Jump to content

DIVIDE | Rules


Recommended Posts


Table of Contents:

Important Terms
Section A : Rules
Section A-1 : Rules of Perma-Kill (PK)
Section B : Research Rules
Section C Rules of War/Hostility/Conquests
Section D :Class/Job Rules
Section D-1 : Transformation Rules       

Section E : Roll bonuses
SECTION E: Clarification & Expectations




Using information that your character is unaware of.

 ( For instance, seeing an Enclave Flag-Up notice and mentioning it in-character by saying, "Hi Enclave, I see you're flagged up!" is considered meta-gaming since your character wouldn't have access to that information. )


Out of Character (OOC):

Information that is not intended for in-character use.


In-Character (IC):

information obtained within the in-character environment.

 ( Most interactions in the game fall under in-character information, while information exchanged in OOC chat is not considered in-character knowledge. )


Fail Roleplay (FailRP):

Displaying behavior that is unrealistic and does not align with what a character would realistically say or do. For example, a wastelander discussing the latest Fortnite update would be an example of FailRP.


Power Game:

Attempting to perform actions through the use of the /me chat command that exceed the boundaries of what is physically possible or reasonable.

(  EX. "/me grabs the man and hurls him across the planet at Mach 100."  )



Sharing sensitive in-character information in an OOC chat platform with the intention of provoking someone to use that information in an IC setting.



Leaving a faction without consulting its leadership and additionally stealing the equipment provided by the faction.


Section A: Rules

Chat/Voice Rules
[TLDR: Respectful behavior only, no offensive language]

(These rules apply at all times)


1. Use respectful language and avoid racial and homophobic slurs, whether in-character or out-of-character.


2. Avoid spamming in any form, whether in-character or out-of-character.


3. Stay in character and avoid using out-of-character language, including terms like FailRP or FearRP, which don't align with the world or character.


4. Treat other players with kindness and avoid being rude or toxic towards them.


5. Refrain from arguing with or showing disrespect towards staff members.


6. Avoid discussing sensitive and relevant in-character information in out-of-character chats to prevent meta-baiting.

Gameplay Rules

1. Exploiting the game system is strictly prohibited.

2. Engaging in scamming during trade transactions is not allowed.

3. The Rules of Engagement must be followed without exception.

4. The Rules of FearRP must be adhered to at all times.

5. The Rules of Roleplay must be observed without exception.

6. The New Life Rule must be respected and followed consistently.

7. If engaging in mugging, the Rules of Mugging must be followed.

8. Only VIPs are allowed to build, and they must abide by the Rules of Building at all times.

9. Only VIPs are permitted to use PAC3, and they must comply with the Rules of PAC3 consistently.

10. Erotic Roleplay of any nature is strictly prohibited.

11. Defecting or leaking items from a faction is only permitted after being
actively involved for a minimum of 2 weeks and attending at least 2 faction flag-ups. Evidence of active participation in flag-ups will be required to validate activity.


Rules of Engagement


1. Prior engagement in roleplay is required before initiating player-versus-player combat.

(Roleplay that involves quickly killing another player is not acceptable. Exploitation of roleplay for this purpose will not be tolerated. )


2. Engaging in kidnapping, robbing, or decapitating a body instantly designates you as killable by all (KOS).

(For example, if a trooper witnesses a legionary attempting to decapitate the head of an NCR trooper, that legionary is now considered KOS.)


3. Raising your weapon towards another player instantly designates you as KOS by them or their group. 

(Attempting to purposely provoke a confrontation by running in front of a player who has their weapon raised is not acceptable.)


4. During a raid, all bases belonging to the involved factions become KOS zones.

(You can either attack or defend a faction of your choosing, but you must be inside their base to do so.)


5. To initiate a proper KOS on a faction, a raid, war, or ambush must be declared.

(For outright slaughter, utilize the available systems provided to you. Exploitation of roleplay policies/rules will not be tolerated.)


6. Global Radio cannot be used to issue warnings to factions or individuals.

(All warnings must be delivered in-person.)


7. It is prohibited to kill a player who is actively being kidnapped (mercy-kill).

(Regardless of whether it was accidental or intentional, the situation is reset in favor of the captors if such an act occurs.)


8. Being inside another faction's base is optional KOS.

(For instance, if a wastelander walks into a Legion base, the Legion has the option to kill them if they choose to do so.)


9. You may assist friends/allies in close proximity during undeclared conflicts, excluding core faction cap point conflicts.

(A general guideline is to consider proximity within voice range. Staff discretion may be exercised in certain cases. An example of a declared conflict is an ambush.)


10. Anyone carrying a blunt melee weapon or a kidnapping tool, even if holstered, is considered KOS.

(These items include the tranq rifle, both types of mesmetrons, the crosshook, the war club, and the boxing gloves.)

Rules of FearRP

[TLDR: Two guns on you means obey.]


1. Engage in Fear RP with a player by outnumbering them 2 to 1, aiming weapons at them, and issuing commands. Once all three requirements are met, the player is subjected to Fear RP.


2. Groups consisting of four or more members are exempt from Fear RP.


3. When handcuffed or restrained, you must comply with Fear Roleplay rules as long as at least one weapon is pointed at you.


4. Fear RP is only lifted when active combat occurs between you and the capturing party.


5. Fear RP is enforceable only if the group implementing it is within audible and visible range.


6. Power Armor (including Super Mutants) is considered as 1.5 players, requiring an additional combatant for capture.


Law of FearRP

1. The cooldown period for being re-kidnapped is 30 minutes. 

You cannot be kidnapped by the same faction for 45 minutes after your previous kidnapping by that faction ends.

2. If the specified conditions are met, compliance with the kidnappers is mandatory.

3. Communication through any means, such as Discord or in-game platforms, is prohibited
once you are subjected to FearRP or restrained. Your communication privileges will be restored upon gaining freedom.

