Seventh Alliance Tournament Rules
Tournament Rules
1. This is a two stage tournament, with 64 alliances allowed to enter.
2. There will be two qualifying rounds, followed by the 32 team finals.
3. The top 32 teams by Win/Loss and points scored advance to the finals.
4. A pilot cannot compete in the tournament on behalf of more than one alliance.
5. All competing pilots must be members of the alliance for which they are competing at the time that they fight.
See here for full format details.
Match Rules
1. Alliances can field up to ten pilots on the battlefield. All alliance members are eligible to compete in any match in which their alliance is taking part, subject to all applicable rules; teams do not have to remain the same between games.
2. Fights are limited to 15 minutes in the qualifying rounds. After that the fight will be stopped and whichever alliance has destroyed ships with a higher total points value will be declared winner. See "Winning a match" for more details.
3. Fights are limited to 20 minutes during the finals. The winners will be declared based on the following:
- 3.1. The team with the higher number of total point worth of opponents ships destroyed, wins.
- 3.2. If both teams have destroyed equal amounts total point worth, the team which advanced from the qualifiers with a higher ranking will advance.
4. Intentional pod killing is NOT allowed and may result in the offender being punished. All podkills will be reimbursed.
Winning a match
1. During a match, a team scores points for each enemy ship it kills, equal to the tournament points value of that ship.
2. The winner of a fight will receive a 25% bonus to their total points scored, rounding up.
Penalties
A player found breaking any rules can be penalized to various degrees, depending on the severity of their offence. All penalties are incurred at the tournament organizer's discretion. Decisions are final. Penalties may be levied against a player or team and may include but are not limited to:
- Points deduction
- Reducing the offending ship(s) shield / armor / hull / capacitor to 50%
- Removal from the fight
- Ban from competing for one or more matches.
- Ban from competing for the remainder of the tournament, and/or any future tournaments.
Place & Tactics
1. Participants should be prepared, in their chosen ships and in a gang if they so choose, 30 minutes before their scheduled fight time. Teams will be brought by a GM to a star system in uncharted space and designated as Team 1 and Team 2.
2. There are eight beacons in the system, which serve as start off points. Four beacons are marked for Team 1 and four marked for Team 2. The teams must assemble at any of the four beacons designated for their team.
3. Once the word is given, teams warp in to the arena from whichever beacon they assembled, at a range they prefer, up to a maximum of 50 km. Team members are allowed to warp in at different ranges.
4. The arena will measure a 125 km radius, 250km diameter.
5. After the teams have warped in to the arena, they will wait for clearance to begin the fight. This is to allow time to set up the cameras.
6. When cameras are ready, the host will begin a countdown. When the countdown ends, the fight begins. The host will also set off a powerful ECM burst at this time.
7. If a player warps out/leaves the arena, his/her ship will be destroyed. This includes disconnection emergency warps.
8. Warping within the arena is NOT allowed.
9. Dropping secure or insecure cargo containers or other anchorable items is NOT allowed. Dropping regular jettison containers is allowed.
10. Locking players before the match starts is NOT allowed.
11. Activating aggressive or targeted modules before the match starts is NOT allowed.
12. Launching drones before the match starts is NOT allowed.
13. Moving ships before the match starts is NOT allowed.
14. Boarding a ship during the match is not allows
Ships & Points
1. Each team has 100 points to select their ships. Teams must use a minimum of 75 points.
2. Each team may have up to 10 ships on the battlefield.
3. Teams may field no more than 2 of a given ship. This applies to specifically named ships only, and not ship hulls. For example, 2 Curses, 2 Pilgrims, and 2 Arbitrators would be legal.
4. Teams may field no more than 1 logistics ship.
5. Unused points will be added to the opponents score.
6. The ship points table is as follows, ship types not listed in the table are not allowed:
Battleship, Faction - 21
Marauder - 19
Battleship – 18
Black Ops - 18
Command Ship - 16
Strategic Cruiser - 16
Heavy Assault Cruiser - 15
Battlecruiser (Tier 2) - 13
Recon Ship - 13
Heavy Interdictor - 13
Cruiser, Faction - 13
Logistics Cruiser - 12
Battlecruiser (Tier 1) - 11
Cruiser – 11
Bomber - 6
Electronic Attack Frigate - 5
Frigate, Faction - 4
Assault Frigate - 4
Interdictor - 3
Interceptor - 3
Frigate - 3
Hauler - 3
Destroyer - 2
7. The definition of 'Tier 1' and 'Tier 2' is new to Alliance Tournament VII. Tier 1 Battlecruisers are: Cyclone, Brutix, Ferox, Prophecy. Tier 2 Battlecruisers are: Hurricane, Myrmidon, Drake, Harbinger.
Fitting Restrictions
1. All T1 and T2 modules are allowed, with the following exception:
1.1. All Remote Armor Repair modules and Remote Shield Transfer modules are NOT allowed, EXCEPT on ONE OF EITHER a logistics ship or a strategic cruiser.
1.2. Faction, COSMOS, deadspace and officer modules are NOT allowed.
2. T1 Rigs are allowed. T2 Rigs are NOT allowed.
3. All T1 and T2 ammunition and missiles are allowed. Faction ammunition and missiles are allowed.
4. All drones are allowed, including Logistics drones, with the following exception:
4.1. Augmented and/or Integrated drones are NOT allowed.
5. Implants that give bonuses to anything other than perception, intelligence, willpower, memory, and charisma are NOT allowed.
6. All hardwirings are allowed.
7. Boosters are NOT allowed.
8. Cloaking is NOT allowed.
9. Cap Boosters are allowed.