders, Secret Orders, or other campaign secrets.

Contractors should use this document to understand how to participate safely, fairly, and effectively.

2. Event Style

The Betrayal is a progressive campaign-style airsoft event built around six 45-minute missions.

Contractors are not only fighting. They are also expected to:

  • Communicate
  • Scout
  • Gather and report intelligence
  • Recover resources
  • Recover plane-wreck engineering components
  • Capture and control structures
  • Trade and negotiate
  • Protect faction assets
  • Interact with Habibi & Sons
  • Follow commander direction
  • Work with medics
  • Locate and assist the missing pilot and crew
  • Protect mission-critical intelligence
  • Respond to changing faction loyalties
  • Respect roleplay and immersion

Combat matters, but combat alone will not win the event.

Final victory is determined by total Campaign Points earned throughout the operation.

3. Factions

There are three contractor factions:

NATO

NATO is an organized military faction designated by Western Camo and a removable blue elastic faction armband.

RUSFOR

RUSFOR is an organized military faction designated by Russian/Eastern Camo and a removable red elastic faction armband.

REBFOR

REBFOR represents surviving local battlefield forces designated by NO MILITARY CAMO and uses a removable grey elastic faction armband.

REBFOR begins from its own Infill / Spawn Point in the swamp near the downed aircraft.

REBFOR has unique battlefield recruitment capabilities and may convert wounded NATO or RUSFOR contractors during a mission through the REBFOR Medic procedure.

Faction Identification

Every contractor wears one removable elastic faction armband identifying the faction they are currently operating for:

  • NATO — Blue
  • RUSFOR — Red
  • REBFOR — Grey

Armbands must remain removable.

Contractors may temporarily change allegiance during gameplay through REBFOR battlefield recruitment or Special / Secret Orders.

Your current armband identifies the faction you are operating for.

4. Arrival and Check-In

All contractors must complete check-in before entering gameplay.

Contractors must:

  • Verify waiver
  • Verify registration or approved payment
  • Receive Contractor Packet
  • Receive event entry identification
  • Pass chronograph
  • Confirm eye protection
  • Confirm removable faction armband
  • Confirm designated searchable pouch
  • Report to staging
  • Attend safety brief
  • Attend mission brief

No contractor may enter the field before the official brief.

5. Contractor Packets

Each contractor receives a faction Contractor Packet.

Packets may include:

  • Faction information
  • Mission Orders
  • Area map and starting information
  • Call sign
  • Rank designation
  • Radio channel
  • Faction identifier
  • Life Coin
  • Searchable-pouch instructions
  • Intelligence
  • Field Intelligence Report instructions
  • Command text link / phone number for photo, video, and intelligence submissions
  • Faction-specific campaign items

NATOS and RUSFOR Contractor Packets include a 3D-printed Medical Kit.

The Medical Kit is a searchable campaign item and must be kept in the contractor's designated searchable pouch while it remains in that contractor's possession.

Contractors are responsible for reading and following their packet instructions.

A Contractor Packet may contain multiple pieces of intelligence. These do not all have to be placed in the searchable pouch at the same time.

Each contractor must select and maintain one piece of actionable intelligence/evidence in the searchable pouch.

The remaining intelligence from the contractor's original Contractor Packet may remain elsewhere on the contractor's person and is not searchable.

Intel Packets distributed during gameplay are separate from the standard Contractor Packet and may contain intelligence, mission information, Special Orders, or Secret Orders.

6. Contractor Equipment

Each contractor should have:

  • Approved eye protection
  • Airsoft primary replica
  • Airsoft sidearm and/or melee weapon (optional but recommended)
  • Dead rag
  • One approved mock tourniquet or approximately four-foot ACE bandage
  • Searchable pouch
  • Water
  • Removable elastic faction armband
  • Weather-appropriate clothing
  • Ammunition allowed under TAAGS field rules
  • Radio “Baofeng UV5R” (recommended)

Contractors provide their own ammunition.

The mock tourniquet or ACE bandage should be easily accessible so another contractor can apply it during buddy aid.

Ballistic Armor Exception

A contractor wearing real ballistic plates and a real ballistic helmet may carry two tourniquets/bandages and receive two buddy-aid treatments before requiring Medic LifeWater treatment.

Both real ballistic plates and a real ballistic helmet are required for this exception.

7. Safety Calls

If you hear “CEASEFIRE”(T.A.A.G.S FIELD) stop immediately.