4. It is not permitted to manage your inventory while under FearRP, including actions like equipping armor or weapons.

5. While experiencing FearRP, you are prohibited from engaging in disruptive behavior, attempting to escape, or fabricating reasons to make it difficult for your captors.

6. The maximum duration for a kidnapping is 20 minutes. If you die during the kidnapping, all memories related to the event will be forgotten. This supersedes the New Life Rule Timer. Additionally, you must engage in roleplay interaction with a captured player every 5 minutes. Failure to do so allows the captured player to request staff assistance for release.

7. While you are kidnapped, your captors only need to maintain a single firearm aimed at you to enforce FearRP.

8. In order to initiate FearRP on someone inside a vehicle, the vehicle must be brought to a

9. Utilizing fear RP against players in their spawn or returning to the spawn area for self-protection nullifies the immunity to FearRP. Exploiting this situation by spawn camping is strictly prohibited.

10. Any form of castration is strictly prohibited.

11. The placement of a bomb collar immediately initiates FearRP. Once the collar is placed on you, you are subjected to the FearRP of the individual who attached it.

12. It is not permissible to bring kidnapped players into your spawn area or through your spawn area to reach the victim.

13. After enslaving someone, you must release them and allow them to live once their slavery timer has expired. Killing them will result in equivalent consequences to killing someone after a mugging.

14. Chaining kidnappings or enslavements is strictly prohibited.

15. The total duration of captivity is 35 minutes, and enslaving someone does not extend their timer. For example, a player can be kidnapped for 20 minutes and enslaved for 15 minutes.

16. The cooldown for being re-enslaved is one hour.

17. After forcefully transforming (ghoulification, demutification, etc.) someone, you must release them and allow them to live once the process is over.

18. If a player that is kidnapped, is convinced by some means to remove their armor/equipment, and is level 50+, the equipment is fair game for the for the faction taking it.

If it appears malicious, and Staff Council investigate and deem it so, the equipment will be returned to the faction.


Rules of Roleplay

1. Avoid engaging in "Meta-gaming" at all times.

2. Behave appropriately and avoid any disruptive or "Mingey" behavior.

3. If you intend to commit robbery, adhere to the Rules of Mugging.

4. If you are playing a unique class, ensure that you have read and understood the Advanced Rules Page.

5. Your actions must align with the requirements of your class or faction (Section D). For instance, Deathclaws and Feral Ghouls are not allowed to display friendly behavior.

6. Always adhere to the guidelines regarding appropriate physical actions and conduct.

7. The transfer of items between your characters is strictly prohibited.

8. It is mandatory for all characters to be 18 years of age or older.


Physical Action Conduct

1. Physical actions are represented by using the "/me <action>" command.

2. The outcome of a physical action is determined by rolling the dice using "/roll #" command.

3. Bonuses from Roll Bonuses (Section E) and 'Character Perks' enhance the chances of success for a physical action.

4. To achieve success in a physical action, two consecutive rolls need to be successful.

   - When targeting another player, your roll {+bonus} must surpass their roll {+bonus}.

   - When targeting an item, the roll {+bonus} must be higher than 50 {+bonus}.



PLAYER A: /me opens the control panel of the robot and attempts to hack it.

PLAYER A: /roll <100> {Winning Roll}

PLAYER B: /roll <25>


PLAYER A: /me tries to rewire the robot.


PLAYER A: /roll <75> {Winning Roll}

PLAYER B: /roll <10>


As a result, PLAYER B is now hacked and must obey PLAYER A's orders for one life.


Please refer to Section E: Roll Bonuses for a detailed explanation of how '+BONUS' functions.



1. When you die, the past 15 minutes of in-character information is forgotten.

2. If you are killed during an ongoing skirmish or battle, you cannot return to that location until the conflict has concluded, unless all parties involved have been eliminated. This rule does not apply to active hostilities, raids, wars, and conquests, even if you were an assisting party.

3. When returning to a location where you previously died, it is not permissible to continue the exact roleplay that led to your death or to target your killers.

4. A waiting period of 15 minutes is required before returning to a location and resuming similar roleplay to what occurred prior to your death.


Rules of Mugging

This rule applies specifically to mugging other players. The maximum amount of caps you can take from a player is determined by their level:


- Level 11-25: Up to 50 Caps

- Level 26-40: Up to 100 Caps

- Level 41-49: Up to 200 Caps

- Level 50 and above: Up to 350 Caps

1. Only items that can be forcibly taken using a Zip Tie are permissible to take in such a manner.

2. It is not allowed to demand the surrender of items that cannot be taken using a Zip Tie.

3. Faction armor can only be forcibly taken if it has been stolen or taken without consent from the faction it originates from.

4. Killing someone is prohibited during a mugging, whether it is for caps or items.

5. Mugging or kidnapping individuals who are AFK in Spawn is not permitted.

6. If a player has a branded faction item in their stash, it is allowed to be taken out of the stash.

7. An act is considered a mugging only if something tangible is actually taken, providing clarification regarding player killing (PK).

8. Mugging the same person more than once within a 30 minute time frame is not allowed.

9. As long as combat is not initiated, Mugging/kidnapping in PVP Zones is allowed

10. After mugging someone, it is mandatory to release them from zip ties. You can hold them hostage until your PK timer runs out, however after the timer is over, they must be released from zip ties.

11. Prior to mugging, a player must first enslave the individual and then carry out the mugging after the enslavement period has ended.

12. You cannot enslave someone for the full time and then sell them to the “slave vendor”. You must either sell them at the start or enslave them for the full time and then let them go.

