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Nerf War Rules For

Juggernaut Payload

Player Count:

 8+

Playing Time:

 5 - 15 Min

Age:

 7+

Untested

Game Designer:

 PaNNC (Pacific Northwest Nerf Club) 

Description:

Juggernauts are typically heavily armed players who are difficult to stop. In this game mode, the juggernaut is an objective that each team is trying to control and direct into the other team's base. The juggernaut helps whichever team has control of them.

Quick Reference Rules:

  1. Infinite respawns, 10 second count

  2. Tag the juggernaut’s targets to stun them for 5 seconds.

  3. While the juggernaut is stunned, a player may hand tag them to take control of the juggernaut.

  4. The juggernaut will attack the opposite team of the one that controls them by slowly walking towards their base and firing at the players.

  5. Game ends if the juggernaut reaches a team's base. Optional set a timer to end the game.

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Detailed Rules

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Does the juggernaut’s stun timer reset if their target is tagged before the 5 seconds is up?

No, but they can be tagged immediately after their stun timer is up.

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What path does the juggernaut take?

They should roughly follow a straight line which should be laid out during the setup. They should not be using cover to protect themselves but instead stay fairly in the open.

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Is the juggernaut active at the beginning of the game prior to a team taking control of them?

In general it is recommended that they not be active until a team takes control but it could be worth experimenting with depending on your club's setup.

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What happens if two opposing players hand tag the juggernaut at the same time?

Whichever player is able to keep their hand on the juggernaut longer will take control. Typically this will be resolved by one player tagging the other to force them to go respawn. The juggernaut does not activate until nobody is holding on to them.

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Can I just keep my hand on the juggernaut?

No. You should remove it in a reasonable amount of time. A juggernaut should not become active until there is nobody with their hand on them.

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What happens if I tag the juggernaut in an area other than their targets?

Nothing. They just keep fighting.

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Does special ammo do anything to the juggernaut?

No. Although it can still count as a hit on their targets.

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Group-Specific Rules

Decide On...

  • who has the final say on a disagreement about someone getting hit.

  • rules for jumping over or climbing on bunkers

  • what types of ammo are allowed

  • a dart velocity limit (I like 120 fps)

  • whether blaster hits and friendly fire count

  • rules for shields and melee weapons

  • what signifies that a player has respawned

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Other General Rules

  • Be respectful. It’s only a game.

  • Use common sense

  • Before touching someone's gear ask for permission

  • Everyone should have eye protection

  • Don't move bunkers

  • Ricochets don't count

  • Players shouldn't discuss what's going on if they haven't spawned back in.

Victory Condition:

A team wins if the juggernaut reaches the opposing team's base or is within the opposing team's area when the timer goes off.

Supplies Needed:

  • A heavily armed player who is willing to play juggernaut. Typically they have blasters with a high rate of fire rather than long distance blasters.

  • A target on the juggernaut's front & back (metal pizza pans seem to work well)

  • Team base designators

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More Information

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Learn More

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Basic Supplies

  • Foam Blasters (e.g. Nerf)

  • Extra Ammo

  • Bunkers (e.g. cardboard)

  • Copy of Rules

  • Team Indicators (Optional)

Setup Required:

  • Designate each team's respawn & base

  • Outline the juggernauts rough path

  • Attach the targets to the juggernaut

  • Supply the juggernaut with high rate of fire blasters

  • Place the juggernaut in a centrally located area

  • Optional: set a timer

Variants:

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Example Field Setups

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About Me

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I only recently made the switch to being a Nerf/ Foam enthusiast back in 2018. Rather than modding Nerf blasters, I found my real passion was in the creation of game modes.

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