Icefuse Networks
System
GENERAL RULES
1. Use common sense, If you know you aren't supposed to do it or think it might be wrong don't do it.
2. Do not RDM (Act of attacking or killing another friendly).
3. You may not break character in any way, shape or form. It is FailRP and will result in a 25-minute arrest. Use OOC for Out-of-Character.
4. Sims MUST be held in designated sim areas. (LSR, VSR, SSR, BSR1, BSR2, Citadel and Killhouse.)
5. Do not ask to be whitelisted into jobs that you have not been promoted/trained for.
6. Do not be disrespectful or toxic to any members of the community.
7. Do NOT FailRP (Doing something that a Clone, Jedi, Naval and etc. would not do).
8. You may only have your weapon on safety or away during Defcon 5 or out during Defcon 4 and below.
9. Do not be discriminatory in any way.
10. PTS stands for Permission to Speak and it is not to be broken.
a. PTS is active in debriefs and promotion ceremonies.
b. PTS can be called by the highest in the rank room, the person hosting the meeting/sim, or gamemaster.
c. If you are not one of these PTS applies to you.
d. PTS is active for all in DB no matter the rank except for the leader of the DB, Regimental Commander+, Rear Admiral+ or Senior Council+ can break PTS for valid reasons.
e. Shock Troopers and Temple Guards may break PTS via Local, /y or /w chat to give an order to an individual to help maintain order in the debrief.
f. Breaking PTS is defined as: Using Voice Chat while PTS is active, typing in Local or /y chat, and using a SWEP other than
SWEP.
11. You may have a maximum of 1 character (excluding honoraries) in the following Sectors: Clone, Jedi, Naval, Senate and Droid.
12. All battalions must follow the Republic Hierarchy.
13. You cannot destroy the tac inserts of other players.
a. You can destroy tactical inserts of event jobs if gamemaster allows it.
b. Event job characters all allowed to destroy tac inserts of players.
c. You can destroy tactical inserts of other players in a sim room if you have the sim room claimed.
d. You may shoot your own tactical insert regardless of what job you are on. This is considered an out-of-character action.
14. Only CPT+, Shock Troopers, Naval LTJG+, Jedi Knight 4+ (IV+), and Temple Guard can call AOS or Detainment in /advert with a reason stated.a. All AOS must be adverted.
15. When you die, your character will forget any knowledge obtained in the roleplay situation before dying, this is known as New Life Rule (NLR). Breaking NLR will be punished as FailRP.16. Players cannot switch jobs during an RP situation to escape that specific RP situation.
17. Can not ask for personal information from anyone on our server.
18. You cannot AOS or Detain a higher rank than you. (excluding Shock Troopers and Temple Guards)
a. You may only RAOS a higher ranking.
19. If you middle finger or slap another player, and they ask you to stop but you still continue you can be detained for disrespect.
20. No public demotions or humiliation.
21. No executions will take place without proper authority from High Command (Reg+).
a. If deemed necessary and reasonable within roleplay, any Senior Commander+ or member of the Office of the Chancellor may issue a public kill order.[/COLOR]
b. Covert Ops and RC have the right to deny any execution order unless the order comes from Palpatine himself.
c. The only personnel allowed to perform an execution from the orders of applicable high command are NBO, Jedi Shadow, DAO, RC, SC, and RG.
d. The Office of the Chancellor may order executions to be performed by and to anyone within his CoC.
22. Interrogation rules:a. RC and ST have full authority in the interrogation room.
b. High Command+ are allowed to observe interrogations and may interrogate if extremely necessary (i.e. when there are no RC, Sage or Shadows on.)
c. Shadows and sages have authority over interrogations that involve the Jedi Order directly or indirectly (Dark Jedi, Sith, bounty hunters that target the Jedi etc.)
d. Red Guards may oversee interrogations at all times and can interrogate when needed.
e. Senators and Senate Commandos are allowed to observe interrogations outside in the viewing room and have no say or involvement in any interrogation.
f. Interrogations conducted will not involve RP centered around maiming or dismembering of individuals.