When “CEACEFIRE”(T.A.A.G.S FIELD) is called:

  • Stop shooting
  • Stop moving
  • Take a knee
  • Repeat the call loudly
  • Wait for staff direction

Gameplay resumes only when staff calls GAME ON.

8. Staging Area Rules

In staging:

  • No magazines inserted
  • Replicas on safe
  • Barrel blockers used as required
  • No test firing
  • Eye protection used as required
  • Magazines may be loaded but not inserted until approved

Unsafe behavior may result in removal from gameplay.

9. Hit Rules

When hit:

  • Loudly call HIT
  • Act wounded
  • Go down safely
  • Use your dead rag if required
  • You may crawl, roll, or move yourself out of the immediate line of fire
  • Wait for buddy aid, Medic treatment, enemy search, or bleed-out
  • Body dragging is permitted with consent

Do not actually drag another contractor across the ground.

Ask permission and assist them as if they are wounded.

Wounded contractors may talk, call for help, and communicate useful information.

Wounded contractors are not ambulatory, and do not continue fighting, or ignore being hit.

Act wounded!

10. Buddy Aid

Each standard contractor carries one mock tourniquet or approximately four-foot ACE bandage.

On the contractor's first hit, another friendly contractor must provide buddy aid.

The assisting contractor applies the wounded contractor's tourniquet or bandage around an extremity.

The wounded contractor may not apply their own tourniquet.

Do not overtighten.

Do not drag another contractor unless they agree.

Once buddy aid is completed, the contractor may return to gameplay with the tourniquet/bandage remaining applied.

If that contractor is hit again while the tourniquet/bandage is already applied, Medic treatment and a LifeWater IV are required.

Ballistic Armor Exception

A contractor wearing both real ballistic plates and a real ballistic helmet may carry two tourniquets/bandages.

That contractor may receive two separate buddy-aid treatments before requiring Medic LifeWater treatment.

11. Medic System

After the allowed buddy-aid treatment has been used, the contractor's next wound requires Medic treatment.

The Medic uses a LifeWater IV.

The Medic may come to the wounded contractor, or the wounded contractor may be body-dragged with consent to the Medic.

The wounded contractor consumes the LifeWater and receives the associated Life Coin.

That Life Coin is immediately placed in the contractor's searchable pouch.

Receiving another Life Coin does not automatically remove a Life Coin already carried. A contractor may therefore have more than one Life Coin in the searchable pouch if previously acquired Life Coins have not been captured.

Medic supplies are limited. Do not waste them.

Medic Bags

Faction Medics may carry up to eight LifeWaters in their medic bags.

Example: The REBFOR Medic may carry up to eight LifeWaters in the medic bag at one time.

When those LifeWaters are depleted, the REBFOR Medic must return to the REBFOR Infill / Spawn Point to restock.

12. Bleed-Out

A wounded contractor requiring Medic treatment has a five-minute bleed-out window.

During those five minutes:

  • The Medic may come to the wounded contractor
  • Friendly contractors may body-drag the wounded contractor with consent
  • The contractor remains wounded
  • The contractor may call for assistance and communicate as if they were wounded

If the contractor has not received the required Medic LifeWater within five minutes, the contractor calls:

DEAD MAN

The contractor displays their dead rag overhead, calls out “dead man” while walking and returns directly to their faction's Infill / Spawn Point.

LifeWater is stocked at the faction Infill / Spawn Point.

The contractor consumes a LifeWater, takes the associated Life Coin, places the Life Coin into the searchable pouch, ensures that the required piece of actionable intelligence/evidence is in the searchable pouch, and returns to gameplay according to the respawn procedure.

13. CCP and Infill / Spawn Points

Factions may operate from:

  • Main Infill / Spawn Point
  • Forward CCP operated by the Medic

A CCP is a casualty collection point and may move during gameplay. (The CCP is were ever the medic is)

Follow your Medic and commander's instructions.

15-Foot Protected Infill / Spawn Point

Each faction's Infill / Spawn Point has a protected 15-foot radius.

Enemy contractors may not enter another faction's protected Infill / Spawn Point.

Only contractors currently belonging to that faction may enter its protected radius.

Campaign items successfully brought inside the protected 15-foot radius are considered secured and safe.

LifeWater supplies are maintained at faction Infill / Spawn Points for contractors who bleed out or otherwise return for the required medical reset.

