Date Move for Echo 5 to August 8th

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Theta Events
  • Home
  • Tickets
    • Event Tickets
  • Rules
    • Rules
    • Spec Ops (NNA)
    • 23rd Rangers (CUS)
    • Black Ops (Corp)
    • Militia (Civilian)
    • Blog
  • COIN-EXP
    • Crisis Story Line
    • Outpost Echo Crisis WV
    • Black Start Crisis SC
    • Lightning Siege IN
  • Open World
    • Theta Cell NC
    • Settlement VA
    • Blind Tiger VA
  • Force on Force
    • Battlefield Tazewell VA
    • Carolina Outpost NC
  • Custom Equipment
    • Joe's Customs
    • Dundy's Shop
  • Past
    • Media
    • Hat Trick (Finished)
    • Garrison Crisis TN
    • Vault 50 Fallout LARP VA
    • Outpost: Appalachia VA/KY
    • 64/81 Pass
    • Patrols

Downloads

Theta Base Rules (docx)

Download

Rule Breakdown

Classes/Roles

BIO BBs only


SEMI IS 1 BB for EVERY TRIGGER PULL, BINARY AND BURST FALL UNDER FULL AUTO 


Mags and Ammo Do not exceed these for these type weapons at a Time

Can reload anytime back at Base/FOB in games


600 rounds for Rifleman Class

1000 rounds for SMG Class
150 rounds for Snipers Class

100 rounds for Heavy Sniper Class
300 rounds for DMR Class

400 rounds for SPR Class
2500 Rounds for LMG Class 

1500 rounds for Heavy MG Class

1500 round for Crew Service Class

350 rounds for Shotguns

3000 rounds for Vehicle Gunner

 100 in Pistols (does not count against other ammo caps)  
no more than 2 grenades  
no more than 2 smoke for each smoke type
No Speed loaders or BB Bags in the Field


Sometimes have special rules for certain games

Airsoft Power and Restrictions

Riflemen (semi) 1.55 Joules with .32s No MED

(.36 bb weight Cap)


SPR (semi) 1.75 joules and under with .32 50 foot MED 

(has to have 15+ inch barrel,Scope)(.40 bb weight Cap)


DMR (semi) 1.99 joules and under with .32 75 foot MED (has to have 18+ inch barrel)

(.45 bb weight Cap)

Sniper (bolt) 2.5 joules with .32 100 foot MED

(.48 bb weight Cap)

 
Heavy Sniper (40-50 Cal) (Bolt or trigger delay semi) 2.99 joules shooting .40 or higher 150 foot MED
(If use 6mm or 6.44mm BB must Chrono with Your own BBs for Joules for this class)


LMG (Fullauto) 1.55 joules with .32 50 foot MED for Fullauto

(M249, RPK, M27, Kyrtac LMG,  Shrike Kits, etc)

(.36 bb weight Cap)


HMG (Fullauto) 1.99 joules with .32 100 foot MED  (Large Cal)

 PKM, BAR, M1919, MG42, M60, M240, Mk48, HK21, M134 Minigun(examples can be HMG or LMG) 

(.40 bb weight Cap)


Crew Service (Fullauto)

Must be Preapproved at Events

2.99 Joules with .45s 

150 foot MED/25 ROF MAX

3 Man Team at least (Pistols/SMG only 200rounds each)

M1919, M2

50 Cal or  certain HMG with tripod or Mounted on Vehicle

15 in Outer Barrel  and 20+ pounds


SMG (Fullauto)  1.00 joules with .32 (has to be SMG round/Weapon) 

5 foot MED on Full, no MED on Semi, must be pistol Cal type  

(.25 bb Weight Cap)

WOUNDED, INCAPACITATED, DEATH - MEDIC RULES

o A hit anywhere on body or gear is a hit
o Ricochets are not counted, (in doubt, call it)
o Friendly fire counts as a hit (BBs have no friends)
o Grenade casualty radius is 10’ - call it when in doubt - Go back to Spawn
o Knife kills or taken by Surprise- You are dead go back to Spawn
o The first hit or burst that hits you leaves you Wounded or Incapacitated
o Yell “HIT!” and put your HAND OUT 

