TBSE STRICT WAR ROE

1f) The defending team must show all aspects of the map and must ensure that there are no hidden features or areas that the attacking team is not aware of failure to be completely transparent will result in a forfeit of the raid. (*)

Section II: What The War Consists Of

2a) The War Will Consist Of The Following Activities:

4 Raids

4 4v4s

2b) Missing an activity will result in the forfeit of said activity with no exceptions. (*)

2c) The timings of activities will be decided between the 2 clans at war and cannot be changed once decided upon unless both clans agree.

2d) Arguing about the timings of activities after they have been planned will result in the forfeit of the activity (the clan who disagrees with the decided times). (*)

2e) Both the attacker and defenders may not pull any members from other clans or use any players who have joined within the last week and have not played in at least 3 Clan activities in the said clan.

2f) If a clan pulls members from other clans or players who have joined less than a week ago and have not completed at least 3 Clan activities visible on their game history then the Clan doing so will forfeit the raid. (*)

2g) Absolutely NO forms of toxicity will be shown in any portion of the raid/war. This includes:

Teabagging

Shooting/throwing grenades at an enemy’s dead body

Shit-talking the other team

2h) If players engage in toxic behaviour they will forfeit said activity. (*)

Section III: The Raids

3a) At the start of the raid defenders will have a grace period of 5 minutes to set up their defences and in this time the attackers must not move from Spawn or engage any defenders.

3b) If the attackers move from the Spawn or engage any defenders within the 5-minute grace period they will forfeit the raid. (*)

3c) Queueing players is permitted after the 5 ½ minute mark in the game (this means after 5 minutes and 30 seconds into the game both clans may invite clan members to queue into the game.

3d) If players who are Queueing join before the 5 ½ minute mark in the game the clan inviting said members will forfeit the raid. (*)

3e) If a defender is killed they must make an Active Attempt To Return To The Base and may not engage in Spawn Killing.

3f) If a defender does not make an Active Attempt To Return To The Base or engages in Spawn Killing then the defending team will forfeit the raid. (*)

3g) The Attacking team may not Spawn Kill the defending players however may Spawn Rumble to allow them to escape Spawn.

3h) If the attacking team engages in Spawn Killing they will forfeit the raid. (*)

3i) The defenders must not jump or fall out of the Base intentionally and if they do so must not engage any attackers until they reenter the Base.

3j) If a defender falls or jumps out of the Base and then engages the attackers before reentering the Base they will forfeit the raid. (*)

3k) Defenders may use attacking weapons, vehicles and equipment to aid in their return to base but after returning they must drop the equipment when they arrive at the Base.

3l) If the defenders fail to drop the attacking equipment after a minute of entering the base they will forfeit the raid. (*)

Section IV: Weapons And Vehicles

4a) There may be a maximum of 4 Power Weapons in use at a time by any clan.

4b) Use of more than 4 Power Weapons by a clan will result in a forfeit of the match. (*)

4c) The use of any modded weapons will result in the instant loss of the entire war by the offending side. (+)

4d) The use of any weapon variants excluding the Bandit Evo at all in any activity will result in the instant loss of the entire war by the offending side. (+)

4e) The use of any traits, power-ups or invincibility during any activities will result in the loss of the entire war by the offending side. (+)

4f) The attacking team must be provided with sufficient equipment (at least 2 Chaingun Warthogs, 2 Razorbacks and 1 Wasp or Scorpion as well as at least 2 Battle Rifles, 2 Bandits and 1 Bandit Evo)

4g) If the attacking team is not provided with Sufficient equipment then the defending team will forfeit the raid. (*)

4h) The wasp or scorpion must respawn at least every 5 minutes and must not be inhibited from spawning or destroyed instantly as they spawn.

4i) If the wasp or scorpion does not respawn every 5 minutes, is inhibited from spawning or is destroyed instantly as they spawn then the defending team will forfeit the raid. (*)

4j) The defending team is not allowed to use any vehicles unless it is used to return to the Base.

