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RULES OF ENGAGEMENT

Multicrew events will either be played as solo vehicles or multi-crew with a crew of 2-6 per vehicle depending on participants wishes and/or player count. Vehicles MUST be designed with an emphasis on realism and able to accommodate 2-6 players.

Matches will be played in Survival Mode, with 3rd Person View Disabled. You will need to ensure your vehicles can be operated within this criteria including fully fueled, loaded with ammunition, and toolbars properly set. Time will not be given to finish building, tuning, loading, fueling or painting your vehicle. Each Team will determine its roster of Vehicles for each match by the number of players. Each player is permitted 1 vehicle spawn per match. In the event of uneven teams then the lowest whole number is used. Special vehicle spawns such as Helicopters, Artillery and Respawn Vehicles will be determined before the match start or based upon map design.

Additional Vehicle Spawns are determined by their Battle Rating or BR. Each Era has a Low and High BR Range. A Low BR Range Vehicle may be spawned twice, while a High BR Vehicle may be spawned once. Vehicles below the Low Range are granted an additional spawn as well. Once all Active Units are knocked out and the team has exhausted their vehicles they lose that match. A Vehicle is considered Knocked out when it can no longer be used to engage with the enemy with its original weaponry. A repaired tank can still be used to fight. Mobility kills may be considered a Knock Out depending on the situation. A Crew may also abandon their vehicle even if they are not fully knocked out. An enemy team may capture and repair vehicles to continue the match, assuming they still have their own active vehicles left on the field.

COMMON COURTESY ON THE BATTLEFIELD

This is a community event and a team game. The goal is to have fun and still be friends at the end of every match, even if you lose. Certain behaviors are explicitly banned to foster this environment.

  • Grinders cannot be used on active enemy vehicles, even if they are unmanned.
  • Accessing Terminals on enemy vehicles to alter their performance will result in ejection from the match.
  • Ramming vehicles is prohibited, please try to keep a minimum of 50m away from enemy vehicles.
  • Camping a spawn point is prohibited. You may scout a spawn but may not fire into or around a spawn point. If a vehicle fires OUT of a spawn, then it is fair game to be fired upon.
  • Keep insults and general saltiness to a minimum (some friendly banter is still accepted)
  • No politics, hate speech, or offensive imagery even on replica vehicles.

BUILDING YOUR VEHICLE

The following sections will define the limits for constructing your vehicles. Virtually any kind of vehicle is allowed to be used as long as it confines to the limits posted. If you are unsure if something is legal please ask staff.

GENERAL BUILD RULES

The following apply across all builds, unless explicitly noted otherwise.

  • All Vehicles must be built in good faith to the era and with an emphasis on realism.
  • Vehicles are allowed a single Remote Control for the purpose of driving the vehicle. This remote control MUST be placed where the driver of the vehicle would realistically control the vehicle from.
  • A Single Main Weapon May be mounted Per Vehicle unless otherwise noted on the Equipment Page.
  • A single Secondary Weapon may be mounted coaxially with a Main Weapon.
  • Two Secondary Weapons may be mounted on the same Elevation, however, no other weapons may be mounted with them including support equipment.
  • Max of Two weapons per elevation, two elevation max per Azimuth
  • Vehicles with Multiple Turrets may only take a single Main Gun per vehicle. Casemates count as turrets.
  • Fixed Weapon vehicles, such as the Stridsvagn 103, are allowed however may not exceed 40t dry weight and are bound by all other rules regarding main guns.
  • Vehicles in Multicrew must be manned by at least two (2) players. Multiple duties can be assigned to a single player.
  • Single crew vehicles are permitted but cannot exceed 20t.
  • Seats, Cockpits, and Control Stations cannot be used to store Ammunition of any kind.
  • Ramming Vehicles is strictly prohibited, do your best to avoid getting within 50m of an enemy vehicle.
  • Using weapons as armor is prohibited, A weapon must be placed on the outside of the vehicle (or must be deployed outside the vehicle to fire) and in such a way that it can be used sensibly.
  • Wing Blocks (that provide lift)
  • CAP Jet Hydrogen Engines may not be used on ground vehicles.
  • ERA (Explosive Reactive Armor) and APS Radars must be placed on the exterior of a vehicle facing outward and cannot be hidden behind any solid blocks.
  • ERA (Explosive Reactive Armor)can be covered by decorative mantlet blocks. They may not fully obscure the ERA and must be a decorative Mantlet Block, this includes:
    • VAP Hooks/Eyeloops, Camo Netting,
    • Yakobes Machinations Basic Shape Blocks, Fume Extractors, Muzzle Brakes, Chainlinks
    • KGS Brace/handles, Gun Shrouds
    • If not listed, assume it is not allowed. Allowed blocks are considered by their features of being collisionless blocks with offset models with an integrity of around 100 or less.

