Rules & Info
Combine vs. Rebels
Last Modified: May 29th, 2023 at 09:25 PM EDT
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 Prohibited.
- 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, but excluding kills made in the context of tryouts/training), or (for example), killing CWU/civilians/anarchists without a good reason, such as seeing them run into a no-entry zone or pull a weapon, or hearing them giving the enemy information.
- 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 (Apart from in base raids).
- 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, no matter what.
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 prohibited.
- 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.
- Using information obtained during a previous life, such as player locations, base raids, civilian KOSs, SU disguises, and captured players, is also metagame. Any information sent in team chat is considered to be known by all members of the team, and retained across lives.
Erotic Roleplay, in any form, is strictly prohibited. This includes sexual harassment.
Toxicity or harassment, whether OOC or IC, is prohibited.
Server raids are defined as organized rule breaking or joining en masse with the intent to disrupt normal server operations.
- 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.
Exploiting bugs, glitches, map features or loopholes in the rules is prohibited. Abusing an exploit for any reason is punishable.
- 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.
You may only hold one character in each faction. VIPs can have two. Jobs that don't take a character slot are exempt.
You may only hold a rank of CO+ on one faction at a time, and for only one character, regardless of VIP status.
Each player has two honorary position slots which can be used in either faction.
A player must previously have been a CO in a division to become an honorary member of that division.
Each subdivision is allowed a maximum of 10 honoraries, with some exceptions. Honorary subdivision members may only use the NCO whitelist for their honorary position.
You cannot hold OSS, EOD, LA, or EOWA positions at the same time (This includes honorary positions). You can only have ONE.
- 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.
Any and all RP actions are allowed, except for ones that:
- 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.
Anyone may partake in or break ceasefires at their discretion.
- 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.
Only macros or binds made purely within the GMod console are allowed. ANY third party software usage in game is classified as "hacking", including modifying the game's files.
- 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.
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.
Civilians, Anarchists and CWU may be detained or KOSed for non-compliance (such as sprinting into a no-entry zone or excessively harassing/continuing to run at a soldier who has already given you five seconds to leave his area), for being in possession of weapons or other contraband, or for snitching. They may be KOSed if they raise their weapon, sprint into a no-entry zone, resist arrest, or assist an enemy faction (such as by gathering resources).
- 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 individuals may be announced as KOS for one life if they are discovered or are witnessed performing hostile acts.
- 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 and the T90.
Anarchist groups with two or more members participating may kill within faction bases.
- A "group" is defined by any number of anarchists following a consistent name format.
- Interrupting tryouts, trainings, and debriefs is not permitted.
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 and Scouting missions are defined as:
- 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 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.
Infiltrations and Scouting Missions MUST be granted by a NCO+.
NCOs are allowed to self-grant, but must announce their intentions to do so in team chat.
- 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).
Infiltrators and Scouting units may not disrupt training sessions, debriefs or tryouts directly or indirectly (by killing, causing chaos, etc) where possible unless they are held outside of spawncamp borders.
- 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.
Infiltrations must have a valid reason, including (but not limited to): Stealing a vehicle, destroying fortifications, assassination of a target, sabotaging terminals, hacking communications equipment, stealing weaponry, or seeking a target for any of the above missions.
- 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.
All synthetic ground vehicles and the T90 are immune to hijacking. All vehicles can be sabotaged.
SU/MACE can roll to C4 inactive ground vehicles or props within the enemy base. A unit may only attempt this once every 5 minutes, and the unit must call staff and perform a quick “/me plants C4” before rolling against the staff member.
- Successfully C4ing props also destroys any props that would be unsupported without the removed prop, such as a bridge collapsing without supports.
Any player can be targeted for an Assassination Mission, however only one player can be chosen and they can only be assassinated once, including if they're revived.
- 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.
Rule-set C9: SU Rules
SU must have a valid, justifiable reason to cuff someone beyond simply for 'information'. This can include, but is not limited to:
- 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 5 or more control points.
D. Building Rules
Players may only build and spawn props when playing as GRID or Engineer.
- 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.
Constructed buildings must have a material appropriate to their faction and must not be made out of natural landscape props (Such as trees or rocks).
- Rebels use a rusted metal and scrap
- Combine use a blue metallic color
Buildings must look like something that could have been realistically constructed by that faction. Engineers are allowed to use combine props and vice versa IF the prop looks like something that could have realistically been constructed by their faction when materialized or used in conjunction with other props that match their faction.
- For example, concrete barricades do not necessarily need to be materialized when used as part of a combine FOB.
Buildings must follow the laws of physics. Examples of prohibited structures:
- 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 not be spawned.
All props must be either frozen or constrained to a prop that is frozen. Prop vehicles are the only exception to this.
Buildings that majorly disrupt player movement are not allowed.
- There must be at least one doorway entrance 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.
Bases or buildings which require players to solve a puzzle, crouch, jump, parkour, or navigate around excessive corners to make progress are prohibited.
