11 months ago - edited
# B5xUnu3uragScvs6General Rules
Roleplay Rules
FailRP Rules
Defibrillator Rules
Gameplay Rules
US Rules of Engagement
Insurgent Rules of Engagement
Wartime Rules of Engagement
Ceasefire Rules of Engagement
FearRP Rules
Chat Rules
Vehicle Rules
Ground Vehicles
Air Vehicles
Raiding Rules
Hostage & Interrogation Rules
Rescue Raid Rules
Solo Raiding Rules
Interrogation Rules
Occupation/Insurgency Rules
Base Rules
US Forces
INS Forces
Spy Rules
Assassination/Kidnap Rules
Infiltration Rules
Killhouse/Simulation Room Rules
Civilian and Animal Rules
Donator Rules
General Rules:
Use common sense, If you know you aren't supposed to do it or think it might be wrong don't do it.
Staff members have the final say on all rule interpretations, including concepts not explicitly stated in the rules, regardless of precedent previously set by other staff members. Issues with this interpretation can be appealed through the staff chain of command (CoC).
Attempting to loophole, nitpick, or circumvent the rules is not tolerated.
RDM is prohibited:
RDM: Random Deathmatch - The act of randomly killing or attacking a player without a valid roleplay reason.
FailRP is prohibited:
FailRP is defined as doing an action that is not justifiable in roleplay (i.e. running on barbed wire fences or jumping off cliffs).
You should always RP your character as realistically as possible (i.e. A US soldier would not be committing blatant war crimes or taking bribes).
Metagaming is prohibited:
Metagaming is considered using out-of-character information to influence roleplay decisions. This includes using information from past lives (before death) to influence decisions made in the “new life” (NLR).
Breaking the New Life Rule (NLR) is prohibited:
Players may not return to the place they died for 2 minutes. This does not apply to forces being raided within their base.
You also do not retain any information gained from your previous life. Players may not give other players information from their past lives before death.
FearRP must be followed when applicable:
FearRP is defined as roleplaying as if your character has one life and is afraid of dying.
Suicide bombers are exempt from FearRP rules.
Racism or other forms of discrimination (age, sex, race, sexual orientation, or creed) is prohibited.
/advert can be seen by both factions. /comms can only be seen by the faction of the user that posted the message, unless marked with “OPEN.”
Use of glitches, exploits, or third party software is strictly prohibited.
Do not use entities to inhibit players from accessing an area.
You must have a valid/serious RP name at all times. This includes unit, unit rank, and main branch rank (i.e. Badri 313 OP DS Moses).
If you are not a recruiter or WO+, you are not permitted to enter the Recruit Room, otherwise it will be considered as FailRP.
Do not assist/encourage/endorse others to break or loophole the rules.
Malicious/illegal activity is not permitted.
Hacking, cheating, DDoS/DoS attacks, doxxing, advertisement of other communities, threats of violence, harassment, and evasion of punishment are not tolerated.
The exploitation of bugs is not tolerated and will result in a ban. Bugs should be reported to staff and/or the development team.
This includes modification of files to gain an upper hand within the server, which will result in a ban.
Do not impersonate other users or groups of users.
Do not display NSFW content.
Game Masters are allowed to change the rules for events.
Roleplay Rules:
Respect and listen to your superiors at all times.
You must follow orders from higher ranks at all times.
Must act appropriately around superiors, failure to do so will result in demotion.
Punching members of the same faction is considered AOS unless in an active sim.
Breaking In Character chat or metagaming is FailRP.
The normal chat, yell, whisper, comms, advert, and /me are all considered In-Character chats.
Erotic Roleplay (ERP) is not permitted. This includes all voice and text chats. Any form of sexual content in OOC unrelated to in-game is forbidden.
You must ask for permission to enter any bunks for any unit other than your own.
All debriefs must be called and held in the appropriate debriefing rooms or bunks. Field debriefs are strictly prohibited.
FailRP Rules:
Standing, sitting, or jumping on players is FailRP, unless you have a valid roleplay reason to do so, such as ladder stacking.
Talking about Out of Character (OOC) things in RP is FailRP.
Jumping from high places is FailRP.
You cannot sit or stand on anything you normally would not in real life, such as rails, vehicles, and people.