Option 1 

To go Incapacitated
o Go prone or take a knee (no more standing)  
o Pull your dead-rag or red dead-light and keep it in your hand

Wait for Someone to Heal you with a Bandage

No Talking, Moving, or Shooting until Healed by someone else

Option 2

To go Wounded

o Go prone or take a knee (no more standing)   
o You MAY crawl to cover (crawl… not walk… not run)
o You MAY point and talk
o You CAN NOT shoot or throw grenades
o Pull Band on with out getting hit again
o You can be healed this way ONCE, once you have back to respawn for 10 to 15 minutes (depending on game)

To go Dead
o Have Rag on Head - Standup you are now completely out of play

Dead Men dont talk 

Important
o You can Choose not to be wounded or incapacitated and just dead 

Go back to respawn for 15 minutes if you don't want to try to stay alive 


Uniform

GAME Dependent 


Immersion Crisis Games

Spec Ops - Standard Multicam (Tan or MC Gear - Head must be MC)


Black Ops - Black Based Camos (Black or Green Gear - Head must be Black)


National Guard - Green Based Camo or OD (Head must be Green based, Gear Color does not matter but Green gear recommended)


Civilian/Militia - kacki/tans/grey/Jeans (no camos, no black or green)  Try not to have Full Kit like Plate carries 



Open World Games

Anything Allowed except 

Full Grey, Full Kacki and Desert Digital (For Staff or Special Roles)



Special GAMEs with OPFOR

Requirements: Correct Uniform Code
Green based Military Camos  
Multicam and MC Tropic allowed
ACU
Head gear must Match allowed colors 


DEAD RAG and Light needed

Staff

Most Games have 3 sets of Staff


Admins -  

Theta Events has final say so in all matters, we will try to deal with any issues in an adult matter.  Tell us your side and we will get the other side. Most of the time its just an miss understanding or players are tired.

Safety Refs

These people are here to get you in contact with Admins.  They most of the time are in a set area for a play to come to them and they will get a hold of Admin. The first concern is safety and reporting to Admins with they see in the games and how players are acting.


In game Refs.  

Players are always embedded into all units that report to Admins the coming and goings of the day.  Some of these refs never say a word to players unless its an safety issue. Others will be more direct and give warning.  They police there own side more than another team.  


In Most Games the CO of your side is also a Full ref reporting directly to Admins 



SAFETY

No Yelling or Cussing directly at other players

Don't Move anything

Don't Break anything

Respect the AO

No Pyro that Requires Matches or Lighter


Vehicles

Vehicle Takeout


Can be taken out by Driving over Landmine with tire, Rocket Strike (50 foot MED on strike), 203 rocket strike, or hit with Satchel (must be at least 10 feet away) (under hand throw)


BBs do not Kill Vehicles only Gunners if they have them

Each Vehicle is recommend but not required to have spotter looking for hits and players if possible

Satchels and Foam Rockets MUST Hit Vehicle, NO splash damage.


Land Mines are not to be hidden (5 foot MED of Tire)


Satchels must be recharged at FOB after every use
Rockets must be recharged at Spawn after every use

Landmines once smashed are done.


Only Vehicle Drivers can move them (but not destroy) but can be shot doing so. 


Flame Smoke

Mini Black Smoke in Path or under Vehicle 


Theta C4 Satchels


APC/Tanks could take 2 Strikes depending on Event

(Black Smoke makes them stop moving)

Video

Medical

How to stay in the Fight

Ammo Rule

What can you Carry on yourself

Video

Safety Brief

General Safety Brief, get a Leg up

Staff and Accountability

How we Staff and Player Conduct 

Video

Vehicle Rules

How to use and take out Vics

Long Range

Got a Long Gun!


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