8 Simple Rules for shooting my friendly enemies.
1: No podding, ever. If you happen to pod someone by accident, not only will it hold us up until that person returns to the battlefield, but you will owe them the cost of any new implants.
2: Fights will only take place at the designated locations (designated system which will change each week, and designated bookmark) in round format. Each round will begin with each squad leader warping their entire squad to the fight bookmark at 0. (The squad leaders will be in touch to synchronize warps). Each round ends when there are no more ships alive for one of the two teams. (no reshipping). The winning side gets to loot/salvage the field. Please abandon wrecks to make this easier on the other side. After the looting/salvaging has taken place, each team will go back, drop off loot and reship for the next round.
3: No warping off. If you warp off by accident, you die. (no need to fit long points because of this)
4: There are ship and fitting restrictions that vary by each round. Please refer to the restrictions of each round listed for each week (they will vary by week). Cloaks are the only module which may NEVER be fit. For more details on this week's limitations, see * below. It is the job of the squad leader on each team to confirm his team is properly fit prior to the round beginning.
5: Fights will happen between even numbers of pilots for each team. If either team has more pilots, they will sit pilots, or trade them to the team with less pilots to even up the numbers. At most, there will be one squad''s worth (10 pilots) per team.
6: No off grid boosting. Boosters are only allowed on grid, and only if the allowed fittings allow for a ship that can boost. The boosting ship also counts to a team's pilot total. (Example: 5 pilots + 1 booster = a team of 6 pilots).
7: Drugs and Implants are fine.
8: Each week's fight will consist of 5 rounds, and please no smack talk. Keep it civil!
* Week of Apr 17th 2015: Fitting restrictions:
Round 1: T1 (non-faction) cruisers. You may fit your ship any way you wish with the following exceptions: No ECM, damps or tracking disruptors. No prop mods. No ECM drones. No logi (remote rep) modules. No logi drones. No cloaks. No ECM Bursts.
Round 2: Any destroyer hull. (t1, t2, t3 all fine). No ECM Bursts. No Cloaks. No other restrictions.
Round 3: Rookie ships. You may fit your ship any way you wish with the following exceptions: No ECM, damps or tracking disruptors. No ECM drones. No logi (remote rep) modules. No logi drones. No cloaks. No ECM Bursts.
Round 4: T1 Battlecruisers (non-faction). You may fit your ship any way you wish with the following exceptions: No prop mods. No remote rep (logi). No logi drones. No Cloaks. Note, this is the only round where boosters may be used. Once again, they must count toward your ship total, and be on grid (and therefore destroyable). No ECM Bursts.
Round 5: T1 Haulers. You may fit your ship any way you wish with the following exceptions: No ECM, damps, or tracking disruptors. No ECM drones. No logi (remote rep) or logi drones. No cloaks. No ECM Bursts.