23. No ERP (Erotic Roleplay) is permitted on the server ever. This includes ALL Voice and text chats.a. Any form of sexual content in OOC unrelated to in-game is ALSO forbidden.
24. All players under the rank of 1SG / WO / Knight I have to be warned once in comms prior to an arrest for small offences. (e.g FailRP or Insub)25. ST/TG that accidentally kill anyone while arresting with the baton are exempt from being arrested themselves.
26. Anything said from Redguards, Senate Commandos, Diplomats, and Honor Guards should be taken as if it is said from the protectee themselves. (Red guard, Senate Commandos, Diplomats, and Honor Guards have the right to warn and/or threaten anyone that is directly harming or threatening their protectee.)
27. Guardsmen, including honoraries, may defend themselves and their VIP by KOS the attacker. They reserve the right to AOS the individual if they deem it necessary.
a. They may also KOS any individual without clearance who enters the Senate Building.
b. They may KOS any individual they deem a threat after issuing a warning.
28. Granting a RAOS without fully knowing and understanding the situation surrounding the RAOS will result in an arrest for failRP.29. Outside of the base is considered "Sim Start".
a. Shooting at another battalion or any form of a group without their approval is considered RDM.
b. Any form of PVP is allowed if it is organized and agreed upon by both parties for training purposes.
30. Regimental Commander+ equivalency and members of factions reserve the ability to defend themselves from attacks with lethal force.a. Senate Commandos and Red Guard have the ability to protect anyone entrusted into their care with lethal force as well.
b. Lethal force may only be used upon damage taken/HP lost or when someone attempts to bind you. (Shock detainments are exempt and lethal force would classify as avoiding arrest)
31. Do not enter any area that you do not have the clearance level for without permission.32. Once you join a branch/battalion/division in each respective sector you must wait 3 days before attempting to join another without permission from a senior officer or higher of that branch/battalion/division if it would result in you leaving the current branch/battalion/division.
a. This rule only applies to SGT+ / CPO+ / Knight I+ / SC / RG.
b. Senior Officer+ and equivalent within the branch/battalion/division may grant permission to leave early.
33. Pressing base buttons without proper authorization will result in an arrest.34. Disabling the Comms Tower without a proper RP reason will result in arrest for FailRP.
35. Use of the Venator hyperdrive outside of events is restricted to LTJG+ and BCMD+ Equivalent
36. You may enter/exit an area if you are being escorted by someone with appropriate access.
37. All AOSs should be handled after the arrest by staff to determine if it is false.
38. Naval (with valid reason), Shock Troopers, Temple Guard, and Red Guard can go anywhere within the base without permission under good authority such as an AOS being called, reason of suspicion, or bunk checks.
39. Non-GAR personnel accessing or attempting to access areas controlled by the Republic without proper authorization (via the base visitation form or Marshal+ permission) may be detained on sight. If all non-lethal options are exhausted, the highest ranking member of High Command available may issue a kill order.
Debrief Rules
1. Battalion Commander+, Naval LTJG+, Jedi Council+, Guardsmen SGT+ can call an optional promotion ceremony. Regimental+ (and equivalent) may call mandatory ceremonies.
a. Optional promotion ceremonies have a 30-minute cooldown between being called. (Event Debriefs are exempt)
2. Debriefs must happen after an event.3. If a debrief is called after an event it is mandatory for everyone.
a. The only exception is if you weren't deployed to the event.
4. You cannot leave debrief once you are in it unless you are:a. Dismissed by the person hosting the debrief.
b. Excused by your Regimental Commander+, Rear Admiral+, or Senior Council+.
c. Staff reasons.
5. During debriefs, only officer+ and initial lore character promotions may be done via the stand.6. During debriefs all weapons must be away unless you are Commander+, Shock Troopers, RC and RG/SC.
