Sie sind auf Seite 1von 19

Radio-Technician -

Elite Marksman (Sniper) -


Rifleman -
Engineer
Heavy Machine Gunner
Mortar man (arty)
Ground Operator (ground/sea based vehicles)
Air Operator (pilot/air crewman)
SPEC OPS Gunman
Intel Chief

When picking up other gear from the ground after a player dies, you CANNOT use those perks of the
killed player.
When picking up gear from the ground when a player dies, you will receive 50% replenish of
ammunition for all weapons.
Every player will spawn in with a tourniquet regardless of class and add-ons. Players can only have one
tourniquet at any given time but may pick up as many as needed from gear that dead players drop.
When picking up gear from the ground after a player dies, you will automatically receive [1] one
tourniquet. (a tourniquet can only be used on your own personIt will have animation when applying
aid to yourself... [1] one tourniquet will replenish 25% health after application)
Radio Technician: Primary: Semi-Automatic Marksman Rifle / SMG
Secondary:
Add-ons:
Ground Sensor: This add-on is intended to assist in spotting enemy players that are moving quickly
within a small area. Can assist in determining where to spawn and if the presence of enemies is high.
Detects enemies that are sprinting within the detection range.
The detection range will be shown on the start menu map of the
playing field.
o Player is given [2] two sensor that can detect a range of
10m radius each.
o Player cannot pick up sensors after they are emplaced.
o Active ground sensors will create a blinking light coming
from the top of the cone shaped sensor and can be
seeing by enemy players, however, they are difficult to
destroy by bullets due to their small size. Friendly
players = green light: Enemy players = red light.
(beneficial to place ground sensors inside brush to avoid being seen/difficult to conceal on low-
light map settings)
o Player can re-spawn and re-set ground sensors but can only have [2] two emplaced at a time.
If player re-spawns and emplaces more ground sensors while in his/her previous life had
already emplaced a ground sensor, the previous ground sensors will be destroyed and
the new ground sensor will be active.
o Because the ground sensor will be continuously active and does not have a time-limit, ground
sensors can only detect enemy personnel when they are sprinting within the affected area.
o Ground sensors can detect ALL ground-based vehicles regardless of vehicle speed.
Vehicles will be shown on map at all times even if the vehicle is stopped while the
vehicle is within the affected area.
o Does not detect equipment that moves on ground, aerial vehicles, or ANY add-ons that players
may have.

Communication Jammer: This add-on is intended to assist in infiltration of capture points for
team players to recapture it from enemy players. Effective to use against vehicles and use friendly
vehicles in combination.
When in the affected area, Comm. Jammer disrupts enemy chat, start menu/in game mini-map, and
electronics on vehicles that assist with munition guidance and aiming systems.
o Player is given [1] one jammer during each life which has a cone-
shaped area of effectiveness with a max range of 50-
100m, a 30-degree lateral limit, and a 90-degree
vertical limit.
If player has an existing jammer from his/her
previous life, the new jammer will make the
old jammer self-destruct, leaving the player
with only [1] one jammer at any given time.
Jammer is not the add-on that will make a
high pitch BEEP-BEEP audible noise every
[3] three seconds.
o Player CAN pick up jammer during the same life of
the deployed jammer.
If player re-spawns, the player will
NOT be able to pick up the old
jammer. Play must replace the
old jammer at this point and
use the jammer the
player gets for the
new life.
o Jammer disrupts special sight add-ons when in vehicles (ground and air) such as Infra-Red,
Night-Vision, and Thermal. (Zoom add-on will not be effected by the Jammer)
o Jammer disrupts player weapons and gadgets that use electronic means of controlling or
targeting such as tow-missiles, javelin AT launcher, SA-18.
o Jammer disrupts player communications via headset to include listening, speaking, or giving
commands using the games command system operated by the controller/Kinect system.
o Effected player will experience static-like visuals randomly and periodically while the player is in
the affected area.
The vehicle operator can still operate the vehicle normally but now with limited vision
until he/she is able to destroy the jammer or escape the jammers effective area.
o Jammer does NOT affect ANY add-ons that enemy players may deploy regardless of the type.

