GALACTIC CIVIL WAR

CLASSES

New Players will select their class during registration at the event, their character 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.
***PRESTIGE PERK***
Players that have purchased the hero character upgrade, unlock the prestige perk for their main class. Active only at Story LARP events.

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Assault Perk Summary
  • Gear: ​ ​Can carry up to 1,000 rounds (loaded or unloaded). May reload THEIR OWN magazines anywhere on the field. Gain 5 additional Utility slots.
  • Prestige Perk – Commando:
    Commandos may instantly tap out WOUNDED characters by using a LETHAL melee weapon. No 10 second countdown needed. No HEAT band gained from eliminating enemies in this fashion. 
    • LETHAL Commando melee weapons will be fitted with a reflective high-vis tape material along the striking surface by staff before use. (no lightsabers) 

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Heavy Perk Summary
  • Weapons: Unlocks the ability to use a Heavy Repeater Blaster with 1 drum magazine or up to 3 high-caps in addition to the player base 300 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 hostile attacks against you 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 WOUND or ELIMINATE you are ELIMINATED immediately.



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Medic Perk Summary
  • Abilities: Medics revive WOUNDED allies by placing a hand on them and spraying with a bacta sprayer for 20 consecutive 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 Triage Kit.
    • Limited uses.
    • Must stay in place while treating.
    • Can only treat one character 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, droids or vehicles, (Use personal cellular device by solving puzzles), and modify Skirmesh point timers (speed up or slow down capture times) using a computer spike.
  • Prestige Perk – Agent:
    Issued a second Skirmesh chip that can be registered to any faction and used for any purpose. Can repair broken plastoid armor (Using personal cellular device and solving puzzles)

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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.
    • Target may not speak during the elimination.
    • If completed, the target is silently ELIMINATED and must quietly return to respawn.
    • If contact is broken early, the target returns to the ACTIVE state.
    • 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:
    Gain 3 tactical re-insert glowsticks to respawn out of enemy sight and 100 ft from players, objectives, or structures. 

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 of being WOUNDED.

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

Scoundrel/Operatives, Droidsmith NPCs may revive Droids by their datapads (personal cell phone 

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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 WOUNDED by dropping a thermal device at their location. They are eliminated from play 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 character 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.

Weapons

All airsoft 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 Modified Power Pack (short bursts only).
  • Rate of fire capped at 25 RPS.
  • 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 usage.
  • Ammo limit: 300 rounds total; replenish your ammo only at base or respawn area unless your class or upgrades allow have special ammo rules.
  • Low-capacity mags (≤50 rounds) can be reloaded anywhere. 
  • Loaded 20mm shotgun shells count towards ammo limits. 
  • All smoke grenades are provided in-game, personal smoke grenades may not be brought to GCW events.

Blaster / Scattergun / Blaster Pistols:
​317fps (1.5j) or lower. Semi auto only. Any class may use these unless their class has specific blaster/ weapon restrictions.
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​Blaster Pistol: Can be easily wielded with one hand and can be holstered, maximum of 50 round magazines.
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Heavy Repeater Blaster
(Heavy/ Battle Droid only)
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  • 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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Designated Marksman Rifle: 
(Recon/Battle Droid only)
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395 fps (2.2j) or lower (must have secondary weapon firing 1.5j or lower) 40ft min engagement distance. Semi only.
Bolt Action Sniper:
​440 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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Melee Weapons

  • Melee weapons may be used to role-play and "act" out the elimination of characters that are in the WOUNDED state. (10 seconds)
  • Melee weapons may be used by RECON characters to "act" out the "stealth elimination" ability after initial shoulder contact and verbal declaration are made as outlined under RECON class rules.  (10 seconds)
  • Melee weapons may not make physical contact other characters. 
  • Must have be made of rubber, foam or plastic and have a dull blade and blunt tip.
  • Must be inspected and approved by an admin before use (no lightsabers). 

Utility Slot Items

Any high-impact; single-use items is considered a Utility Item, they can only be reloaded or re-armed at bases or respawns.  All players start with 1 Utility Slot unlocked, and can purchase up to 4 additional Utility slots (Character Upgrades). 
  • Green Gas/ Spring Grenades/ Shower Shells​
    • Only count as bb strikes on targets
    • 40mm style grenades are shower shell type only (all bbs released simultaneously)
  • Thermal Devices (HEAT ITEM: Only Imperial, Perla Corporation personnel, and Active Bounty Hunters Guild Members can carry openly without fear of gaining HEAT)​​
    • Enola Gaye EG67, Taginn Tag67, CO₂ grenades (Thunder B), Taginn launchable pyro.
    • 20-foot kill radius at detonation if not behind hard cover.
    • Thermal kills bypass BB hit; self-revives disabled.
    • Juggernauts: thermal detonations stun, not kill; the closer the detonation, the longer stun.
  • Dioxis Grenades (Yellow Smoke) (HEAT ITEM: Only Imperial, Perla Corporation personnel, and Active Bounty Hunters Guild Members can carry openly without fear of gaining HEAT)​​
    • If exposed to Dioxis Smoke, call out "Dioxis".  Those exposed have 30 seconds to receive Bacta.
    • Medical companions may self-administer bacta.
    • No Bacta within 30 seconds --> Immediate ELIMINATION (bypasses WOUNDED state).
    • Additional exposure to Dioxis requires additional Bacta treatments.
    • Droids are Immune.


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