MilitaryRP Rules

Not open for further replies.
Civil Gamers World War 3 Rules

Discord Link:
Teamspeak Address:

All decisions made in game by staff are to be respected. If you feel that your punishment was unjust then speak to an Admin+ in game or make a
forum complaint or a ban appeal. Arguing back will simply result in a mute, gag, warn or ban.
Section 1: Basic Rules

1.01 - Don't RDM/VDM - Random Death Match / Vehicle Death Match. Do not kill another player without a valid roleplay reason to do so. Not following the Rules of Engagement (Section 6) is considered RDM.
1.02 - Don't FailRP - Fail Roleplay. You must roleplay in a realistic manner and act in a way the character you are playing as would. You cannot commit suicide unless it is to escape from the enemy team, if you are stripped of weapons and comms you cannot use any item from your own inventory other than Cyanide Pills. See Section 6 for examples of FailRP.

*NEW* Pausing Roleplay - Only staff may pause roleplay; until a staff member intervenes continue roleplaying as you normally would. Otherwise breaking character is considered to be FailRP.​
1.03 - Don't Break NLR - New Life Rule. Once you die you cannot use any information from your previous life, for all intents and purposes you are a different soldier. MP/KGB may ignore their own or a criminal's NLR in regards to an AOS issued on their own team but only in order to arrest them.
1.04 - Don't Job/Character Abuse - Do not swap characters/jobs in order to gain an unfair advantage or to avoid punishment. However, if you have been Arrested with a team's Jailer NPC (with a timer on the bottom of your screen) you may disconnect/change characters assuming you are not otherwise avoiding roleplay.
1.05 - Don't Randomly Arrest - You must have a valid roleplay reason to arrest someone.
1.06 - Don't Metagame - Do not use information that you have not obtained in character. TeamSpeak3 comms channels count as in roleplay channels of communications.
1.07 - Don't Powergame - Using /me to gain an unfair advantage in roleplay. Players may choose to engage in a roleplay situation with /me using /roll 100 to decide the victor. Valid uses of /me are listed in rule 2.09 . You may only strip an enemy player of their weapons and comms if they are under FearRP (Rule 1.11).
1.08 - Be Decent to other players - Toxicity in any capacity, be it discrimination or generally being offensive or excessively rude to other players is not tolerated. Harassing other players in a targeted manner is especially intolerable.
1.09 - Don't Hitbox Abuse - Purposefully abusing game mechanics to make yourself harder to hit is not allowed. Examples of this are: spamming crouch, spamming jump or crouch jumping. Act in a realistic manner during combat.
1.10 - Don't Break FearRP - Fear Roleplay. You are under FearRP if: the aggressor(s) outnumbers you/your group in a 2:1 ratio and pose a direct threat to your life OR you are cuffed/stripped of weapons and comms. (Players in armoured vehicles may decide to break FeaRP, however if they do they may be engaged).
If you are under FearRP you are expected to comply with the aggressor's orders so long as it does not break server rules, and is not an out of character action (i.e. using the NPC to pull out a vehicle). You cannot be put under FearRP if you are directly a threat to the life of a hostage on the aggressor's team or if you are in an uncuffed/unstripped group of 4 or more people. If one team is attempting to use FearRP in their own base there is no maximum sized group for fearRP. If a player fails to comply while under FearRP they may be killed by the Aggressor(s). FearRP also applies in a one player versus one player scenario when the aggressor has a weapon out and the victim does not.
1.11 - Don't Farm Kills/Downs for Money/Combat Score - Farming kills or repeatedly downing another player for the purpose to gain combat score/money outside of normal gameplay is not allowed. Doing this will always result in a ban.
1.12 - Remain Loyal to your Team - You can not purposefully assist the enemy team, unless under FearRP or being interrogated.