13. Mugging new players is not allowed

( Level 10 or Below )

14. If a member of a merchant faction is mugged in their store, the amount obtained through the mugging is tripled.

Merchant Factions:

    - Van Graffs

   - Gun Runners

Rules of Building

1. Construction of "Large Structures" is not permitted. This is up to staff discretion.

2. Props are strictly prohibited in wars.

3. All buildings must adhere to the laws of physics.

4. Prop-blocking is not allowed, and all constructions must have accessible entrances, including blockades.

5. It is forbidden to use prop-climbing to gain access to another person's or faction's base.

6. Killing others based solely on a 'KOS Sign' without verbal warning is not allowed.

7. Maze bases or structures that require players to crouch or jump to enter are prohibited.


8. All player-made entrances must be at least four people wide, and the use of kill tunnels or funnels is not permitted. For example, zigzag tunnel entrances or long tunnel entrances are not allowed.


9. Building inside another faction's base without their permission is prohibited.

10. Structures cannot be constructed in a way that allows viewing into another faction's base or any location that provides an advantageous view into their base.


11. Creating vehicles using props and toolgun properties, such as thrusters, winches, wheels, motors, etc., is not allowed. This includes vehicles made from props, hot air balloons, or similar creations.

12. Turrets must be positioned to shoot within the limits of your own base. Placing turrets outside of a faction's base is no longer permitted.

13. Building in a PVP Zone is prohibited, but you may place doors. Turrets & other base utilities are prohibited.

14. You may use a max of two placeable doors.

15. Blocking off capture points is not allowed. ( This includes Doors and regular Props )

PAC3 Rules ( VIP ONLY )

1. Avoid creating PAC outfits that result in FailRP.

2. PAC features should not be abused or exploited.

3. Refrain from using PACs that depict "special snowflake" characters, such as aliens or synths.

4. PAC sizes for creatures, monsters, power armor, and super mutants must adhere to stricter guidelines, ranging from 1.0 to 1.1 in size.

5. PAC creations should align with the Fallout universe and make sense within its context.

6. PAC usage should be consistent with in-character roleplay.

7. It should be evident which armor you are wearing, and PACs cannot be used to overlay one armor type with another (e.g., wearing Leather Armor and using PAC to appear as if wearing Combat Armor).

8. The maximum PAC size allowed is 1.1, while the minimum is 0.95.


Golden Rule of PAC Use: If staff tells you to take your pac off, comply.


Branding Rules:

1. Forceful mutilation branding is strictly prohibited.

(Only allowed if the victim gives consent.)


2. All brands must be described in a realistic and physical manner.

(Example of an unacceptable brand: "The chosen one.")


3. You are not allowed to brand someone you have previously mugged.


4. Malicious intent behind branding will not be tolerated.


5. Branding new players is not allowed 

( Level 10 or Below )

MISC. Rules

1. When you are knocked out and someone binds you with a /me or /it, you are required to wait until they release you, unless the person who bound you dies.
( Note that this rule may take some time for new players to grasp, so please refrain from expecting them to be familiar with it immediately. Advanced tactics should be reserved for experienced players. )

Discord Roleplay Rules:


- The use of Discord for in-character roleplay is permitted only in (IC) marked channels. Speaking out of character (OOC) in these channels will result in a ban.


General Rules


2. If your '/me <action>' necessitates staff intervention, it is not considered a valid '/me'. Staff members will not respond to such requests.


3. Performing a "/me" action that defies realistic logic, also known as Power Gaming, is strictly prohibited.


4. While you have someone enslaved or kidnapped, you are allowed to request changes to their clothing into slave rags, as well as changes to their weapons or equipment. However, you are not permitted to take the items they unequip. For instance, if the Legion enslaves an NCR trooper, they can ask the trooper to change from his trooper armor to slave rags and switch from brass knuckles to a machete for a duel. The Legion, however, cannot confiscate the trooper's armor or brass knuckles. Any attempts to exploit this rule using third parties or engaging in "scummy" tactics or manipulation will result in the gear being returned, and the perpetrator facing a ban.


5. No Powergaming: Do not engage in unrealistic actions, such as stealing someone's wallet and weapon without their notice using the "/me" command.


6. Avoid loopholes: Attempting to exploit or find loopholes in the rules will lead to a ban.


7. Character-specific items: Transferring faction armors, items purchased from an HC vendor, and legendary/unique items/cosmic between characters is not allowed. This includes heavy weapons, branded items, and items with a vendor price over 90k.


8. No real-world currency trading: Exchanging in-game currency or items for real USD or any other form of payment outside of the game is strictly prohibited.


9. HC vendors and OOC event messages: HC faction members cannot transfer vendor-originated items. OOC event messages, such as "Enclave Flag Up!", cannot be used in an in-character context.


10. Respect for new players: Intentionally misleading or targeting new players, lying about rules, or ruining their experience is considered malicious intent and will be dealt with accordingly.


11. No cap transferring between characters: Transferring caps between characters is not allowed and will result in a lengthy ban if caught.


12. Map boundaries and staff-designated locations: Players must respect map borders and staff-designated locations.


13. Five-second grace period: After a player leaves a teleporter or a spawn building, a five-second grace period must be given before engaging in combat. This grace period is nullified if the player has their weapon raised.


14. Leaking faction items: Only three non-stocked items and two stocked items can be leaked per week from a faction.


15. Mugging/branding process: When mugging or branding, the victim's blindfold must be removed for the entire duration of the process.

16. Defection rules: Defecting from a faction is only allowed when there are two stocked items available. Buying a stocked item within one week of defection is not permitted.
All Defections must have approval from Staff council or Management


17. Reclaiming non-brandable items: If there is evidence that a non-brandable item originated from a faction's vendor, it can be reclaimed through a contract.


18. Targeting core faction members: Core faction members stepping onto a cap point can be targeted by other core factions.


