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The zones is run by moderators, who will guide you through the rules, if you're new or feel rusty. Once you go into the zone, the friendly mods will guide you through. Have fun!

Here's a basic rundown:


Team Rules

  • Freq0, and ALL even Freqs are the Imperials

  • Freq1 and ALL odd Freqs are the Rebels


  • of the 8 ships that you can use, the first 3 are imperial, the second three are rebel, and the last two are capital ships. Refer to "Ships" section of this news file

  • Therefore, if you are in an even numbered Freq (imperials), then you must be in ships 1, 2 and 3.

  • And, if you're on an odd numbered Freq (rebels), then you must be in ships 4, 5 and 6.

  • There will be two public teams, with no upper limits on numbers. All private freqs however will have an upper limit of 10 players. 


  • Cheating

  • NO SAFE-KILLING (with the powerball) is permitted in the center box area. This is a bannable offense.


  • SELF-GREENING is a permanent banning offense.


  • TWISTER use is bannable, permanently also. Think before you act. Know that anyone who gets banned, has their tracer route taken before they're kicked meaning if you randomise your machineID/IP, we'll still know who you are :)


  • FASTBOMBING use is bannable. Don't do it.


  • Capital Ships

    For Public Rebel and Imperial Freqs:

  • <14 PPL per freq = No capital ships.


  • >14 PPL per freq = 1 capital ship.


  • Note: You may not be a captial ship 2 times in a row, and no more than 2 times a day.


  • Note: The SWZ Staff reserve the final word on whether there are capital ships or not.


  • Note: Capital ships are to ONLY be used for flagging. Center killing, or use of a capital ship for the purpose of getting points and killing is not allowed, and may result in the person using the capital ship to be changed.


  • The person with the highest points on the team is the team Captain. As captain of the team, he may choose who is the capital ship, but not nominate himself.


  • Note however, that you can only be the Capital ship, for no more than ONE ROUND in a row. Meaning, you can't take cap for 2 rounds, you have to give it to another player, and then you may take it again for another round, if 1)you are the team captain, or 2)the team captain nominates you again.


  • Turrets

  • Each ship can only carry a specific amount of turrets. Below is a list of the maximum turrets allowed.


  • SHIP 1: 1    SHIP 5: 1
    SHIP 2: 1    SHIP 6: 2
    SHIP 3: 3    SHIP 7: 5
    SHIP 4: 1    SHIP 8: 5


    Misc.

  • Know that Capwhoring will be watched by moderators and smods. If you're abusing your right to be the capital ship, the staff reserves the right to kick your ass :)
  • Any decisions that are made by staff members stick. Make sure you follow their orders as they have the best intentions in mind.
  • Fighters start their bty @ 10, and can attach at 10. Attach bty for capital ship changes often. Starting bty is 20, and attach bty is usually 50.
  • Antiwarp in the centre area is ILLEGAL.
  • Note also that forcing even teams will still apply to freq 1 and 0 and there will be no upper limit to the number of of ppl per freq for those teams.


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