League Play Loadout Restrictions:
1 Class
1 Primary
1 Secondary
1 Knife
2 Ammo Carriers
1 Holster
Class: Choose a class at the Simulation Station (Sim-Station) to gain access to a Pre-Game Perk and a Mid-Game Perk.
Primary: A “Rival“ style ammo firing blaster with an ammo capacity between 13 and 200. Cannot have automatic firing capability. Electronic single fire allowed as long as blaster cannot switch between auto and semi-auto. You are allowed to replace your primary for a secondary.
Secondary: A “Rival” style ammo firing blaster with an ammo capacity between 1 and 12. Cannot have automatic firing capability. Electronic single fire allowed as long as blaster cannot switch between auto and semi-auto. Swords (melee between 1ft and 3ft) are considered a secondary.
Knife: Foam or soft rubber based melee that is 12in or less. A “Knife“ is a piece of equipment and not considered a Primary or Secondary. Any and every Loadout should include a knife.
2 Ammo Carriers: Up to 2 forms of ammo carriers are allowed to be on your person during play. Ammo Carriers cannot exceed holding 150 rounds. Magazine Carriers cannot exceed 6 Magazines. A “Speed Loader” is a magazine. Raw Ammo is only to be carried in a “War Zone Battle Pouch”. (This keeps someone from coming in with a 55 Liter Back Pack to claim all the ammo.)
Examples:
Battle Pouch + Battle Pouch
Magazine Carrier + Battle Pouch
Magazines in Carrier = 6 or less
Moderator discretion for removing play impeding magazine carriers.
1 Holster: A ”Holster” is used to carry a blaster, melee or bow. Any player can wear a Holster and or a Single Sling.
Moderator discretion for removing play impeding holsters and slings.
Classes and Current Perks List:
A Class determines what Perks you have access to. Perks come in 2 forms:
Pre-Game Perks: a perk that allows you to affect the game before it begins.
Mid-Game Perks: a perk controls your Respawn Time and often something else, like the ability to use a shield or to hack the bomb quicker.
Each Class comes with the ability to use both a Pre-Game and Mid-Game Perk.
Reference: Regular Button Respawn Time Is 3 Seconds
Assault
Pre- Overkill: replace Primary with Automatic Rival Firing Blaster
Mid- Stim Pack: scan “Battle Tag” for instant respawn
Commando
Pre- Tactical Insertion: start the game outside your dugout, but inside your “Team’s Territory”
Mid- Hacker: 2 second Respawn and scan Battle Tag to defuse the bomb 50% faster
Medieval
Pre- Knight: replace Primary with either Joust or Sword and Replace Secondary with Standard Round Ballistic Shield
Mid- Helmet: 2 Second Respawn and you are immune to Rival and Half Dart headshots from the jawline up
Medic
Pre- Hospital: your team is immune to friendly fire and Biowarfare
Mid- Medkit: 3 Second Respawn and then 10 Seconds of continuous respawn that anyone on your team can utilize to spawn instantly
Breacher
Pre- Barricade: place an immovable barricade on the field before the game begins. (Your Territory or Neutral Territory)
Mid- Shield: 4 Second Respawn Time replace your secondary with a Standard Round Ballistic Shield
Sniper
Pre- Overwatch: start the game in either upstairs
Mid- Sharpshooter: blasters you use are now allowed to fire half darts
How many points to unlock each class, and how many points are earned per activity?