MilitaryRP Rules

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Civil Gamers World War 3 Rules

Discord Link: https://discord.gg/XGuuHrc
Teamspeak Address: ts3.civilgamers.com

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 - 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 - You must roleplay in a realistic manner, acting in a way the character you are playing as would. For instance, you cannot commit suicide except to escape the enemy team, if you are stripped of weapons and comms you cannot use any item other than Cyanide Pills. In general, don't break character, including if a rule-break occurs - call a staff member and
continue roleplaying as you normally would.
1.03 - Don't Break NLR - New Life Rule. Once you die you cannot use any information from your previous life. MPK/AOR may ignore NLR to carry out an AOS issued by their team.

1.04 - Don't Job/Character Abuse - Do not swap characters/jobs in order to gain an unfair advantage or to avoid punishment. If you have been arrested (with a timer on your screen) you may disconnect/change characters if you are no longer in RP, the timer will continue on rejoin.

1.05 - Don't Randomly Arrest - You must have a valid roleplay reason to arrest someone.

1.06 - Don't Metagame - Do not use info obtained out of character. TS3 regimental comms channels count as in character.

1.07 - Don't Powergame - Using /me to gain an unfair advantage, valid uses are listed in rule 2.09. Players may voluntarily choose to engage in a /me roleplay situation other than in rule 2.09 but cannot be forced to. You may only strip weapons and comms when FearRP is active.

1.08 - Toxicity - Toxicity, harassment, discrimination or generally being offensive or rude to other players is not tolerated.

1.09 - Don't Hitbox Abuse - Abusing game mechanics to make yourself harder to hit is not allowed. Examples of this are: spamming crouch, spamming jump or crouch jumping.

1.10 - Don't Break FearRP - FearRP applies if: the armed aggressors outnumber you in a 2:1 ratio and pose a threat to your life OR you are unarmed and the aggressor is armed. FearRP doesn't apply to armoured vehicles (but they may be engaged if they don't comply), those who are threatening a hostage on the aggressor's team, or those outside of the enemy base in an unstripped team of 4+ people. When under
FearRP you must comply with the aggressor's orders (within the server rules), except for OOC actions (e.g. using an NPC).

1.11 - Don't Farm Money/Combat Score - Killing or repeatedly downing another player to gain combat score/money outside of normal gameplay is not allowed.

1.12 - Loyalty - You can not purposefully assist the enemy team, unless under FearRP or being interrogated.


1.13 - Don't Base Camp - You must give enemy players a chance to leave their base. If fighting in a war is nowhere near the enemy base, engaging "at the signs" will not be considered far enough, while if you own all points it may be considered fair.

1.14 - Don't Bait - Baiting in order to allow you/someone else to break a server rule is not allowed. (i.e. purposefully getting yourself kidnapped or walking into the enemy base in order to allow your teammates to open fire on the enemy)

1.15 - Naming Conventions - Do not use offensive terms or names in your character name, avoid using unnecessary special characters and numbers.

1.16 - Don't Exploit/Use External Assistance - Using external software/scripts to gain an advantage 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 - NWO may execute any UAN prisoners in their own base with High Command authorization. If no High Command are available, then an AOR CPT+ may authorize the execution. The UAN may only execute NWO in public in their own base with High Command authorization, UAN Courts or by an AC standing order. Both factions High Command, may authorize an execution of a friendly hostage to prevent leaking of military information. This can occur only while attempting to rescue the hostage or as a spy.

2.03 - Base Raid Conditions - To raid the enemy base, the following conditions must be met:
- The side being raided cannot be outnumbered by more than 2:1.
- If a side captures all points during a war, they may raid after defending all points for 10 minutes, with at least 10 minutes left on the war timer afterwards.
- If a side starts a war with all points, they may raid after defending all points for 10 minutes.
- The raiding side must have a member of High Command online.

2.04 - Commissioned Officer Limit - You may only be commissioned officer (SLT+/2LT+) on one character. You may not hold a commissioned officer rank on MilitaryRP if you hold a senior position on SCP-RP.

*[EDITED]* 2.05 - Do not Combat Taze/Cuff - Do not taze, handcuff, use "beanbag" shotgun 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 - 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. NWO/UAN may kidnap in order to interrogate or disguise as the prisoner, in addition to the above. Anyone being taken hostage or being stored by the enemy cannot be held in an area where there are spawn points.

