Broadcast, no primary weapons
For clarity, this means the only legitimate ways to damage your opponents during this match are legboosters, traps, turrets, physics damage, machine pistols, cortex bomb, melee weapons, cyberweapons, dumpshock, and grenades. There are no other class or implant restrictions.
Using a primary weapon, such as a boltgun, to cause yourself to cortex is prohibited.
The map is Injection. One player on each team plays one each of the following: smartlock, shotgun, GL, rocket, minigun. That means all five weapons must be in play at all times. Implants are up to you.
Vaccine. Each team chooses who, specifically, on the other team plays what class and weapon. Each team must have 2 lights, 2 mediums, 1 heavy. Implant selection is up to each player.
Weapon/class selections are to be made before the match starts, and then again at the half.
The lower seeded team will pick 1 player's class and weapon, then the higher seeded team will pick one players classes and weapons, then the lower seeded team will pick two, then the higer seeded team will pick two, then lower picks two, then the higher picks two.
If a player is subbed in during a half, the sub should start by playing the class/weapon that the person who subbed out was playing. Play will continue, but the other team has 5 minutes to reassign the sub to another class/weapon.
To be played on Silo.
Each team will field, four (4) heavies, one with each heavy weapon, and one (1) light. The light (the VIP), may only have an Enhanced Deck, a Shotgun, and any of the following passive implants: WR, IFF, coldsuit, SCS.