7. Tactical inserts can be placed in DB with the Approval of REG+, Senior Council+, Rear Admiral+, Mas Amedda+.
8. If a PTS during a Debrief that is being given does not pertain to the Event it will result in an detainment
9. The highest ranking Officer of a Battalion/Branch online at the time of a Debrief will be able to give a PTS.
a. There will only be 1 PTS per battalion/branch.
b. High Command/RO/Jedi Master+ are exempt from the rule.
10. In the presence of the Chancellor at Debrief, all Troopers will remove their helmet as a sign of respect.a. Loyalty Unit, Covert Operations, and Null Class ARC are exempt from this rule.
11. The use of the phrase "go up one" during a promotion is prohibited.12. PTS is always active during a Debrief, breaking PTS will result in a detainment if you don't have permission.
a. High Command+ is allowed to break PTS with proper reason.
b. Shock Troopers are able to break PTS when it pertains to giving an order in Local Chat.
13. Naval takes priority in hosting Event Debriefs.14. 14. The use of sweps or emotes other than the

15. Proning in Debrief is prohibited.
16. Calling out Battalions or Individuals is prohibited and will result in a detainment for disrespect.
FACTIONS RULES
- You must be in character at all times while playing a factions character.
- Interfering with Training/Tryouts/Trials/Debriefs/Events without authorization from the host/GM is strictly forbidden.
- Unprovoked attacks on the Republic or other factions without proper roleplay leading up to the engagement is strictly forbidden and will be treated as RDM.
- In this context, “Proper roleplay” begins with communication between the two parties and gives the factions member a realistic reason to attack the other party. Unrealistic attacks or hostile actions will be treated as FailRP. Common sense applies.
- You are required to roleplay in a way that would be correct for your character archetype, e.g. a massif should not be speaking.
- You must adhere to any rules and guidelines set for your specific faction or risk removal and possible further punishments.
- Hits or attacks targeting a specific player may not take place within 72 hours of one another.
- The only GAR personnel who can place hits are Commodore+, Senator+, and the Office of the Chancellor. All humanoid faction roles are allowed to place hits. All hits must have a roleplay reason for being placed and must be placed within roleplay.
- Full fledged Hunter’s Guild members that are in a clan are the only ones allowed to accept hits. They accept full responsibility for the hit and must only accept hits that follow this rule (verify client can place hits, verify the reason is valid, and ensure the hit was placed in roleplay with proper in-character communication).
- Freelancers and Hunter’s Guild grunts that are not in a clan may be hired by full fledged members of a clan for purposes of assisting on a hit, but may not accept one themselves.
- Attacks on a large installation (Felucia Base, Jedi Temple, Hunter’s Guild, Darksider Temple) must be approved by either Clan Leader+ or Chosen+.
- Unaligned cannot attack these locations at all.
- You must wait 60 minutes between attacks on these locations (global cooldown, not per location)
- NLR is enforced here, and if a faction member dies during an attack they may not return
- GML/HA+ may grant exceptions for this rule and any of its sub-points
- You may not teleport directly into a GAR controlled installation or place a tactical insertion in an area under control of the GAR or another faction.
- Hunter’s Guild members must be using the secondary, modular model with their clan colors to take any overtly hostile/friendly actions against the Republic or another faction.
- The first model (unique model) is treated as neutral and may not directly take hostile actions against the Republic or other clans/factions.
- Hunter’s Guild clan members may claim parts of Tatooine and Kashyyyk.
- Hunter’s Guild grunts that are not in a clan may not use the surname of an existing clan (in lore or on the server)
- Darksiders may not spawn in or request other lightsabers not on your whitelist in order to disguise yourself as a Jedi or non-darksider.
- Darksiders may not attack others while disguised using a civilian model. You are however allowed to defend yourself if attacked as long as your goal is to flee, otherwise you are required to switch to your darksider model before attacking.
CLAIMING RULES
- SMB+, Ensign+, and Jedi Knight I+ are allowed to claim Citadel, LSR (Large Sim Room), SHB (Side Hangar Bay) and cannot transfer ownership of them to ranks lower than the required rank to claim.
