Theta Base Rules 2020 (docx)
Downloado 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
Do not Move anything unless told to move it
Do not Break anything unless told can
If not sure ask before doing.
Always use Full Seal Rated eye pro. No one wants to stop playing because someone is hurt, NO MESH
If Injury happens, call Real World. Only that area is injury is stopped not the whole game. But the Frago mission becomes getting Staff and Medical there as fast as possible.
Never lay hands on anyone.
Do not Bind players. - if you want to cuff have them hold the cuffs
Make sure to have Light (normal and red), dead rag, and water on you during game.
If under 16 Face protection required.
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
No Yelling Call your Hits or Cussing other players. This will get you a walk back to Spawn
Hardpoint Spawns (HQs)
We have Spawns that are Safe the enemy can't go in, Mags out and eye Pro can come off
Soft Spawns (FOBs)
These are Spawns that can be turned off by events in the game or if they are under attack. Do not Take your Eye Pro off here
Any other Questions email or Message us on Social Media
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
2500 Rounds for LMG Class
1500 rounds for Heavy MG 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
No Speed loaders or BB Bags in the Field
Sometimes have special rules for certain games
GAME Dependent
Most GAMEs with OPFOR
Requirements: Correct Uniform Code
Green based Military Camos
Multicam and MC Tropic allowed
ACU
Head gear must Match allowed colors
NO Hunting Camo
NO Desert Digital, DCU, AOR1
NO Black on top or Bottom
NO civi look Gear Color doesn't matter DEAD RAG and Light needed
Most games run against an Opfor that is using the NO List
MAX Speed 5-10mph
50-100 foot MEDs.
No one within 10 feet of vehicle unless deployed from it.
Needs Dead Rags to show it's out.
Types of Vehicles
Troop Transports
Can NOT be Shot with BBs.
Can Be taken out with Rockets over 30 feet away, Satchels, or landmines. Will not have gunners
Troops can dismount and load with a 10 foot buffer before getting hit or killed for safety of the Vehicle and players
Attack (Technical or Armor)
Allowed to have One Full Auto Gunner
Gunner has to be exposed and can be Shot with BBs. If gunner is killed must follow Wounded Rules but the Vehicle isn't taken out.
Rest of crew are allowed to dismount and protect Vehicle or Stop and switch Gunner to Gun position. No just shooting out of windows.
Can be taken out by Driving over Landmine with tire, Rocket Strike (30 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 Rockets MUST Hit Vehicle, NO splash damage.
Land Mines are not to be hidden and tire must run over them to count as disable.
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.
Riflemen (semi) 1.55 Joules with .32s No MED
(.36 bb weight Cap)
DMR (semi) 1.99 joules and under with .32 50 foot MED (has to have 18+ inch barrel)
(.45 bb weight Cap)
Sniper (bolt) 2.5 joules with .32 100 foot MED
(.46 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
(.36 bb weight Cap)
HMG (Fullauto) 1.99 joules with .32 100 foot MED (Large Cal)
(.40 bb weight Cap)
SMG (Fullauto) 1.00 joules with .32 (has to be SMG round/Weapon)
20 foot MED on Full, no MED on Semi, must be pistol Cal type
(.32 bb Weight Cap)
Taggin or other Explosive Launcher rounds have a 50 foot MED and a 15 foot kill zone
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