| ๐ฏ | Kill (net of team-kills) | +1 (first 40, +0.5 after) |
| ๐ | Death | โ0.4 |
| ๐ซ | Team-kill | โ2.0 |
| ๐ฅ | Kill streak | +0.1 / kill over 5 |
| ๐ | Elite K/D (โฅ2.0, 10+ kills) | +3.0 |
| ๐ช | Melee kill | +3.0 |
| ๐ก | Kill from a tank (crew weapon) | +0.25 |
| ๐ฃ | Anti-tank-weapon kill | +1.5 |
| ๐ญ | Sniper kill | +1.25 |
| ๐งจ | Mine kill | +1.0 |
| โ | Commander-ability kill (call-in) | +1.0 |
| ๐ซ | Machine-gun kill | +0.75 |
| ๐ฅ | Artillery kill | base +1 only |
| ๐ช | Combat effectiveness | +1 / 120 |
| โ๏ธ | Offense | +1.1 / 120 |
| ๐ฐ | Defense | +1.15 / 120 |
| ๐ง | Support | +1.5 / 150 |
| โณ | Longest life โฅ 5 min | +2.0 |
| ๐ฆพ | Iron Man (longest life of the match) | +3.0 |
| ๐ฅถ | Cold streak (10+ deaths, no kill) | โ1.0 |
| ๐ | Match MVP (top combat) | +5.0 |
| ๐ | Side MVP (top fragger on a team) | +3.0 |
| ๐ฐ | Top Defense | +3.0 |
| ๐ง | Top Support | +3.0 |
| ๐ฏ | 50 / 75 / 100 kills | +5 / +5 / +10 |
| ๐ฅ | 15 / 20 / 30 kill streak | +3 / +5 / +8 |
| ๐งจ | 10 mine kills | +5 |
| ๐ญ | 10 sniper kills | +5 |
| ๐ซ | 25 MG kills | +5 |
| ๐ฃ | 5 anti-tank kills | +5 |
| ๐ช | 5 melee kills | +6 |
| โ | 2 / 3 commander-ability kills | +3 / +4 |
| ๐ | 8 grenade kills | +4 |
| ๐ฅ | 10 flamethrower kills | +5 |
| ๐ฏ | Nemesis โ 10 kills on one player | +3 |
| ๐ฏ | Hard counter โ 15 on one player | +5 |
| ๐ง | 2000 / 3000 support | +3 / +6 |
| ๐ฐ | 1000 / 1400 defense | +3 / +5 |
| โ๏ธ | 800 / 1100 offense | +3 / +5 |
| โณ | 12-min longest life | +5 |
| โณ | 30-min longest life | +5 |
| ๐ง | Untouchable โ 15+ kills, 0 deaths | +5 |
| ๐ | K/D 3.0+ (15+ kills) | +5 |
| ๐ | 30+ kills, 0 team-kills | +4 |
| ๐ก | 25 tank-crew kills | +3 |
| ๐ก | 40 | +5 |
| ๐ก | 55 | +7 |
| ๐ก | 70 | +9 |
| ๐ก | โฆ +2 for every extra 15 kills | โฒ |
| ๐ฅ | 75 / 100 / 125 / 150 arty kills | +1 / +2 / +3 / +4 |
| ๐ฅ | โฆ +1 for every extra 25 kills | โฒ |
๐ฐ Salaries (Coin cost). Each player's cost is set by their projected points relative to everyone else in that contest's pool โ the strongest projected player costs the most, the weakest the least, on a curve that keeps most players affordable. Projections come from banked career averages (regressed toward the league average so one huge game doesn't price someone like a permanent star). Costs are recalculated each time a contest's pool is built, so they shift as careers grow.
๐ Reserve auto-sub. If you enable it, your reserves automatically fill in for any starter who isn't in the match data (left the server / didn't play) when the contest is scored. A brief reconnect doesn't penalize you โ the sub only applies if the starter is genuinely absent at scoring time.
๐ซ Team-kills. A team-kill is a flat โ2. It does not reduce your enemy-kill count โ your kills are enemy kills only, and the โ2 is the whole penalty. Live, projected, and final scores all use this same rule.
๐งฌ Archetypes. These are assigned from a player's banked career history (their full record), and only for players with at least 2 games so one match can't mislabel them. A player can hold more than one. They're for flavour and search โ they don't affect scoring.
๐ Settlement. Live scores are unofficial and may be delayed to avoid stream spoilers; the final settles once the match is validated and banked. Scoring rules are versioned โ the current version and any corrections show on the picker's status strip.