14. Life Coins

Life Coins are physical gameplay items carried in the searchable pouch.

Life Coins may be:

  • Issued at the beginning of the game
  • Received with LifeWater
  • Captured through legal enemy searches
  • Used in campaign interactions
  • Used during pilot / crew interactions
  • Used in REBFOR recruitment procedures

Enemy Life Coins may be recovered through legal searches.

Do not hide required Life Coins outside the searchable pouch.

When a contractor receives a new Life Coin through the LifeWater procedure, that Life Coin is placed in the searchable pouch.

If the contractor still possesses an earlier Life Coin, the new Life Coin is added to it.

REBFOR Life Coin / LifeWater Limits

During Missions 1, 2, and 3, REBFOR contractors are limited to two Life Coins/LifeWaters per contractor per mission.

After a REBFOR contractor loses the second Life Coin through elimination during that mission, that contractor is finished for the remainder of the mission.

They return at the beginning of the next mission as REBFOR.

REBFOR Medical Kit Recovery

REBFOR begins the operation with limited medical resources.

Each NATOS and RUSFOR contractor begins the game with a “Medical Kit” issued in the Contractor Packet.

The Medical Kit must remain in the contractor's designated searchable pouch.

When a NATOS or RUSFOR contractor is wounded and legally searched, the Medical Kit may be captured.

REBFOR has a specific operational objective to recover these Medical Kits.

During Missions 1–3, REBFOR contractors may capture NATOS and RUSFOR Medical Kits and return them to the REBFOR protected Infill / Spawn Point.

A Medical Kit is not considered secured by REBFOR until it has been successfully brought inside the REBFOR protected 15-foot Infill / Spawn Point.

The number of Medical Kits REBFOR successfully recovers and secures during Missions 1–3 will determine REBFOR's available LifeWater allowance during Missions 4–6.

Based on REBFOR's first-half Medical Kit recovery, Command may authorize REBFOR contractors to use three Life Coins/LifeWaters per contractor per mission during Missions 4, 5, and 6.

The increased allowance is not automatic.

The Medical Kit recovery threshold will be established through the Campaign Point System and Command's game-day instructions.

Command will notify REBFOR during the mid-day reset whether they have earned the increased second-half LifeWater allowance.

15. Searchable Pouch

Every contractor must designate one pack, pouch, or pocket as their searchable pouch.

There is no physical frisking of contractors.

When legally searched, the wounded contractor produces the contents of the searchable pouch.

No grabbing.

No frisking.

No arguing.

Keep it respectful.

Required Searchable Contents

Every contractor must maintain:

  • At least one Life Coin when issued or acquired
  • One piece of actionable intelligence/evidence

inside the searchable pouch as required by the game system.

NATOS and RUSFOR Medical Kits

Every NATOS and RUSFOR contractor is also issued a “Medical Kit” in their Contractor Packet.

The Medical Kit:

  • Must remain in the searchable pouch while possessed
  • Must be produced during a legal enemy search
  • May be captured by an opposing contractor
  • Remains a searchable campaign item after capture
  • Becomes secured only when successfully brought inside the capturing faction's protected Infill / Spawn Point

REBFOR has a specific objective to recover NATOS and RUSFOR Medical Kits.

Medical Kits successfully secured by REBFOR during Missions 1–3 directly affect REBFOR's potential LifeWater allowance during Missions 4–6.

Intelligence in the Searchable Pouch

The contractor chooses which piece of their original Contractor Packet intelligence is placed in the searchable pouch.

Other original Contractor Packet intelligence may remain elsewhere on the contractor's person and is not searchable.

If the searchable piece of intelligence is taken, the contractor must select another piece from the Contractor Packet and place it into the searchable pouch when resetting.

If a new Life Coin is received through LifeWater, that Life Coin is placed into the searchable pouch.

Other Searchable Items

The searchable pouch may also contain:

  • Cash
  • Gold
  • Food or resource items designated searchable
  • Mission documents
  • Codes
  • Intel Packets when carried in the searchable pouch
  • Captured intelligence
  • Captured Medical Kits
  • Captured merchandise
  • Other campaign items identified by staff

Only what is actually required to be or has been placed in the contractor's searchable pouch is searchable.

However, actionable intelligence, Medical Kits, or merchandise stolen from another contractor must remain in the searchable pouch and remain searchable/takeable until secured at the faction Infill / Spawn Point.