Transmitter: This add-on is intended to allow squad members to spawn in at a more tactically
advantageous location for strategic gameplay.
Allows squad members to spawn in via Osprey
insertion that will fly in at the quickest path
from the out of bounds area and auto eject
the player into a parachuting entry above the
location of the transmitter. (This may differ
with urban maps as you may have to repel in
from the Osprey)
o Player will throw hand flare on the
ground in which a CH-56
Helicopter will fly over and drop
off a transmitter box by
parachute and it will land directly on
the location of the flare given that there are no obstructions.
If flare is located underneath an overhang of a bridge/building, the transmitter will
parachute down on the first thing is touches down on. (placement must be thought out)
when flare is fired inside a building, transmitter will parachute on the roof of the
building (Once transmitter arrives, the flare will remain present but will not be lit
anymore; the burnt out flare will remain on the floor inside to building so under close
observation, the enemy may identify that there is a transmitter is on the roof)
o Player is given one transmitter for each life and player can only deploy one transmitter at any
given time. Transmitter used for [3] three total spawns by yourself and the squad members only.
If the previous transmitter has not been destroyed or has not used up all [3] three
spawns and self-destructed, placing a new transmitter will destroy the previous
transmitter.
The flare will disappear along with the transmitter when the transmitter self-
destructs or is destroyed but friendly/enemy fire.
o Osprey that flies in can be shot down by the enemy and has [1] one automatic use of counter-
measure flares during insertion.
The counter measures will not be deployed against small-arms-fire and indirect-fire
rockets such as rockets without guidance systems.
Small-arm-fire can deplete the health of the Osprey but is not likely to destroy the
Osprey during insertion. (3 or more people shoot at it with Heavy machine guns, at full-
automatic, simultaneously is possible)
o Player will be automatically ejected from Osprey and will initiate a parachute descent if/when
the Ospreys health is depleted by enemy fire.
Player will automatically lose 25% health if/when the Osprey is destroyed on insertion.
(Because every player spawns with tourniquet, this player will be able to use the
tourniquet while on the parachute to return to full health)
Player will eject Osprey regardless of transmitter location if/when Osprey is destroyed.
o Transmitter is a box with antennae and laptop sitting on top but when transmitter lands on
ground, camouflage parachute will drape over the transmitter for partial concealment.
Transmitter does not make noise unless someone spawns on the transmitter.
The transmitter will make a loud radio call such as FRIENDLIES ARE FLYING IN
or REINFORCEMENTS UNDERWAY. (random generator)

Battlefield Surveillance: This add-on is intended to assist squad members in locating and
targeting enemy players by displaying a temporary live feed of enemy positions within a given area.
Shows real time movement of ALL enemy players on a pop-up mini-map and the pause menu map for
[30] thirty seconds within the affected area.
o Player will unpack and release an auto-piloted
drone (quad-copter) which will fly vertically
from the point of the player activating the
drone where it will hover 100ft above the
ground for [30] thirty seconds revealing enemy
positions for the squad members in a 200m
radius.
The drone will have alternating blinking
lights on the underside of the drone.
(Friendly players = green light:
Enemy players = Red light)
Drone can be shot down by
precision shots and guided
munition systems (due to its size,
it will take [4] four well aimed
shots from a weapon firing a
bullet.
One unguided or guided rocket
45m
will destroy the drone in one shot.
o Player will only have one drone at any
given time and it will be controlled by a
[3] three minute cool-down time so when
the [3] three minutes are up, you receive
another drone.
Once scanner is used, player must
wait [3] three minutes before
he/she can use the scanner again
regardless of death/re-spawn.
o There is no limit to the number of Radio-
Techs using this add-on at the same time.
Elite Marksman (Sniper): Primary: Bolt-Action Rifle / SMG
Secondary:
CLASS BENEFITS: --The Sniper never carries large size gear making the Sniper a smaller target overall.