- SGT+, Naval, and Jedi Padawan+ can claim HBSR1, HBSR2, and 2FSR and cannot transfer ownership of the small sim rooms to ranks lower than the required rank to claim
- Must "/advert (Your battalion) claims (Location)" (RANK IS IRRELEVANT WHILE DOING THIS! MUST BE /advert DUE TO LOGGING PURPOSES!)
- The first person to advert gets the claim, rank does not overrule.
4. If you do not leave a claimed area that is not yours the person with the claim may call and AOS if you do not leave after vocal warnings
a. If there is a person who is AFK ask staff to move them, you may not AOS for being AFK
b. Rules regarding the placement of tac inserts within a sim room are made by the sim room owner.
5. A battalion can only have one area claimed at a time.6. Regimental Commander+ and equivalent can claim any sim room for themselves.
a. Must “/advert I claim (Location)”
7. Must be inside the room you are attempting to claim in order to claim it. For example, a 501st SGT cannot claim SR1 while in bunks.8. If a sim room was previously claimed, however, the party who claimed said room is not currently inside that sim room rendering it not in use, then that sim room is available to be claimed.
a. This does not mean the claim expires upon the owner leaving the room, however, just that another group may claim the room if it is not in use by the party that initially claimed it. "Not in use" means that there are no current active members of the simulation within the sim room.
b. Keep in mind this does not apply to simulations where the original person who claimed it is killed within the sim and is running back to the sim room from their spawn area. For example, the sim owner calls a "free for all" in SR1, and another user kills him within the simulation only to claim the room for himself immediately afterward. This behavior is strictly prohibited.
9. When claiming an area or room, it is automatically SIM started.a. The claiming battalion or individual retains the right to KOS trespassers subject to all other rules.
b. You may not claim an area solely for the purpose of killing someone inside the area.
10. REG+ and Guardsmen LT+ may claim planets.
a. CPT+ / Guardsmen / and Knight IV+ / LTJG+ may claim certain areas on these planets.
b. 41st SMB+ may claim Kashyyyk town.
c. XO+ can claim Illum.
d. SMB+ may still claim certain areas on Felucia for simulations.
11. Tatooine may be claimed for the purpose of hosting Elite Pilot.
12. Kamino may be claimed for the purpose of hosting ARC selections.
CHAT RULES
1. All in-character communications must be in /comms.
2. /advert is only to be used to call for tryouts, optional/mandatory promotion ceremonies, DEFCON/Temple Codes, advertising for a battalion, claiming/unclaiming an area, arrest reports, warnings, AOS/RAOS, or by gamemasters for use in events.
a. Advertisement for a battalion may not be done during events.
3. /act and /actroll are for use in events, passive roleplay, trainings, and certification roleplay only.
4. Cannot use chat to disrespect players or battalions.
5. Cannot use chat in a way that is considered racist.
6. Do not harass players.
7. Do not spam tickets.
8. Spamming tryout binds is an arrestable offense for “Misuse of Comms”
9. All /adverts must remain professional at all times. Refer to Rule #1 of General Rules.
a. Unnecessary /comms or /adverts (e.g /me Sneezes) will result in an arrest for "Misuse of Comms".
SIM RULES
1. When ending a sim must "/advert Sim End" or something similar must be used.
2. CAN NOT call "Sim Start" just to kill someone even in a sim area.
3. Players cannot be reset by being killed outside of a simulation, they must switch back to their job.
4. Sim Starts must be adverted. (only adverted by the sim owner unless someone else is granted permission)
5. If you are conducting a simulation/training/tryout where you are on a whitelist using a non-standard name, you must have “SIM” at the start of your name.
a. A non-standard name is defined as one not typical to the whitelist you are on. For example: a 501st trooper would like to be "SIM Rogue Trooper" for a training.
b. All SIM characters must be contained to the SIM location.
6. To stop the simulation of an area or room, you must advert "/advert [AREA] SIM STOP" or something similar. This may only be done by the SIM owner unless they grant that permission to someone else.