Scripts

Scripts are allowed and usually required for our vehicles to function, tho we do have some limits regarding their use to help server performance.

Banned Scripts

  • Radar
  • Mapping/Raycast
  • Floorplan
  • Any script that gives AI functionality
  • Any script that affects the blocks of other vehicles without player consent

The following Blocks are banned without exception from use

  • Vanilla Reactors
  • Thruster Blocks (low output engine fans exempt)
  • Warheads of any kind
  • Space Balls and Artificial Masses
  • Thermal Cameras on standard Event Vehicles
  • Vanilla Weapons, Spotlight (the turret kind), Firework Launcher Blocks
  • Vanilla Grinder, and Drill Blocks
  • Turret Controllers may NOT have AI enabled

Staff reserve the right to remove vehicles they deem unfair or unfaithful to the spirit of the game

Radiator Mod

Vehicles using hydrogen engines now require a Radiator Block in order to function. Engines without radiators will now overheat and damage themselves. You only need one radiator per vehicle regardless of the number of engines. The radiator MUST be placed on the same grid as the engine. 

The following work as Radiators EDP 2x1x1 Radiator EDP 2x2x1 Radiator EDP 3x2x1 Radiator EDP 3x4x1 Radiator Vanilla Air Vent (non-DLC half block version) BATTLE RATING SYSTEM The Battle Rating System (BR) is how you will assign a cost to your vehicle. Your vehicle is defined by combining its weight, chosen speed, loading mechanism, stabilizer, armament, and additional equipment. Each era ruleset will have its own maximum BR level and vehicles must have their rating fall under this level while also following all other era restrictions.

CATEGORIES Weight The Weight category is each full tonne rounded down to the nearest tonne, meaning 9.95 tons is 9 tonnes. 1 Point per full tonne of Vehicle’s Dry Mass. Speed

Speed is determined by a simple formula listed below. 

Helicopters are exempt from Speed regulation. A Wheeled vehicle may not exceed 130km/h Tracked vehicles may not exceed 80km/h. A vehicle is considered Tracked if it has any of the following: More than eight (8) wheels of any type Skid Steering Roadwheel or Sprocket Blocks Walker vehicles must also adhere to the speed rules as much as possible. You may choose a lower speed category in order to save points. Engine Speed buffs are not additive, only the highest buff applies Speed Formula (130-(weight x 1.3)+engine bonus)/era modifier=speed Speed Km/h Point Value

Light Engines +10 km/h Medium Engines +20 km/h Heavy Engines +30 km/h 0-20 0

Modular Engine (IAP) H'aeiou Motors V12 (VAP) TE-80 Turbine (IAP) 21-30 6

Sprinter V8-HD (KGS) Behemoth V12-TT (KGS) GTD-1500 Gas Turbine (KGS) 31-40 8

Baron R516 Radial (VAP) Hydrogen Engine (Vanilla) Royale Wolf Motors EE-C1 (VAP) 41-50 12

Rudi-Autos 1987 W45 (VAP)

2020-Type-44 Giftson Löwe (VAP) 51-60 24

Inline Hydrogen Engine (CAP)

Tutel Dynamics TE0M878 (VAP) 61-80 (Tracked Max Speed) 36

81-100 60

101-130 84

Era Modifier (divide speed by) Interwar 3 WW2 2.25 ECW 1.5 LCW 1.25 Modern 1

Example: 45 ton tracked tank with a medium engine in Early Cold war

(130-(45 x 1.3)+20)/2=45.75 which would be 12 points.