Add-ons:
Mark Enemy: This add-on is intended to have the squad assist the Sniper in attacking a specific
target that he/she cannot accurately target with a rifle from long range.
Shows real time movement of the marked enemy
player on the pause menu map and physically MARK ENEMY
highlighting the player for squad members only
for [5] five seconds at a time and can only be used
when the sniper is sighted-in and aimed directly
on the enemy player with the crosshairs.
o Player can only mark one enemy at a time
and will last for [5] five seconds. Player
can mark personnel and all vehicles with
this add-on.
The marked enemy player will
have a red highlighted
fragmented ghost figure of
where he/she was marked at the time of being marked and the position at which they
were marked. (For example: if player was running when being marked, the red
highlighted ghost figure will be a still image of the player running)
Squad members will be able to see this red highlighted fragmented ghost figure
through all barriers/walls/vehicles/and terrain. (x-ray marking)
This can be continuously used as long as there is not a current enemy marker on an
enemy player.
o This add-on CANNOT mark ANY add-ons of enemy players.

Issue Airstrike: This add-on is intended to give the Sniper additional assist points and to
incorporate the air-land (close-air-support) aspect of gameplay.
When an airstrike is issued, the sniper must be
aiming down sights at the center location of the ISSUE AIRSTRIKE
issued airstrike. A Large highlighted circle will
illuminate vertically for all friendly player pilots
that will give double weapon damage to anyone in
the circle. Only air vehicle weapons will do double
damage as long as the shots land within the circle.
o ALL friendlies inside an aerial vehicle can
see the circle highlighted on the ground
with a radar type light circling from the
center.
Enemy players within this circle
will be outlined with a red glow.
This is to avoid obstruction of this, players that are ground fighting and do not need
benefit from this add-on, will not see it, unless the player decides to enter an aerial
vehicle while the airstrike is issued
o Airstrike will be lit up for a total of [10] ten seconds in a 30m radius and the player will receive
[1] one issue airstrike at any given time with a [3] three minute cool-down time so when the [3]
three minutes are up, you receive another issue airstrike.
Once airstrike is issued, player must wait [3] three minutes before he/she can issue
another airstrike regardless of death/re-spawn.
There will be an automatic saying over the chat to the entire team that AN AIRSTRIKE
WAS ISSUED IN THE AREA at which point the timer will begin counting down from [10]
ten seconds.