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. NWO/UAN 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 SOTF/STS (Otherwise the highest Commissioned Officer). Once a player has died they cannot return to the base rescue mission.

2.09 - Interrogation Rules - Interrogation Rules - MPK/AOR have control over an enemy prisoner within their own base and have the power to delegate interrogation or negotiations to SOTF/STS. During interrogation MPK/AOR may ask 3 questions; during interrogation for each question asked a MPK/AOR and the prisoner being interrogated must /roll 100 and the MPK/AOR must use /me to describe the interrogation method. If MPK/AOR 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) SOTF or STS 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. You may also choose to hack the enemy team's server(s) as part of this kidnapping attempt.

2.12 - Militia Allying Rules - Militia may ally with either NWO/UAN 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 NWO/UAN (or NWO/UAN 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. 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 UAN and NWO a 2LT+ must be the hirer. A private contractor must wait 15 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 NWO/UAN you are required to give your Name, Rank and Service Number. (For the purposes of roleplay, you may make up a Service Number).

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.

2.17 - Comms Mixing - Do not mix (mention OOC topics in character) in comms or open comms.

2.18 - Entering the enemy base - Players may only enter the enemy base for a rescue attempt (2.08), kidnapping (2.11), active base raids (2.03) or to undergo operations as a spy. For no other reasons is someone permitted to enter the enemy base. The Juggernaut and Flamer jobs cannot enter the enemy base unless there is an active base raid under rule 2.03. You may not place Squad Rally Markers inside the enemy base (the only exception is during a Wartime Base Raid).

[NEW] 2.19 - Engagement during active mission - Non-friendlies are KOS if a) you have a dispatched mission and b) they interfere with you attempting to complete that dispatched mission, or attempt to complete a competitive objective. If it has been established that an enemy regiment is competing against you in a mission, you may KOS them on sight during the mission's duration only. You may not KOS non-friendlies for interfering with another regiment's mission, even if they engage allies from that regiment.

Section 3: Equipment/Vehicle Rules

3.01 - Handheld Rocket Launchers - Matadors/AT4's/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. You also may not engage any targets outside the base walls unless your helicopter has left the base area.

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 JAC or 1stAL. 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. UAF/SWB may have at most 4 helicopters deployed at once. In Lane Wars, only 1 CAS deployment per side is allowed for the war's duration.

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 1stAL's/JAC'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. If a FOB's maximum build distance (shown in green on the F4 map while looking at a nearby FOB Radio with a shovel) touches:
- Only Friendly Territory = Friendly
- Only Enemy Territory = Enemy
- Only Neutral Territory = Neutral

- Friendly + Enemy Territory = Neutral
- Friendly + Neutral Territory = Friendly
- Enemy + Neutral Territory = Enemy

*[EDITED]* 4.01 - FOB Placement - You may not place FOB's in an enemy Area, within either base's signs or directly on an enemy-controlled territory. You may not place FOB structures behind base 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.

[NEW] 4.06 - FOBs during missions - You may place an FOB near an objective for your dispatched mission which ignores the status of the territory you are in, but the FOB radio may not be in direct line of sight of the objective. After the mission ends, if you would not normally be allowed to place the FOB down in that location, you must destroy it within 5 minutes.

Section 5.1: UAN Rules of Engagement

The Golden Rule of Engagement:
  • Never attack an ally/teammate.
Peacetime:
  • Non-UAN are KOS if they fire upon, attack, or threaten to kill a UAN infantry, vehicle, or structure.
  • Non-UAN are AOS if they are spying into the base, on the walls, pressing the gate button, or within the UAN Base. They may be killed if they have a weapon out within the UAN base.
  • Non-UAN 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-UAN Helicopter flying over the UAN base.

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

War:
  • You may KOS all NWO.
  • 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: NWO Rules of Engagement

The Golden Rule of Engagement:
  • Never attack an ally/teammate.
Peacetime:
  • Non-NWO are KOS if they fire upon, attack, or threaten to kill an NWO infantry, vehicle, or structure.
  • Non-NWO are AOS if they are spying into the base, on the walls, pressing the gate button, or within the NWO Base. They may be killed if they have a weapon out within the NWO base.
  • Non-NWO 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-NWO Helicopter flying over the NWO base.

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

War:
  • You may KOS all UAN.
  • 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.