You cannot "strip weapons and communications" of anyone unless the target surrenders or the target is outnumbered in a 2:1 ratio.
The individual attempting to "strip weapons and communications" must roll above a 50.
If you fail to out-roll the target once, then you may not roll again.
If you fail to out-roll the target, someone else may not attempt to roll for the same or similar actions.
If the target has surrendered, you do not need to roll and only use the bind.
Baton abuse (hitting anyone with a baton once or more with no intent to arrest) is considered an arrestable offence. Baton abuse will result in the removal of your whitelist.
Throwing smoke grenades, grenades, flashbangs or activating any sort of explosive around the base for no reason, accidentally or not, will result in an immediate arrest.
Throwing these said grenades in simulations and in events with proper reason are allowed.
Tactical Insertions may not be placed in the air and must be placed on the ground.
Jumping off a roof, doing “/me takes cyanide pills”, or other attempts to evade capture is considered FailRP.
Other examples of FailRP include but are not limited to the following:
Entering the opposing faction’s base without calling a raid.
Failing to value one’s own life (Fear RP), such as breaking the 2:1 rule, with the exception of suicide bombers).
Failing to follow orders of your superiors.
Pressing the raid alarm without a raid being called.
Using knowledge gained outside of the game within the game (metagaming).
Using weapons/comms, including in Discord, after having them stripped away.
Using an in-game mechanic, any external information, or a roleplay concept to favor their own character or story, and give them an unfair or unrealistic advantage (powergaming).
Repeatedly failing to follow roleplay rules and other rules set forth within this document (NITRP).
Defibrillator Rules:
Players who are revived with defibrillators are allowed to continue participating in any missions/operations they were assisting with prior to their death.
Players who are revived with defibrillators do not gain the effects of NLR.
Gameplay Rules:
Civilians must comply with US orders if outnumbered by a 2:1 ratio, failure to comply with US orders makes you AOS/KOS.
You may not shoot into the opposing faction’s base.
You may shoot back at an attacker in self-defense.
You may shoot into the opposing faction’s base during a raid.
Both factions are able to capture any point on the map with the exception of the base points, which are only allowed to be captured during a raid.
Matadors/RPG/IED/C4/Grenade Launchers/Helicopter Rockets/Suicide Bombs/and other explosives must be used on groups of 2+ visibly confirmed hostiles.
Frag grenades do not apply to this rule.
Inappropriate use of the /me command is prohibited.
/me should not be exploited to give yourself an upper hand in RP.
/me should not be used to minge or ERP.
Repeated use of /roll is considered spam.
Competitive rolls are rolls against two players. The higher of the two rolls is considered successful, the other is considered a failure.
Outside of competitive rolls you are allowed to roll a maximum of 3 times. (i.e /me defuses bomb; roll results in a 1-49 to allow players to be able to succeed.
SMA/RQJ+ may advert for tryouts, missions, or claims.
You are allowed to have an officer rank in both factions, but you may not accept a high command rank in your secondary faction.
You must wait 3 days after joining a unit to switch to another unit. Failure to do so results in a 7-day unit blacklist. If you intend to leave your current unit, you must inform an officer beforehand and send a transfer request in the #branch-transfer channel.
You must wait 7 days after transferring a faction to transfer back to the other faction. Failure to do so results in a 1-month faction blacklist. If you intend to leave your current faction, you must inform an officer beforehand and send a transfer request in the #branch-transfer channel.
Base Camping is strictly forbidden for both factions.
Base Camping is shooting someone in render of their base and AOS zone.
Kill binds may only be used to communicate the death of an enemy, no additional information may be added.
Example: [US/INS] Target down.
Quick drawing on enemies is NOT allowed, with the exception of knives and suicide bombs.
US Rules of Engagement:
US Forces must follow the Rules of Engagement stated herein unless participating in a raid, occupation, or event where the Rules of Engagement have been modified.
US Forces can not kill Insurgent forces on sight.
US Forces can kill Insurgent forces under the following circumstances:
If they are brandishing a weapon or piece of military equipment. This includes firearms, knives, explosives/grenades, shields, and cell phones. This excludes medkits/defibs (unless they revive or heal a confirmed INS), binoculars, and parachutes.