Ghillie suit: This add-on is intended to benefit the player directly by concealing the player, limiting
movement, and removing foot-step sounds. Players abilities may be highly impacted when using this
add-on such as disabling the ability to sprint making vehicle transport a valued asset.
Players with ghillie suit will have the choice
to choose a standard made ghillie suit and
the color allowing the player to blend in
with the environment to gain a tactical long
range advantage against the enemy.
o When ghillie suit is used as an add-
on, the player may not attach a
suppressor to his/her primary
weapon unless it has a sight that is
no greater than 2x zoom.
Secondary weapon can
have a suppressor
regardless of sight due to
the secondary weapon effective range and accuracy.
o Player will have no automatic animations when laying in the prone. No movement by enemy
players will be noticed almost as if they player in the ghillie suit looks dead.
Player in the ghillie suit will only make movement when crawling or reloading.
o Player automatically starts each life with [2] two tourniquets when the ghillie suit add-on is
applied and can carry up to [2] two tourniquets at any given time when picking up ammo from
dead players. (each tourniquet is used to recover 25% health)
o Player will lose the ability to sprint (sprint disabled) while in the ghillie suit making vehicle
transport a key method to moving around the battlefield.
All footstep noises will be disabled making this a stealthy but slow add-on.
o Anyone who wants to can create their own customized ghillie suit for $5 per creation.
Log on to the website, create ghillie suit using twigs and leaves to make it to whatever
you like, add color and you are ready.
Call for Extract: This add-on is intended for the extraction of yourself or of any friendly players by
helicopter and can be used as a method of transportation or health regeneration for yourself and [4]
four additional players.
Players using the call for extract can be
used in most but not all areas of the map
in which a helicopter will move in soon
after the flare is fired, and will give
yourself and [4] four additional players
the choice of riding the helicopter back to
the main base.
o Player will utilize this add-on
pistol signal-flare in replace of the
players secondary weapon.
o The Helo will be immune to
guided rockets and munitions
fired at it, however is susceptible
to indirect firing munitions such as bullets and fire-and-forget rocket launchers.
o Player will only receive [1] one call for extract every [10] ten minutes of gameplay time. (Player
does not have to play as Sniper class for the cool-down time to count down (player may use
different classes while the cool-down continues); after [10] ten minutes, and only then you will
be able to utilize this add-on upon spawning in or if you have not died during the [10] ten
minutes.
o Helicopter will arrive within [2] two seconds of shooting the signal-flare and an automated voice
over calls in EXTRACT, ON OUR WAY.
Boundaries will be preset in coding for where the Helo will be able to land and where it
will not be able to land such as above trees/buildings surrounding area/open field/in
water.
Helo will drop rope if player is within the boundaries set in the coding of the
game.
The boundaries for these areas will be displayed on a heads up display on the
left wrist while the right hand will be controlling the signal-flare gun to give the
player an idea of where to launch the flare.
o Helicopter will land/hover at or directly above the final point of the flare for [5] five seconds to
allow players nearby to run to the Helo and insert.
Player that called in the extractions becomes immune to damage dealt by enemy player
bullets upon entering the Helo, and may only sit in the passenger seat next to the pilot
and may not use his/her weapon to shoot at the enemy players.
The first [2] two teammates to enter the helicopter will be placed behind either the left
or the right mini-gun and may fire at enemy players for the duration of the evacuation
flight back to the main base.
These players will be susceptible to being shot by enemy fire.
The last [2] two teammates to enter the helicopter will be placed either the left or the
right side of the side-door and may fire his/her primary and secondary weapons at
enemy players for the duration of the evacuation flight back to the main base.
These players will be susceptible to being shot by enemy fire. Add-ons that can
be used in vehicles may be used while in the Helo.
o ALL players that are in the Helo at the time of lift-off will be instantly healed back to full health.
o ANY player that is in the Helo can decide to eject and parachute back onto the playing field, or
stay in the Helo until it reaches the main base. (Remaining in the Helo all the way to the main
base will allow players to regain full ammo for every weapon and grenades.
Once Helo reaches the main base, players will be automatically kicked out of the Helo
and the Helo will leave.
o While Helo is in transport, it will have infinite counter-measures to all guided munitions,
however, Helo will fly relatively low making it possible to enemies to shoot players from the
Helo (exception is the player that called in the extract which is still immune) or shoot unguided
projectiles to destroy the Helo. (Helo will fly double that of the speed of the normal speed on a
little-bird)
Rifleman: Primary: Assault Rifle / SMG (possible to use SMG as secondary)
Secondary:
CLASS BENEFITS: --Rifleman walk/run/sprint speed is 125%
--Double tourniquet capacity when using the Rifleman class
--Rifleman will always carry [1] one extra grenade compared to other classes
Add-ons:
40mm Grenade/Pike Missile Launcher: This add-on is intended to benefit the player using
the launcher while providing short to medium range fire support by utilizing launched
explosive/specialty rounds.
Launcher will only be used as a separate weapon only which means it CANNOT be used as an under-
barrel attachment; uses a variety of rounds chosen by the player to best player preference.
o Single shot with a reload after each shot mechanism, number of rounds depends on the type of
rounds used and other add-ons used by the player.

o High Explosive (HE)-Rounds:


HE-rounds will take [1] one round to

d
destroy a wall.

d
ore

(15 de
le

Up or-

)
ore

0%
hic

gra
rm
Player will receive a standard amount of

Arm
Arm
Ve

a
Un
[3] three HE-rounds per life. Player can
only carry [3] three HE-rounds at any Jeep 49% 30%
given time. (Unless the other add-on 7-Ton 35% 20%
allows the player to carry more)
HMMWV 35% 25%
100% damage to personnel within 5m
MATV 25% 20%
of the explosion, no effect 5m or
APC 10%
greater from the explosion.
Tank 10%
High effectiveness to add-ons,
medium effectiveness to unarmored High Explosive (HE)-Round
vehicles, and low effectiveness against
armored vehicles.
Unarmored vehicles will be partially disabled (will drive at 50% speed until repaired)
with [1] one HE-round, demobilized with [2] two HE-rounds, and destroyed with [3]
three HE-rounds. (Count is doubled for armored vehicles)
Personnel inside ANY vehicle at the time of being struck by an HE-round
(unarmored/armored/armor upgrade), players will not lose health; however, if vehicle is
destroyed while players are still inside the vehicle, players will be killed.