19. New system armor: Helmets and body pieces are considered separate items for leaking purposes.


20. Use common sense: In every situation, use common sense. If something feels off or questionable, refrain from doing it and seek assistance from a staff member.


21. Teleport camping: Camping at teleporter locations is not allowed. This includes PVP zones.


22. No door breaching: Breaking into the Citadel or Castle's main door is strictly prohibited.

23. No random door breaching. You must have IC knowledge/ RP Reason to door breach doors owned by other factions/people.
Example: You have IC knowledge/proof that one of your faction members are kidnapped inside of the building
( You can still door breach doors in PVP areas without an RP reason )

24. You cannot interrupt / interfere with events unless specifically requested or stated by staff. This includes killing event characters, using an OBS, etc.


Remember to exercise common sense and follow the rules for a fair and enjoyable roleplaying experience.

Mutiny Guidelines


A mutiny refers to the act of trying to depose a faction's leaders. It may occur when former members of a core faction disagree with certain members of the High Command who are in charge of the faction. Only core factions are eligible to be the subject of a mutiny.

You need Server Council approval to start a mutiny on the server. Speak to a member of the staff team for more information regarding who to talk to. Once approved, the route to performing the mutiny will vary based on what Server Council dictates.


Section A-1: Rules of Perma-Killing

What is a "PK"?

A perma-kill or "PK" is the permanent killing of a specific character. Meaning, that if John Doe "PK's" Johnny Rocket, Johnny is permanently gone, and must request a staff member to change his in-game name. However, the deceased Johnny Rocket still keeps any ranks he had for a faction. When being PK'd you can not have any names that character previously had including first and last names for example: James Franco can not have his name changed to Jimmy Franco as a result of a PK.

Performing a PK:

1. To initiate a PK, the first step is to capture the victim and bring them to your faction base (not in spawn building).


2. It is important to note that being a member of an "enemy faction" alone is not a valid reason to pursue a PK. Other factors or justifications are necessary for a PK.

Acceptable PK Reasons

1. Dishonorable Defection: Leaving a faction without approval from the faction officers and taking faction equipment with you.


2. Selling Faction Armor: Attempting to sell faction armor, regardless of the platform, or any previous attempts to do so.


3. Revenge: Seeking vengeance against someone who has permanently killed a member of your faction.


4. Mugging: Forcefully taking items from another person. This includes all the people helping in the mugging. Proof of the people helping in the mugging being there is required (Screenshots/videos of descriptions of the people involved)


5. Torture via Branding: Being forcefully branded by captors.


6. Cover-up: Killing someone who possesses information that could harm faction relations or pose a direct threat to your life resulting in a PK.


7. Researcher working on a project: Killing an enemy faction researcher with verifiable evidence of a project they are working on. The PK reason is invalidated if the project is officially posted on the forums, but reactivated if the project is denied or scrapped entirely.


8. Betrayal of Faction Oath: Killing someone who has betrayed the ideals and principles of the faction they pledged allegiance to.
(Core Faction & Council ApprovedRequest)


9. Honorary Suicide: Allowing an individual to undergo a PK as an honorable act, subject to approval by a staff council member and only under life-changing circumstances. (Legion & White legs Only) 


10. Event Results: PK actions permitted as specified by the staff council or higher during an event; no restrictions are applied to this type of PK.


11. Staff Council  Approved Situation: PK justified in a unique situation that requires the validation of a staff council member.


12 Forceful Transformation: Forcibly "ghoulifying" or transforming someone into a morphology they did not consent to, with all witnesses or accomplices held accountable for a PK.


13. Kidnapping leading to PK: Participating in a kidnapping that leads to actions justifying a PK, such as branding. Both those who performed the branding and those involved in the initial kidnapping are liable for a PK.


14. Impersonation: Wearing faction armor, including headgear or body armor, and pretending to be a member of that faction, resulting in a PK


PK Guidelines


1. Self-PK requires rare approval from a Staff Council member, and a valid context must be provided. (Rare)

  Example: Being transformed into a Ghoul while belonging to a faction that has animosity towards Ghouls, such as the Brotherhood of Steel.


2. Forceful transformation into a new creature/species requires a PK reason.

Example: Transforming someone into a Super Mutant requires a valid PK reason.

   Note: Ghoulification is exempt from this rule as Ghouls are still considered human.


3. Engaging in deceptive behavior to manipulate the rules and create false narratives to prompt a PK will result in a ban.


4. It is permissible to PK someone on behalf of another member within your own faction.

 Example: If an NCR Trooper (A) is mugged by a Fiend, and NCR Troopers (B) and (C) encounter the Fiend while (A) is offline, they are authorized to PK the Fiend on behalf of (A). 

CK Guidelines


“CK" stands for "Character Kill," which refers to the permanent death of a character and leads to a character ban. When a character is "CK'd," the player loses all ranks and affiliations associated with their faction.


A "CK" requires approval from either the Staff Council through a vote, the Server Manager, or an Approved Circumstance. If you wish to initiate a CK for a player, you must contact one of these three individuals and provide a clear explanation for your decision to CK the person(s).

CK Approved Situations


Under the following circumstances, a Character Kill (CK) may be carried out:


1. Possession of Faction Branded Item(s):

   If a character is found in possession of your faction's branded item(s), it may lead to a CK. However, if the character willingly returns the branded faction item(s), the CK can be downgraded to a Player Kill (PK).


2. Defection and Sale of Faction Branded Item(s):

   If a character defects from your faction and either gifts or sells faction branded item(s), a CK is unavoidable. Posting an item on the market is considered selling the item(s).


3. Violation of Legacy CK-Contract or Born-in Compliance:

   Breaking the terms of a Legacy CK-Contract or Born-in compliance agreement can result in a CK. It is important to note that no new contracts or born-in compliances can be created as of 11.1.2020.


