Here's one we are going to run at our next trigger day...
We have these nice poly-fiber-glass cases, each one about 2feet across, 2.5 feet wide, and a 1.5 feet deep... weigh about 3-5 pounds each, but are a bit "bulky". Of course if anyone decides to use this idea, these can be substituted for any decent containers.
Please keep in mind, I wrote this for our use, so everything seems written from that perspective, so if ya want to use it, just modify it to reflect your own game/field:
Case #1 Is marked on the inside with a red "x" ... this case is a "booby" trapped IED that has a kill radius of 200 feet blast. Enough TnT to take out a small base, bunker... and any Operators in the area, even if they are armored!
Case #2 Is marked inside with a blue "x" ... this is the "safe case", and contains general supplies, or gas mask... anything imaginary. It does have a special radio in it for a special purpose...
The set-up. Cases are pre-marked and closed before the event. Only one of us should be privy to exactly which container is which.
Another participant other than the one who marked the cases... goes and places them on the field being used in random fashion, way apart from each other, and away from any bases used... even disguising them slightly using terrain, leaves, weeds...ect.
When said player returns... teams are formed. After this point, neither the participant who marked the cases, or "hid" them can touch the cases in any way, nor reveal any information about said cases.
This event is a modified Force on Force game, with extra challenge pushed in.
A single common "respawn" area will be set that both sides use. It should be away from bases, and in an area that gives no advantage to shooting any OPFORS, or being shot coming out of Respawn.
Both teams will have a "base" to start in.
We will use a one hit, your out until you respawn for this... upon which you can re-enter the game normally as many times as the game goes.
When the Green Light is given... both teams come out of the bases, trying to locate the cases, and eliminate any OPFOR along the way.
Now here's where the real challenge comes in....
A team can only possess ONE case at a time outside their base. A team can only possess one case willingly until it is safely stored in their base. If left unguarded, the case can be "stolen" from the base by the opposition. If one case is secure in a base, that team may opt to try and take the other case at that point.
One case is a very dirty bomb, and one is nothing harmful.
The objective is to secure the harmless case in your base, and place the bomb case into the OPFOR's base.
Sounds easy right? Hahaha!
Here's the catch... only two people really know the difference, and they can't help anyone out. ( they can shoot, guard, ect... but can't touch the cases, move them, or reveal whats inside them. )
Once a case is opened... if it's the bomb, no matter where it is opened at... explodes immediately, no saves for anyone near. It doesn't matter , if you are with-in 200 feet of the bomb when it goes off, you head to the respawn. Cover, even a base can't stop the "bomb" blast radius. If the two cases get with-in 50 feet of each other... the "bomb" pre-detonates and explodes. ( Remember that special Radio?)
If the "bomb" is figured out somehow ( supposedly by opening the other case most likely) , then that team has to "sacrifice" at least one person to open it in the OPFORS base.
Both cases can't be in the same close 50' area.
Game play continues until the "bomb" explodes, and the other case is secured in a base. ( the bomb can explode anywhere it's opened, even outside a base.) Once the "bomb" is gone, it can't be re-used. The "harmless case", always survives any blast or damage.
To further complicate things... the cases can be stolen ,and if someone is carrying a case before it gets in a base ( or after it's stolen out of one) and get's shot.. they have to drop it on the spot, and go to the respawn. The case is then fair game.
Since no one knows ( that can say so) which case is which... the only way is to take a chance and place a case in the OPFOR's base, and open it.
Respawns for a regular shot, can immediately return to battle after reaching the respawn point.
Those killed by the "bomb blast" have to wait a special 2 minute respawn wait for each team member killed in the blast that went off. ( if three team members were blown up, it'd be a 6 minute respawn wait for all three.) If everyone in the game gets blasted, then all players return to their bases, and resume playing.
So, not only do ya not want to get shot, and have to make trips to the respawn.. this objective will make both teams make hard decisions, and use tactics and strategy... with a good measure of luck.
Who ever has the good case in their base, after the bomb explodes wins the objective.