What's new
  • You are currently not logged in! You will have to create an account or login in order to participate on our forums.

[MilitaryRP] Server Rules

Status
Not open for further replies.
JTbcAGYBzq5WOl0MWvQftb9MdYPnYHDzHSfEGdAQoOb7RXMpgYc7kUQWBEp6nt5wZ687qpXe_W1XajGR_4ocjoTSmQwGqLzl07t5UgXGaVkJ9J8AY35WSbrP1-C2KHGmJmmXDQd-

Updated: 10/17/2022


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.
    • Attempting to loophole or nitpick 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 defined as using information gained from out-of-character sources in-character.
  • Breaking NLR is prohibited:
    • NLR (New Life Rule) means that you can not return to your area of death, or return to the player who killed you, within two minutes after being killed. You also do not retain any information gained from the previous life. Do not use in-character chat after you die to disclose information or events that occurred before your death.
  • FearRP must be followed when applicable:
    • FearRP is defined as roleplaying as if your character has one life and is afraid of dying.
    • If there are 3 or more people arresting/kidnapping a target, no roll is needed.
    • 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.
    • Attempting to circumvent the AFK system is considered exploitation.
  • Do not use entities to inhibit players from accessing an area.
  • You must have a valid/serious RP name at all times.
  • If you are not a TR+ or Military Police, you are not permitted to enter the Training Room, otherwise it will be considered as FailRP.

Roleplay Rules:

  • Respect and listen to your superiors at all times.
  • You must salute all High Command+ when seen on base and not in an active combat situation.
  • Must call all W-1+ Sir.
  • Must call all E-5+ by their rank.
  • Must act appropriately around superiors, failure to do so will result in demotion.
  • You must follow orders from higher ranks at all times, regardless of branch.
  • Use of Slapping/Punching/Middle Finger SWEPS on higher-ups is considered AOS unless in an active sim.
  • Stay In Character, normal chat, whisper, yell, radio, advert, and comms are considered In Character chats.
  • a. Breaking In Character chat or metagaming is FailRP.
  • 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
  • You must ask permission to enter any type of Bunks, by the highest member of that group
  • All debriefs must be called in the appropriate debriefing rooms or bunks
    • Field debriefs are prohibited


FailRP Rules:

  • Standing and/or sitting on players is FailRP.
  • Talking about Out of Character (OOC) things in RP is FailRP.
  • Jumping on top of someone's head is FailRP, Unless you have a valid Roleplay reason to do so (I.E Ladderstacking)
  • Jumping from high places is FailRP.
  • You CANNOT sit or stand on anything you normally would not in real life, such as rails, vehicles, people, etc.
  • You Cannot "strip weapons and communications" of anyone UNLESS the target surrenders or the target is surrounded by 2 people. If the target happens to be surrounded, you may not strip if they are firing. One of the 2 individuals 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 and the action is a complete fail. 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.
  • a. 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.
  • a. 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.
  • Committing Suicide while being captured is considered FailRP.
  • I.e /me takes cyanide pills or equivalent



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.
  • Civilians must comply with US orders if outnumbered by a 3:1 ratio, failure to comply with US orders makes you KOS/AOS
  • 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.
  • AT4/RPG/IED/C4/Grenade Launchers/Helicopter Rockets/Suicide Bombs must be used on groups of 2+ visibly confirmed hostiles.
    • Frag grenades do not apply to this rule.
  • You must follow orders from higher ranks at all times, regardless of branch.
  • The /me command can’t be exploited to give yourself an upper hand in RP.
    • /me should not be used to minge or ERP (erotic roleplay).
  • Competitive rolling is always done with the default /roll command.
    • 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.
  • Use of Slapping/Punching/Middle Finger SWEPS on higher-ups is considered AOS unless in an active sim.
  • E-10+ may advert for tryouts, missions, or claims.
  • Civilians with radios out are considered AOS
  • 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 branch to switch to another branch. Failure to do so results in a 7-day faction blacklist. If you intend to leave your current branch, you must inform an officer beforehand.
  • Enlisted Must wait 3 days after joining a branch to switch to another while NCO+ must wait 7 days.
    • Adverts must contain relevant RP information only.
    • 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.