CLOAKING RULES
1. If you can see a cloaked enemy shimmering, you can see them in roleplay and may engage them.
2. If a cloaked enemy stop moving and you can no longer see them you may fire on their last known position.
3. If a cloaked person has a weapon out the weapon is cloaked as well.
4. If the enemy on their own accord runs into you while cloaked and crouched, use common sense. (You cannot purposely run into them or run in their path)
5. You cannot run through hostile NPCs while shimmering.
6. If you are on a job with the "Cloak Sweeper" flag, you can still detect and engage cloaked individuals even if they are not shimmering.
CLONE RULES
1. Never break the brotherhood code (Never shoot another brother no matter the circumstances; except in a sim)
2. Listen to higher-ups regardless of a battalion/Jedi/Naval in battle on/off the base. If not in battle this rule still applies, however, an exception while not in battle is if it interferes with inter-battalion business.
3. Must respect all higher ranks at all times.
4. Promotions must be done in a public promotion ceremony or debrief. NO PRIVATE PROMOTIONS.
5. Cannot engage a lightsaber user if a Jedi is engaging them.
6. RC only report to the RC Hierarchy, however they must listen to regimental+ orders.
7. No trooper may have two or more clone lives.
a. Honorary ranks are exempt from this rule.
8. You may not hold the rank of "Senior", "Chief", or any other made-up version of a rank. You must have your proper abbreviation of your rank in your name.
9. You may only hold a high position in ONE sector. This means you can only hold one high position ( Rear Admiral+, Senior Council+, Senator+). Battalion Commanders can apply for a senate position.
10. ARC, NBO, RC, DAO, Senate commandos and Red Guard may comms in that they are rappelling down from 2nd floor or the surface to drop down. Any group with a lightsaber, grappling hook or jetpack are exempt from the rappelling rule.
a. Shock Troopers may only leap from the second floor when responding to an AOS/Detainment, or they may be detained themselves.
b. The personnel above that do not have the rappel swep must comms in that they are rappelling.
11. Only Galactic Marines, Jets Unit, Red Guard, Senate Commando, Republic Commando, Loyalty Unit, 2ndAC, and Covert Operations may seal their suits. If you are not in these groups and seal your suit, it will result in an detainmentJEDI RULES
1. Only has as much authority as the Battalion Commander gives them. Jedi have complete Military Control over the Jedi in their battalion, and depending on their Commander/Equivalency, over the Clones. They DO NOT have any authoritative control over the clones (Promotions, demotions, etc.) unless given so by the Battalion Commander.
2. The Council will vote upon any new Council candidates, and they will be passed if the majority support the candidate, however, the High Council can overrule this decision.
3. Jedi Masters and regular Council must follow promotion cooldowns
4. Jedi cannot use firearms on their Jedi Whitelist. (Unless breaking their tactical insertion) This includes simulations. (DVL+ excluded)
5. Any motions to change anything Jedi must be approved by the Jedi High Council.
6. Padawans and Knights are not allowed to discuss trials to others, doing so will result in punishment
7. If you are on LOA for more than 2+ weeks on Jedi Master+ you can be demoted from it.
8. ALL Jedi Masters must follow the rules laid down in Jedi Council, including Yoda and Mace Windu *If the rule is deemed arbitrary, then Yoda may overrule.
9. No Jedi nor Masters+ may use the following abilities: Force Storm, Force Destruction and Kyber Slam.. Shaak Ti+, Jedi General+ and Palpatine are allowed to use the following abilities.
a. This includes events, simulations, and event server events.
b. Using these abilities will result in an arrest for FailRP (25 minutes).
10. Jedi Shadows, Vanguards, and Council Members+ are able to see cloaked enemies.11. Temple Guards can AOS or detain clones.
12. Jedi are permitted to have multiple names in their roleplay name (Ex. 327th Jedi General Aayla Secura).
13. Honor Guard and Diplomats can defend their protectees by deflecting blaster bolts from defective clones even if it results in the clones death.
14. Council members can have their name as *insert battalion* General *insert name*.
15. Palpatine and the Senators have no say in Jedi matters.
a. Palpatine may request to assist in certain tasks.