4k) If the defending team uses vehicles for any purpose other than returning to the Base then they will forfeit the raid. (*)

4l) Using Double Power Weapons will result in a forfeit of the activity by the offending team. (*)

4m) The defending team may not use a sniper and skewer at the same time. 

4n) If the defending team use a sniper and skewer at the same time they will forfeit the raid. (*)

Section V: 4v4 Matches

5a) 1 4v4 matches will be set up by each clan, the map and teams for this must be specified to the other clan 24 hours beforehand, failing to do this will result in a forfeit from said activity. (*)

5b) 4v4 matches must be played out on ranked default maps that haven’t been modified in any way.

5c) The use of Modified Maps for 4v4 matches by either clan will result in the loss of the entire war by the offending side. (+)

5d) The 4v4 must use the default Ranked Slayer gamemode.

5e) The use of Modified Gamemodes for 4v4 matches by either clan will result in the loss of the entire war by the offending side. (+)

Section VI: Map Restrictions

6a) No bridge/ramp maps (narrow terrain funnels included) unless deemed fair enough for usage by the attacking side. If the attackers deem the map unfair the defenders must accommodate the attackers significantly. If a compromise cannot be made, a different map must be shown.

6b) Trait Zones are strictly prohibited, the use of trait zones on a map will result in a forfeit from said activity. (*)

6c) Invisible Blockers can only be used to prevent breaking out of the map.

6d) The use of Invisible blockers to prevent movement of players within the map will result in a forfeit from said activity. (*)

6e) Scripting that inherently kills or prohibits player movement is prohibited unless it is used specifically for aesthetics such as lava.

6f) The Scripting that inherently kills or prohibits enemy movement whilst providing no aesthetic value will result in a forfeit from said activity. (*)

6g) Scripted doors may be used but however must be accessible from both sides and must open and close in between 5 and 10 seconds.

6h) The use of doors which are not accessible from both sides and open and close either faster than 5 seconds or slower than 10 seconds will result in a forfeit from said activity. (*)

6i) The Base must have no line of sight into the spawn area.

6j) Bases that allow line of sight into the spawn area are prohibited and the use of such a map will result in a forfeit from said activity. (*)

6k) Sufficient cover must be spread out across the map. Sufficient cover is defined as cover you cannot be shot behind by non-explosive weaponry. No defender position should be able to see behind cover.

6l) Failure to provide sufficient cover will result in a forfeit from said activity. (*)

6m) The map must have a reasonable frame rate, that would not drastically affect a players ability to aim at a target.

6o) Purposeful use of a map with low frame rates that affect the ability of players using next-gen consoles to aim or play the game will result in a forfeit from said activity. (*)

6p) A minimum of 14 respawn points must be provided on the map failure to do so will result in a forfeit from said activity. (*)

Section VII: Gamemode Settings

7a) The Gamemode for raids must be set on Arena: FFA Slayer with the following alterations:

  • Time Limit: 60 min
  • Score To Win: Unlimited
  • Allow AI: off
  • Enemy Player Outlines: off
  • Enemy Vehicle Outlines: off

7b) Changing any other settings in the Gamemode and using it within a raid will result in a forfeit from said activity. (*)

Section VIII: Raid Outcomes

8a) Should the host end the game before the time is officially at end, the guilty party is charged with a loss. Even if a party has forfeited the raid via ROE infractions, the game must still carry on till the end of the scheduled raid time. Ending the game before the time limit will void any ROE infractions the opposing team has committed. (*)

8b) If all combatants from one side leave the game, then it is considered a forfeit for the guilty party. (*)

8c) Whichever side is in full control of the base at the end of the raid timer, or has a 1:2 (1v2, 2v4 contestion, etc) ratio at the end of the raid, wins the raid.

8d) In order for the base to belong to the New Defenders, the current attacking team must clear out all active defenders. The base is considered contested until all defending players have been removed from the base.

8e) If there are no players in the base at the time of the raid ending, the raid is considered a draw.