16. Enemy Search and Elimination

A wounded enemy may be legally searched.

The wounded contractor must produce all items currently contained in the designated searchable pouch.

This includes the issued Medical Kit for NATOS and RUSFOR and money or gold for REBFOR contractors if the Medical Kit, Cash or Gold is still in their possession. 

If the searching enemy takes the wounded contractor's Life Coin, that contractor is eliminated. 

Once the Life Coin has been taken:

  • Call DEAD MAN
  • Display the dead rag overhead
  • Stop participating in the engagement
  • Return directly to the proper Infill / Spawn Point
  • Consume a LifeWater
  • Receive the associated new Life Coin
  • Place the new Life Coin in the searchable pouch
  • Replace the required piece of actionable intelligence/evidence in the searchable pouch
  • Return to gameplay according to the respawn procedure

Once your Life Coin has been taken, you are a DEAD MAN walking back to spawn/infil.

17. REBFOR Battlefield Recruitment & Betrayal Procedure

Game #2 introduces battlefield recruitment and betrayal.

REBFOR Starting Position

REBFOR begins the operation from its Infill / Spawn Point in the swamp near the downed aircraft.

REBFOR Medic Conversion

Only the REBFOR Medic may convert a wounded NATOS or RUSFOR contractor.

The NATOS or RUSFOR contractor must be in a wounded condition.

REBFOR recruitment is an alternative to the normal enemy search-and-elimination procedure.

The procedure is:

  1. The REBFOR Medic reaches the wounded NATOS or RUSFOR contractor.
  2. The REBFOR Medic chooses recruitment rather than normal elimination.
  3. REBFOR takes the campaign items currently required to be in the wounded contractor's searchable pouch.
  4. The REBFOR Medic treats the wounded contractor.
  5. The contractor removes the original faction armband.
  6. The contractor receives and applies the REBFOR faction identifier.
  7. The contractor receives a REBFOR LifeWater/Life Coin as required.
  8. The REBFOR Life Coin is placed in the searchable pouch.
  9. The converted contractor now operates as REBFOR.

The converted contractor remains REBFOR for the remainder of that 45-minute mission.

During the mission break/reset, the contractor returns to their original faction, replaces their original elastic faction armband, and begins the next mission with their original faction unless otherwise directed.

Intel Packets, Special Orders & Secret Orders

Habibi & Sons may distribute Intel Packets during gameplay.

A contractor may trade valuable resources expecting useful intelligence and instead receive Special Orders or Secret Orders.

Orders may require a contractor to:

  • Change allegiance
  • Operate temporarily for another faction
  • Betray their current faction
  • Conduct a special objective
  • Operate as an assassin from within their own unit

Not every Intel Packet contains betrayal orders.

Staff controls the timing, number, and instructions of Special / Secret Orders.

Unless the specific order directs otherwise, a faction change or betrayal assignment lasts for the remainder of the current 45-minute mission.

At the next mission, the contractor returns to their original faction unless otherwise directed.

18. Press Agents & Habibi

Press Agents and Habibi & Sons are official staff / Safety Officers.

Press Agents

Do not intentionally shoot Press Agents.

Press Agents may identify themselves by calling:

FREE PRESS

If a Press Agent has clearly identified themselves as FREE PRESS, you fire and hit them, and you know you have shot the Press Agent, you are responsible for the shot. Call your self Hit and return to your respan/infil for 5minutes on the time as punishment for war crimes.

Habibi & Sons

Habibi & Sons may:

  • De-mine designated booby traps?
  • Manage explosive-ordnance interactions
  • Trade intelligence
  • Trade for cash, gold, or food
  • Provide information about engineering components
  • Provide information about faction flags or flag components
  • Distribute Intel Packets
  • Introduce Special / Secret Orders when directed by staff

Do not intentionally shoot Habibi or his sons they are NPCs in the game and can not die, But they can kill you. You need Habibi and Sons Help. Stay on there good side.

Press Agent / Habibi Shooting Penalty

If you knowingly shoot a Press Agent after identification as FREE PRESS, or knowingly continue shooting Habibi after he has clearly indicated that you have hit him:

  • Call yourself HIT
  • Call DEAD MAN
  • Stop participating immediately
  • Return directly to your faction's Infill / Spawn Point
  • Report to the designated penalty clock/flag
  • Remain at spawn for five minutes
  • After the five-minute penalty, return to gameplay

This rule exists to enforce trigger discipline and accountability.