US Rules of Engagement:

  • Shooting or using explosives/grenades near/in the INS Base/AOS Zone makes you KOS.
  • You may not attempt to open fire or kidnap within sight of the INS Base.
  • INS are AOS between the sandbags in front of the US Base, this includes standing on the sandbags.
  • INS are KOS if they are standing on the hills directly in front and the first left hill of the US base
  • INS are KOS if they touch the front gate, button, or any of the US Base walls.
  • INS are KOS insight of the base during a code red. You MUST be in the base to engage.
  • INS may not loiter outside of the AOS Zone during a code yellow.
  • You may only engage an Insurgent if they have a weapon out or are in an area that makes them KOS

Insurgent Rules of Engagement:

  • You must follow orders of the US if they outnumber you by a 2:1 ratio. Failure to comply with orders makes you AOS.
  • You must follow orders of the US if they outnumber you by a 3:1 ratio. Failure to comply with orders makes you KOS.
  • Killing the US inside their base or AOS zone without a valid raid is considered Base Camping and RDM.
  • 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.
  • DaGl+ 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 Deputy General Martyn 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.
  • Occcupations/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 is 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 jailing.
  • 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

Helicopter Rules:
  • Helicopters must request weapons hot, which is only granted by ATC/JTAC/IAC, to open fire at confirmed enemies.
    - Helicopters aren't required to request weapons hot when returning fire.
  • Usage of Gunned Helicopters are altered depending on INS numbers:
    - 10+ active INS players you may have usage of weapons hot.
    - less than 10 INS players you may not have usage of weapons hot. [Exception is if they are firing at your helicopter you may fire back]
  • No more than 1 Viper/Nighthawk Helicopter is allowed at all times.
  • No more than 2 Total Helicopters are allowed.
  • 3 helicopters are allowed if approved by Chief Pilot+.
  • No more than 1 Jets may be used at a time.
  • When Landing you must wait 1 minute before taking off.
  • When your helicopter is destroyed you must wait 10 minutes before requesting another one.
  • During Missions ground forces that have JTAC/IAC members must be giving orders to the helicopter to open fire on enemy ground troops unless being fired upon.
  • You cannot capture a point on a Air Vehicle(s) under any circumstances as its considered FailRP.

Ground Vehicle Rules:
  • You must hold the rank of W-1+ to drive a ground vehicle with High Command [O-6]+ Permission and an admin present to spawn in the vehicle.
  • To spawn in a vehicle you must be inside of your respective base, you cannot get permission to spawn a vehicle outside of the bases.
  • To request/Grant/Check for Ground Vehicles must be put in advert. These adverts goes as follows:
  • Requesting a Vehicle advert: /advert This is [Rank] [Name] Requesting a [Vehicle name] to [Faction Base]
  • Granting Vehicle Permission advert: /advert This is [Rank] [Name] Permission is Granted #/3 Vehicles are out
  • Vehicle Check adverts: /advert This is [Rank] [Name] Vehicle Check please respond via Advert | /advert [Rank] [Name] has a [Vehicle Name] out #/3
  • Ground vehicles are limited to 3 per faction meaning 6 ground vehicles in total on the server.
  • Ground vehicles are not allowed to capture points under any circumstances as it is considered FailRP
  • When a vehicle is destroyed you must wait 2 minutes before spawning in another vehicle
  • Opening fire on friendly vehicles is FAILRP.

Raiding Rules:

  • You must control 7 of the 13 capture points on the map, not including base points, in order to call a raid.
  • Branch raids may be called by E-10 and O-2+. Joint and Faction raids may be called by O-3+.
  • The raid must be called before entering the Opposing faction's base.
  • 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 15-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.
  • Portal Rooms, Recruit Rooms, and Barracks halls 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.

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 Raiders may not attack an active debrief.
  • Solo Raids may occur during War times
  • 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 E-10+ 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.
    • Branch claims can last a minimum of 10 minutes with a maximum of 15 minutes. Branch claims have a 10-minute cooldown. Each faction is limited to one branch claim at a time.
    • All Occupations/Insurgencies have a 1-life rule for defenders, meaning they may not return after dying (see Defibrillator Rules for exceptions).
  • Branch claims may be called by E-10 and O-1+. Joint and Faction claims may be called by O-3+.
  • All opposing faction members are KOS within sight of an area of Occupation/Insurgency.
  • You may not assist another branch in an 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 E-10+ for 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.

Killhouse/Simulation Room Rules:

  • Killhouse/Sim Room claims must be adverted by the proper rank.
  • You must be an E-10+ 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 E-10+.

    • Only one branch may claim Killhouse at a time.
    • You must be an E-10+ 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.

    • Fists and Bite may be used to bite, headbutt, or claw/scratch if they are being attacked or provoked.
  • 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.
  • Bears are allowed to maul other players but are KOS if seen mauling someone.
  • Goats/Dogs may be domesticated and can be used for RP.
  • It’s Fail RP to enter the base as a bear/dog.