4. Disputes and Staff Council Intervention:

   Any disputes regarding the validity of a CK should be addressed by a council  member, provided they are not already present for the CK.

5. Espionage / Sabotage: Infiltrating a faction with the intention of damaging its function or gathering internal information.

Please note that the approval for a CK are required based on these approved situations.


Section B: Research Rules

The rules of RP-based research revolve around the efforts and progress of researchers within a whitelist-only/F1-only faction. The process involves discovering, researching, and implementing new elements into a faction, considering various factors. Each faction has the opportunity to undertake research projects, such as developing an armored vehicle. The researcher(s) must invest time and resources to study and create the desired vehicle, item, or weapon. Once the faction researcher(s) believe the project is complete, they can post it in the "Research Projects" section of the forums for approval or denial. If approved, the faction will gain access to the developed vehicle, weapon, or item. In case of denial, the project must be redone or re-researched. The minimum duration for RP-based research projects is 2 days. Researchers must allocate a portion of their time on the server to focus on their research. Wastelanders have the ability to research for F1 factions but not for other wastelanders, unless the research is related to passive RP projects that are purely cosmetic or non-beneficial. Research Guidelines

Section ? Rules of War/Hostility/Conquests
Kidnapping or being kidnapped is prohibited during raids, wars, or any hostilities.

Rules of Raids


1. A raid must be declared using the declaration system found in the tab menu.

2. Declaring a raid is not allowed while within the render distance of the enemy faction.

3. The raid concludes either upon the expiration of the in-game timer or when a faction declares an end to the raid.

4. A faction must have at least 6 members online to be eligible for a raid.


5.  A raid can be initiated with a minimum of 4 members online from the raiding faction.

6. Entering an enemy faction's spawn building or bunker is prohibited during a raid.

7. Within the faction base, an active 'KOS' (Kill on Sight) rule applies to all individuals present, even those uninvolved.


8.  Any individuals wishing to assist a faction in a raid can do so by entering the faction base of either the raiding or raided faction.

9. Building defensive structures (prop defenses) is not permitted during an active raid.


WARNING: The option to assist a faction in a raid can ONLY be used for DEFENSIVE purposes. OFFENSIVE solo-assistance to a faction in a raid is not permitted

Rules of Ambushing

1.  Both factions must have a minimum of 3 individuals to initiate an ambush.

2.  Once a member of a faction dies during an ambush, they are not allowed to rejoin the fight (1 Life Rule).

3. An ambush continues until all members of one of the factions are eliminated.

- Ambushes specifically targeting vertibirds are prohibited.


4.  In order to conduct an ambush, all members must be wearing the same armor (or faction armor for core factions and custom factions).


5.  For wasteland factions, you are only allowed to ambush a declared wasteland faction. This means that randomly targeting three individuals wearing combat armor next to each other is not permitted.
[Example: If 4 users create a wasteland faction called "El Mutante" they can be ambushed if all members are wearing the same armor.]

6.  Factions cannot be ambushed within their own base.


Rules of War

1. Officers/High Command+ within a faction have the authority to declare war on another faction.

2. Spawning vehicles or building fortifications during a war is prohibited.

3. Starting a war requires approval from an admin+ and must be initiated by the high command of a faction.

4.  Wars must have a valid reason to begin. The current acceptable reasons are listed.

5.  Other factions or wasteland factions (consisting of 4+ members with the same attire) may assist in wars.
6. Both participating factions must have a minimum of 8 members on each side.


7. Wars cannot be declared directly in front of the opposing faction's base and must take place outside of render distance.

8.  Factions involved in the war cannot lock their doors.

9.  Chaining war declarations between factions is not allowed.

10. The faction that loses the war must go to the victor's base to negotiate war demands. The highest-ranking officer of the losing faction must be present to represent their faction.

11.  If both sides agree, a character kill (PK) can be demanded as part of the war terms. For example, if the Legion wins a war against the NCR and the Colonel agrees to be PKed as a war demand, the Legion can carry out the PK.

12. After losing a war, the losing faction must fulfill the war demands within one hour. if the faction cannot fulfill the war demands in that hour the Faction Leader can be pked and removed from his position

13. Both sides engaged in the war must maintain a faction ratio of 2:1 or lower.
(Example: 2 factions versus 1 faction is allowed, but 3 factions versus 1 faction is not allowed.)


14. No defensive or assault props are permitted between the two opposing factions. Any existing defenses will be deleted before the war starts.


15. During a war, the use of nukes/OBSs/Unity Mininukes, FEV (does not include behemoth, see 16. ) is prohibited.


16. Only one behemoth can be used during a war, and it must be deployed at the beginning of the war during the staging phase (when vehicles are spawned).


17. Factions with connecting teleporters are allowed to defend the teleporters/base during wars without directly engaging in the conflict. For example, if the Legion is at war with House, the Legion can use the monorail to access the Strip, but the NCR is allowed to attack any Legion members attempting to use the monorail and lock doors without it being considered loophole assistance.


18. During the preparation phase, a maximum of 2 vehicles can be spawned.

19. Factions on the offensive can only receive allies if the faction who is defending receives on first. Factions on both sides may call at any point for a faction assisting them to step out of the war.

Ex. Legion declare war on NCR. Legion may not have ally assistance until NCR are assisted first. If Brotherhood decide to assist NCR, and NCR demands them to stop assisting, Brotherhood MUST leave the war.

20. For any war (scheduled or not), recruiting members from another for the specific use of them participating in the war is barred.

Ex: Legion whitelisting Whitelegs into their factionn for the war, and then unwhitelisting them after the war is over.

Time Limit


1. The time limit for a war is set at 35 minutes, which includes the respawn time under the New Life Rule (NLR).

2. The last 10 minutes of the war are considered perma NLR, where all NLR rules apply.

3. Overtime may occur if either of the following conditions are met: both factions' bases are being captured simultaneously, or a faction base is still contested.