o Shrapnel (SHRAP)-Rounds:
SHRAP-rounds will take [2] two rounds to destroy a wall unless previously damaged.
(This is designed this way so that the player will have the opportunity to hit the same
wall twice, making the shrapnel round more effective against personnel in tight spaces)
Player will receive a standard amount

d
of [4] four SHRAP-rounds per life.

d
ore

(15 de
le

Up or-

)
ore

0%
hic

gra
rm
Player can only carry [4] four SHRAP-

Arm
Arm
Ve

a
Un
rounds at any given time. (Unless the
other add-on allows the player to
Jeep 10% No Effect
carry more)
7-Ton No Effect No Effect
100% damage to personnel within 5m
HMMWV No Effect No Effect
of the explosion, 50% damage within
MATV No Effect No Effect
10m from the explosion, 25% damage
APC No Effect
within 15m from the explosion, and no
effect at distances greater than 15m Tank No Effect

from the explosion. Shrapnel (SHRAP)-Round


High effectiveness to add-ons
No effectiveness to vehicles.

o Smoke (SMK)-Rounds:
SMK-rounds will not be able to damage walls; however, a SMK-round fired at a wooden
fence will destroy the fence on impact.
Player will receive a standard amount of [6] six SMK-rounds per life. Player can only
carry [6] six SMK-rounds at any given time. (Unless the other add-on allows the player to
carry more)
SMK-rounds will create a very thick cloud of off-white smoke to conceal player
movement/block enemy line-of-sight/or cause a diversion.
Smoke cloud will be spherical in nature and have a 10m radius.
Smoke can NOT travel through solid objects such as walls and floors.
SMK-rounds have no effect against players unless struck directly with the round in which
it will cause 50% damage to the player hit by the SMK-round.
No effective against add-ons
No effective against vehicles.

o 40mm Armor-Piercing Pike Missile (APM)-Rounds:


APM-rounds will take [2] two rounds
d

to destroy a wall unless previously


d
ore

(15 de
le

Up or-

)
ore

0%
hic

gra
rm

Arm
damaged. (APM-rounds are designed
Arm
Ve

a
Un

to pierce through objects then


explode, rather than exploding on Jeep 70% 49%
impact) 7-Ton 49% 35%
APM-rounds will travel twice as fast as
HMMWV 49% 40%
a normal HE-round and will be
MATV 45% 35%
propelled by a rocket and the option
APC 30%
to use a laser sight to guide the APM-
Tank 30%
round in flight; however, the APM-
round will have similar bullet-drop 40mm Armor-Piercing Pike Missile
effect as the AT-4 if the APM-round is (APM)-Round
fired (50m/sec at 1m/sec drop) at a target without laser-designation after firing. (Fire-
and-forget if not using laser designation after firing)
APM-round must be manually reloaded after each shot due to the laser-designation
feature after the APM-round is fired. APM-ROUND POSSIBLE TRAJECTORIES
When being laser-designated
after firing, there will be NO
bullet-drop effect to the
rocket. Once a new APM-
round is loaded, laser-
designation for the previous
round will NOT be available.
(laser is only active after
APM-round is fired and player
aims-down-sight)
[5] five seconds after launch, the SPM-
round will self-detonate in the air if player does not aim-down-sight after firing
OR if APM-round does not impact an object within the [5] five seconds even if
player is laser-guiding the APM-round.
Sight attachment optional for
the APM-round launcher; up
to 3.4x magnification.
Player will receive a standard
amount of [2] two APM-
rounds per life. Player can
only carry [2] two APM-
rounds at any given time.
(Unless the other add-on
allows the player to carry
more)
100% damage to personnel
within 5m of the explosion and no effect at distances greater than 5m from the
explosion.
High effectiveness to add-ons, High effectiveness to unarmored vehicles, and Medium
effectiveness against armored vehicles.
Unarmored vehicles will be demobilized (will drive at 50% speed until repaired) with [1]
one APM-round and destroyed with [2] two APM-rounds. (Count is doubled for armored
vehicles)
Personnel inside ANY vehicle at the time of being struck by an APM-round
(unarmored/armored/armor upgrade), players will lose 15% health regardless of vehicle
and armor attached to the vehicle; if vehicle is destroyed while players are still inside
the vehicle, players will be killed.