Loading Mechanism Loading Mechanism refers to how your main armament receives ammunition. This refers to only the most expensive weapon on your vehicle. ATGMs are not considered to have a loading mechanism and are classified by their secondary armament.

The three methods of loading are as follows: Manual Loading: A player must manually place ammunition directly into the gun Non-Continuous Loading: Ammunition is transferred to the gun via a disrupted Conveyor line. This includes Connectors (with toggle lock) as well as any other blocks that connect whilst loading and disconnect when aiming. Continuous Loading: Ammunition is automatically moved from the storage to the gun via a constant connection.This includes placing a storage container directly on a gun even if that container is loaded via a connector, or two connectors constantly locked. Manual 0 Non-Continuous Loading 6 Continuous Loading 18

Stabilizers The Stabilizer category refers to whether or not any of your weapons are stabilized against outside forces. If any weapon on the vehicle is stabilized then the vehicle is considered to have a stabilizer, regardless of whether or not it's the main gun. The three methods are as follows: No Stabilizer: No gyros, scripts, or other mechanisms are used to adjust, or cancel out directional forces on your weapon Mechanical Stabilizer: Any method to correct, or cancel out directional forces without using a Programmable Block Script Script-Based: Any script that adjusts your gun's angle passively to cancel out directional forces. This includes MART, Rotor Sync Scripts, and Turret Slaving. Stabilizer Costs No Stabilizer 0 Mechanical Stabilizer 6 Script-Based Stabilizer 12

Main Weapons WEAPON ERA AMMO Point Value Limits KwK36 88mm L/56 Rifled Gun WW2+ Type-3 APHE Type-3 HE Type-3 AP Type-4 HEAT 18

L7A1 105mm Tank Gun ECW+ Type-4 APDS Type-4 HESH 24

M68 105mm Tank Gun ECW+ Type-4 APDS Type-4 HEAT 24

D-10T2S 100mm Rifled Gun ECW+ Type-4 APFSDS Type-4 HEAT 26

QF L4A1 183mm ECW+ Type-VI HESH 60 Allowed one Coaxial LMG OR one Troika, no other weapons. 1 per vehicle per team Bofors L/70 57MM LCW+ Type-2 APDS Type-2 HE 48 1 per vehicle per team. May have Machineguns, (Troika and Hammer Coaxial) Rh120 L/55 Smoothbore LCW+ Type-4 APFSDS Type-4 HEAT 36

2A46M-5 125mm LCW+ Type-4 APFSDS Type-4 HE Type-4 HEAT 36

M81 152mm Gun/Launcher LCW+ Type-5 HE Type-5 HEAT Type-5 ATGM 60

L30A1 120mm Modern Type-4 APFSDS Type-4 HESH 34

2A82 125mm Modern Type-4 APFSDS Type-4 HEAT Type-4 ATGM 36

M360E1 120mm Modern Type-4 APFSDS Type-4 HEAT Type-4 ATGM 40

RH130 L/51 Modern Type-4 APFSDS Type-4 HEAT 44

1R85T 140mm Modern Type-4 APFSDS Type-4 HEATFS Type-4 HE 48

R107A1 78MM Pulse Rail Gun Modern Type-3 APFSDS-LM 48 No other weaponry aside from Support Equipment R115 115mm Heavy Railgun Modern Type-4 APFSDS-LM Type-4 AMDP 60 No other weaponry aside from Support Equipment Spike NLOS Modern Spike Anti-Tank Missiles 40 2 per vehicle, Cannot be attached to a controllable elevation 9M133 Kornet ATGM ECW+ Kornet ATGM 20 2 per vehicle, may be mounted on the same elevation

*All ATGMs must have a fire delay of atleast 1 second between shots.