1.13 - Don't Base/Spawn Camp - You must give a player spawning at their home base a chance to get out into the battlefield. For example: if the fighting is nowhere near the enemy base, "to the signs" is unlikely to be a chance to get out into the battlefield. You may engage players spawning on means other than their base immediately (i.e. FOBs, Tactical insertion etc; ).
1.14 - Don't Bait - Baiting in order to allow you/someone else to break a server rule is not allowed. (I.e. getting yourself kidnapped in order to allow your teammates to open fire on the capturing team, walking into the enemy base to get them to open fire on you to return fire.)
1.15 - Name your character sensibly - Do not use offensive terms or names in your character name, try to avoid using unnecessary special characters and numbers. Staff may edit your name if they deem it necessary.
1.16 - Don't Exploit/Use External Assistance - Using external software/scripts to gain an advantage in game, or exploiting bugs/glitches is not allowed.

Section 2: Roleplay Rules

2.01 - High Command Authority - High Command have authority over any roleplay exclusively affecting their team unless it is deemed by senior staff to be inappropriate or breaking the server rules, chain of command still applies.
2.02 - Execution Authority - USSR may execute any prisoners that they have brought back to their own base with High Command authorization. NATO may only execute USSR in private in their own base with High Command authorization.
2.03 - Base Raid Conditions - In order for a base raid to begin, there must be a consenting High Command on both teams, High Command are allowed to set a reasonable condition before a base raid may begin.
2.04 - Commissioned Officer Limit - You may only be commissioned officer (JLT+/2LT+) on one character. You may not hold a commissioned officer rank on MilitaryRP if you hold a senior position on SCP-RP.
2.05 - Do not Combat Taze/Cuff - Do not taze, handcuff or strip an enemy player during combat.
2.06 - Spy Rules - Spies cannot be recognized by comms, their voice or other means that the job they are disguised as would normally have or be able to do (I.E. Asking a spy to pull out a weapon their job would have or flip their ID card). Disguised spies cannot fly helicopters or drive tanks except for the purpose of theft. Disguised spies cannot actively engage in combat or territory capture during war. When a spy is discovered or suspected in a 1:1 scenario they may kill the discoverer.
2.07 - Kidnapping Limits - A team can keep a different team as a prisoner for a maximum of 20 minutes (Exemption: 2.10). The same team must wait 20 minutes before kidnapping the same person again. Any team may kidnap to ransom or sell the prisoner. USSR/NATO may kidnap in order to interrogate or disguise as the prisoner, in addition to the above.
2.08 - Rescue Mission Rules - If the enemy team has a friendly hostage or vehicle within their own base there may be a single attempt to rescue the hostage/vehicle or destroy the vehicle. Any Militia online may attempt to rescue a Militia. USSR/NATO must send a maximum of 2 regiments into the base, which must be decided before the regiments enter the base by High Command or the highest ranking SAS/AG (Otherwise the highest Commissioned Officer). Once a player has died they cannot return to the base rescue mission.
2.09 - Interrogation Rules - MP/KGB may interrogate an enemy prisoner within their own base. During interrogation MP/KGB may ask 3 questions; during interrogation for each question asked a KGB/MP and the prisoner being interrogated must /roll 100 and the MP/KGB must use /me to describe the interrogation method. If KGB/MP rolls higher the prisoner must tell the truth. If the prisoner rolls higher they may say whatever they wish as long as it does not break server rules.
2.10 - Hostage Negotiation Rules - If the enemy team has taken a hostage and a LTCOL+ of the hostage's team is online they must engage in negotiations according to the hostage negotiation table. Once a deal has been agreed to by both sides it must be honoured and no rescue attempts can be made. The hostage returned must be the actual hostage. If the team who have kidnapped the hostage contact the hostage's team with a reasonable amount of time left on the hostage's maximum kidnap time, it is the fault of the Hostage's team if the hostage is held beyond their maximum kidnap time.
2.11 - Base Kidnapping Rules - Players cannot be kidnapped within their own base unless in accordance with this rule. If there are at least 15 players on both teams (30 Total) SAS or AG may enter the enemy base once every hour during peacetime or pre-war with the intent to kidnap members of the enemy team. During a base kidnapping the regiment entering the enemy team's base must take reasonable action to prevent bloodshed. I.e. only returning fire on confirmed hostiles.
2.12 - Militia Allying Rules - Militia may ally with either USSR/NATO during pre-war for the duration of the war, if militia do not announce who they are allying with before war starts instead they will automatically claim town and may KOS any USSR/NATO (or USSR/NATO allied) individuals inside the town. Militia cannot be hired as an individual soldier: Militia must be hired as a group by a Militia Leader. All militia must abide by the alliance if it is made. A Militia Leader must share whatever they are paid evenly with any Militia on and active at the time of the transaction. Any Alliances made must be announced in (/oc) and must side with the relevant team using the buttons in the F4 Jobs Menu. A monetary transaction must take place before an allegiance is considered valid. *NEW* A minimum of £1,000 per person in the militia is required for Militia to ally.
2.13 - Private Contractor Hiring Rules - A Private Contractor can be hired for the duration of a war by Any Team (or for one of the services listed in 2.14), if the Private Contractor is being hired for the purpose of war they must announce who they are hired by in (/oc) and side with them using the buttons in the F4 Jobs menu before war begins, A monetary transaction must take place before a Private Contractor hiring is considered valid. In the case of NATO and USSR a *NEW* JLT+ must be the hirer. A private contractor must wait 30 minutes before being hired by the same team again. If a Private Contractor is being hired for the duration of a war they must give all teams a fair opportunity to hire them.
2.14 - Private Contractor Services - Before a private contractor can carry out a service they must announce they have been hired in /oc for that action along with any additional information the specific service specifies below, and NLR applies to all of the services (meaning once you have been killed in RP you are no longer hired to complete that action).
  1. Assassinations: A private contractor may be hired to eliminate a single target on a different team, the minimum pricing is according to the Assassination Guidelines table.
  2. Harass Supply Routes: A private contractor can be hired to intercept and destroy supply vehicles and their drivers at a specific location.
  3. FOB Attack: A private contractor can be hired to attack/destroy an FOB. They may kill any troops friendly to the FOB in the area. In the Open Comms announcement the private contractor must specify the location and team of the FOB being attacked. (If applicable a capture point name, otherwise a Grid Square reference).
2.15 - Name, Rank and Number - When taken prisoner and found to be an enemy by USSR/NATO you are required to give your Name, Rank and Service Number. (For the purposes of roleplay, you may make up a Service Number).
*NEW* 2.16 - No Hardlocking the Map - A team cannot hard lock the map: hard locking in this example is where a team prevents another team from capturing any amount of territories, and the second team cannot themselves undo the hard lock. In this case Senior Staff may choose to force unown and capture territories as they see fit to remedy the situation, and may result in roleplay punishments (i.e. demotion) for the leader(s) of the war.