Peacetime:
  • 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 NWO/UAN 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 NWO/UAN. You must wait 30 minutes before you lay claim to the town again.
  • 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.

Pre-War:
  • Same as in Peacetime.

War:
  • 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
Enlisted£500
NCO£1,000
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
SLT/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)
1-3 Star High Command£40,000 (+£10k for each additional star)Any Main Battle Tank AND Any CAS Helicopter
4-5 Star High Command£80,000 (OR 100k for the Sector Marshal/General of the Army)THREE: Main Battle Tanks/CAS Helicopters: must contain at least one of each type of vehicle. EXAMPLE: 2x M1A2 Abrams, 1x Apache


Section 7: PAC3 Editor Rules

Abusing the PAC3 editor will result in your PAC3 access being revoked

7.1 You are not allowed to gain any RP/in combat advantage from your PAC3 creation.

7.2 All PAC3 creations must be realistic and not break the FailRP rule. (For exampe: Military personnel is only allowed to military clothes/equipment)

7.3 Loud & annoying sound effects are not allowed.

7.4 Oversized and massive props are prohibited.

7.5 Changing the core features of your job is prohibited. (For example, as a medic don't place an emblem in front of your uniform's red cross)

7.6 The PAC3 rules can be voided by a Game Master if you are helping in an event and using PAC3 for an event character.

7.7 Abusing the PAC3 camera to gain an advantage is prohibited.
 
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*[EDITED]* 2.02 - Execution Authority - NWO may execute any UAN/Civilian prisoners in their own base with High Command authorization. If no High Command are available, then an AOR CPT+ may authorize the execution. The UAN may only execute NWO in public in their own base with High Command authorization, UAN Courts or by an AC standing order. Both factions High Command, may authorize an execution of a friendly hostage to prevent leaking of military information. This can occur only while attempting to rescue the hostage or as a spy.
 
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*[EDITED]* 2.09 - Interrogation Rules - Interrogation Rules - MPK/AOR have control over an enemy prisoner within their own base and have the power to delegate interrogation or negotiations to SOTF/STS. During interrogation MPK/AOR 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 MPK/AOR 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.
 

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*[EDITED]* 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. If a FOB's maximum build distance (shown in green on the F4 map while looking at a nearby FOB Radio with a shovel) touches:
- Only Friendly Territory = Friendly
- Only Enemy Territory = Enemy
- Only Neutral Territory = Neutral

- Friendly + Enemy Territory = Neutral
- Friendly + Neutral Territory = Friendly
- Enemy + Neutral Territory = Enemy
 
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Doofy

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*[EDITED]* 4.01 - FOB Placement - You may not place FOB's in an enemy Area, within either base's signs, or directly on an enemy-controlled territory.
 
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Doofy

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*[EDITED]* 2.18 - Entering the enemy base - Players may only enter the enemy base for a rescue attempt (2.08), kidnapping (2.11), active base raids (2.03) or to undergo operations as a spy. For no other reasons is someone permitted to enter the enemy base. The Juggernaut and Flamer jobs cannot enter the enemy base unless there is an active base raid under rule 2.03. You may not place Squad Rally Markers inside the enemy base (the only exception is during a Wartime Base Raid).
 

Doofy

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*[EDITED]* 2.05 - Do not Combat Taze/Cuff - Do not taze, handcuff, use "beanbag" shotgun or strip an enemy player during combat.
 

Chad Power

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*NEW*
Section 7: PAC3 Editor Rules

Abusing the PAC3 editor will result in your PAC3 access being revoked

7.1 You are not allowed to gain any RP/in combat advantage from your PAC3 creation.

7.2 All PAC3 creations must be realistic and not break the FailRP rule. (For exampe: Military personnel is only allowed to military clothes/equipment)

7.3 Loud & annoying sound effects are not allowed.

7.4 Oversized and massive props are prohibited.

7.5 Changing the core features of your job is prohibited. (For example, as a medic don't place an emblem in front of your uniform's red cross)

7.6 The PAC3 rules can be voided by a Game Master if you are helping in an event and using PAC3 for an event character.

7.7 Abusing the PAC3 camera to gain an advantage is prohibited.
 
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Doofy

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*[EDITED]* 4.01 - FOB Placement - You may not place FOB's in an enemy Area, within either base's signs or directly on an enemy-controlled territory. You may not place FOB structures behind base signs.
 
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