SOL PROVISION
PROVISIONS FOR THE SOUL
Shoot House
Rules of Engagement
Permissible Equipment
All armor classes
Pistols
Shotguns
Submachine Guns (SMGs)
Hand Grenades
Med Pens
Knives
Restricted Equipment
Crossbows
Sniper Rifles
Light Machine Guns (LMGs)
Heavy Launchers
Med Guns
Medical attachments
Multi-Tool Medical Attachments
1. Combat & Revive Protocol
The Downed State: Players are not "out" until they are fully incapacitated. Once a player reaches the downed state, they must remain stationary where they fell.
The Revive: Reviving is strictly performed via Med Pen. Players are limited to carrying 4 Med Pens per person, per round.
Squad Focus: Teamwork is mandatory. If you go down, your squad must provide covering fire and physically reach your position to administer a Med Pen. If your squad is wiped or fails to reach you before you bleed out, you must head to the Med Ship respawn point.
Tactical Pacing: With a limited supply of 4 Med Pens, squads must be selective about who they revive. Wasting pens on players in high-exposure zones can lead to your squad running dry during a critical push.
2. Medical & Respawn Protocol
Designated Spawn: All participants must set their medical imprint at the designated on-site Med Ship prior to the start of the match. This Med Ship serves as the primary spawn and respawn facility for all participants throughout the event.
Hard Deaths: If a player is fully incapacitated (bled out or finished), they must travel back to the Med Ship to respawn before re-entering the arena through their team's respective spawn room.
Sol Provision Shoot House: Game Modes
Protect the Pico (VIP Escort),
Objective: The Defending team must escort a player carrying a Pico plushie from their spawn point (e.g., the rear Ironclad) to an extraction point (e.g., the front Ironclad's ramp or a docked snub ship). The Attacking team must stop them.
The Carrier: The player carrying the Pico may equip any permissible armor. However, because carrying the plushie occupies their hands, they cannot equip or fire any weapons. They must rely entirely on their squad for covering fire and healing.
Win Condition: Defenders win if the Pico successfully reaches the extraction point. Attackers win if they secure the dropped Pico and bring it to their own spawn, or eliminate the entire Defending team.
Contraband Scavenge (Stockpile Rush),
Objective: Teams spawn at opposite ends of the connected Ironclads. A large number of 1/8 SCU boxes (e.g., 10 to 15 boxes) are scattered and hidden throughout the neutral central ships. Teams must sweep the rooms, hunt down the boxes, and haul them back to their designated spawn room.
Mechanics: Carrying a physical box occupies the hands. The carrier cannot equip or fire any weapons while holding a box. They must rely on their squad for covering fire, or drop the box to engage the enemy.
Safe Zones: Once a box is dropped inside a team's designated spawn room, it is permanently secured. Players are not allowed to push into the enemy's spawn room to steal secured boxes.
Win Condition: The first team to successfully secure a set number of boxes (e.g., 5 or 7) inside their spawn room wins.
Ironclad Rush (Linear Attack/Defend),
Objective: Attackers push linearly through a chain of 4-5 linked Ironclads. Defenders start with control of the fleet and must hold the line. Attackers must "override" all three nodes in each ship to force the Defenders to fall back. The Nodes: In the active defending ship, there are three "Override Nodes" (1 SCU cargo boxes).
Node A: Main Cargo Hold
Node B: Engineering/Habitation
Node C: Cockpit/Bridge
Arming the Node: To arm a node, an Attacker must place an activated Red Flare on top of the 1 SCU box.
The Timer: A neutral Judge observes the nodes. When a flare is placed, the Judge announces "Node A/B/C Armed!" on TeamSpeak and starts a 60-second timer.
Defusing: Defenders can halt the countdown by picking up the Red Flare and throwing it off the box. The Judge announces "Node A/B/C Defused!" on TeamSpeak.
Progression & Fallback: Once all three nodes in a ship are secured, the Judge announces "Ship Lost. Fallback Phase Initiated."
The Ceasefire: A 60-second ceasefire is enforced. Defenders retreat to the next Ironclad and set their defenses. Attackers stack up at the airlocks but cannot cross until the Judge calls "Ceasefire over, breach authorized."
Win Condition: Attackers win if they secure all nodes in all ships within a global time limit (e.g., 45 minutes). Defenders win if they hold off the Attackers until the time limit expires.