Secondary Weapons WEAPON ERA AMMO Point Value Limits AGL-6 Automat Grenade Launcher LCW+ Type-0 Explosive 6

20-K 45mm L/46 Rifled Gun Interwar+ Type-2 APHE Type-2 AP 10

M3 75mm Tank Gun WW2+ Type-3 AP Type-3 HE Type-3 CAN 12

M1940 F-34 76.2mm Tank Gun WW2+ Type-3 AP Type-3 HE 12

35mm Oerlikon GDF LCW+ Type-1 Airburst 12 Note: Only works with a target lock, will not do damage otherwise 30mm Mauser MK30 Modern Type-1 HE 16

30mm Shipunov Grom 2A42 LCW+ Type-1 HE 20

M242 25mm Bushmaster LCW+ Type-1 AP Type-1 HE 30 1 per vehicle

Support Equipment ITEM ERA AMMO Point Value Limits Smoke Grenade Launcher All Type-0 Smoke 0

MG-7A Hammer Coaxial Machinegun All Type-0 Conventional 0 Max 4 Per Vehicle. Offensive Weapon MG-7L Hammer RWS Modern Type-0 Conventional 8 Max 1 per Vehicle. Offensive Weapon MG-12 Troika All Type-0 Conventional 6 Max 4 Per Vehicle. Offensive Weapon Direct-Fire APS “Arena” LCW+ Arena APS Canister 0 Max 6 per Vehicle Iron Fist APS Modern Iron Fist APS Canister 18

81mm Mortar ECW+ Type-3 HE Type-3 Smoke 18 Max 1 per vehicle, Manually loaded only APS Radars LCW+ None 0

V/A28-M Electronic Countermeasure System LCW+ None 4 Max 1 per vehicle

CALCULATING YOUR BATTLE RATING Once you have constructed, armed, supplied, and found your speed for your vehicle you’ll add up the points and divide by 12 to receive your vehicle's BR. Use the following format to calculate your BR.

Weight + Speed + Loader Style + Weapons (Main and Secondary) + Stabiliser Style + Support Equipment = Total, divided by 12.

Example: Replica T-72, Late Cold War Era 44 ton vehicle + 68km/h speed + Connector Autoloader + Mechanical Stabilizer + 125mm 2A46M-5 Cannon = Total/12 44 + 48 + 6 + 6 + 36 = 140 / 12 = BR 11.6

You can use this template to help keep track of your vehicle's stats. Vehicle

Weight

Speed

Loader

Stabilizer

Weapons

Support Equipment

Total BR

You can use this Calculator courtesy of Saticron to assist in finding your BR SETB BR Calculator ERA-SPECIFIC RULES SETB uses additional rules and limitations based upon the intended era. This also includes an expectation of design aesthetic. An Abrams, despite being rule legal, would not be allowed in Interwar. If you are unsure if a vehicle meets this requirement, ask a staff member.

Each Era has a BR Range of Low and High, a “Low BR” Vehicle is granted 2 spawns, while a “High BR” Vehicle is granted 1.

INTERWAR PERIOD 1918-1937 BR Low 0.1 - 3.9 BR High 4.0 - 7.0 Build Limits 80-ton Vehicle Weight Limit Speed Modifier 3 Guns Must be Manually Loaded Engine required 2 battery max Banned Blocks 100mm Armor Blocks 500mm Armor Cube Composite Armor, ERA AI Blocks or Scripts that give AI capabilities Stabilizers APS (Active Protection Systems)

WORLD WAR II 1938-1945 BR Low 5.0 - 7.9 BR High 8.0 - 10.0 Build Rules 80-ton Vehicle Weight Limit Speed Modifier 2.25 All offensive weapon costs are doubled Guns Must be Manually Loaded Engine required 3 Batteries max Mechanical Gyroscope Stabilisers (non-script-based) are now allowed for elevation only. Banned Blocks 100mm Armor Blocks 500mm Armor Cube Composite Armor, ERA AI Blocks or Scripts that give AI capabilities Script-based stabilizers APS (Active Protection Systems)

EARLY COLD WAR 1946-1960 BR Low 5.0 - 7.9 BR High 8.0 - 10 Build Rules 90-ton Vehicle Weight Limit Speed Modifier 1.5 Autoloaders via Connectors are legal Engine Required 4 Batteries Max Manually Guided ATGMs may now be used, 1 Launcher Per Vehicle. Maximum of seven (7) 500mm Armor Cubes per vehicle Banned Blocks Composite Armor, ERA Guns that fire APFSDS The 100mm D-10TS is allowed in ECW Script-based Stabilizers Fire and Forget ATGMs Manually Guided Kornet’s are allowed APS (Active Protection Systems) Only 1 dedicated ATGM Carrier may be active per team at one time. -A Dedicated ATGM Carrier is defined by a vehicle that exclusively uses ATGMs as its primary offense OR that is using the maximum number of ATGMs allowed