- Small jumps onto barricades are okay as long as the whole FOB can be navigated without crouching or jumping
Buildings used for training or tryouts within a faction's base are exempt from Section D, if they do not disrupt the server, players, or gameplay and serve a clear purpose.
- Rule D6 is an obvious exception to this
Building constructions that cause excessive lag, knowingly or otherwise, is prohibited.
- “Lag” includes both FPS and server lag.
Undoing/quick-deleting fortifications when enemies take over the area is prohibited.
When building or moving a prop, if you or the prop you are holding gets shot, you must delete, freeze, or drop the prop.
- 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 Vehicle" refers to any construction that allows for independent movement for the purpose of transportation or mobile defense.
- 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 Trap" refers to any moving prop with the intention, purpose, or probability of killing players or damaging vehicles. This does not include launching props from the Gravity Gun, as that remains against the rules.
- 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.
Rule-set E2: Capture and Prisoner Rules
When an enemy or civilian player is kidnapped or imprisoned, that player must be taken back to base as quickly as possible, and once their captor no longer has any use for them they must be killed or released.
- 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.
There is a 20 minute faction-wide cooldown timer for capturing the same person after they have previously been successfully captured.
- "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.
Rule-set E3: Deployment Rules
There must be at least 10 people on the enemy faction minimum to deploy any vehicles or pushback classes.
- Additionally, the deploying faction may not be in a debrief.
- Unarmed vehicles (e.g Avia truck and Van.) may be deployed regardless of player-count.
Vehicle deployments have a cooldown of 3 minutes, starting after the vehicle's destruction.
Factions are limited to deploying 5 assassins, 2 EOD/OSS, 3 air vehicles, and 3 ground vehicles at any given time, alongside an additional transport of each vehicle type (meaning the limit for each increases to 4 so long as at least one is a transport).
- When the enemy team has below 15 players, this decreases to 2 assassins, 1 EOD/OSS, 1 air vehicle, 1 ground vehicle, and one transport of each type.
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.
Undeployed pushbacks/vehicles may not fire from within base borders.
Vehicles and pushbacks may only be deployed under the following conditions on the following maps:
- Ground vehicles may only be deployed if the deploying faction owns 8 or fewer points.
- Air vehicles may only be deployed if the deploying faction owns 7 or fewer points.
- EOD/OSS/Assassins may only be deployed if the deploying faction owns 6 or fewer points.
- Ground vehicles may only be deployed if the deploying faction owns 7 or fewer points.
- Air vehicles may only be deployed if the deploying faction owns 6 or fewer points.
- EOD/OSS/Assassins may only be deployed if the deploying faction owns 5 or fewer points.
- Ground vehicles may only be deployed if the deploying faction owns 5 or fewer points.
- Air vehicles, EOD/OSS, and Assassins may only be deployed if the deploying faction owns 4 or fewer points.
- Ground vehicles may only be deployed if the deploying faction owns 7 or fewer points.
- Air vehicles may only be deployed if the deploying faction owns 6 or fewer points.
- EOD/OSS/Assassins may only be deployed if the deploying faction owns 5 or fewer points.
- Transport vehicles may be deployed at anytime so long as the enemy faction owns 2 or more points and has at least 10 players, but should only be deployed to transport units, not for offensive use.
Any CO, as well as staff, can force any pushback/vehicle to undeploy at any time (unless overruled by a superior).
Deployments should be reserved for when they're necessary, and vehicles/pushbacks should not be deployed merely because they can be under the existing rules.
- 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.
Anyone can drive an unarmed ground vehicle.
- 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.
Only GRID and Engineers can hack player-controlled Manhacks and Rollermines, and they can only do so while holding the rollermine/manhack with the gravity gun on a friendly controlled point.
- 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)"
Anarchists in any vehicle can roll against the occupants to hijack the vehicle.
- To begin, they must use a "/me" to throw out the driver and its occupants, then roll against all occupants of the vehicle using /roll. If the anarchist rolls higher than every occupant, all occupants of the vehicle must leave. Otherwise, the anarchist must leave. Anarchists may not roll to steal Striders or T-90s.
R&D/OVA can roll to steal back a vehicle they're in that was stolen by an Anarchist or enemy infiltration unit while inactive (ie. stolen without a roll or use of the lockpick)
- For example, if a technician left an APC that was then promptly stolen by a mace, they're able to roll to steal back the vehicle if they can enter it.
F. Base Raid Rules
Vehicles can not be deployed for either side at all to attack or defend during a base raid. They can be used to transport troops as long as said vehicles do not cross spawncamp base borders.
- 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.
- Server Setting
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, E, and C 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
December 22nd, 2022 - Added OSE/Vort name format
November 8th, 2022 - Added further clarification to Rule A2
September 17th, 2022 - Overhauled Sections D and E - Merged Section G into Section E - Removed any and all remaining outdated rules
September 15th, 2022 - Added additional examples of FailRP to A2
September 9th, 2022 - Small tweaks to A1 and A2 - Added additional examples of "prohibited structures" to D3
September 4th, 2022 - Overhauled Section G (Removed irrelevant rules, completely reworked rule G1)