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 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.
 
Last edited by a moderator:

Jidax

Time
CWRP Sector Lead
TeamSpeak Moderator
Gameplay Rules:
  • US/INS Recruits are not allowed to leave their respective bases.

INS Rules of Engagement:

  • Defacing or damaging US property will make you AOS.
    1. This includes US shields, sandbags, or AOS Pillars.

Faction War & Conquest Rules:

  1. Generals must shake hands before leaving the meeting location. (Rule 3)
  2. The area Generals meet is considered a cease-fire, any kills gained within that location or gained while either side is approaching the meeting location are considered RDM. (Rule 4)
  3. Faction Wars can last between 20 to 45 minutes, starting when the Faction War is called via advert. (Rule 8)
  4. A Faction War is ended when the given timer ends, whichever faction has the point at the time is the winner. (Rule 13)


Helicopter Rules:
    • Helicopters are only to get weapons hot to counter an enemy helicopter or during missions (E.G Occupation/Raids).
    • Helicopters are only to go weapons hot when being fired upon.
    • Usage of Gunned Helicopters are altered depending on INS numbers:
    • Usage of Gunned Helicopters are altered depending on INS numbers:
      - 15+ active INS players you may have usage of weapons hot.
      - less than 15 INS players you may not have usage of weapons hot.
    • No more than 1 Viper/Nighthawk Helicopter is allowed at all times.
    • No more than 2 Total Helicopters are allowed.
    • 3 helicopters are allowed if approved by Command Pilot+.
    • No more than 1 Jets may be used at a time.
    • When Landing you must wait 1 minute before taking off.
    • When your helicopter is destroyed you must wait 10 minutes before requesting another one.
    • During Missions ground forces that have JTAC/IAC members must be giving orders to the helicopter to open fire on enemy ground troops unless being fired upon.

Raiding Rules:
  • The raid must be called before entering the Opposing factions base.
  • You must host a debrief in your respective base/barrack debrief prior to calling a raid and the Debrief must be adverted.

Base Rules:
  • PTE (Permission to Enter) may be requested to enter US/INS Base by Civilians or other factions with proper roleplay reasons.
  • Maximum Roleplay jail is 15 minutes.


Donator Rules:
  • Do not place a tac insert in render distance of an Occupation/Insurgency 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.

Faction War & Conquest Rules:
  1. The Whole map is under a cease-fire, any kills are considered RDM until the war is adverted. (Rule 4)

Killhouse/Simulation Room Rules:
  • 1v1 sim rooms are allowed in killhouse


Gameplay Rules:
  • You are allowed to have an officer rank in both factions, but you may not accept a high command rank (O-5+), or the rank of SMA or BKoT) in your secondary faction.
  • You are allowed to have an officer rank in both factions, but you may not accept a high command rank (O-6+), or the rank of SMA or BKoT) in your secondary faction.

INS Rules of Engagement:
  • You must follow orders of the US if they outnumber you by a 3:1 ratio. Failure to comply with orders makes you AOS/KOS.
  • You must follow orders of the US if they outnumber you by a 3:1 ratio. Failure to comply with orders makes you KOS.

Raiding Rules Rules:
  • Recruit rooms and Barracks halls are off-limits during raids.
  • Portal Rooms, Recruit Rooms and Barracks halls are off-limits during raids.

Occupation & Insurgencies Rules:
  • You may not assist another branch in an Occupation/Insurgency.
  • You may not assist another branch in an 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.

Faction War & Conquest Rules:

  • Faction War is a period of 20 minutes in which everyone on the opposing faction is KOS around the entire map. The area's in which you are not to be killed is in your respected/opposing faction base. (As an Insurgent you may not enter the US base during a faction war, and vice versa).
  • Faction War is a period of 10-35 minute war in which everyone on the opposing faction is KOS around the entire map. The area in which you are not to be killed is in your respected/opposing faction base. (As an Insurgent you may not enter the US base during a faction war, and vice versa).

  • Weed Nursery and U.S Construction are banned from being a Faction War objective location as they are too close to a faction base.
  • F.O.B and U.S Construction are banned from being a Faction War objective location as they are too close to a faction base.

  • When a war ends, there is a 2-minute ceasefire across the entire map, to allow troops to return to base for a debrief.
  • When a war ends, there is a 3-minute ceasefire across the entire map, to allow troops to return to base for a debrief.