4.  When a war is declared, both factions will have a preparation period of 10 minutes to get ready.



1. The objective is to capture and hold the enemy base for a minimum of 30 seconds. At least 2 people are required to capture the point.

2. Victory is achieved by defeating the remaining forces of the enemy faction within the perma NLR timer. Hiding or avoiding combat will not result in overtime.



1. A faction cannot be declared war upon for a period of 72 hours after the conclusion of a war.

2. A faction must wait 48 hours before they can declare another war.

3.  Following the end of a war, there is a 45-minute cooldown period before raiding the same faction is allowed.

4. This cooldown duration stacks with the cooldown for base conquest.




1.  High Command or higher-ranking members have the authority to negotiate demands.

2.  No hostilities or conflicts are to take place between factions involved in War Demands.

3. In case of a faction's victory, the highest-ranking member may choose from the following war demands:

4. Payment of 15,000 Caps or surrender of a specific faction-branded item that is identified in advance.

5.  Non-interference in a designated location for a period of 96 hours (four days). For example, staying away from a specified town.

6. Establishment of a peace period where the faction must maintain neutrality towards a specified faction for 72 hours.

7.  Faction items from faction storages may be requested as part of the demands.

8.  If mutually agreed upon and no other demands can be met, a reasonable bounty can be requested.

9.  Following the War Demands, no hostile actions can be taken against participants for a duration of 20 minutes. This supersedes the use of bombs, such as nukes or obs, which can be used at any time and place w/ exceptions.

10. If a faction is asked to leave during War Demands and they are not one of the main two warring factions, they must comply.

11. If the winning faction has a pre-approved PK reason for an individual from the defeated faction who is present during the war, they can demand that the individual be turned over and subjected to a PK.

12. During war demands, no hostile action can be taken against participants for the duration of the war demands. This INCLUDES the use of Nukes, OBS, timed bombs, etc.


Rules of Conquests

1. Only High Command members have the authority to request a Conquest.

2. A Conquest involves two opposing factions, with no assistance allowed. It is a 1 Faction vs 1 Faction scenario.

3. Approval from 2 Staff Council members is required to initiate a Conquest.

4. Starting a Conquest requires a compelling and valid reason, such as the NCR killing the Legion's Caesar.

5. Both participating factions must have a minimum of 10 members on each side to proceed with the Conquest.

6. Factions involved in the Conquest cannot lock their doors or block main entrances.

7. In the event that both factions agree, a Player Kill (PK) can be demanded as a consequence. For example, if the Legion wins a war against the NCR and the Legion agrees to PK the NCR Colonel as a demand, it can be executed.


Dynamics Of Conquest

1. The Conquest consists of a series of 3 wars spread over the course of a week.


2. Prior to each war, both factions are given a 30-minute preparation period to devise attack plans and construct defenses.

3. Once the preparation time elapses, the war commences.

4. The faction that emerges victorious in 2 out of the 3 wars is declared the overall winner; there are no ties.

5. Staff Council members and higher have the authority to supervise Conquest Wars.

6. There is a cooldown period of 1 month before another Conquest can take place.

Time Limit

1. The final 10 minutes of the respawn time are considered perma NLR (permanent New Life Rule).

2. Overtime may occur under two conditions:

a. Both factions' bases are being captured simultaneously.

b. A faction base remains contested even after the designated time limit.




1. There is a mandatory cooldown period of 24 hours after a Conquest war before a faction can declare another one.

2. Following the fulfillment of war demands, a 10-minute grace period is in effect during which hostilities, ambushes, or raids against the winning faction(s) are prohibited.




 (High Command+ may negotiate demands)

When a faction emerges victorious in a Conquest, the highest-ranking member of that faction can choose from the following demands. In cases where a faction is unable to fulfill monetary demands, alternative demands must be selected:

War Demands:


1. Payment of 15,000 Caps [or an item of equal or lesser value}


2. Non-entry into a specified location for a duration of 336 hours (2 weeks) [e.g., a designated town

3. Establishment of peace, requiring neutrality toward the specified faction for a period of 120 hours (5 days)

4. Destruction of ongoing research or confiscation of an ongoing research project



Rules of Base Conquest


1. Only Officers/High Command+ in a faction have the authority to declare war on another faction.

2. During a war, spawning vehicles or constructing fortifications is prohibited.

3. Approval from the Staff Council and FL is required to initiate a war.

4. Wars are conducted in a direct 1v1 format, without any assistance. Both factions must have a minimum of 8 members on each side.

5. Wars cannot be declared directly in front of the opposing faction's base; it must be done outside of render distance.

6. Factions engaged in a war must keep their doors unlocked.

7. Chaining base wars, or consecutively declaring wars on different bases, is not permitted.

8. In the event of a victory, the aggressor faction will claim the loser's base.

9. Defensive/assault props are strictly prohibited between the opposing factions. Any pre-existing defenses will be removed before the war begins.

10. If the aggressor faction is defeated, they must surrender their faction pay to the victorious faction.

11. The last remaining faction standing will be declared the winner.

12. There will be a week announcement from the date the war will be fought. During this week period, neither faction can recruit members.

Time Limit:

There is a time limit of 45 minutes (If base is not captured within that time frame the aggressors lose).


- 1 week cooldown on attempting to conquest a location

- 3 day cooldown on aggressors assaulting any location

- This cooldown stacks with the regular war cooldown.


-Merchant Factions, Core Factions, Unity, PF and the Followers of the Apocalypse are exempt from base conquests.

Rules of Hostilities

1. The Rules of Hostility require a valid reason to initiate combat, either following the Rules of Engagement or through a Faction Declaration.


2. Political standing, determined by Officers or High Command, categorizes factions into three options:

3. Hostile: Be cautious and prepared for conflict with opposing factions (refer to ROE for specific rules of engagement).