Section 3: Equipment/Vehicle Rules

3.01 - Handheld Rocket Launchers - Matadors/RPG's cannot be used against infantry unless you are Militia: in which case you may use RPG's on a group of 3 or more people: If you hit less than 3 people you must yourself provide evidence of you clearly trying to hit a group of 3 or more people.
3.02 - FOB Structures/Emplacements - KWK's cannot be used on infantry. Flak Cannons & A-A Cannons cannot be used on ground targets.
3.03 - Anti-Air Vehicles - An anti-air vehicle's explosives cannot be used on any ground target; Anti-Air vehicles cannot be shot from inside a base.
3.04 - Helicopters - During peacetime and pre-war helicopters cannot engage any ground targets unless the helicopter is fired upon first by a vehicle or explosives.
3.05 - Helicopters and Bases - Helicopters cannot shoot into any base, if a helicopter is actively taking off or landing it cannot be shot down.
3.06 - Armoured Vehicles - During peacetime and pre-war, armoured vehicles may only enter the enemy-controlled area (See 4.00) for the purposes of training, and if they have no suitable owned territories with which they can train in. This will also require approval from their respective High Command.
3.07 - Deploying Vehicles - A Maximum of 4 Armoured Vehicles can be deployed by either 17thAR or 10thSD. All other regiments may have a max 2 armoured vehicle. A maximum of 2 armed helicopters can be in the sky per team at one time, if a team owns all territories aside from 2 or fewer they may only have 1 armed helicopter in the sky. JAF & ABT may have at most 4 helicopters deployed at once.
3.08 - SCUD & HIMARS - The SCUD & HIMARS vehicle missiles cannot be fired from inside either team's base, they must be fired from outside the perimeter signs of either team. The HIMARS & SCUD vehicles do not count towards 10thSD/17thAR's armoured vehicle limit.
3.09 - Stingers - Stingers can only be used against air targets.

