Rules & Info
Combine vs. Rebels
Last Modified: November 22nd, 2023 at 09:46 PM EST
- Server Setting
CvR's place in the Half Life Timeline
Gordon Freeman chose a different path. One where he chose free-will over servitude, and now lies somewhere deep within Xen, fighting an impossible fight.
Sector 61, the industrial heart of the Combine-Controlled Earth, is now ravaged by war between the Sector 61 Combine Expeditionary Force and the local Resistance Cell after the destruction of City 17.
- A. General Rules
RDM is defined as killing in any situation where it would otherwise be prohibited or not make sense to kill. This includes Spawnkilling, Teamkilling (Including carelessly firing in a way that kills your teammates), killing CWU/civilians/anarchists without a good reason, such as pull out a weapon, or hearing them giving the enemy information.
You may not kill a player for going into a no-entry zone, you may only arrest them, unless under extreme circumstances.
Excessive crossfire of civilians is considered RDM/MRDM depending on severity.
Spawnkilling/Spawncamping is when a player aims at, shoots at, or kills people who are either inside their base, inside spawncamp borders, or have recently exited their base boundaries.
- Spawncamp boundaries are defined as the area around a faction's base that can be freely traversed by civilians, but not by the opposing faction.
- Firing at enemies that are within their spawncamp borders is ALWAYS spawncamping, except for players who have built above or who are making use of constructions to fire out from within spawncamp borders.
Teamkilling during Tryouts/Trainings is only permitted if it has been been made clear a tryout section will include PVP, and Teamkilling is only permitted during that section.
Note: Players are HIGHLY encouraged to screenshot or record anything they believe to be spawn camping and send the evidence to the unit's COs as soon as possible.
- Fail RP is defined as performing an action or behaving in a way which breaks or inhibits roleplay in any manner. This can include, but is not limited to, bunnyhopping, using /advert OOCly, having an invalid name, necksnapping EOD/OSS, making callouts after you die, prop killing with anything other than rollermines/manhacks, acting conversely to the implied role of a specialized class (such as not attempting to blend in as a disguised SU or kill farming as a pushback class), and/or disrupting the gameplay of others (such as by micspamming).
- Names must be properly capitalized, including all titles, ranks, and character names.
- Powergame and Metagame are both also considered to be Fail RP.
- Powergaming is forcing your own actions onto an unconsented player without giving them a fair chance to respond or counter, such as interrogating someone without rolls or camping vehicle spawns to steal them as soon as they are purchased.
- Metagaming is taking anything from OOC into an IC situation, such as granting a deployment outside of in-game chat or asking in team-chat/using tab menu or other OOC info to determine if somebody is an SU.
- NLR (New-Life Rule) applies to situations in which a player uses information their character could not reasonably guess after a death to their advantage.
- For instance, if a Jury captures a prisoner and then is killed by an SU while interrogating, they can't return to kill/re-arrest the prisoner based upon the knowledge that an SU had infiltrated and freed the prisoner.
- Any information sent in team chat is considered to be known by all members of the team, and retained across lives.
- Anarchist/Civilians may not enter restricted areas for the sole purpose of annoying or disrupting factional logistics, doing so is considered FailRP.
Erotic Roleplay, in any form, is strictly prohibited. This includes sexual harassment.
- This includes any action that results in a player leaving the server when otherwise avoidable.
- Encouraging others to raid the server or break rules is prohibited.
- Streamers with more than 100 concurrent viewers must get permission from management to stream while playing on the server. Failing to do so is considered raiding.
- Loop-holing is defined as the act of utilizing wording or technicalities in the rules to bypass the intended purpose of a rule, as determined by Server Staff. If you're ever unsure, ask a staff member.
Switching jobs or disconnecting to avoid an IC scenario or OOC punishment is not allowed.
Management-approved Events or circumstances may disregard some or all of the MOTD.
Areas designated for Events are not allowed to be tampered with in any way.
Intentionally disrupting or ruining server events is punishable depending on severity.
Some Events may be designated as mandatory. Refusing to participate in those Events counts as a disruption of the Event.
