7. Fuss & KRA NA Monday Linebattle Rules


General

  1. Regiment leaders are responsible for ensuring their members follow all rules.
  2. Intentional team killing is not allowed. Intentional team kills will result in a revival for the victim, and may result in a slay for the aggressor, especially upon repeated offences.
  1. Accidental team kills may be revived on a case-by-case basis.
  1. Do not troll individuals or regiments.
  2. Do not leave spawn before live is called.
  3. Any form of slurs or excessive toxicity will result in removal from the event.

Officers & Sergeants

  1.  Officers may fire pistols within 5-man spacing of their line, also referred to as “Pistol Skirming.” Officers must be shouldered in order to fire a musket.
  2. A maximum of 1 Officer and 1 Sergeant may spawn in per line.
  3. One pistol shot is allowed during charges (no reloads during charges, either.) Pistols may not fire after all charge is called.

Line

  1.  Do not fire out of line [FOL]. There must be three line members shoulder to shoulder in order to be considered a line. Firing while crouched is prohibited.
  2. Do not fire a musket while charging [FIC] or reload while charging [RIC].
  3. Do not reload out of line [ROL]. Reloading on the move while in a line is acceptable. Reloading while crouching is prohibited.
  4. Do not solo charge without a line [Rambo]. If your line is broken, and 2 or less remain, you must either charge (within compass range), or fall back to fall into a friendly line.
  1. When broken, multi-charging is not allowed. You may charge one line in compass range when broken, but may not continue that charge to a second line.
  1. Do not crouch when firing. You may crouch while not in combat, or while in double rank. When in double rank, infantry may not reload or fire while crouching.
  2. Lines are allowed 1 of each type of auxiliary unit. This also includes sergeants and cannoneers, and sappers.
  1. Lines may bring a cannoneer or sapper who may arty steal (Arty Rule 2 & Rule 3 apply.) No other members of the line are permitted to fire stolen cannons.

Detachments

  1. Detachments will be assigned at the start of the event.
  1. The maximum number of cannons, skirmishers, cavalry, and grenadiers will be determined at the start of the event based upon total numbers.
  2. Spawning as a detachment class (Rifleman, Light Infantry, Cannoneer, Sapper, Dragoon, Hussar, Grenadier) when not assigned will result in a kick from the server.
  1.  Any regiment that requests a detachment for the night is expected to be familiar with the rules of said detachment.
  2. Auxiliaries may attach to a detachment, although standard rules apply as if the auxiliary was line infantry.

Artillery

  1. Arty v. Arty is allowed after the automatic Arty v. Arty announcement.
  2. Arty stealing is allowed. Only cannoneers may move/use stolen artillery. You cannot steal or operate a friendly arty piece.
  3. Artillery pieces may not be moved before live and loading is not allowed before live has been called.
  4. There is a maximum of 4 cannoneers/rocketeers and 1 sapper per cannon slot.
  1. Sappers may not build palisades or swivel guns.
  1. Artillerists, including sappers, may skirmish within compass range around an active cannon. A cannon is considered "active" if it is currently loaded, being loaded, or is moving.
  1. There is no minimum player requirement for a cannon to be active; just that an artillerist/sapper must be the one using it.
  1. Arty may elect to use cannon slots for rockets or a mortar. The same rules apply to these pieces as the "cannon".
  2. An arty crew can only use the one arty piece they picked at the beginning of the round. They cannot operate or switch to another arty piece in the same round. This includes if their artillery piece is destroyed.
  1. If a cannon has been destroyed, a remaining member can attach to a line and operate a stolen artillery piece.

Skirmishers

  1. Skirms must not exceed a 5-man spacing when firing.
  2. Skirms may fire and reload while crouching.
  3. Skirms must join a line or charge when less than 3 skirmishers remain.
  4. Once one person in your detachment is in melee, then your whole detachment is in melee. No shooting or reloading is allowed when in charge.
  5. Skirms will consist of both lights and rifles. The number of lights and rifles is assigned at the beginning of the event based upon total numbers. Typically there will be half lights, half rifles.

Cavalry

  1. Cavalry must continue an existing charge or dismount when less than 3 remain.
  2. Cavalry must dismount during all-charge.
  3. There must be at least 3 cavalry in order to fire, they must dismount when less than 3 remain or continue an existing charge until death.
  1. Cavalry cannot multi-charge. Cavalry must move together to each group that they are attacking, and finish their charge before moving onto another group.
  2. There is an exception to the multi-charge rule, in that if one line is close in distance (within compass range) to a separate line that is in charge, then it is reasonable that cavalry could charge both lines.
  1. Dragoons
  1. Dragoons must be within 5 man spacing of each other to fire, if dismounted as a detachment they must continue abiding by the 5 man spacing rule and may act as skirmishers.
  2. Dragoons may fire while moving, however they cannot FIC or RIC. If a single dragoon is engaged in melee, all dragoons are considered to be in charge and can no longer fire or reload.
  1. Hussars
  1. Hussars may fire their pistol while on the move and in charge. They may not reload their pistol in charge. This means that only one pistol shot is allowed during charges (no reloads during charges, either.)

Grenadiers

  1. Grenadiers must follow all typical rules of that of line infantry.
  2. Grenadiers may either operate collectively as a single line or distribute themselves among their own regiment’s existing line formations.
  3. Grenadiers may not use their grenades during all charge.