AT-4 Rocket Launcher: This add-on is intended to benefit the player using theAT-4 while
providing medium to long range fire support by utilizing a very powerful rocket propelled
explosive/specialty rounds.
AT-4 is a shoulder fired rocket launcher that packs a huge punch with the capability to destroy
unarmored vehicles with [1] one rocket and armored vehicles with [2] two rockets depending on the
distance.
o AT-4 will be shoulder fired and player MUST

d
ore

(15 de
aim-down-sights in order to fire the weapon.

le

Up or-

)
ore

0%
hic

gra
rm

Arm
o

Arm
AT-4 CANNOT be hip-fired

Ve

a
Un
o Player CANNOT receive more ammunition
(with a ammo-box add-on by other classes) Jeep 100% 80%
and once fired, will automatically change back 7-Ton 100% 70%
to the players weapon that was previously HMMWV 100% 75%
equipped.
MATV 75% 50%
o If player has AT-4 add-on + Assault Pack
APC 50%
add-on equipped simultaneously, play will
Tank 50%
receive [2] two AT-4 rockets for that life.
AT-4 rockets will be visually seen as Anti-Tank gen4 (AT-4)-Rocket Launcher
being attached to each side of the
Assault Pack when equipped with both add-ons.
o AT-4 rocket will travel at 100m/sec and will have a bullet-drop effect of 1m/sec. (every 100
meters the rocket travels, it will drop [1] one meter)
o Once AT-4 is fired, your player will discard the empty AT-4 tube and automatically switch to the
weapon that was previously equipped.
If player has [2] two AT-4s, he/she will have to re-select the AT-4 add-on after the first
shot.

SMG/Shotgun Secondary: This add-on is intended to benefit the player and


squad as well as other friendly players by enabling the player to equip a SMG as
the players secondary weapon and will receive [3] three droppable med-kit
boxes.
The player will be able to quickly change from his/her primary weapon to another
automatic or burst fired SMG or a shotgun in tight situations as well as the
ability to drop a med-kit box to regenerate health on the go.
o Weapon attachments CANNOT be put on the SMG or Shotgun when
used as secondary weapons.
o Med-kit boxes will regenerate health at a rate of [5] five health/sec and will
remain functional for [10] ten seconds before the box self-destructs; player
must use another med-kit box if he/she or other friendly players need more
time to regenerate health.
Med-kit box will have an effective range of 5m.
Any player (friendly or enemy) that is within the affected area will regenerate
health until the med-kit box self-destructs or destroyed.

Assault Pack: This add-on is intended to benefit the player by enabling


him/her to carry double primary/secondary weapon ammunition and double
add-on capacity.
Assault pack will be a larger physical attachment on the players back which
increases the hit box and will slow the Rifleman class from its class benefit
speed of 125% down to 100%; however, it will allow the player to carry double
of almost everything.
o When utilizing other add-ons with the assault-pack such as the ammo-
bag drop, all ammunition that the assault pack can carry will be
replenished back to double carrying capacity with the exception of
certain add-ons which do not allow the player to replenish such at
the AT-4.

Visual of Add-on Combination:


SMG Secondary + Assault Pack
Engineer: Primary: Semi-Automatic Marksman Rifle / Shotgun
Secondary: Target designator pistol / SA-18
CLASS BENEFITS: --Only class that can repair or give armor upgrades to vehicles
--Secondary has the ability to paint a target or provide Anti-Air Coverage
Add-ons:
Repair Kit: This add-on is intended for the player to physically use a repair kit in order to repair
damaged vehicles or damaged add-ons that are in-play.
Repair kit will need to be selected and in the players hand in order to begin
repairs on vehicles. If repair kit is equipped, the Repair Station add-on CANNOT
be equipped.
o Repair kit will be an unlimited ability add-on with a temporary cool-
down time.
o Repair kit speed outside vehicle will be 1x hlth/0.25 sec (4x hlth/sec):
Repair kit speed inside vehicle will be 1x hlth/.5 sec (2x hlth/sec).
If repair kit is exhausted from constant usage, the repair tool
will be inactive for a cool-down time of [5] five seconds. Repair
kit will have a typical constant repair rate of [10] ten seconds
before cool-down begins.
o Player CANNOT repair tanks and APCs while the player is inside.
o Player CAN repair vehicles that allow the player to equipped a weapon
as a passenger. (This goes for most if not all transport vehicles
depending on the vehicle style)
If player is repairing inside the vehicle, the repair will be the
same repair speed as the repair station.
o If a vehicle is inside the range of a Repair Station, the repair kit may
NOT be used simultaneously. The vehicle my leave the repair station
area before the repair kit will work.

