GALACTIC CIVIL WAR

Weapons

All weapon replicas must be chronoed with provided .32 elite force bbs before use at a Galaxtic Civil War event.
  • Characters default to semi-auto only (no binary triggers) unless they are Heavy Class using a Heavy Repeater Blaster or have purchased a Custom Repeater Mod (short bursts only).
  • Rate of fire capped at 25 RPS.
  • Admins will spot check throughout the event.
  • External HPA Adapters which feed from an AEG magazine mounted below the grip are not allowed at GCW Events, for any class. HPA Shotshell adapters and other solutions where the BBs are stored inside the grip are highly encouraged for Pistol Primary usage.
  • Ammo limit: 500 rounds total; reload only at base unless class allows special ammo rules.
  • Loaded 40mm shower shells don’t count toward ammo limit.
  • Low-capacity mags (≤50 rounds) can be reloaded anywhere.
Blaster / Scattergun / Blaster Pistols:
​317fps (1.5j) or lower. Semi auto only.
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​Blaster Pistol: Can be easily wielded with one hand and holsterable, maximum of 50 round magazines.
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Thermal Devices

  • Allowed types: Enola Gaye EG67, Taginn Tag67, CO₂ grenades (Thunder B), Taginn launchable pyro.
  • 20-foot kill radius at detonation if not behind hard cover.
  • One device limit; can upgrade carry capacity to max 5.
  • Thermal kills bypass BB hit; self-revives disabled.
  • Loot remains after thermal kill.
  • Juggernauts: thermals stun, not kill; closer = longer stun.
  • 40mm pyro rounds count toward carry limit; BB shower shells do not.

CLASSES

Players will select their class during registration, the player is locked to their class for the duration of the event. Players may change their character's class for a fee at future events during registration, starting at 200 credits, this fee doubles every time a player changes their class.
Shower shells may be used by all classes.

***PRESTIGE PERK***
Players that have purchased the hero upgrade unlock the prestige perk for their main class.

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Assault Perk Summary
  • Gear: ​ ​Can carry up to 2,000 rounds (loaded or unloaded). May reload THEIR OWN magazines anywhere on the field. They also gain 5 additional Thermal Detonator (grenade) slots.
  • Prestige Perk – Commando:
    Instantly tap out downed players. No 10 second countdown needed. No HEAT band gained from eliminating select enemies.  Place your hand on the shoulder of a character in bleedout and declare "Commando Elimination".


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Heavy Perk Summary
  • Weapons: Unlocks the ability to use a Heavy Repeater Blaster with 1 drum magazine or up to 4 high-caps in addition to the player base 500 round carrying capacity.
  • Gear: ​​May carry and arm proton charges.
  • Prestige Perk – Enforcer:
    Starts each event with 3 blue EG25 smokes. Deploy one at your feet to postpone all BB and Thermal Detonation damage while you remain within 5 feet. Cannot be used indoors. When the smoke clears, any postponed damage is applied—if it would have been enough to put you into bleedout, you are eliminated immediately.


Heavy Repeater Blaster​
  • Max velocity: 317 fps (1.5j)
  • Examples: MG42, Zb-26, mini/micro guns, MG43, multishell (M203) launchers
  • Controlled full-auto bursts (20ft minimum); continuous full-auto allowed if mounted (20ft minimum)
  • Must carry a sidearm if unable to switch to semi-auto
Approval Requirements (must meet 3 of 4):
  • Over 36” length
  • Over 12 lbs loaded
  • Lore-accurate replica
  • In-universe appearance
Submit photos for approval at least one week before the event to [email protected], or get approval from an Admin during Chrono.
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Medic Perk Summary
  • Abilities: Medics revive bleeding-out allies by placing a hand on them and spraying with a bacta sprayer for 20 seconds. Sprayers can also refill bacta vials.
  • Gear: Medics receive a bacta sprayer at check-in but may bring their own, as long as the water reservoir is 200ml or less.
  • Prestige Perk – Field Doctor:
    May revive fully eliminated players using a medic bag prop with a 2-minute treatment.
    • Limited uses, refillable at a faction base or bacta clinic for credits.
    • Must stay in place while treating.
    • Can only treat one player at a time.

