Troy_Remnants_H5ONI

Troy Remnants R.O.E.

May 21st, 2018
37
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.04 KB | None | 0 0
  1. Section One, General Rules:
  2. Avoid spawn-killing as much as possible.
  3. You cannot carry more then one power weapon at a time.
  4. No clan member from any party shall wait in the queue of a hosted game.
  5. Raids must be conducted on an 8v8 deadlock scenario.
  6. Attacking weapons and vehicles are not permitted to be used while defending a base unless the base is contested.
  7.  
  8. Section Two, Civilians:
  9. Civilians are defined as a Player or Group Thereof who is/are not associated with either the attacking or defending teams.
  10. Civilians are to be labeled hostile if they exhibit any kind of violence to Troy Remnants.
  11. Civilians are not permitted to hold position in Troy Remnants bases.
  12. Troy Remnants is at full disposal to kill Civilians if they attempt to gain territory, and they have been warned to cease their actions.
  13.  
  14. Section Three, Defenders:
  15. Defenders may not have more than:
  16. -Two Sniper Rifles
  17. -Three Shotguns
  18. -One Rocket Launcher
  19. -One Hydra
  20. -One Railgun
  21. -Two Melees
  22. -One Grenade Launcher of any kind.
  23. -One SAW
  24. -One Spartan Laser
  25. -Two CE Magnums
  26. -Six Variants of each loadout weapon, including the Standard variant.
  27. -Two Unmounted Turrets
  28.  
  29. Defenders are not permitted to use REQ variants of any power weapons.
  30. Defenders are permitted to use REQ variants of loadout weapons, excluding:
  31. -Stabilization Jets
  32. -Sound Dampener
  33. -Kinetic Bolts
  34. -Threat Marker
  35. -Energy Bayonet
  36. -Knight Blade
  37. -Laser Targeter
  38.  
  39. Defenders are permitted to use the following:
  40. -Up to Two Chaingun Warthogs.
  41. -Three Mongoose.
  42. -Two Gungoose.
  43. -Three Scout Warthogs.
  44. -One Rocket Warthog.
  45. -Two Wasps.
  46. -One Scorpion/Mantis/Wraith
  47. -One Banshee.
  48. -Two Ghosts.
  49.  
  50. The only variants used on vehicles are the Camo-Changing variants, and they can only be used on:
  51. -Scorpion/Mantis
  52. -Gungoose
  53. -Rocket Warthog
  54.  
  55. The defending team must have five minutes to prepare to defend their base.
  56. Mounted turrets; including phased Wraiths/Scorpions and Shade Turrets, must not be able to respawn. There can be;
  57. -One Mounted Wraith/Scorpion/Shade/Mantis
  58. -Two Mounted Chainguns
  59. -One Mounted Rocket Turret
  60. There are not to be any secret teleporters that the attackers do not know about, and there are not to be any teleporters into a base.
  61.  
  62. Section Four, Attackers:
  63. Attackers must have the following vehicles at least at spawn:
  64. -One Chaingun Warthog
  65. -Two Scout Hogs
  66. -One Gungoose
  67. -Two Mongoose
  68.  
  69. Attackers must also have the following weapons available at spawn:
  70. -Three choice loadout rifles (Including Carbine/Lightrifle)
  71. -Two SMGs
  72. -One Shotgun
  73. -One Anti-Vehicle weapon of any kind
  74. -One Distance-Rifle of any kind
  75.  
  76. Attackers must wait five minutes before attacking the enemy base.
  77. The Attackers’ spawn must not be visible from the enemy base.
  78.  
  79. Section Five, Recon:
  80. Troy Remnants reserves the right to perform a reconnaissance operation on any base. Reconnaissance Personnel are to immediately lower their Magnum, send a message to the Raids’ leader identifying themselves and asking the leader to investigate the base. Reconnaissance Personnel are to conduct themselves in a respectful manner and are not to attack unless ordered. They, as ambassadors, must follow all rules and guidelines that the Base Commander has set. Other Personnel will join a raid if Reconnaissance Personnel find that:
  81. -Players spawn with an Assault Rifle, Magnum, and at least one Grenade of any kind.
