Start Area | Ideally close to the other team, but far from the exit. |
Fire Selector | Semi-auto until bomb detonates |
Respawns | Unlimited Once a bomb is detonated: None for that team |
Props Used |
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Goal | Using the Code Breaker, decipher the bomb code fragments, disarm the bomb and bring it and the code breaker to the exit. If a bomb detonates, the goal changes to try to survive and/or prevent the other team from exiting the field. |
Game Changers |
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Additional Info | Each team can have one support gunner (always full auto) using an LMG with a bipod. |
Final Countdown is a game mode like no other. Each team has a ticking bomb at their base. They cannot move it, there are no instructions or information for how to disarm it, just a code on a card inside the case. Both teams must enter their code into the code breaker to get instructions of where to go and what to do. They have a set amount of time to find all the codes and enter them into the Code Breaker device to decipher them to reveal code fragments, figure out the order and disarm their bomb. All while the other team is trying to do the same. It soon becomes a race against time to not only disarm the bomb, but to try and hinder the progress of the other team.
In addition the code system will change with each event, some will use other props or even physical puzzle formats similar to that of real escape games. All while under fire from enemies.
There are multiple ending scenarios for this game.
Once a bomb is detonated, that teams base (let’s say Red Team) is destroyed and they have no more respawns. If the Blue Team has disarmed their bomb, then the Red Team can try to sabotage their progress to ensure they do not reach the exit.
The team that disarmed their bomb must close the case and get the bomb and code breaker to extraction. While the other team try to prevent them reaching the exit.
The winner is decided based on several factors by the game master.
Disarming the bomb does not mean winning. As the game will evolve during the session.
There will also be unique rules for this game.
The game will be semi-auto only. Unless you have an LMG (Light Machine Gun) and bipod.
Also when a bomb detonates, that team will go “weapons free” and can defend themselves with full-auto fire.
Many play styles can come into play for this game and each will have benefits.
For example, a team could delegate a comms specialist to stay near the base with the Code Breaker and Bomb while the team splits up to find the codes. They can then radio the numbers back to base for the specialist to decipher them on the Code Breaker. Once the specialist can disarm the bomb, they can then close the case and make a run for the exit with the bomb and Code Breaker while the remaining team try to sabotage the enemy’s progress.
Knowing that the codes are around checkpoints, the team could split into 4 groups, 3 of the teams focused to assaulting a checkpoints and getting the codes, while the support team waits with the Code Breaker, watches the enemy and suppresses movement with LMG fire.
One team could split up and rush to secure the exit path in the event the enemy disarms their bomb first to ensure they do not reach the exit. They could also split into smaller groups to surround the enemy base and hinder their movement and box them in, while one small team rushes to get the codes.
A team could all run together in a route to each checkpoint and try to overwhelm their opposition in numbers to dominate the field. Then each hit team members can go to the next checkpoint to rendezvous with their team.
The style of gameplay really has no limits and each style has its strengths and weaknesses which can be utilised. Knowing your enemy throughout the weekend for this final game on Sunday will be essential for success as this game is about 25 minutes long and just one round.
This will be a new game mode with multiple objectives where both teams have the same objectives which will evolve and change during the game. Each base will have a checklist of the objectives and game mode details.