Sydney vs Zombies
Sydney vs Zombies
Sydney vs Zombies
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Contents
Introduction
Sydney vs Zombies (SvZ) is a branch off from Sydney Nerf Wars which aims to bring regular, engaging and enjoyable Humans vs Zombies (HvZ) events.
General Rules
Humans vs Zombies is a moderated game of tag.
- All players begin as humans and there are randomly chosen Originial Zombies/Alpha Zombies
- Zombies aim to tag all human players and turn them into zombies
- Humans aim to survive to evacuation
- HvZ is a semi contact sport
- Dangerous acts such as slide tackles, shoulder charges, and diving ankle taps (within reason) will not be tolerated.
- It is your responsibility to avoid putting yourself into a position where sliding or diving is the only way to slow yourself down
- All players must have submitted a signed waiver before they are allowed to participate in events.
- If you are under 18 years old your waiver must be signed by your parent/guardian
- If you do not have a signed waiver/do not wish to sign, you are not permitted to play but may spectate
- Waiver is available here: File:SvZ TC.pdf
- Don’t be a douchebag
Dress Rules
- Tactical gear such as vests and gloves are permitted
- Please use common sense in what you wear to each event
- We do not accept full BDU
- Please try to wear bright colours under your tactical gear
- Paintball masks, face masks, and head scarves are not permitted
- Please exercise common sense with what you bring to an event. Safety is the top priority for all events.
- Zombie dress is allowed, but avoid going full Romero
Humans
- Objective is to survive until the end of the event
- Able to stun zombies with specified gear to achieve objectives
- Human stunning is allowed
- Commonly known as 'Shane-ing' / to be 'Shane'd' based on the 'The Walking Dead'
- Useful for when you are about to be overrun by the zombie horde and the only way for you to get away is to leave some immobile human bait.
- Humans can stun other humans with Darts/Melee/Ball socks
- These stuns must be intentional. Unintentional friendly cross fire does not count
- Humans must go down/take a knee for 30 seconds
- They are still able to defend themselves while down
Gear Rules
- Eye protection is mandatory
- Darts
- Please use stock Nerf Streamlines/Elites/Whistlers/Suctions/Buzz Bee/Airzone/Lanard/FDL v1s/Koosh/Voberry
- No hard tipped darts (hot glue domes/stingers/FVJ)
- Any player found using dangerous darts will be removed from the event
- Blasters
- Must not fire over 60 feet flat with stock darts (Nerf Elites, Streamlines, Whistlers etc.)
- If your blasters fire 60 feet flat with SNW heavy darts they DO NOT fire 60 feet flat with stock darts
- Must not be realistic looking/or predominantly dark coloured
- Recommended blasters include any Nerf/BuzzBee that you can buy of the shelf and remains unmodified
- You can use modified blasters but must be within range restrictions. Air blasters are allowed (OPRV/Volume/Titan restrictions apply)- e.g. Shotgun loaded Big Salvo/Large absolvers
- Homemade blasters are banned
- Must not fire over 60 feet flat with stock darts (Nerf Elites, Streamlines, Whistlers etc.)
- Melee
- Limit of 1 melee weapon able to be carried at any one time
- Melee attacks must not be too aggressive, and should not target sensitive areas such as the head/neck/crotch.
- Aggressive attacks will result in a human tag to the offender.
- Melee attacks must be slashes and NOT stabs
- Hitboxes - only for melee. All hits with darts count anywhere on body.
- Hits to the arms of a zombie do not count as a stun
- Blows must hit the chest, abdomen, back, or legs to count as a stun.
- Accidental blows to head/neck/crotch are at the discretion of moderators.
- If soft hits they may count as a stun, if hard they may count as a human tag to the offender.
- Melee weapons must be made from a soft foam with no exposed plastic or hard/sharp edges.
- Cannot be thrown - even if its small
- Ball socks
- Yes, you can use these
- Clean socks must be used
- Can only be held together by tape - if a significant amount is used leading to increased firmness of the ball, it may not be permissible
- Shields/Armour
- If you wear full body armour a zombie tag will still infect you
- The shield is considered a part of your body and acts the same as full body armour - it won't save you
- Other blasters - Rockets/Foam Arrows/etc
- Tentatively usable
- Effect same as darts
- Zing Bows + RedX Arrows/Zarts not allowed (possibly growing list)
Zombies
- Objective is to tag human survivors to convert players to the zombie cause
- Aim to convert all humans to zombies before the end of the event
- Must count 3 seconds (slow count) between human tags
- Except for Alpha/Original zombie
- Can be stunned by humans
- Must go down for 30 seconds (slow count) to respawn
- Respawn from specified respawn point
Special Zombies
Special infected zombies are upgraded with additional abilities.
- These are achieved through collection of confirmed human tags
- Restricted based on total player numbers
- Alpha zombies are automatically given the ability to become a Reaper/Spitter/Charger after his/her first return to respawn.
Reaper
- Requires 3 confirmed human tags
- Equipped with pool noodle
- Longer reach
Spitter
- Requires 5 confirmed human tags
- Equipped with a Nerf pocket howler x 1
- Stuns human on hit
- Stunned human takes knee for a 30 second slow count. The human is still able to defend him/herself
- Only one use per respawn - must be regathered
- Stuns human on hit
- Cannot tag humans
Charger
- Requires 7 confirmed human tags
- Equipped with a shield
- Deflects darts/melee/ball socks
- Cannot tag
Tank*
- Requires 9 confirmed human tags
- Cannot be stunned
- Slowed - only able to walk (1 foot on ground at any one time)
Queen*
- Requires 11 confirmed human tags
- Able to respawn zombies with a 3 second slow count
- Cannot tag
*These classes are in development