  82. -There are no REQ variants of power weapons
  83. -There is at least a five second respawn, with a maximum of eight seconds.
  84. -Vehicle and weapon spawns are not tampered with.
  85. -The base has more than one way to enter, including Angel Jumping, Grenade Jumping, Warthog Jumping and Parkour.
  86. -Player settings are not tampered with.
  87.  
  88. Section Six, UNSC Personnel:
  89. UNSC Personnel are not to be fired upon unless fired upon first and must be treated with the same respect you are treated with. Do not act as their superior. However, in a raid situation, they are not to be allowed to enter a base, and you must report this to ALL UNSC personnel present.
  90.  
  91. Section Seven, Military Clans/Sanghelli/Or any of the Not-Mentioned:
  92. Military Clans and non-covenant Sanghelli clans, along with those not mentioned in our R.O.E. are not to be fired upon unless they fire upon you first.
  93.  
  94. Section Eight, Insurrectionists/Flood/Mercenaries/Covenant/Banished/Freelancers
  95. Insurrectionists, Flood, Mercenaries, Covenant, Banished and Freelancers are on a KoS rule. It matters not why they are there, you are to eliminate them immediately, no questions asked.
  96.  
  97. Section Nine, Neutral Markers:
  98. Neutral markers are those who are neither on the attacking or opposing side. Everyone is presumed Neutral unless proven otherwise. They are not to be fired upon unless they fire upon you, a Comrade or a Friendly.
  99.  
  100. Section Ten, Friendlies:
  101. Friendlies are allied clans taking part in the raid, except for practice raids. Friendlies are also those who assist in defending the base despite not being part of the clan or protecting from the elimination of Troy Remnants personnel. Unless they’ve been a known Friendly for two other raids, they are not to be permitted to enter a base.
  102.  
  103. Section Eleven, Hostiles:
  104. Hostiles are those who have fired upon Troy Remnants personnel but are not on a KoS basis. Hostile markers only last for the duration of the event, unless they assassinate any Troy Remnants personnel, or any allied clans’ personnel.
  105.  
  106. Section Twelve, KoS:
  107. KoS markers are assigned if one has been marked Hostile for two previous raids or they Assassinate Troy Remnants or any allied clans’ personnel. It is possible to get a KoS marker removed from proving to be Friendly, but it is highly unlikely.
  108.  
  109. Section Thirteen, Raid Victories:
  110. Troy Remnants will declare a raid a victory if:
  111. -We control* the base for Thirty Minutes.
  112. -The base is uncontested** by anyone except for Troy Remnants personnel for Twenty Minutes.
  113. -If we hold numbers Two and Three positions on the scoreboard by games end.
  114. -If we hold the number One position on the scoreboard by games end.
  115. -If any Attacking R.O.E infractions occur.
  116. -If any Defending R.O.E infractions occur.
  117. -If any team cannot find a replacement for any individual which leaves.
  118. -If the entire enemy force leaves the game
  119. -If there are only two hostiles remaining, and there are two slots open in the raid.
  120.  
  121. Section Fourteen, Defeats:
  122. Troy Remnants will declare a raid a loss if;
  123. -Troy Remnants doesn’t make top three.
  124. -The base is uncontested** by Troy Remnants for twenty minutes.
  125. -If all of our force leaves the game.
  126. -If there are only two of us remaining, and there are two slots open.
  127. -The enemy team controls the base for thirty minutes.
  128.  
  129. Section Fifteen, Ties:
  130. Troy Remnants will declare a raid a loss if;
  131. -The base remains contested*** for thirty minutes
  132. -There are only Five attackers and Five defenders, with no replacements found after ten minutes.
  133. -Both leaders are assassinated.
  134.  
  135. *A base is controlled when Troy Remnants has seven members inside of a base.
  136. **A base is uncontested when Troy Remnants has six members inside of a base.
  137. ***A base is contested when each side has above three players inside of a base.
Add Comment
Please, Sign In to add comment