  • Faction Conquest has the same rules as a faction war, but the objective is to control the most points by the end of the Conquest (Not Including Base points).
  • Faction Conquest has the same rules as a faction war, but the objective is to control the most points or 3 points by the end of the Conquest (Not Including Base points).

  • In a faction War, Tac Inserts cannot be used in the render distance of the point being contested.
  • In a Conquest, Tac Inserts cannot be used within render of the objective.


 
Changed:
  • Non-US are AOS between the sandbags in front of the US Base, this includes standing on the sandbags.
  • Non-US are AOS between the Pillars/Sandbags in front of the US Base, this includes standing on the Pillars/sandbags.
  • You must control 6 of the 18 capture points on the map, not including base points, in order to call a raid.
  • You must control 7 of the 14 capture points on the map, not including base points, in order to call a raid.


Added:

Ground Vehicle Rules:

  • You must hold the rank of O-1+ to drive a ground vehicle with High Command [O-6]+ Permission and an admin present to spawn in the vehicle.
  • To spawn in a vehicle you must be inside of your respective base, you cannot get permission to spawn a vehicle outside of the bases.
  • To request/Grant/Check for Ground Vehicles must be put in advert. These adverts goes as follows:
  • Requesting a Vehicle advert: /advert This is [Rank] [Name] Requesting a [Vehicle name] to [Faction Base]
  • Granting Vehicle Permission advert: /advert This is [Rank] [Name] Permission is Granted #/2 Vehicles are out
  • Vehicle Check adverts: /advert This is [Rank] [Name] Vehicle Check please respond via Advert | /advert [Rank] [Name] has a [Vehicle Name] out #/2
  • Ground vehicles are limited to 2 per faction meaning 4 ground vehicles in total on the server.
  • Ground vehicles are not allowed to capture points under any circumstances as it is considered FailRP
  • When a vehicle is destroyed you must wait 2 minutes before spawning in another vehicle
  • Opening fire on friendly vehicles is FailRP
  • You may open fire on INS Vehicles If they have a Hummer, Hummer TOV, LAV-25 or have weapons out inside of the vehicle
 

Jidax

Time
CWRP Sector Lead
TeamSpeak Moderator
Added:
  • If you are not a TR+ or Security Forces you are not permitted to enter the Training Room, otherwise it will be considered as FailRP.
 

Jidax

Time
CWRP Sector Lead
TeamSpeak Moderator
Changed:

Raiding Rules

  • A raid may only be adverted by an O-3+.
  • Branch raids may be called by E-10 and O-3+. Joint and full scale raids may be called by O-4+.

Occupation & Insurgencies:
  • Claims can be made by any O-3+, they may only be called after a briefing.
  • Branch claims may be called by E-10 and O-3+. Joint and full scale claims may be called by O-4+.
 

Ethan

Make-A-Wish Director
Network Director
Rust Developer
SteamID64
76561198083510903
Changed:

Changed general wording of rules to fit INS changes.

General Rules:

  • If you are not a TR+ or Security Forces you are not permitted to enter the Training Room, otherwise it will be considered as FailRP.
  • If you are not a TR+ or Military Police, you are not permitted to enter the Training Room, otherwise it will be considered as FailRP.

Helicopter Rules:
  • Helicopters are only to get weapons hot to counter an enemy helicopter or during Missions.
  • Helicopters must request weapons hot, which is only granted by ATC/JTAC/IAC, to open fire at confirmed enemies.

  • Helicopters are only to go weapons hot when being fired upon.
  • Helicopters aren't required to request weapons hot when returning fire.

Added:

Raiding Rules:
  • While conducting a Solo Raid, the raider cannot get revived via defibrillators from another player.
 

Ethan

Make-A-Wish Director
Network Director
Rust Developer
SteamID64
76561198083510903
Helicopter Rules:
  • Usage of Gunned Helicopters are altered depending on INS numbers:
    - 5+ active INS players you may have usage of weapons hot.
    - less than 5 INS players you may not have usage of weapons hot. [Exception is if they are firing at your helicopter you may fire back]
  • Usage of Gunned Helicopters are altered depending on INS numbers:
    - 10+ active INS players you may have usage of weapons hot.
    - less than 10 INS players you may not have usage of weapons hot. [Exception is if they are firing at your helicopter you may fire back]

Roleplay Rules:
  • All debriefs must be called in the appropriate debriefing rooms or bunks
    • Field debriefs are prohibited

Occupation/Insurgency Rules:
  • After dying, defenders MUST return to their respective debrief.
 
Status
Not open for further replies.
Top