- Any position that grants access to any of the above whitelists (Such as a leadership character) also prevents you from holding an OSS/EOD/LA/EOWA character.
- Are explicitly stated to only be available to certain jobs/classes (E.g. Hijacking a vehicle, building fortification, capturing an enemy player, specialized crafting, explosives, stealing from the weapons locker, sabotaging terminals.)
- Cannot be counteracted by other players in a realistic manner.
- Break any of the rules in the MOTD itself, such as power gaming or ERP.
- Stretch beyond the idea of reality, such as backflipping 90 feet into the air, or suddenly acquiring items or gear not normally available to your class, such as bombs, tools, or weapons.
Rolls that require staff intervention, such as enslavement, must have a staff member present at the time of the rolls.
- Any faction CO can order you to partake or not partake in ceasefires, not listening to these orders will result in IC punishment.
- Ceasefires that are part of a Staff/GM event CANNOT be interrupted and will result in punishment.
- Ceasefires may not be held in faction bases.
- Factional functions such as tryouts and debriefs may not contain a ceasefire.
- Model and texture replacements for first person view models (such as guns, medkits, and anything else you may hold in your hand) as well as sound replacements for non-gameplay critical sounds ("gameplay-critical" being defined as sounds such as footsteps and the mace cloaking sound) are allowed.
- It is recommended to contact a Head Administrator before making any changes, or to answer any specific questions you may have.
The usage of alternate accounts is strictly prohibited.
- Tryouts are not required for reinstatements, CO transfers, or handpicked divisions.
Trainers can be held accountable when a recruit trained by them breaks rules due to inadequate training.
If what you're doing or are about to do isn't listed here and you're curious, ask a staff member. If one is not available, use common sense. If you can't find an answer, contact a Head Admin+. Server Management has the final say over IC situations.
- B. Civilian/Passive RP Rules
Civilians and Anarchists may only change their name and appearance while dead or immediately after respawning.
- The above applies to Anarchists, meaning they require a valid reason to kill another Anarchist, a civilian, or a CWU member.
- Civilian stores that sell to both factions equally may not be attacked by factions unless they prove to otherwise be engaging in hostile behavior.
- Anarchist factions may be KOSed for up to an hour by COs for performing hostile actions against a faction. They may change their identities after death but may not act like a faction during this if they do so.
Anarchists may steal and use any vehicle, excluding synths(Strider/Hunter/Gunship) and the T90.
- Factions are official anarchist organizations, that require approval of the GM team.
- Factions under no circumstance should interrupt trainings, tryouts, and debriefs.
- Killing whilst in base requires a valid purpose, examples being self defense or when raiding the weapons lockers.
CWU may not attack combine under any circumstances. CWU are permitted to assist rebels, but doing so can carry IC punishment if discovered IC.
- C. Infiltration and Scouting Rules
- Infiltration - Working within enemy base/spawncamp borders in a way that could have a tangible effect on gameplay (for example, saving captives).
- Scouting - Working within enemy base/spawncamp borders in a way that has no tangible effect on gameplay beyond any information gained from observation (for example, spotting vehicle deployments is okay. Killing enemies is not.)
Only MACE/SU/Assassins can perform infiltration missions. Only SCAV/CROSS/FOXTROT (while in a manhack) can perform scouting missions.
Infiltration and Scouting missions both remove movement restrictions within enemy base borders, however scouting units must immediately exfiltrate once they are spotted or fired upon, and cannot fire back in self defense. Assassins may only infiltrate to perform an Assassination mission.
- When infilling for a vehicle, units can decide whether to sabotage or steal at their discretion.
- While on any mission, infilling units can change their mission to saving a captive without requesting permission (but must still note it in team chat prior to or immediately after completing the mission).
- Infiltrating units ARE allowed to disrupt any of the above activities if it is absolutely necessary to save a captured ally.
No more than four units may infiltrate a base at one time. (This does not include units that are currently captured).
This number increases to 10 when a member of their faction's high command (CmD/Major+) has been captured.
- Additionally, deliberately baiting enemies into attacking you so you can fire back is not considered self-defense, and doing so outside of an assassination is considered spawn-camp.