3.10 - Tactical Assets - Tactical tablet assets which kill or damage players or vehicles cannot be used on either base.
3.11 - Base Radio Access - A vehicle, weapon, emplacement or structure cannot be used to block access either base's territory radio(s).
3.12 - Use of Explosives to Attack FOBs - Explosives cannot be used on FOB Structures during Peacetime or Pre-War if it endangers the life of an infantry (With the exception of the Militia 3.01 rule). You may, however, engage vehicles which are around FOB structures as you would normally. If you damage or kill an infantry in this way you must provide evidence showing that it was not your intention to do so.

Section 4: Forward Operating Base Rules

4.00 - FOB Areas (Clarification) - The enemy or friendly "area" is all land behind the furthest point of the furthest territory controlled by that team in that direction: in the case of a territory directly next to the map border the enemy "area" also extends to include the map's border. The area between the two team's areas is considered neutral. *NEW* If an FOB's maximum build distance (shown in green on the F4 map while looking at a nearby FOB Radio with a shovel) touches an enemy territory it is considered to be in enemy area, if the circle touches a friendly territory it is considered to be in friendly territory, if the circle touches both a friendly and unfriendly territory it is neutral and if it touches neither and is not behind an enemy territory it is considered to be in neutral.
4.01 - FOB Placement - You may not place FOB's in an enemy Area, or within either base's signs.
4.02 - FOB Destruction - You may destroy an enemy FOB in neutral area's at any time; however you may only destroy enemy FOB in an enemy area during war, unless otherwise allowed in the rules.
4.03 - FOB Realism - FOB's must be realistic. This list is not exhaustive, however are simply examples: no floating structures, structures cannot be unrealistically clipping into
each other. Sandbags cannot be piled unrealistically high.
4.04 - Minimum Entrances - A FOB must have one unobstructed Perimeter entrance, and two unobstructed entrances to the building/housing the FOB radio itself is in. In the case that a Territory Radio is in the building radius of an FOB Radio, the Territory Radio must always have two unobstructed entrances.
4.05 - FOB Assaults during Peacetime & Pre-War - An FOB Radio in a Neutral Territory may only be assaulted in order to be destroyed once during Peacetime and once during Pre-War; this is not an exemption to any other rule. Once someone involved in the attempt has died, they may not return to the assault.
Section 5.1: NATO Rules of Engagement

The Golden Rule of Engagement:
  • Never attack an ally/teammate.
  • Non-NATO are KOS if they fire upon, attack, or threaten to kill a NATO infantry, vehicle, or structure.
  • Non-NATO are AOS if they are spying into the base, on the walls, pressing the gate button, or within the NATO Base. They may be killed if they have a weapon out within the NATO base.
  • Non-NATO can be warned to walk away from the base wall, and are AOS if ignoring the demand.
  • You may arrest civilians if they have a weapon out, KOS them if they are a threat e.g. Pointing a gun at you. KOS if they have an RPG out.
  • You may KOS any non-NATO Helicopter flying over the NATO base.

  • During Pre-War if you warn Non-NATO to leave a controlled territory they have 10 seconds to begin to comply with your demands before they are KOS.
  • Non-NATO helicopters are KOS if flying over a controlled territory.