LATE COLD WAR 1961-1991 BR Low 10.0 - 12.9 BR High 13.0 - 15.0 Build Rules 90-ton Vehicle Weight Limit Speed Modifier 1.25 Engine Required 4 Batteries Max Autoloaders Main Guns via Connector allowed Autocannons via Conveyor allowed Maximum of seven (7) 500mm Cube Blocks Arena APS is now allowed with the following restrictions Only four (4) launchers and two (2) radars per vehicle Banned Blocks Depleted Uranium Cladding, Nanoceramic Steel Matrix Fire and Forget ATGMs Script-based Azimuth Rotor Stabilization Only 1 dedicated ATGM Carrier may be active per team at one time. -A Dedicated ATGM Carrier is defined by a vehicle that exclusively uses ATGMs as its primary offense OR that is using the maximum number of ATGMs allowed

MODERN 1992-Present BR Low 10.0 - 12.9 BR High 13.0 - 16.0 Build Rules 100-ton Vehicle Weight Limit Speed Modifier 1 Autoloaders Allowed, no restrictions 6 Battery Max Maximum of four (4) Depleted Uranium Cladding per Vehicle Maximum of seven (7) 500mm Cube Blocks Only 1 dedicated ATGM Carrier may be active per team at one time. -A Dedicated ATGM Carrier is defined by a vehicle that exclusively uses ATGMs as its primary offense OR that is using the maximum number of ATGMs allowed

RESPAWN VEHICLES Respawn Vehicles allow you to carry players to where they're needed quickly, carry spare ammunition, repair parts, small arms, or even anti-infantry support depending on how you design them. Respawn Vehicles serve a similar role as IFVs, APCs, Logistics Trucks, and other non-combat vehicles serving in military functions. Each team can use a respawn vehicle without using one of their combat vehicle slots. If the team does not have one, staff will provide one. The number of allowed Respawn Vehicles will be determined at the start of a match. Respawn Vehicles do not count as an active combat unit and do not adhere to the BR rating, meaning that if your team loses all of its vehicles and does not have the capacity to spawn more but their Respawn Vehicle is still active the team will still lose the match.

RESPAWN GROUND VEHICLE BUILD LIMITS 40t empty weight Limit Maximum of One (1) Secondary OR Four (4) Support Weapons Maximum of 1 (one) Thermal Camera allowed, LCW+ Cannot be equipped with Chobham Armor, Depleted Uranium Cladding, Nanoceramic Armor Can be equipped with a single Electronic Countermeasure System. (if era allows) May have 1 Iron Fist APS and up to 4 APS Radars (if era allows) May have Explosive Reactive Armor (ERA) LCW+ Must have a Survival Kit or equivalent block They may carry any ammunition available to resupply allied vehicles. They CANNOT be used to trigger an ammo explosion to knock out other vehicles. If this is done intentionally the knocked-out vehicle will be replaced and the triggering player ejected from the match. Must also adhere to any Era-Specific rulesets being used per match. HELICOPTERS In ECW, LCW and Modern eras helicopters will be available as respawn vehicles and transports. You may use these to air lift vehicles, AT guns and spare parts as well as troops to the battlefield. HELICOPTER BUILD LIMITS 20 Ton dry weight max May only use the following armor blocks KGS 4mm and 12mm Vanilla Light Armor CAP Lightweight Armor Max combined thrust of 64t May only use Propellers/Fans. No Jet, Hydrogen, Ion, Oxygen thrusters allowed Upwards only Max of one 1x1x1 Battery May have one VAP Stretcher or Survival Kit Max of one Gyro set to 25% for control May use any hydrogen engine in modlist 1 Thermal Camera (LCW+) Must have a system to simulate a Tail Rotor Spin in the event the tail rotor is shot off or damaged. Helicopters cannot carry Engineer based Anti Tank Weaponry such as the 40mm Rocket Rifle, RO-1 and PRO-1