Every round you send downrange is your responsibility.

19. Intelligence Reporting

Game #2 places increased emphasis on complete Field Intelligence Reports.

Useful intelligence may include:

  • Enemy locations and movement
  • Resource locations
  • Engineering-component discoveries
  • REBFOR activity and recruitment
  • Habibi & Sons activity
  • Controlled structures
  • Booby-trap locations
  • Pilot / crew information
  • Crash information
  • Cargo information
  • Transponder information
  • Mission progress
  • Photos and video

Mission 1 Field Intelligence Reports

During Mission 1, contractors may be required to:

  • Locate intelligence, resources, or engineering components
  • Photograph the discovery
  • Find and complete a physical Field Intelligence Report using a black Sharpie
  • Photograph the completed report
  • Mark the location clearly on the faction map
  • Photograph the map marking
  • Submit the required photographs through the Command text link

Reports should be clear, accurate, and useful.

Include faction, call sign, or identifying information as directed during the briefing.

Do not collect engineering components during Mission 1. They may be booby-trapped.

20. Resources and Trade

Resources matter.

Game #2 campaign resources include:

  • Cash
  • Gold
  • Food
  • Life Coins
  • Medical Kits
  • Intelligence
  • Intel Packets
  • Engineering components
  • Mission-critical items

Contractors may find, carry, recover, protect, capture, trade, or use campaign resources according to mission rules.

Medical Kits

NATOS and RUSFOR Medical Kits are searchable campaign resources and specific REBFOR objectives.

Each NATOS and RUSFOR contractor begins with one “Medical Kit” in the searchable pouch.

REBFOR may capture these Medical Kits through legal searches and keep them in their searchable pouches or attempt to return them to the REBFOR protected Infill / Spawn Point.

Successfully secured Medical Kits directly affect REBFOR's potential medical capability later in the operation.

The number recovered during Missions 1–3 will determine whether REBFOR earns access to the increased LifeWater / Life Coin allowance during Missions 4–6.

The exact Medical Kit recovery threshold will be established through the Campaign Point System and game-day Command instructions.

NATOS and RUSFOR should therefore treat their Medical Kits as valuable faction assets and protect them accordingly.

Each REBFOR contractor begins with and keep one cash, gold, or food in their searchable pouch.may be traded with Habibi & Sons for intelligence or Intel Packets or resources.

Contractors will not necessarily know what an Intel Packet contains before making the trade.

Food, LifeWater IVs, and Life Coins also become important when factions attempt to gain the cooperation of the missing pilot and crew.

Negotiation is allowed.

The best choice is not always combat.

21. Roleplay Standards

Roleplay is encouraged.

Contractors may:

  • Negotiate
  • Bluff
  • Bargain
  • Threaten in-character
  • Ask questions
  • Make deals
  • Trade
  • Recruit
  • Betray
  • Interact with campaign characters
  • Follow Special / Secret Orders

Roleplay must stay respectful.

No real threats.

No personal insults.

No unsafe physical contact.

Betrayal is part of the Game #2 campaign system. Keep betrayal and faction conflict inside the game.

22. Commander Direction

NATOS and RUSFOR commanders are contractor leaders, not staff.

Commanders:

  • Organize squads
  • Assign tasks
  • Coordinate missions
  • Communicate mission priorities
  • Maintain battlefield leadership
  • Help keep their faction moving

Contractors are expected to support their commander unless staff, an authorized Special / Secret Order, or a temporary faction change directs otherwise.

23. Sportsmanship

All contractors are expected to:

  • Call hits honestly
  • Follow buddy-aid rules
  • Follow Medic rules
  • Respect searches
  • Respect the 15-foot protected Infill / Spawn Point
  • Respect roleplay boundaries
  • Follow faction-identification procedures
  • Follow Special / Secret Orders honestly when issued
  • Avoid arguing on the field
  • Follow staff decisions
  • Keep safety first

If there is a dispute, find staff.

Do not stop the game to argue.

24. Event Flow

The day consists of six progressive 45-minute missions.

Mission 1 — Scout Recon

Reconnoiter the battlefield, locate intelligence and engineering components, complete Field Intelligence Reports, document discoveries, and mark locations and report them back to command through the network.

Engineering components are not collected during Mission 1. “You get points for recon not collection, don't go picking up random stuff up, you will get yourself blown up.”

