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Faction Rules (Legal & Illegal)
FACTION RULES - ILLEGAL FACTIONS & LAW ENFORCEMENT ENGAGEMENT




1. FACTION ELIGIBILITY

1.1 Requirements
- Factions must be 14 days old to initiate conflict.
- Characters must be 14 days in faction to participate in wars.
- Only main faction characters may participate in faction wars.

1.2 New Factions
- May only defend themselves.
- May not initiate faction wars or large-scale conflict.




2. FACTION CONFLICT RULES

2.1 Conflict Start
A faction conflict begins through IC hostility such as:
- tagging / turf graffiti
- threats or intimidation
- armed confrontation

All conflict must escalate naturally before lethal force is used.

2.2 Mercenaries
- Mercenaries are strictly prohibited in faction wars.
- Any external assistance (money, guns, or participation) is punishable.




3. ATTACK RULES

3.1 Definition
Attacks include:
- shootings
- kidnappings
- arson
- armed robberies in rival territory

3.2 Attack Size
- Maximum 1–4 attackers per engagement.
- Must be proportional to target size.

3.3 Cooldown
- 6-hour cooldown between attacks.
- No repeated harassment or chain attacks.

3.4 Restrictions
- No excessive firepower vs small groups.
- No unrealistic drive-by spam or random killings.




4. DEFENSE RULES

4.1 Valid Defense
You may only defend if:
- attackers are positively identified
- threat is active or imminent

4.2 Limitations
- No pre-camping unrealistic ambush setups.
- No pre-arming entire turf without RP reason.
- Must use proportional force.

4.3 Identification
Must be based on:
- prior IC interaction
- visual confirmation
- known vehicles / clothing / gang presence




5. FACTION WARS

5.1 Start
War begins after first confirmed lethal attack between factions.

5.2 End Conditions
War ends when:
- 75% roster eliminated OR
- surrender OR
- mutual agreement OR
- 48 hours inactivity after retaliation

5.3 Looting
- Looting during faction wars is strictly forbidden.

5.4 Post-War Rule
- Losing faction cannot engage winners for 14 days.




6. PLAYER KILL (PK)

- Death in faction conflict = permanent removal from war RP.
- You may NOT:
- return to conflict
- share intel
- scout enemy turf
- rejoin ongoing war RP

- PK is final unless admin void.




7. LVMPD & LAW ENFORCEMENT ENGAGEMENT RULES

7.1 Weapon Matching System
Force must match threat level:

- Handguns with handguns, shotguns with shotguns, m4s with m4s, unless the a solo officer is outnumbered
- 1 handgun suspect → solo officer uses handgun
- 2 handgun suspects → (solo officer) shotgun allowed
- 3 handgun suspects (solo officer) → M4 allowed
- MP5 / M4 suspects → M4 response allowed

7.2 Weapon Classification
- Tec-9 / Uzi = semi-auto pistols (NOT full automatic weapons)
- Shotguns = medium escalation weapon
- Rifles (M4/ARs) = full lethal escalation tier

7.3 Patrol Restrictions
- Maximum 5 LVMPD patrol officers may carry M4 rifles in patrol vehicles.
- Shotguns are unlimited for patrol use.
- SWAT units are exempt from all restrictions.

7.4 Drive-by Rules
- Officers may drive-by if engaged by another drive-by vehicle.
- Officers cannot drive-by a suspect outside of their vehicle, even if they had just dismounted.

7.5 Escalation Rule
- Officers must match force reasonably.
- Overuse of rifles against low-threat suspects is punishable.




8. AIR UNIT RULES

8.1 Patrol Restrictions
- Air units may NOT actively patrol gang turf or “hunt” for crime.

8.2 Engagement Rules
Air units may ONLY initiate or report when:
- an active shooting is occurring
- a robbery is in progress
- a murder is witnessed or in progress
- a suspect is evading

8.3 Prohibited Actions
- No initiating calls based solely on seeing a weapon.
- No monitoring gang members for general presence.
- No passive surveillance escalation.

8.4 Rule Intent
Air units are support only, not a proactive crime prevention tool.




9. FACTION CONDUCT RULES

9.1 Realism
All faction actions must be realistic and story-driven.

9.2 Random Crime Prohibition
- No random drive-by killings
- No chain robbing without RP buildup
- No meaningless turf shooting

9.3 Turf Behavior
- No unrealistic turf camping.
- No permanent hostile presence without IC reason.




10. ADMIN ENFORCEMENT

- All faction rules are enforced by staff.
- Punishment severity depends on context.
- Repeated violations may lead to:
- faction strikes
- roster removal
- faction shutdown



END OF FACTION RULESET.

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