4. Neutral: Refrain from engaging members of declared factions, unless there is a relevant RP context.

5.  Allied: Collaborate and work together with the declared faction towards common goals.

General Notes:

6.  Core Factions cannot stray away from their ideals ( Ex. BOS working with Enclave)

7. In order to participate in faction hostilities, individuals must wear their Faction Armor or a Legendary Armor.


Section D:Class/Job Rules


1. Humans are not allowed to wear armors designated for other classes (e.g., Robot).


Super Mutant:

1. Super Mutants are restricted from wearing armors not specifically designated for Super Mutants.

2. Super Mutants cannot join factions that do not offer Super Mutant classes.

3. Behemoths must engage in indiscriminate attacks, targeting everyone except Unity-created behemoths.


Robotic Entity:

1. Robotic Entities cannot be subjected to FearRP.

2. They can be hacked using methods explained in the advanced rules page.

3. Other characters are prohibited from assisting in hacking a robot.

4. Robotic Entities must only wear or use items intended for their class and roleplay appropriateness.

5. They must use a Robot Model for PAC; human models are not allowed.

6. Once hacked, if a Robotic Entity dies, they are no longer hacked and retain their original state.

7. If a hacker does not interact with a hacked robot for 5 minutes, the hacking effect is nullified.


Dangerous Entity:

1. Dangerous Entities may be optionally killed on sight (KOS) by all.

2. FearRP does not apply to Dangerous Entities.

3. They must only wear or use items intended for their class and roleplay appropriateness.


Monstrous Entity:

1. Monstrous Entities are subject to being killed on sight (KOS) by all.

2. FearRP does not apply to Monstrous Entities.

3. They must actively attempt to eliminate all non-monster characters.

4. Monstrous Entities cannot be tamed or interacted with to establish friendly relations.

5. They must only wear or use items intended for their class and roleplay appropriateness.

Section D-1:Transformation Rules

What is a Forceful Transformation?

A forceful transformation refers to the act of forcibly changing a player's physical form into a different morphology.


Forced Transformation Rules:

1. A player can only be forcefully transformed if the perpetrators have a valid PK (Player Kill) reason for targeting the victim.

2. Non-human transformations can only be reversed using in-game mechanics; roleplay-based reversals are not allowed.

    For example, if a human is transformed into a Super Mutant, they must utilize the Purity Chamber in-game to revert back to their human form. No alternative methods are permitted.

3. Self-inflicted PK (Player Kill) cannot be used as a means to revert to the original morphology.

4. "Ghoulification" is not considered a forceful transformation and can be performed by any faction with the necessary in-game abilities.

   Reason: Ghouls are still considered humans, and ghoulism can be cured through the use of the Purity Chamber.

5. "Ghoulifying" or forcefully transforming someone is a valid PK reason for anyone who participated in or witnessed the event in any capacity.

6. BoS & Enclave can forcefully unghoulify without a PK reason

All players involved (BoS / Enclave) still gain a PK reason for the forceful unghoulification.


Section E:Roll Bonuses

What is rolling?

Rolling is a game mechanic used to determine the success or failure of a physical action performed by a player character. It involves using the "/roll" command to generate a random number, which determines the outcome of the action.



Player A: /me attempts to pick the lock on a door using his lockpicking skills.

Player A: /roll "Player A has rolled a 15"


In this case, Player A has failed to pick the lock as the roll result did not meet the required threshold.


Certain perks or abilities may provide bonuses to specific tasks or types of roleplay. For instance, if Player A had the lockmaster perk, they might receive a +5 bonus to their roll, increasing their chances of success. In the previous example, their roll of 15 would be modified to 20, surpassing the required threshold for success.


SECTION E: Clarification & Expectations

War Reasons

100% Valid War Reasons:

1. Mutual Consent: Both sides agree to engage in a war.

2. Research Sabotage: Disrupting a faction's research by targeting and eliminating a researcher working on a project or engaging in a legitimate sabotage roleplay.

3. Faction Leader Kidnapping: Abducting a faction leader, such as a Colonel or Elder.

4. Faction Leader Torture: Inflicting torture upon a faction leader, like the Fiends cutting off the Elders Hand.

5. Officer Member PKing with Evidence: One faction assassinating an officer from another faction, with evidence or in-game knowledge.

6. Violation of a Treaty or Contract: Breaking a previously agreed-upon treaty or contract between two factions.

7. Event-Driven Reason: A specific event occurs that provides a satisfactory justification for initiating a war.


Combined War Reasons:

At least two of the following reasons must be valid to justify a war:

1. Faction Officer Mugging: A faction robs an officer from another faction while they are wearing officer armor, like the Brotherhood of Steel stealing an anti-materiel rifle or 3.5k caps from a veteran ranger with a green visor.

2. Faction Officer Enslavement: A faction enslaves an officer from another faction while they are in officer armor, for instance, the Powder Gangers enslaving a faction officer in officer armor.

3. Faction Officer Torture: A faction inflicts torture upon a faction officer who is wearing officer armor, for example, the Fiends cutting off the hand of a Brotherhood of Steel officer.

4. Faction Extortion: A hostile faction attempts to extort another faction by demanding payment through threats or blackmail for maintaining neutrality, such as the Fiends trying to force the Crimson Caravan to pay for neutrality.

5. Espionage: A faction engages in spying on another faction with the objective of obtaining sensitive information.


Unacceptable War Reasons:

The following reasons are never acceptable justifications for war:

1. Kidnapping of Non-High Command Individuals: For instance, the Fiends kidnapping an NCR trooper.

2. Raids, Hostilities, or Ambushes.


3. Slander: Engaging in derogatory or insulting speech against a faction leader, like calling the Elder a "poopybutt."


4. Mass Mugging.

Unique Faction Rules

New California Republic (NCR) 

-. Admission Submission: Any character sent to the 'NCRCF' must have an admissions submission made within 24 hours of their arrival. Failure to submit the admission within this timeframe will result in the nullification of the entire process and no penalty for the victim character.