If they are standing on a capture point.
If they are touching or inside the US Base without PTE/an escort.
If they are within view of the US Base during Code Red. The US must be inside the base to engage.
If they are located on a treehouse platform or anywhere on a radio tower.
At the hills to the front/west of the US Base
US Forces can search non-US if they are in the same location where a previous Insurgent was located. If the non-US are confirmed to have weapons, they may be captured and/or killed.
US Forces have the inherent right to self-defense, if they are fired upon they may return fire.
US Forces may only use explosives against groups of confirmed Insurgents numbering two or more.
US Forces, when outnumbered 2:1 by Insurgent forces, must surrender and comply with commands given by the Insurgents in order to preserve their own lives.
Insurgents are AOS between the outer sand barricades in front of the US Base, this includes standing on the barricades (AOS Zone).
INS may not loiter outside of the AOS Zone during a code yellow.
You may not attempt to open fire or kidnap within sight of the INS Base.
Insurgent Rules of Engagement:
INS Forces can not draw a weapon within view of a US soldier unless they outnumber the US soldier/force 2:1. (Suicide Bomber Exempt)
If outnumbered 2:1 the INS must follow US soldier’s orders. If they do not they can be KOS/AOS on sight. (Suicide Bomber Exempt)
Killing the US inside their base or AOS zone without a valid raid is considered Base Camping and RDM.
INS Forces may only use explosives against groups of US soldiers numbering two or more. This includes suicide bombers.
Shooting or using explosives/grenades near/in the US Base/AOS Zone makes you KOS.
You may not attempt to open fire or kidnap within sight of the US Base.
US are KOS insight of the base during a code red. You MUST be in the base to engage.
US are KOS if they are standing on the hills to the left and right of the INS base.
You may engage US forces as long as they are not within the US Base or AOS Zone.
Raeidl+ can execute Insurgent Field Officer and below but must advert their execution- Executions have a 15 minute cooldown- Advert must be as follows:/advert This is [Rank] [Name] executing [Rank] [Name] | [Reason]Example:/advert This is Insurgent Army Amid Moses executing DS Savage | Reason: Insubordination
Wartime Rules of Engagement:
The entire map is KOS except for the US & INS base until the timer ends and the ceasefire timer begins.
Occupations/Annexes/Raids can’t occur when in war time.
Kidnapping is allowed.
All other rules still apply during a war time.
Wars can be called by a General+
Ceasefire Rules of Engagement:
While the entire map is under a ceasefire, there will be a grace period in which all kills are counted as RDM and are in effect until the Grace Period is over.
Occupations/Raids/Rescue Raids may occur.
Spying/Kidnapping/Intel gathering missions may occur.
All other rules still apply during the ceasefire.
FearRP Rules:
You are supposed to act like you only have one life at any time, do not uselessly throw away your life.
If you are clearly outnumbered, you are not allowed to take hostile action.
Breaking of FearRP is classed as FailRP and can result in jail.
If there are 3 or more people arresting/kidnapping a target, no roll is needed.
Suicide Bombers do not follow FearRP
Chat Rules:
Cannot use chat to disrespect players or battalions.
Cannot use the chat in a way that is considered racist.
Do not harass players.
Do not spam tickets.
Misusing chat will result in a mute, or further punishment.
Do not spam the chat.
Adverts must contain relevant RP information only.
Vehicle Rules:
You Cannot Capture points while on any type of vehicle. It will be deemed as FailRP.
Opening fire on friendly vehicles is FailRP.
Ground Vehicles:
You must play on a unit CO, 75th Ranger Regiment/Badri 313 Officer, or 7th Cavalry Regiment/Faylaq Al-Nagl Driver job to spawn in transport ground vehicles.
You must play on a 7th Cavalry Regiment/Faylaq Al-Nagl Driver job to spawn in armed ground vehicles.
Vehicles with mounted weapons cannot be put inside of buildings.
No more than 1 armed ground vehicle per faction is allowed.
No more than 3 total ground vehicles per faction are allowed.
Must have weapons hot from a 7th Transport Battalion/Faylq Al-Nagl Officer or a W-1+. You may not grant your own weapons hot request.