Once a task has been completed, the Infiltrating Unit(s) must attempt to escape, or die trying. They may engage enemy units in self defense while doing so. They cannot ask for additional tasks until they have fully exfiltrated and left spawncamp borders.
- Successfully C4ing props also destroys any props that would be unsupported without the removed prop, such as a bridge collapsing without supports.
- Up to 4 people surrounding the target can be killed too (bodyguards). - Any more and it becomes a mass assassination (RDM).
- There is a 10 minute cooldown timer for targeting the same person, even if a mission is failed.
- To blend in (ie. cuffing a suspected SU, attempting to pass off a real combine as an SU, cuffing prior to checking somebody's ID, etc)
- Infilling with another SU capped, then leaving with them disguised once you reach cells
- Using them as a combat tool, dragging enemies to isolated areas and executing them (albeit quickly and without wasting time or handing them to an MP)
SU cannot simply abandon captives somewhere, and must either uncuff or kill them when they're done with them. SU cannot deliver their captives to MP to be interrogated.
SU may not disguise as their own combine characters.
Disguised SU may not use the RPG against vehicles on the field unless the enemy controls half or more of the points on the map.
- D. Building Rules
- Players with "Trusted" certification may build for roleplay or non-defensive purposes on any job. They may not construct fortifications or otherwise act as a GRID or Engineer without being on those jobs.
- All props created as a GRID or Engineer must be removed before switching to a different class.
- Exception: Both the MPF DvL and Chief of Development may switch between any whitelists as part of the same character without deleting their props. They may still only build while on a GRID or Engineer class.
- Rebels use a rusted metal and scrap
- Combine use a blue metallic color
- For example, concrete barricades do not necessarily need to be materialized when used as part of a combine FOB.
- Floating structures with no means of reasonable suspension
- Bridges without supports
- Invisible/One-way walls
- Ramps without a reasonable slope
- Structures that facilitate head-glitching, or allow shooting while obscuring most or all of a player's head
- Catapults or similar machines that consist of a plank and a button with no realistic construction.
- Props that aren't properly collided with the world, projectiles, and/or players
- If a builder uses the precision tool to no-collide props with the world during construction, it is their responsibility to remember to recollide them once they are done.
- Forcefields and similar constructions aren't required to collide with players, but they must still be collided with the world
- This includes no-colliding props and stacking them inside each other as a way to reinforce them.
Props that can be fired through, including fences, grates, gates, and similar props, may only be spawned and used for explicitly non-combat structures. All props must be either frozen or constrained to a prop that is frozen. Prop vehicles are the only exception to this.
- There must be at least two doorway entrances to a building for it not to be considered a prop block.
- A blocked entrance may not be reinforced with more than three stacked props (meaning it's prohibited to require the destruction of 4+ props to destroy a barricade)
- Ground Vehicles must have at least one unblocked road/path to access the immediate surroundings of any given point.
- Doors with clearly marked buttons on both sides count as a doorway entrance. One-way doors are considered to be blocking that entrance from both sides, meaning an FOB must have at least one unobstructed, two-way entrance.
- All doors must remain open for at least four seconds before closing.
- Doors may not be used as a substitution for a barricade or similar prop to circumvent the prop limit.
- A player may not be required to pass through more than 2 doors to enter a building.
- Prop traps are considered to be blocking a doorway regardless of their size or status.
- Small jumps onto barricades are okay as long as the whole FOB can be navigated without crouching or jumping
- Rule D6 is an obvious exception to this
- “Lag” includes both FPS and server lag.
Undoing/quick-deleting fortifications when enemies take over the area is prohibited.
- This includes grav-gunned props. After being shot or having a prop they are holding get shot, builders may not build for ten seconds. Abusing this rule to use a prop as a mobile shield (eg. freezing it as soon as it is shot) is prohibited.
- Prop Vehicles must abide by the following conditions:
- Prop Vehicles may not travel faster than a Rebel Jeep.
- Prop Vehicles may not be overly layered with props so as to increase their HP. (Armoring is fine, massive stacks are not)
- Only one Prop Vehicle may be constructed at the same time per Faction.
- Prop Vehicles may not launch props, players, or other vehicles.