REBFOR should also begin identifying opportunities to acquire NATOS and RUSFOR Medical Kits and converting their contractors during the first half of the operation.

Mission 2 — Gather

Return to previously located resources and engineering components.

Identify and deactivate booby traps as a team.

Recover resources and plane-wreck engineering components and return them to the protected faction Infill / Spawn Point.

REBFOR continues attempting to recover and secure NATOS and RUSFOR Medical Kits while converting contractors to their cause.

Mission 3 — Collect, Capture & Control

Continue recovering resources, intelligence, and engineering components.

Capture buildings.

Acquire faction flags or flag components.

Occupy structures, raise faction flags, and establish battlefield control.

This is REBFOR's final first-half opportunity to secure Medical Kits that will count toward its potential increased second-half LifeWater allowance.

Lunch / Intermission — The Bazar

Combat operations stop.

Weapons remain cold in The Bazar.

Contractors may reorganize, analyze intelligence, negotiate, trade, and interact with NPCs.

Command will determine REBFOR's second-half LifeWater allowance based on its first-half Medical Kit recovery.

Mission 4 — Resource Collection / Control / Defend

Use and defend structures controlled during Mission 3.

Move resources and plane-wreck engineering components into controlled strongpoints.

Reais and defend faction flags and structures while attempting to overpower opposing positions.

If earned through first-half Medical Kit recovery, REBFOR begins operating under its increased LifeWater / Life Coin allowance.

Mission 5 — Secure the Downed Pilot

Locate the missing pilot and crew.

Finding them does not automatically give your faction control of them.

They may require medical aid, Life Coins, food, protection, persuasion, and continued assistance before they cooperate.

Recover useful information concerning the crash, aircraft cargo, transponder, or aircraft loss.

Mission 6 — Extraction

Move cooperating pilot / crew toward the extraction objective.

Protect them.

Protect mission intelligence.

Prevent opposing factions from capturing them.

Complete extraction with the required personnel and intelligence alive and intact.

The exact number of pilot and crew personnel is not disclosed.

The situation changes throughout the day.

Pay attention during every mission briefing.

25. What Contractors Should Not Expect

Contractors should not expect a simple team deathmatch.

Contractors should not expect every objective to be obvious.

Contractors should not expect combat to solve every problem.

Contractors should not expect faction loyalty to remain completely predictable.

Contractors should not assume every Intel Packet contains useful intelligence.

Contractors should not assume every contractor wearing their faction's armband began the mission with the same orders they did.

Contractors should not expect finding the pilot or crew to automatically secure their cooperation.

Contractors should not expect staff to repeat hidden information that was missed, lost, ignored, captured, traded away, or contained in an Intel Packet.

26. What Contractors Should Focus On

To be effective, contractors should:

  • Stay with their squad
  • Communicate clearly
  • Protect Medics
  • Protect LifeWater supplies
  • Protect Medical Kits
  • Maintain the required searchable-pouch contents
  • Report intelligence
  • Complete Field Intelligence Reports correctly
  • Recover engineering components
  • Recover useful resources
  • Secure resources inside the protected Infill / Spawn Point
  • Capture and defend structures
  • Protect faction flags
  • Interact with Habibi & Sons
  • Treat resources as valuable
  • Keep Press Agents informed
  • Follow commander direction
  • Pay attention to faction identifiers
  • Pay attention to Special / Secret Orders
  • Think before fighting
  • Play the scenario, not just the gunfight

27. End of Game

At the end of the event:

  • Stop gameplay when called
  • Place replicas on safe
  • Return to staging
  • Turn in required campaign items
  • Turn in required intelligence and mission documents
  • Follow staff scoring instructions
  • Help recover props if asked
  • Remove trash
  • Attend the After Action Debrief

Final results are based on total Campaign Points and campaign performance, not simply kills.

Campaign performance includes intelligence, captured enemy resources and Life Coins, recovered plane-wreck engineering components, Medical Kit recovery, structure control, pilot / crew recovery, and final extraction.

28. Core Rule

Survival Series is built on safety, honesty, communication, accountability, and immersion.

Play hard.

Call your hits.

Respect the game.

Respect the other contractors.

Follow staff direction.

Control your trigger.

Protect your resources.

Expect betrayal.

Win through teamwork.

GAME DAY: Final event instructions and staff direction supersede this page where applicable.
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