Counter-Terrorism ruleset version 1.0 by [SotP]Azuren Preface: Some general suggested settings: -One heavy gunner per squad. Heavy guns include the M249, M60, and M79 40 mm grenade launcher. -One sniper per squad. Snipers include the sniper rifle. -One medic per squad. Medical supplies include first aid kits, doctor's bags, field medic kits, and paramedic bags. -One trapper per squad. Traps include any traps or mines. -No food. -CTB, at least until the end combat bug is fixed. -No Frag or time limit. -2000 (2k) point limit. -Six man squads. -Humans only. Possible exception of a bomb [trap] sniffing dog. One per squad, no inventory items allowed. -Recommended maps: Industrial Disease, High Noon, and Downtown. Additional rules are up to the host. Generally, I like to play with 2v2 or 3v3. The terrorist squad picks a location to defend, and the CTs stay at their spawn points, not moving and non aggressive. Once the terrorists have selected their location, and have signaled their readiness, the CTs can move in. Equipment: -Pistols- Beretta M9FS 9 mm: Both. Browning Hi-Power 9 mm: Both. SIG Sauer P220 9 mm: Both. Colt . 45: CT only. IMI Desert Eagle . 44: T only. -Shotguns- Pump action shotgun 12ga: Both. -SMGs- HK MP5 9 mm: CT only. FN P90c 9mm: CT only. Scorpio 9 mm: T only. IMI Uzi 9 mm: T only. -Rifles- AK-47 7.62 mm: T only. FN FAL 7.62 mm: T only. M16A1 5.56 mm: CT only. Steyr AUG 5.56 mm: CT only. Sniper rifle 7.62 mm: Both. -Machine guns/heavy weapons- FN M249 7.62 mm: CT only. M60 7.62 mm: T only. M79 40 mm grenade launcher: Both. -Grenades- Fragmentation grenade: Both. Flash [flashbang] grenade: CT only. Incendiary grenade: T only. Molotov cocktail: T only. -Traps/explosives- Dynamite: T only. Plastique: CT only. Grenade trap: T only. Claymore: CT only. Remote detonation trap: Both. T45SE antipersonnel mine: Both. T45LE antivehicle: Both. T13 antipersonnel mine: Both. -Miscellaneous- Lockpicks: Both. Extended Lockpicks: Both. First aid kit: Both. Field medic kit: Both. Doctor's bag: CT only. Paramedic bag: CT only. -Pugilistic enhancement items- Beer: T only. Booze: T only. -Melee- Combat knife: Both. All generic melee weapons: T only. [i.e. no cattle prod, ripper, or power fist] -Armor- Leather mark I: Both. Leather mark II: Both. -Drugs- No drugs of any kind are allowed. This includes Stimpacks! -Ammunition limits- 9 mm: JHP, ball, and AP only. [all] . 44: JHP, ball, and AP only. [all] 12ga: Flechette, buckshot, and slug only. [no EMP] Rubber is allowed as well. ;P 40 mm: Limit three rounds only. This applies to your entire squad, so no extra ammo on other characters. Please send all comments, criticisms, suggestions, and flames to azuren@hotmail.com. Happy hostage taking!