- If a Prop Vehicles ability to move is disabled or otherwise destroyed, the construction is considered destroyed and must be deleted.
- Prop vehicles cannot be phys-gunned at all while on the field.
Non-prop vehicles may not be edited or reinforced with props in any way.
- Prop traps must be of a reasonable size, clearly visible in their intent and purpose, and destroyable.
Failure to adhere to these rules will lead to the deleting of said props, with or without warning. Repeat offenders/major offenders will be permanently stripped of their ULX perms.
- E. Class Specific Rules
Necksnapping EOD/OSS is FailRP.
- Acting in bad faith, such as repeatedly targeting the same person or deliberately wasting a capture's time is punishable, both by IC officials and staff.
- MP/JURY COs are heavily encouraged to emphasize capture activities as the primary way of advancing within the division.
- A capture activity is defined as performing an act beyond merely killing the prisoner and/or using the terminal, and must be decided on before any effort is made to capture someone.
- If something has to be built for an activity to work, it must already be built before capturing is done.
- These interactions do not necessarily require buildings or other ULX permissions, and can also have mechanical outcomes where applicable, like resources.
Interrogators can call upon staff to verify the validity of information they were given if they managed to successfully interrogate someone.
E.g. an MP calls upon an admin to check that the UNION they successfully interrogated is telling them their real rank and name.
- "Successfully captured" is defined as being brought within base borders. Being cuffed and freed without being taken to base does not count as being successfully captured.
- The cooldown timer starts as soon as a unit is killed or released.
- NPU/MP should avoid deliberately cuffing the same person within this cooldown, and if they accidentally do so, must immediately kill them upon being made aware.
- Additionally, the deploying faction may not be in a debrief.
- Unarmed vehicles and Transports (e.g Avia truck, Van, APC's, and TC/Dropship.) may be deployed regardless of player-count.
Factions are limited to deploying 2 assassins and 1 EOD/OSS at a time while the opposing faction has fewer than 15 players.
Air vehicle pilots should not fire on vehicles that are in their base, however they are given some leniency when engaging vehicles that are frequently dipping in and out of base borders or firing out from within.
- You may also not leave base borders to shoot, then move back in, as this would be a loophole/exploiting.
- Transports may be deployed at any time.
- A faction may deploy EOD/OSS/Assassins so long as they own 50% or fewer of the points on the map.
- Frequent deployment without regard for the state of the game beyond point control is punishable, both by IC officials and staff.
Rule-set E4: General Vehicle Rules
Combine Manhacks must have a red light. Rebel Manhacks must have a green light.
Striders may only access rooftops that are directly accessible by it from the floor, meaning they can't use multiple roofs as stairs to ascend higher.
- Armed ground vehicles may only be driven by Anarchists, KILO, Technicians, Engineers, GRID, COs of any division, SU, and MACE.
- Grounded Synths may only be driven by KILO.
- Air vehicles may only be piloted by Technicians, FOXTROT, SU, MACE, and Anarchists.
- Hacking consists of a /roll between the hacker and the object being hacked, with the hacker succeeding on a successful roll. If they fail, they may not attempt to hack the manhack/rollermine again until it is destroyed.
When a rollermine is hacked, the Engineer/GRID may decide if they want the rollermine to fight for their faction or if they want to pilot it themselves.
OSE and Vortigaunts must follow proper name format while on the whitelist.
OSE names are formatted as "OSE LEGIONNAIRE (Numbers)"
Vortigaunt names are formatted as "Vortigaunt (Name)"
- For example, if an APC is left unattended by either a OVA/R&D, they may steal said APC.
- In addition, you may not roll to steal back a vehicle that was stolen, you must have an infiltration class steal it via lockpick, or /hijack.
- You may also not leave base borders to shoot, then walk back in, as this would be a loophole/exploiting.
- F. Base Raid Rules
- Manhacks and Rollermines are considered vehicles for this purpose.
OSS/EOD/EOWA/LA classes are excluded from participating in base raids. MACE/SU are not allowed to stay cloaked/disguised until the main raiding party dies, to quietly complete the objective.
Cooldown between base raids is 2 hours. Cooldown is individual for each faction.