Must have a valid reason for weapons hot. [Getting shot at, Friendly getting kidnapped, enemy attack helicopter, reasonable force…]
Ground vehicles aren't required to request weapons hot when returning fire.
Any vehicle with a mounted turret or used to hurt/kill other people is considered KOS
When your transport ground vehicle is destroyed you must wait 5 minutes before requesting another one.
When your armed ground vehicle is destroyed you must wait 15 minutes before requesting another one.
Air Vehicles:
You must play on a unit CO, 75th Ranger Regiment/Badri 313 Officer, or 7th Cavalry Regiment/Faylaq Al-Nagl Pilot job to spawn in transport air vehicles.
You must play on a 7th Cavalry Regiment/Faylaq Al-Nagl Pilot job to spawn in armed air vehicles.
Must request permission for takeoff from the 7th Transport Battalion/Faylq Al-Nagl Officer+ or an ATC-certified W-1+. You may not grant your own weapons hot request.
Example request: /comms [US] [ATC]/[INS] [IATC] Viper 1-1 requesting takeoff in UH-60
Example response: /comms [US] [ATC]/[INS] [IATC] Viper 1-1 takeoff granted/denied.
Must have weapons hot from a 7th Transport Battalion/Faylq Al-Nagl Officer or an ATC-certified W-1+.
Weapons hot MUST be adverted and accepted by a Fang Officer or 7th Transport Battalion Officer+
Example request: /comms [US] [ATC]/[INS] [IATC] Viper 1-1 requesting Weapons hot [Reason]
Must have a valid reason for weapons hot. [Escorting an HVT, witnessing points being captured, clearing an area for a mission/roleplay reason.]
Air vehicles aren't required to request weapons hot when returning fire.
All Air Vehicles are considered KOS regardless of it not having weapons. All occupants of air vehicles are also KOS (including if they have exited the vehicle).
Attack helicopters may not retreat to their base to avoid being engaged. (A Littlebird and Kiowa are fighting. The LB flies back to base to avoid being shot down. In this situation, the kiowa may finish off the LB, even after it has landed. It may not however, engage any other targets in base)
No more than 1 attack helicopter per faction is allowed.
No more than 2 total helicopters per faction are allowed.
3 helicopters are allowed during a war, if both faction leaders agree. (Still max of 1 attack helicopter).
When your transport helicopter is destroyed you must wait 5 minutes before requesting another one.
When your attack helicopter is destroyed you must wait 15 minutes before requesting another one.
Trainings and Tryouts are exempt from these cooldowns unless the Armed Heli training/tryout involves engaging INS.
Raiding Rules:
The Raiding force must control at least half the capture points throughout the map before calling a raid. Losing these capture points during the raid does not invalidate the raid, nor does it force it to end.
All Raids may be called O-1+ (2LT/ML) and SMA/RQJ.
A Raid must be called using /advert to begin and the timestamp at which it ended..
The raid must be called before entering the Opposing faction's base.
A Raid is considered a success if the raiding force captures the defending force’s capture point or successfully captures the defender's intelligence.
You must host a debrief in your respective base/barrack debrief prior to calling a raid and the Debrief must be adverted.
Raids can last a maximum of 15 minutes, or until all attackers INSIDE of the base have been killed. If the raid surpasses 15 minutes, all units MUST retreat.
After a raid is over there is a 30-minute cooldown.
Raiders only have 1 life, once killed they are to return to debrief.
During a raid, everyone within sight of the raided base is KOS.
Raids may not take place while the opposing faction is doing an Occupation.
Barracks halls and recruit spawns are off-limits during raids.
Rescue Raids: A raid to rescue a hostage from the opposing faction, has a separate cooldown from faction/branch raid, but may not occur at the same time.
Negotiations must have been conducted for a minimum of 5 minutes or failed before a rescue raid can be called.
Hostage & Interrogation Rules:
In the case of an interrogation, the interrogator has a 3-question limit to ask for information regarding the hostage and both must roll.
If the Interrogator rolls higher the hostage MUST give accurate information.
hostage rolls higher he can give inaccurate information.
No repeating questions.
After questioning they must advert a call for negotiations.
When a call for negotiation is done, there is a 10-minute timer for a negotiator to contact and make his way to the negotiations.