  • You may KOS all USSR.
  • You may KOS civilians if they have a weapon out. If militia engage friendly forces they are KOS for the rest of the war.

Section 5.2: USSR Rules of Engagement

The Golden Rule of Engagement:
  • Never attack an ally/teammate.
  • Non-USSR are KOS if they fire upon, attack, or threaten to kill a USSR infantry, vehicle, or structure.
  • Non-USSR are AOS if they are spying into the base, on the walls, pressing the gate button, or within the USSR Base. They may be killed if they have a weapon out within the USSR base.
  • Non-USSR can be warned to walk away from the base wall, and are AOS if ignoring the demand.
  • You may arrest civilians if they have a weapon out, KOS them if they are a threat e.g. Pointing a gun at you. KOS if they have an RPG out.
  • You may KOS any non-USSR Helicopter flying over the USSR base.

  • During Pre-War if you warn Non-USSR to leave a controlled territory they have 10 seconds to begin to comply with your demands before they are KOS.
  • Non-USSR helicopters are KOS if flying over a controlled territory.

  • You may KOS all NATO.
  • You may KOS civilians if they have a weapon out. If militia engage friendly forces they are KOS for the rest of the war.

Section 5.3: Civilian and Militia Rules of Engagement

The Golden Rule of Engagement:
  • Never attack an ally/teammate.

  • Non-Civilians are KOS if they fire upon, attack, or threaten to kill a civilian infantry or vehicle.
  • Militia at any point may lay claim to the town in open comms (/oc). You may KOS any USSR/NATO that are with the town after giving them 5 minutes to leave the town. You must specify what teams you are hostile to in /oc. You may claim the town for a maximum of 20 minutes after which you can no longer KOS any armed USSR/NATO. You must wait 30 minutes before you lay claim to the town again.
  • *NEW* On Backwater Militia may claim Town, or any one of the Factories. Militia exemptions for town will also apply for the point they claim for the duration that the point is claimed for. The cooldown before claiming again applies to all points so Militia cannot, for example, claim Factory Alpha and then Immediately claim Factory Beta.

  • Same as in Peacetime.

  • Militia automatically has a claim to the town, you may KOS any non-civilians within the town.
  • If allied, then Militia may KOS all members of the opposing team to which they have allied with.

Section 6: Guidelines

Assassination Guidelines
Rank of targetMinimum price
Senior NCO£5,000
Junior CO£7,000
Senior CO£10,000
Regimental Command£15,000
High Command£30,000 (+£10k for each additional star)
FailRP Guidelines - Things people forget
RP ActFailRP?
Suicide bombingYes it's FailRP
Driving up vertical cliffs in tanksYes it's FailRP
AFK In vehicle driver seatYes it's FailRP
Deliberately getting kidnappedYes it's FailRP
Suicide to escape your own teams policeYes it's FailRP
Shouting "FearRP!" Instead of an actual threat.Yes it's FailRP

Hostage Negotiation Guidelines
Rank of targetMinimum priceVehicle Option(s)
Enlisted (PVT+)N/AN/A
NCO (CPL+)£5,000Any Vehicle
Senior NCO (MSGT+)£10,000Any armed ground vehicle OR any helicopter
JLT/2LT+£20,000Any armoured vehicle OR Any armed helicopter
LTCOL / Colonel£30,000Any Main Battle Tank OR Any CAS Helicopter (Armed Co-Pilot & Pilot seats)
1-4 Star High Command£40,000 (+£10k for each additional star)Any Main Battle Tank AND Any CAS Helicopter
5-6 Star High Command£80,000 (OR 100k for the Marshal/General of the Armies)THREE: Main Battle Tanks/CAS Helicopters: offer must contain at least one of each type of vehicle. EXAMPLE: 2x M1A2 Abrams, 1x Apache
Last edited by a moderator:
Not open for further replies.