One life per attacker. If you die during a raid, you are not allowed to return and continue aiding in the base raid unless you are revived.
A base raid can be hosted by a CO with Admin+ permission and a raiding party of at least 10 members.
All base raids must have a debrief beforehand inside the raiding faction's debrief room.
Base raids may not occur when the defending faction has fewer than 10 people online, or are outnumbered by more than 3 to 1.
Base raids must target a specific objective, including the enemy leadership office/officer lounge, MP/NPU cells, and the GRID Workshop/R&D Lab.
Once the objective has been completed, raiding units must exfil or die trying.
Base raids cannot be exclusive to one (sub)division.
Factions that are performing DBs, in the middle of trainings, including recruit trainings, or hosting/about to host tryouts cannot be base raided.
Raid results should be logged in their respective faction's #base-raids Discord channel.
The raid ends when all but four or fewer of the raiders die without reaching the objective.
Participants must actively raid/complete the objective/kill people, and not hide in the enemy base.
November 21st, 2023 - Edited A2. Included new anarchist/civilians caveats.
November 21st, 2023 - Edited A1. Included new civilian clauses.
November 10th, 2023 - Edited C1. Added Assassins as an infiltration class.
November 9th, 2023 - Edited A1. in regards to player-made builds and spawncamp.
November 3rd, 2023 - Edited C3. to specify drills are to be avoided by infiltration units.
October 30th, 2023 - Edited D3. and D4. to include new caveats for building.
October 29th, 2023 - Edited A2. Added NLR rules.
September 13th, 2023 Edited E3a. and E3e. to include stipulations regarding transports.
September 11th, 2023 - Edited E3c. and E3d to add E7. addendum.
September 10th, 2023 Edited A1. Added new TK during tryouts/training clause.
September 7th, 2023 - Edited E4. Includes new "quitting" clause.
September 5th, 2023 - Edited E7. Clarification for vehicles.
September 5th, 2023 Edited E2c. Changed faction-wide cool-down for capturing to 10 minutes.
August 28th, 2023 - Added A15. Trainers can be held accountable when a recruit trained by them breaks rules due to inadequate training.
August 21st, 2023 - Edited E6. / Removed E6a.
August 14th, 2023 - Updated C9c. to reflect map changes.
August 12th, 2023 - Edited E3e. to reflect changed vehicle rules
August 10th, 2023 - Added rule A14
July 30th, 2023 - Edited A5 to clarify the definition of "Exploiting map features"
June 13th, 2023 - Edited C7. Disallowed stealing of any synthetic ground vehicle AND T-90.
June 12th, 2023 - Overhauled vehicle rules
June 6th, 2023 - Edited B5. Anarchist must be in official factions to pursue objectives within base borders.
June 1st, 2023 - Edited B4. Clarification of what anarchists can't steal.
May 28th, 2023 - Edited E3a. Unarmed vehicles (e.g Avia truck and Van.) may be deployed regardless of player-count.
May 24th, 2023 Edited E4c, added anarchist to those allowed to fly air vehicles. Edited B4 to allow anarchist to steal and use any vehicle excluding synths/T90
May 23rd, 2023 Edited A, B, and E section, with new rule edits and RP changes. A: - Management has final say on IC situations. - Any and all RP actions are allowed B: - Anarchist groups can kill in base. E: - Anarchist inside of vehicles can roll to steal - OVA/R&D inside of vehicles can roll to steal back vehicles
May 8th, 2023 - Updated vehicle rules to clarify that transports must respect the 10-person rule - Updated wording of MP/JURY activity rules
April 6th, 2023 - Edited E2a. removing the requirement for activities but also requiring divisions to emphasize them IC
March 19th, 2023 - Edited C5 to have new "Spy" mission clause.
March 7th, 2023 - Edited A2 to include name capitalization - Edited E2a with a few clarifications
February 19th, 2023 - Added a new clause to E2a - Added rule E2c - Edited F1 to clarify drones are considered vehicles
February 2nd, 2023 - Updated SU cuff rules to account for the removal of the NPU Passcode - Updated Building rules to include the "Trusted" system
January 6th, 2023 - Added clause for streaming to A5