Repair Station: This add-on is intended for the player to assemble an automatic repair station
anywhere on the battlefield in order to repair damaged
vehicles without having to physically be there to repair
the vehicle.
Repair station will need to be set up with and placed on
a level surface for the repair station to repair vehicles. If
repair station is equipped, the repair kit add-on
CANNOT be equipped.
o Repair station will have a [3] three second set-
up time in which the player will go through an
animation of constructing the repair station by
holding down the right trigger.
Player may release the right trigger at
any time before the [3] three seconds
are up to cancel the construction.
o Repair station will have an Area-of-Repair (AoR)
in which if any part of a damaged vehicle crosses the affected area, the vehicle will receive
repairs automatically.
The repair station will have a repair rate of 1x hlth/0.5 sec (2x hlth/sec) with an AoR of
[5] meters. (Any part of the vehicle that crosses the AoR will be repaired)
If a vehicle remains in the AoR, the repair station will repair until the vehicle is fully
repaired.
If another vehicle enters the AoR while another vehicle is being repaired, the repair
station will not provide repairs until the first vehicle is fully repaired OR until the first
vehicle leaves the AoR.

Vehicle Armor Upgrade: This add-on is intended for the player to physically use an armor-
upgrade kit to the vehicle of the players choice and to a vehicle that allows an armor-upgrade to be
attached.
Player can use this add-on [1] one time per vehicle of choice per life until the vehicle is completely
destroyed. If armor-upgrade is active on a vehicle and the vehicle has not been destroyed, this add-on
will not work on other vehicles.
o Once a vehicle has an armor-upgrade, the armor may be repaired but only after the vehicles
primary health is repaired first (@ 100%).
o Already armored vehicles such as the tank and APC will not receive as much armor when an
armor-upgrade is applied.
Armored vehicles will only receive an extra 25% additional armor and vehicles beginning
without armor will receive a 50% additional armor.
o Turrets that are mounted on transport vehicles will be given light armored protection around
the turret (front, back, and sides depending on the vehicle) when armor-upgrade is applied.

o 7-Ton Truck-Big Ass Truck (BAT) will receive armor


plating on the front, rear, and sides of the truck-
bed which will provide overall protection to the
players in transport in the truck-bed.
Players will be able to aim-
down-sight which will allow the
player to peek and aim over the
truck-bed armor plating and will
be able to shoot their primary
weapons while in transport.
(unarmored BAT will not allow players to
fire from the truck-bed as it will be
covered by a tarp)
The passengers in the truck-bed will now
have reduced damage to enemy fire.
BAT will also have a seat out the back
doors with a mounted 50-cal turret with
light armor protecting the gunner.
The player in the gunner seat is
susceptible to enemy fire while in gunner seats.
o MAT-V will receive armor plating that will increase the
health of the already armored MAT-V.
Because the MAT-V is already an armored
vehicle, the physical aspect of the armor will
not change but the weaponry attached to the
vehicle will make the MAT-V one of the
most valuable vehicles to have in the
battlefield.
The fourth and last person to enter
the vehicle will be a passenger in the
back left seat.
The MAT-V armor-upgrade will not
only increase the armor but will also
change the existing 50-cal manned roof
turret into a 20mm auto-cannon fired from
the passenger seat inside the protection of 7.62 mini-gun
the MAT-V. Interchangeable roof mounted weapon systems.
20mm auto-cannon with a 180 degree spin and a 70 degree vertical view.
The MAT-V armor-upgrade will add a missile launcher at the rear of the vehicle capable
of firing a variety of ammo types. The third person inside the vehicle will equip this
weapon upon entering.
Anti-Air will fire [1] one rocket/lock-on every [5] five seconds.
TOW Missile can fire up to [1] one rocket every [2] seconds and can have [2] two
active TOW missiles guided simultaneously. [8] eight second reload rate.
Fire-Forget rockets can fire up to [8] eight rockets as fast as you can pull the
trigger. When empty or when player decides to reload, [6] six second reload
rate.