If a negotiator does not respond to the call of negotiations and the 10 minutes has been exceeded the hostage must be let go free or executed.
Rescue Raid Rules:
A rescue raid for a hostage can be conducted if the negotiations have failed or are ongoing.
When a rescue raid is called the Hostage cannot be killed by the kidnappers or friendlies until the rescue raid is over.
Solo Raiding Rules:
Only War Heroes/War Criminals may call solo raids. Solo raids are called by /advert Solo Raid on US/INS.
Solo Raids have a 15-minute cooldown per faction and a 20-minute cooldown per person.
Solo Raids may only last 10 minutes if the raider is inside of the base. Sniping Solo Raids may only last 5 minutes maximum.
Solo raids can not be called while an active Unit/Branch raid is occurring.
Solo Raiders may not attack an active debrief.
While conducting a Solo Raid, the raider cannot get revived via defibrillators from another player.
Interrogation Rules:
Players may only be interrogated if they are confirmed Insurgents or are captured US prisoners.
During interrogation, the interrogator only has 3 rolls. The rolls will be used in an attempt to gain truthful information.
Example: US: “What is your rank in the INS forces?” /roll [46] INS Army BKoT Bob: /roll [55] “I am a SB.”
After 3 rolls, the prisoner must be released, arrested, executed or ransomed.
You must hold the rank of WO/DS+ or SMA/RQJ+ to negotiate for a prisoner.
If nobody comes for the prisoner after 15 minutes the prisoner must be either executed or released.
Occupation/Insurgency Rules:
US or INS forces may /advert that they have claimed an area for a certain amount of time. These are known as an Occupation/Insurgency.
Faction claims may last a minimum of 15 minutes with a maximum of 20 minutes. Faction claims have a 20-minute cooldown.
Unit claims can last a minimum of 10 minutes with a maximum of 15 minutes. Unit claims have a 10-minute cooldown. Each faction is limited to one unit claim at a time.
Joint claims (2+ units) fall under the same rules that apply to faction claims.
All Occupations/Insurgencies have a 1-life rule for defenders, meaning they may not return after dying (see Defibrillator Rules for exceptions).
All Occupations/Insurgencies may be called W-1+ (WO/DS) and SMA/RQJ.
All opposing faction members are KOS within sight of an area of Occupation/Insurgency.
You may not assist another unit in an Unit Occupation/Insurgency. Any Kills you get will be counted as RDM within render of the occupation/Insurgency point unless you're piloting a helicopter on a pilot role.
After dying, defenders MUST return to their respective debrief.
Base Rules:
You may not enter, or fire upon, the opposing faction’s base unless you are raiding.
If you are being shot by someone inside of the opposing faction’s base, you MUST identify the shooter before you may return fire.
PTL must be requested by E-9 and below and may be granted by SMA+ for the US.
PTE (Permission to Enter) may be requested to enter US/INS Base by Civilians or other factions with proper roleplay reasons.
Security Forces are the only ones permitted to loiter in the AOS or Buffer zone of the respective base.
Base codes may only be called by O-4+, with the exception of IA/MP O-3+.
Only O-3+ may call their entire faction to a debrief.
Code Red can only be called 20 seconds after code yellow has been called, it must have a valid reason, and may only last for 2 minutes unless there is an active raid.
RP jails MUST be adverted (/advert [Branch, Rank, Name] [Reason] [Time Start, Time end]).
Maximum Roleplay jail is 15 minutes.
All personnel aside from CO+ MUST show their ID to US Security Forces or IA upon request when entering the base.
US Forces:
US Forces within the US Base must respect the 16th Military Police Regiment’s authority to enforce the UCMJ.
Members of the 16th Military Police Regiment may arrest US forces if they are violating the UCMJ.
A raid must be called to press the raid alarm. Only an O-3+ may press the raid alarm.
PTL can only be granted by a Warrant Officer/Sergeant Major and Above.
If you shoot at an INS while inside the base, the INS is allowed to return fire in self-defense.
INS Forces:
INS Forces do not need permission to leave the INS base.
A raid must be called to press the raid alarm. Only an O-3+ may press the raid alarm.
If you shoot at a US while inside the base, the US is allowed to return fire in self-defense.
