Medical Emergency
If eye protection is lost or If at anytime a real injury occurs on field and medical help is needed, shout BLIND MAN, when heard everyone must echo the term, and then pull mags from weapons and put weapons on safe until Game On is reinstated by an Admin.
Bleedout
After being struck by a bb, characters must raise their hand to the air and give their best Wilhelm scream, afterwards they must display their dead sash and enter their 2 minute bleedout.
While in bleedout you may not use weaponry or equipment, we encourage players to act out their bleedout period if it can be done safely, crawling is allowed only while roleplaying the wound. You may not climb rocks, ladders, or stairs while in bleedout or communicate beyond calling for aid.
Characters may eliminate someone in bleedout by placing a hand on their shoulder for 5 seconds. The eleminated character must hand over any lootable items they are carrying and HEAT band/s are applied if applicable (Story LARP events). They then are eliminated from gameplay, and must immediately return to a respawn. Do not shoot a player during their bleed out, unless they put away their Dead Sash.
Characters may roleplay melee (no real strikes) to finish off players in bleedout this process also takes 5 seconds and eliminates a player in bleedout.
NPC Creatures and Special NPC that use Melee do put players into bleedout. But player Melee does not put other players into bleedout.
After two minutes if the character in bleedout has not been revived they are eliminated and must return to respawn.
Characters should keep their Dead Sash on and visible from all sides and should not communicate with anyone until they have respawned into the game. Characters must have their kill sash on for at least two minutes before respawning, this could occur during bleed out or walking back to an applicable respawn location.
While in bleedout you may not use weaponry or equipment, we encourage players to act out their bleedout period if it can be done safely, crawling is allowed only while roleplaying the wound. You may not climb rocks, ladders, or stairs while in bleedout or communicate beyond calling for aid.
Characters may eliminate someone in bleedout by placing a hand on their shoulder for 5 seconds. The eleminated character must hand over any lootable items they are carrying and HEAT band/s are applied if applicable (Story LARP events). They then are eliminated from gameplay, and must immediately return to a respawn. Do not shoot a player during their bleed out, unless they put away their Dead Sash.
Characters may roleplay melee (no real strikes) to finish off players in bleedout this process also takes 5 seconds and eliminates a player in bleedout.
NPC Creatures and Special NPC that use Melee do put players into bleedout. But player Melee does not put other players into bleedout.
After two minutes if the character in bleedout has not been revived they are eliminated and must return to respawn.
Characters should keep their Dead Sash on and visible from all sides and should not communicate with anyone until they have respawned into the game. Characters must have their kill sash on for at least two minutes before respawning, this could occur during bleed out or walking back to an applicable respawn location.
Thermal Devices
Enola Gaye EG 67s, Taginn Tag 67s, co2 operated grenades such as Thunder Bs and Taginn launchable pyro all have a 20 foot elimination radius at the point of detonation, and are refered to as Thermal Devices, at the event and must have a loud audible detonation. Primer or blank fire grenades are not allowed.
All characters may only carry one Thermal device on them at a time, they may upgrade their carrying capacity with credits at the munitions vendor to a maximum of 5 slots. When buying a Thermal capacity upgrade from the munitions vendor you are also granted an EG-67.
After the Thermal detonation a BB strike does not have to occur, those within 20 feet of the detonation are eliminated from play and must immediately return to a respawn point if not behind hard cover such as the wall of a building, Self-revives are disabled. Loot will remain in a characters inventory if eleminated by a Thermal Detonation.
Grenades that do not have a loud audible detonation, such as spring or green gas powered grenades, only act as bb strikes.
If a grenade has bb fragmentation, those bbs act as regular bb-strikes if struck outside the 20 foot radius.
Thermal Devices do not eliminate juggernaut characters, instead they are stunned. Duration of stun increases based on proximity of the detonation.
40mm shells and launchers may be utilized by all classes. BB shower shells do not count towards your thermal carry total, only pyro 40mm rounds.
All characters may only carry one Thermal device on them at a time, they may upgrade their carrying capacity with credits at the munitions vendor to a maximum of 5 slots. When buying a Thermal capacity upgrade from the munitions vendor you are also granted an EG-67.
