The Line
Along a disputed stretch of land called the Line, tension between two regional forces has quietly escalated into something harder to ignore. On one side, North Ridge Unit, a green-clad group operating out of the nearby hills and tree cover relies on careful planning, local knowledge, and old gear that’s been patched and repurposed more times than anyone can count. On the other side, South Sector Patrol works the dry lowlands, moving fast and light across open terrain, hardened by exposure and long stints in the field.
Neither side considers themselves the aggressor, but both know the stakes. Resource crates dropped periodically by unknown actors have started appearing at key points along the Line. Each one contains something essential: food, fuel, water, or maybe old tech. Fights break out over the drops. Sometimes it’s clean. Often, it isn’t. Each team has dedicated haulers and mules tasked with collecting whatever they can. Ambushes and theft are expected. What matters is what you bring back.
A third group, unaffiliated, moves through the area: the Merchants. They don’t carry weapons and don’t respond well to threats, but they’ve got access to supplies if you’ve got the right leverage, namely dog tags collected from the fallen.
There are no great speeches or big flags out here. Just two teams doing what they have to, in a place where every crate might mean the difference between winning and going home empty-handed.
Game Objective
Teams must collect and secure at least one of each of the five resource types to qualify for a win. The team with the most complete sets of resources at the end of the game is declared the winner. Strategy, coordination, and timing are key; this is not just about firepower.
Teams
-
Two Main Teams:
- North Ridge Unit (Green Team)
- South Sector Patrol (Tan Team)
Each team will designate:
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2 Mules:
- Mules are the only players permitted to physically carry and collect resource crates.
- They can be targeted, wounded, and have resources stolen by opposing players.
- If a mule is “killed,” they must drop any carried resources and return to respawn.
Resources
There are 5 types of resources:
- Water
- Fuel
- Food
- Tech
- Ammunition (Ammo)
- Teams must secure at least one of each to qualify for victory.
- Resources are stored in crates located at drop points across the field.
- Resources lock to a spawn clock—they are only collectable at specific time intervals.
Drop Points
- There are 3 primary drop locations, with the option to add additional drops containing fewer crates if needed.
- Each drop contains 3 crates, with random or pre-assigned resources.
- Resources unlock every 10 minutes, marked by a central respawn/game clock.
- Optionally, there can be “dead zones” during which no resources can be collected—used to increase tension and control pacing.
Theft and Engagement
- Thievery is allowed: players may steal resources from opposing mules by:
- Eliminating them in play.
- Looting dropped crates or gear from downed mules.
- Stealth, ambushes, and sabotage are all viable strategies.
Merchant Squad (Optional)
- Marshal-led neutral squad, referred to as the Merchants.
- Roam the field unarmed and independent from either team.
- If Merchants are within proximity of a drop point, they can temporarily shut it down, preventing collection until they move on.
- Players can approach unarmed, presenting collected dog tags to purchase specific resources from the Merchants (if available).
Dogtags
- When a player is eliminated, their dog tag (provided at start) can be taken by the opponent.
- Dogtags serve two purposes:
- Currency to trade with the Merchants.
- Scoring Bonus—any unspent dog tags held at the end of the game may negate an opponent’s extra resource set, potentially shifting victory.
Victory Conditions
- A team must collect at least one of each resource type to qualify for victory.
- The team with the most complete sets of resources at the end of the game wins.
- In case of a tie, the team with more dog tags may use them to negate opponent resources, breaking the tie.