Spy Rules:
Spies cannot leave the Insurgent base without being on a mission.
A request for a mission must be done through adverts & approved by a KISB Officer+ or an O-5+.
Example: /advert [INS -S-] Requesting a Spy Mission | codename: Alfa
A spy can only request a mission inside of INS base.
A limit of 4 spies are allowed to go out on a mission at the same time.
However, regarding missions, they are limited to only 2 people per mission. (For example: only two spies can be assigned an assassination mission)
The only people who can interrogate or question possible spies are the Military Police or High Command.
Spies must go through the front gate of the US Base and have their IDs checked, if they fail a roleplay roll they will be taken to be interrogated.
If no Military Police is at the front gate you do not need to roll.
If there is a Military Police they must show the ID & roll to check if it is fake or not.
If a spy is found out the United States' main priority is to arrest him, they are allowed to kill them if they are caught fleeing the US base.
All spy missions have a cooldown of 20 minutes per spy agent.
If a spy fails a mission or is exposed, they are not able to shoot at the US (even if they are being shot at) until they are outside of the US base.
The available spy missions are:
Assassination missions: Enter the US Base, locate the target (or backup target), kill them, & escape back to the Insurgent Base.
Infiltration mission: Enter the US Base, gather information or join a mission, and relay information about troop movements to the Insurgent side.
Kidnap mission: Enter the US base, locate the target (or backup target), subdue them, & escape back to the Insurgent base with the target.
Rescue mission: Enter the US base, locate the captive, eliminate them before they can convey any information to the enemy
Spies are only able to impersonate up to the rank of SPC.
Assassination/Kidnap Rules:
An Assassination/Kidnap mission target & a backup target must be made clear in comms. [encrypted or normal]
Before killing a target the spy MUST advert that they have assassinated a target to avoid confusion.
When Kidnapping you must have a ratio of 2:1 or if on a solo kidnapping mission, you must sneak behind the target and restrain him and roll if the restraining is a success or failure.
If the spy wins the roll he is free to continue his mission and escort the hostage back to the INS base.
If the spy loses they have 30 seconds to run away before the US is able to target him for AOS/KOS.
When solo kidnapping, a roll is only required if the attempted kidnap is being done by a spy that is assigned to a kidnapping mission
If there are 3 or more people arresting/kidnapping a target, no roll is needed.
If a member of your faction gets kidnapped you can not TK your teammate to avoid them being kidnapped.
Infiltration Rules:
During an Infiltration mission, a spy must be out of sight to relay information regarding troop movements.
If a Spy is caught relaying information or using Insurgent communications near a US Soldier they can be AOS/KOS.
Information cannot be relayed using third-party communications (Discord)
If you are infiltrating a mission and leave the base you cannot kill the US on the class or relay information.
Killhouse/Simulation Room Rules:
Killhouse/Sim Room claims must be adverted by the proper rank.
You must be an W-1+ (WO/DS) or SMA/RQJ to claim and start/end sims.
Friendly fire is only allowed within the confines of an active sim room.
Sims are only used for organized team exercises. No free-for-alls, with the exception of 1v1s.
Killhouse can be claimed by W-1+ (WO/DS) and SMA/RQJ.
Only one branch may claim Killhouse at a time.
You must be an W-1+ (WO/DS) or SMA/RQJ to call sim start/sim ends in the Killhouse.
Civilian and Animal Rules:
Animals are not able to use weapons, radios, or any donator weapons.
Civilians are non-combative, meaning they should not be provoking a faction to attack them or have any donator weapons out at any point in time.
Civilians should flee from firefights or confrontations that would provoke FearRP.
goats may be domesticated and can be used for RP.
It’s Fail RP to enter the base as a goat.
Can’t help the INS/US Faction by giving them intel on the opposing faction. (Metagame)
Donator Rules:
Do not place tactical insertions in unreachable areas (this includes areas that require a boost from another player).
Do not place a tac insert in the render distance of an Occupation or a Raid.-Tac Switching: Switching jobs to reset health/armor and revive counter-Tac Switching during an occupation/insurgency or a raid is prohibited.
Do not go AFK on War Hero/War Criminal jobs.
War Heroes/War Criminal need to have appropriate RP names.