After the Thermal detonation a BB strike does not have to occur, those within 20 feet of the detonation are eliminated from play and must immediately return to a respawn point if not behind hard cover such as the wall of a building, Self-revives are disabled. Loot will remain in a characters inventory if eleminated by a Thermal Detonation.
Grenades that do not have a loud audible detonation, such as spring or green gas powered grenades, only act as bb strikes.
If a grenade has bb fragmentation, those bbs act as regular bb-strikes if struck outside the 20 foot radius.
Thermal Devices do not eliminate juggernaut characters, instead they are stunned. Duration of stun increases based on proximity of the detonation.
40mm shells and launchers may be utilized by all classes. BB shower shells do not count towards your thermal carry total, only pyro 40mm rounds.
Resilient
Characters in full Beskar Armor, distinctly non-human species, and droids take 3 consecutive bb-strikes before they start their bleed out.
Beskar wearers must have helmet, chest, back (or jetpack), gauntlets, and at least 2 pieces of armor below the waist visible to gain Resilient. Armor plates should be made of a hard material, or coated with a hard material.
If a character wearing Beskar armor removes their helmet, the RESILIENT bonus is also removed until they put their helmet back on.
Resilient characters gain no additional protection against Thermal Devices.
A single blast from a trishot scattergun will take resilient targets into bleedout if all 3 bbs connect. However armor and fur do not have nerve endings in them, it may be hard for resilient users to register the hit as more than one bb strike. Keep blasting until your target calls their hit and enters bleedout.
Beskar wearers must have helmet, chest, back (or jetpack), gauntlets, and at least 2 pieces of armor below the waist visible to gain Resilient. Armor plates should be made of a hard material, or coated with a hard material.
If a character wearing Beskar armor removes their helmet, the RESILIENT bonus is also removed until they put their helmet back on.
Resilient characters gain no additional protection against Thermal Devices.
A single blast from a trishot scattergun will take resilient targets into bleedout if all 3 bbs connect. However armor and fur do not have nerve endings in them, it may be hard for resilient users to register the hit as more than one bb strike. Keep blasting until your target calls their hit and enters bleedout.
HEADSHOT IMMUNITY
Characters wearing canon style helmets (those that appear in film or tv) that cover the entire head/face, and Droid heads are immune to headshots, bb strikes against their head do not count. However after taking a headshot the character must attempt to take cover.
Please contact [email protected] if you have a unique helmet that fits the theme, and want to confirm that it qualifies for Head shot immunity.
Please contact [email protected] if you have a unique helmet that fits the theme, and want to confirm that it qualifies for Head shot immunity.
Riot / Energy Shield
Users that have unlocked Riot/ energy shields ingnore bb stikes taken to the shield. Shields do not count as hard cover, they do not ignore thermal detonator explosions.
Riot/energy shields are limited to 36in tall x 30in wide. If the riot shield has a viewport it must be open and the user may not shoot through it, users must purchase the upgrade at the munitions vendor before using.
Canon riot/energy shields may be larger than riot shields and must be submitted to [email protected] for approval and upgrade purchased before use.
*Players that have purchased this upgrade in previous events have been issued a credit refund to their chain-code*
Riot/energy shields are limited to 36in tall x 30in wide. If the riot shield has a viewport it must be open and the user may not shoot through it, users must purchase the upgrade at the munitions vendor before using.
Canon riot/energy shields may be larger than riot shields and must be submitted to [email protected] for approval and upgrade purchased before use.
*Players that have purchased this upgrade in previous events have been issued a credit refund to their chain-code*
Self Revive
Wearing the minimum amount of Plastoid armor, Bolivos or those with a Medical Droid gain SELF REVIVE. At the end of their 2 minute bleedout they have the ability to return to the fight as soon as they put away their dead sash.
Players wearing plastoid that are eliminated by a Thermal Device may not self-revive.
Minimum plastoid armor required for the self revive perk is Helmet, Chest, and one of the following: Back, Shoulders, Shins. Armor plates should be made of a hard material, or coated with a hard material.