o HMMWV will receive armor plating on the front, rear, and sides
providing overall protection of the players inside.
The roof turret on the unarmored HMMWV
leaves the player vulnerable to enemy fire
whereas the armor-upgrade will change the
HMWWV roof turret to allow the player in the
passenger seat to operate the turret from
inside. (When unarmored, the passenger seat will
be used as the turret gunner)
HMMWV with armor-upgrade will be the only
player inside that may fire a weapon and will be
given a 20mm auto-cannon.
20mm auto-cannon has a 360 degree
spin and a 70 degree vertical view and
can damage enemy armored vehicles
depending on the round equipped for a
HMMWV turret gunner and can kill enemy personnel with [1] well aimed shot
(no splash damage)
o Tactical-Support Vehicle (TS-V) will receive armor
plating on the front, rear, and sides along with
adding a second turret to an elevated back seat
with light armor protection around the turret
both in the passenger seat and the back seat.
The addition of a 50-cal roof turret will be
present for the armor-upgrade version
The passenger seat gunner will now have light
armor plating on the sides and mounted in the
front.
The player in the bed of the TS-V will be able to
use any weapon of choice and will be
automatically reloaded (after a certain amount of
time) since this vehicle supplies ammo and health
to anyone inside and anyone standing directly next to the vehicle.

o All-Terrain Quick-Mobility Vechicle (AT-QM-V) will receive armor upgrade


that will overall change the size, looks, and dynamics that will enclose the
cabin to protect the driver and passenger from enemy fire. The
overall resistane to explosives is very small; however, the
AT-QM-Vs primary purpose is to get from point-A to
point-B quickly while providing limited fire-power.
The AT-QM-V passenger will now be in control of
the roof turret instead of the non-upgraded
version where the passenger was only able to use
his/her primary/secondary weapon.

o Aerial-Vehicles: N/A

Anti-Vehicle Barricade (AV): This add-on is intended for establishing a defensive posture, slow
enemy vehicle movements, and creating choke points by placing barriers that vehicles cannot simply run
over.
The AV-barricade will stop ANY vehicle in its path if it comes across the AV-barricades
which are constructed of thick steel beams fused together by precision welding.
o AV-barricades are constructed [1] one at a time and each player with this
add-on will have [6] six total barricades.
Player will go into a welding animation for [2] seconds
before the barrier is constructed.
Player will see a ghost image of the barrier and
will be required to hold down the trigger in
order to construct it.
Releasing the trigger will cancel construction.
After constructing a barrier, it will stay on the
barrier add-on until player changes back to
his/her previously equipped weapon.
o If AV-barricades are placed close enough together, it can also impede players by foot as well.
o If a vehicle attempts to drive over the AV-barricades, the vehicle has a chance of getting stuck
until the barricade is destroyed.
AV-barricades will be too big for personnel to jump over; however, it is possible to crawl
underneath.
o AV-barricades can be constructed almost anywhere on the battlefield from roof tops, rocky
areas, slopes, tall grassy areas, and even in shallow waters where your player can touch the
bottom.
AV-barricades can be destroyed by the following and with the listed amount.
1 x AT-4 rocket
2 x HE-tank rounds
2 x C-4
2 x 40mm HE rounds
2 x 40mm Pike Missiles
2 x TOW Missiles
2 x (carefully tossed) Thermite Grenades
4 x HE-Fragmentation Grenades
20 x 20mm turret rounds
10 x seconds of repair kit
o AV-barricades will last an entire game as long as they are not destroyed.
o Every spawn, the player will receive [6] six AV-barricades, but the barricades placed on the
previous life will remain in place until either destroyed or if the player decides to place
barricades in another location at which point the old barricades will begin to self-destruct as
new ones are placed.
Anti-Tank Mine (AT-mine) obviousplayer has [4] at any given time and may have al 4 active
simultaneously. Camouflage AT-mines player may only have 3 of and require a short animation when
laying them down. They are very difficult to see as they are majorly covered by a net that matches the
surrounding ground colors. Color hard to see but it creates an abnormal bump on the ground.

Das könnte Ihnen auch gefallen