16. Positions with lightsabers that allow for changing sounds may do so at will, however mingy / failRP sounds are strictly prohibited (E.g. using voice lines, fortnite sounds etc).SENATE RULES
1. Non-combantants (i.e. Senators, Mas Amedda, Palpatine, non-combat focused droids) should not be directly on the frontlines/actively seek combat engagement. Doing so intentionally is considered FailRP.
a. They may overlook the ongoing battle to effectively direct combat units in battle.
2. It is required to have at least 2 guards if a Senator wishes to leave base for any reason.
a. Senators may attend events but must remain with the safety of their guards. They may participate in PassiveRP in the event and may be in safe areas (i.e Command Posts / FOBs).
b. It is FailRP for a Senator to run away from RG, SC, DSU, Jedi Diplomats or anyone offering protection.
3. Senators+ must act like their characters and must not actively make detrimental decisions for themselves and those they represent.
4. Senators+ may only use their given weapons for defensive purposes.
DROID RULES
1. Droids are equivalent to CT.
a. Except for WAC 47 is equivalent to CPL.
2. Must be serious at all times.3. Only use /comms.
4. The name must correspond to the ownership of a Master or Battalion.
a.Numbers must not be FailRP.
5. May only use your mic for in-character purposes.6. Droids must get permission to enter bunks.
a.Unless the droid is assigned to the battalion.
b.Droids assigned to jedi masters may enter the temple freely.
7. Droids can be assigned to a battalion, Guardian Ace or Master+ at their request and by the decision of the droid.8. 3-day cooldown applies upon selecting a battalion or Jedi Master+.
a.Droids are assigned to Naval until they are assigned to a battalion.
b.If no one in their battalion or Jedi Master+ is on the droid must ask Naval for a temporary assignment (during events only)
9. Cannot use a weapon as a droid.10. Droid name must be 4 digits and may contain numbers and letters. (ex. J6M2)
11. Must include Battalion/Jedi Master and type of droid.
FAILRP RULES
1. Standing or sitting on players is prohibited.
2. Jumping over shields is prohibited.
3. Talking about Out of Character (OOC) things in RP is prohibited.
4. Do not


6. Sitting on any object that clearly is not intended to be sat on is prohibited.
7. You CAN NOT have the visor body grouper on.
a. except if you have the helmet on.
9. No severely anti-lore actions/activities can happen. Ex. A Jedi randomly decides to run into the forbidden section and “go to the dark side”, or a clone blows up a ship filled with 80+ civs. And there be no repercussions.10. Event jobs cannot be Application Positions or Jedi Council+ unless the player in question holds the position.
11. Cannot switch to "stun" rounds to shoot people or stun people at all.
12. Cannot tackle anyone.
13. To strip an event jobs weapons and comms you must have 4 people for a prisoner diamond. You do not need to roll since they are surrounded by 4 people.
a. A surrendering enemy loses their rights to roll against stripping weapons and comms.
b. All rolls must be above 50 to succeed, and the enemy has 1 roll to out roll your initial roll. This includes running away, you must allow the roll to continue, if not then it's considered FailRP.
c. You can sneak up behind opponents and strip their weapons and comms only if they have their weapons on safety. If their weapon is off safety it is not possible, and you must roll above a 50 to be successful.
d. All attempts to strip a person's weapons and comms is only one roll. Meaning if you roll a 40, you cannot then spam rolls to succeed.
e. If someone is cloaked, and strips a person's weapons and comms without a prisoner diamond, they must roll above a 50. The enemy has 1 roll to out roll your initial roll.
14. Baton abuse (hitting anyone with a baton once or more with no intent to arrest) is considered an arrestable offense.15. Throwing smoke grenades, thermal detonators, 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 is allowed.
16. Any sort of repeated tryout adverts that are called in any type of chat whatsoever during events is considered FailRP.
17. Any action that involves running away or fleeing from being escorted is considered FailRP.
18. Placing tactical insertions while an enemy is directly engaging you is considered FailRP.
19. The only personnel allowed to know about and enter blacksite are RG, RC, NBO, and High Command+.
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