Helicopter Weapons May have a maximum of 6 weapons Weapon Era Mod Limits Hammer MG7-A Coaxial ECW+ KGS 4 per vehicle AGL-6 Automat Grenade Launcher ECW+ KGS 4 per vehicle MG-12 Troika HMG ECW+ KGS 4 per vehicle 20mm Autocannon ECW+ CAP:O 2 per vehicle 81mm Mortar ECW+ KGS 4 per vehicle 20mm Rotary Cannon LCW+ CAP:O 2 per vehicle 30mm Chaingun LCW+ CAP:O 1 per vehicle Hydra Rocket Pod LCW+ CAP:O 2 per vehicle, HE Rockets Only Flare Launcher LCW+ CAP:O Non-reloadable only, counts as a weapon slot. Hellfire Missiles Modern CAP:O 4 total Missiles Hammer MG-7 RWS Modern KGS 1 per vehicle

TOWED WEAPONS Respawn Vehicles may bring a Towed AT Gun or Artillery Piece with them onto the battlefield. Towed Weapons must be towed behind the Respawn Vehicle by a hinge, rotor or mag plate and must be fully detached from the Towing Vehicle to be used in combat. The grid MUST look like a towed AT Gun, Artillery Piece, or AA Gun visually.

Towed Weapon Build Limits No armor blocks exceeding 25mm unless used as a counter weight on the back of the gun/frame Maximum movement speed of 6 m/s when detached from towing vehicle Max two Landing Gear/Magnetic Plates Towed Weapons may exceed the Battery Limits for their era Weapons: May have one of the following configurations 1 (one) Main Weapon 2 (two) Secondary Weapons 4 (four) Support Weapons ARTILLERY VEHICLES Certain maps will require the deployment of Artillery Vehicles. These Vehicles have access to special weapons in order to destroy objectives, breach walls or flush the enemy out of cover. They are only available in certain scenarios or on certain maps and do not count towards your team's available spawns. Artillery Vehicles are not intended for tank on tank combat, and as such must fire from a stationary position. Similar to Respawn vehicles, they do not follow the regular BR system. ARTILLERY LIMITS In addition to the intended era rules Artillery Vehicles must also meet the following: Loaded Mass Limit: 55 tons (wet mass) Armor Thickness: No plates exceeding 25mm Thermals: Max of 1 Thermal Camera (LCW+) Restrictions: No Composite (ERA, Chobham, Depleted Uranium, Nanoceramic) No APS or ECM No additional weapons aside from Troika's, Hammer LMGs, and the AGL-6 No Stabilizers, if using MART ensure Vertical and Horizontal Stabilization is set to FALSE in the custom Data. ARTILLERY WEAPONS Weapon Era Limits 81mm Mortar ECW+ 2 per Vehicle 2A65 152mm Howitzer LCW+ 1 per Vehicle BM-50 MLRS LCW+ 2 per Vehicle, must be Sequential Fired with a Shot Delay of at least 5

EQUIPMENT Additional equipment, weapons, and spare parts are available to be loaded into your vehicle. Item Era Restrictions Ammo Limits Medkit none none none Spare Parts/Components none none none Welder none none none Grinder none none none .45 Handgun none .45 Handgun Magazine none 5.56mm Burst Rifle none 5.56 Burst Magazine none 7.62mm Light Machine Gun none 7.62 Box Magazine 2 Per Vehicle 9mm Handgun none 9mm Handgun Magazine none 9mm Submachine Gun none 9mm SMG Magazine none 5.56mm Assault Rifle none 5.56 Assault Rifle Magazine none 7.62mm Marksman Rifle none 7.62 DMR Magazine 2 Per Vehicle .45 Submachine Gun none .45 SMG Magazine none Anti-Tank Rifle none 20x128mm Box Magazine 4 Per Vehicle Enfield SMLE none .303 Stripper Clip none 6.5mm Semi Automatic Rifle none 6.5mm 12 Round Box Magazine none 8mm Leewis-Brenfield Automatic Rifle none 8mm Magazine none AWG Throwable Grenade none AP Grenade HE Grenade none Bazooka None M1 60mm Rocket 1 Per Respawn Vehicle RPG-7 ECW+ RPG-7 PG-7V 2 Per Respawn Vehicle RO-1 Rocket Launcher LCW+ Rocket 1 per Respawn PRO-1 Rocket Launcher LCW+ Rocket 1 per Respawn Vehicle Only

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