Sign-Ups:If you want to sign up to the event, you have to join our sign up channel at our teamspeak on Tuesday at 6:30pm GMT. Only the regiments with
the weekly slots do not have to sign up every week again but they have to join our Sword & Musket Discord Channel in order to get the server details and to tell us their current numbers.
We offer permanent slots to regiments. Just tell us whether you want a slot. Look at the list below when you want to see which regiments got one and which slots are open.
Moreover, we opened a Steam-Group for all regiment representatives. There you will be informed about changed rules directly. Contact us when you also want to join this group.
When a regiment with permanent slot is missing without excuse the regiment has to count with the loss of its slot. If it is absent without valid excuse twice
the regiment will lose its slot immediately.
In case of a deregistration you have to contact the admin directly or checkout at the forum.
You totally accept the rules with your attendance. We thank you for your attention.
Bleeding Script
Spoiler
A System of wounds, bleeding and medics.
If one of your men is wounded badly, he will start to bleed (and will bleed to death slightly, if not healed)
Your sergeants/ensigns will be, next to their flagfunction, medics. They spawn with a scalpel, with that they can (with a hit on the wounded) heal the wound and stop the bleeding.
The scalpel is dropped, when the player dies, even if he holds somethingelse in his hands (same mechanics like the ramrod).
Grenadier Script
Spoiler
Signed up grenadiers will spawn with one grenade ingame (except officers). This grenade can be thrown, when standing in formation.
When the grenades hit the ground, they start to fizzle and smoking. After 1-3 seconds they explode. The max. damage in the center of the explosion will be 50%.
The grenade has a 5% chance of exploding in the hand of the thrower (only hits the thrower, reduced damage, thrower wont die, but will start to bleed).
Grenades cant be picked up. So every grenadier has only one throw each round. The grenade is only effective in a throwing-range of 40m (if you throw it too far, it wont explode)
The grenades arent too op, you can run away from the grenades at the ground, so in the end it is a tactical element, to spread the enemies formation and causing chaos before the charge.
Carcass Ammunition for Arty
Spoiler
Artillery will get another kind of ammunition. Carcass ammunition. The Carcass-Ball will explode a few meters above the ground and will spread fire to the ground. The fire lasts a bit on the ground and everyone will suffer constantly an health malus, while standing in the fire.
The Carcass-ammunition will fly, like shot by a howitzer (even when shot by a cannon).
Several Scripts to enforce the rules
Spoiler
Automatic Slay for offiaim (algorithm will check for real offiaim) "It will be used to identify officers."
Several classlimits enforced
Script blocks the players from picking the wrong weapons from the ground
Planks are deactivated
General Rules:[All] No Spam/Insults/Racism/Extremism in chat
[All] No Fire in Charge
[All] No Reload in Charge
[All] No Officeraim
[All] No Rambo
[All] Max 2 Officers each unit
[All] Max 2 Ensigns/Seargents each unit
[All] If less than 3 men join another unit
[All] You lose your special classrules when joining another unit, but do not gain any
[All] No picking up rifles
[All] No Musketoons
[All] Medics/musicians allowed
Unit sizes:
Line Infantry: 3-30
1x Guards/Grenadiers: 3-15
1x Light Infantry: 3-15
1x Riflemen: 3-12
1x Artillery: 1-15
1x Cavalry: 3-15
Classrules[Infantry/Guards/Grenadiers] No spacings.
[Infantry/Guards/Grenadiers] May not shoot in charge.
[Infantry/Guards/Grenadiers] May not crouch.
[Infantry/Guards/Grenadiers] No shooting out of formation. (Needs to shoot in line).
[Guards/Grenadiers] May NOT throw grenades in charge.
[Light Infantry] May crouch.
[Light Infantry] May use 2 men spacing in their line.
[Light Infantry] May not shoot in charge.
[Light Infantry] Is not allowed to spread out and fire alone, must be in line when shooting.
[Light Infantry] No shooting out of formation. (Needs to shoot in line).
[Light Infantry] May not 'officer aim'.
[Cavalry] Dragoons and officers are allowed to fire from horseback (when standing in formation).
[Cavalry] If less than 3 men, cavalry must dismount and join another unit.
[Cavalry] Dismounted cavalry (if enough to form a own unit) must follow the rules of the Light Infantry.
[Cavalry] May not ‘officer aim’.
[Riflemen] May not spawn with or loot bayoneted weapons.
[Riflemen] May NOT fire in charge
[Riflemen] May have 5 men spacing in their formation.
[Riflemen] May crouch.
[Riflemen] May not ‘officer aim’.
[Artillery] Only 2 Cannons.
[Artillery] May bring 2 sappers.
[Artillery] Sappers are not allowed to use bugs and to use explode crates.
[Artillery] Is allowed to exchange one of their cannons with a howitzer.
[Artillery] May intentionally ‘officer aim’.
[Artillery] Moving away from the artillery position, you need to form a line and follow the rules of Line Infantry.
[Artillery Guard] "Arty Guards" need to select the "Artillery Guard" unit in order to benefit from the following rules.
[Artillery Guard] Artillery-guard is not allowed to ‘officer aim’.
[Artillery Guard] May Fire in Charge (FiC) but and Reload in Charge(RiC), when taking cover in their "defence facility".
[Artillery Guard] The defence facility is the Anti-cavalry square and it is not allowed to incorporate the entire artillery position.
[Artillery Guard] Must follow the rules of Light Infantry near the cannon, when not standing in their defence facility.
[Artillery Guard] When not firing, no formation is required.
[Artillery Guard] If Arty Guards leave their artillery position, they must follow the rules for line infantry.
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