Adding additional plastoid armor past minimum requirement reduces the self revive timer by 10 seconds for each armor set added to a maximum of 1 min. Types of additional armor may include Shins, shoulder, forearms, thighs, Feet, knees, elbows, and hip armor. All plastoid armor must remain visible to function.
Medical Droids must consume the character's personal full bacta vial at the end of bleedout to complete the self-revive.
Medical droids on Droid characters grants them self-revive (no bacta required).
Players wearing plastoid that are eliminated by a Thermal Device may not self-revive.
Minimum plastoid armor required for the self revive perk is Helmet, Chest, and one of the following: Back, Shoulders, Shins. Armor plates should be made of a hard material, or coated with a hard material.
Adding additional plastoid armor past minimum requirement reduces the self revive timer by 10 seconds for each armor set added to a maximum of 1 min. Types of additional armor may include Shins, shoulder, forearms, thighs, Feet, knees, elbows, and hip armor. All plastoid armor must remain visible to function.
Medical Droids must consume the character's personal full bacta vial at the end of bleedout to complete the self-revive.
Medical droids on Droid characters grants them self-revive (no bacta required).
Bacta Vials
All characters start with one Bacta Vial, and an additional four may be purchased for your character, however the cost of each subsequent bacta vial purchase increases by 100%.
A live character may administer a bleedout character's full Bacta Vial by pouring out the bacta while placing their free hand on them. After the bacta is administerd, the character in bleedout stashes their kill sash and they immediately re-enter the game.
Bacta vials may be refilled at Bacta Stations. Imperial and Rebel forces have free refills available to them at their main spawns.
Those that have purchased a medical droid unlock an exclusive sixth bacta vial slot and may now also choose to administer their own personal full bacta vial in order to revive a character in bleedout.
A live character may administer a bleedout character's full Bacta Vial by pouring out the bacta while placing their free hand on them. After the bacta is administerd, the character in bleedout stashes their kill sash and they immediately re-enter the game.
Bacta vials may be refilled at Bacta Stations. Imperial and Rebel forces have free refills available to them at their main spawns.
Those that have purchased a medical droid unlock an exclusive sixth bacta vial slot and may now also choose to administer their own personal full bacta vial in order to revive a character in bleedout.
Repair Kit
Repair kits (puzzle): can be bought at the Droid Shop for 500 credits by Operative/Scoundrels, or Utility Droids. Inside the puzzle are 5 vinyl repair stickers. Place a vinyl repair sticker on the Damaged Droid to get it back up and running. There is no limit to how many times a droid may be repaired.
Reset the puzzle before starting a repair on another droid.
Trade a consumed repair kit for a new one for 100 credits at the Droid Shop.
Reset the puzzle before starting a repair on another droid.
Trade a consumed repair kit for a new one for 100 credits at the Droid Shop.
Juggernaught Characters
You may encounter Juggernaut Characters during the Galactic Civil War event. These Characters can be identified by the bright LED strip across their chest, their faction can be identified by the LED Color:
RED= Imperial
GREEN= Rebel
Blue= Neutral
Juggernauts are equipped with a hit detection system that registers bb impacts on the chest, back, and sometimes helmet. The number of lights on its chest signify how many Hit Points the Juggernaut has left (Max 20 HP). When the system detects an impact it removes 1 Hit Point to a maximum of 1 Hit Point per second.
Different Juggernauts may have different weaknesses, they may also have areas that are more sensitive to BB strikes or start out with lower Hit Points.
Thermal Detonators do not down a Juggernaut but will stagger them for several seconds depending on the adjacency of the detonation.
RED= Imperial
GREEN= Rebel
Blue= Neutral
Juggernauts are equipped with a hit detection system that registers bb impacts on the chest, back, and sometimes helmet. The number of lights on its chest signify how many Hit Points the Juggernaut has left (Max 20 HP). When the system detects an impact it removes 1 Hit Point to a maximum of 1 Hit Point per second.
Different Juggernauts may have different weaknesses, they may also have areas that are more sensitive to BB strikes or start out with lower Hit Points.
Thermal Detonators do not down a Juggernaut but will stagger them for several seconds depending on the adjacency of the detonation.