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Operative/Scoundrel Perk Summary
  • Weapons:
    Restricted to blaster pistols only.
  • Abilities:
    • Can physically hide purple-stickered loot or personal items (with consent). Only other Operatives can loot hidden items.
    • Can reveal hidden intel, repair juggernauts or vehicles, and modify Skirmesh point timers using a computer spike (speed up or slow down capture times).
  • Prestige Perk – Agent:
    Issued a second Skirmesh chip that can be registered to any faction and used for any purpose.

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Recon Perk Summary
  • Gear: Grants use of DMRs, sniper rifles, night vision, thermal imaging, and drones (must follow field safety rules).
  • Stealth Elimination:
    A Recon player can eliminate an unaware enemy by placing a hand on them, saying “stealth elimination,” and counting to 10 out loud while maintaining contact.
    • If completed, the target is silently eliminated with no bleed-out and must quietly return to respawn.
    • If interrupted, the target enters bleed-out and can call a medic.
    • If contact is broken early, the attempt fails.
    • Looting of visible gear is allowed.
    • Juggernauts and droids are immune.
    • Targets eliminated this way do not apply HEAT to the Recon Player.
  • Prestige Perk – Infiltrator:
    Before the game or round begins, deploy early with up to 2 Recon teammates. Gain 3 tactical re-insert glowsticks to respawn out of enemy sight and 100 ft from players, objectives, or structures.
De​signated Marksman Rifle:​
355 fps (2.2j) or lower (must have secondary weapon firing 1.5j or lower) 20ft min engagement distance. Semi only.
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Bolt Action Sniper:
​395 fps (2.8j) or lower (must have secondary weapon firing 1.5j or lower) 100ft min. engagement distance. Can operate as a blaster if firing below 317 fps (1.5j or lower).
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DROID EXCLUSIVE CLASSES

Droid character costumes MUST be submitted for approval at [email protected], ALL exposed skin must be covered (body suit underneath). Droid plating should be made of a hard material, or coated with a hard material. Removing droid mask while seen by other players results in player being killed instantly and will require revive.

Medical droids used by droid characters preform repairs on their master when needed, allowing them to self-revive after two minutes.

Gain Resilient, cannot use plastoid or beskar armor. Bacta vials and Bacta sprayers cannot revive droids.

Scoundrel/Operatives, Droidsmith NPCs may revive Droids by using droid repair kits.
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Can use a combination of ANY blaster types and has base bb carrying capacity of 2000 bbs.

May choose to self-destruct while in bleedout by dropping a thermal device at their location. They may not be repaired afterwards and must return to respawn.

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Utility Droid- (May not use weaponry)
Can translate the language of any sentient species, and reveal hidden intel. Can visibly and physically conceal purple stickered loot items, personal possessions, or another player's possessions with their consent. Once a loot item is concealed, it may only be looted by an Operative/Scoundrel.

May use bacta sprayers to revive organic allies by spraying the wounded player with bacta for 20 seconds. *does not need to place an arm on allies to revive them*

May carry up to 10,000 rounds and reload allies magazines/box mags, and use repair kits.

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  • Main Page
  • Ruleset
    • Story LARP Events
    • Planetary Garrison Events
    • Factions & Costuming
    • Chain-code, Credits & Character Upgrades
    • Weaponry & Classes
    • Combat
    • Skirmesh System
    • Nightplay & Camping
    • Props
  • Safety
    • Safety- 878
    • Safety-Action Sports Wisconsin
    • Saftey- The Rock Airsoft
  • Upcoming Events
  • Resource Links
    • Non Player Characters
    • Hero Characters
    • Media
    • Past Events