- Hanging for Chems: During a mugging incident, if the NCR confiscates only chems from a person, they are allowed to hang them on the gallows, bypassing the rule against killing after the mugging. It's important to note that the NCR does not necessarily need to mug the person in order to carry out the hanging. However, this privilege of hanging is limited to the confiscation of illegal chems exclusively.

- Conversion into Super Mutant: It is permissible to forcibly convert an individual into a Super Mutant, but only if a Player Kill (PK) reason exists for said person.


- Behemoth Control: The faction known as Unity possesses the exclusive ability to control the Behemoth as long as they have a player who actively controls it within their faction.


- Unity Centaurs and Optional KOS: Unity Centaurs are considered Optional Kill on Sight (KOS), unless they are accompanied by a member of the Unity faction wearing armor.

Big MT
- Forceful Conversion into Lobotomite: It is permitted to forcibly convert an individual into a Lobotomite, but only if there is a valid Player Kill (PK) reason for doing so.


- Brain Bank: The BigMT faction has the capability to store individuals' brains in the brain bank. This allows for the revival of someone who previously stored their brain in the bank. However, this revival process requires a body from a willing or unwilling victim (with a PK reason) to transfer the brain into. The victim will then be subject to a PK, and the previously deceased individual will be brought back to life. It's important to note that this process does not turn the user into a Lobotomite at any point. Additionally, any previous PK reasons on the resurrected person will be cleared.


- Lobotomites and Defection: Lobotomites/Lobotomite Super Mutants are not permitted to defect from the BigMT faction on their own accord or harm the faction of their own free will.


- Think Tanks (Brain Jars) and FearRP/Hacking CombatRP: Think Tanks (Brain Jars) are exempt from FearRP and hacking combatRP rolls.


- Brain Destruction and PK: If an individual has been Brain Banked and the Think Tank faction has a PK reason on them (or if it's an approved circumstance by the Staff Council), they have the authority to destroy the brain, resulting in a PK without the need for a kidnapping. However, this PK must be approved by a Think Tank High Command member, and the reason for the PK must have been obtained while the perpetrator was a part of the Think Tank faction.

The Enclave

- Unmutifying Mutants: The Enclave is not required to have a PK reason in order to reverse the mutation process and unmutify a mutant. All Enclave involved gain a PK reason for a forceful transformation.


- Unghoulifying Ghouls: The Enclave has the authority to unghoulify individuals without the need for a PK reason. All Enclave involved gain a PK reason for a forceful transformation.


- Creating Centaurs: The Enclave must possess a PK reason in order to transform individuals into Centaurs. All Enclave involved gain a PK reason for a forceful transformation.

Caesar's Legion 

- Crucifixion during Mugging: During a mugging, if the Legion chooses to confiscate only chems from a person, they are allowed to crucify them, thereby bypassing the rule against killing after the mugging. It's important to note that the Legion is not required to engage in the act of mugging in order to carry out a crucifixion. However, this authorization for crucifixion is limited to the confiscation of illegal chems exclusively.


- Frumentarii Name Change: Legion Frumentarii members have the option to change their names for the purpose of infiltration, subject to approval from the Staff Council. This name change is intended to support their efforts in carrying out successful infiltration operations.

Brotherhood of Steel

- BoS may forcefully unghoulify without a PK reason, however, all BoS involved in the unghoulifying still gain a PK reason for the forceful transformation.

Followers of The Apocalypse
-1.5x research boost

Think Tank
-2.0x research boost

Cores Mugging

- Legion may chem mug people without a PK reason being put on them. The chems must be illegal as specified in a legion document.

- NCR may chem mug people without a PK reason being put on them if the individual is arrested [Brought back to base and handcuffed]. The chems must be legal as specified in an NCR document / lawbook.

- Enclave may steal back "Enclave Access Pads" without a PK reason being put on them

- BOS may tech mug Tech Recycler frames and scrap electronics from people without a PK reason being put on them

[Note: These items cannot be taken or forced out from backpacks.]


Advanced Class Rules:

Lobotomite/Lobotomite Super Mutant (Custom Class)

- Immunity to Fear: Lobotomites, while actively in the Think Tank, are unable to experience fear. FearRP does not apply to them during this time.


- Roleplay as Mentally Handicapped: It is mandatory for Lobotomites to portray themselves as heavily mentally handicapped, emphasizing the cognitive impairments resulting from the lobotomy procedure.

Robot: Donation Whitelist

The following guidelines outline the abilities and permissions for different robot classes regarding looting and communication:


Looting Ability (Ability to take items from Loot boxes):

- Eyebots: Not permitted to loot items from loot boxes.

- Sentry: Not permitted to loot items from loot boxes.

- Protectrons: Allowed to loot items from loot boxes.

- Gutsy: Allowed to loot items from loot boxes.


Communicating Ability (Ability to use microphone or type):

- Eyebots: Not permitted to communicate via microphone or typing.

- Sentry: Allowed to communicate via microphone or typing.

- Protectrons: Allowed to communicate via microphone or typing.

- Gutsy: Allowed to communicate via microphone or typing.

- Robots are prohibited from mugging or branding other players, but they can engage in kidnapping. However, robots assisting in activities that can result in player killing (PK) are susceptible to being PK'd themselves. For example, if a Sentry Bot aids BOS in mugging someone, the Sentry Bot can be PK'd.


- Robots cannot be mugged or branded. To access a robot's inventory, hacking is required.


- Forceful Hacking: To forcefully hack a robot, two players must surround the robot, and one of them can initiate the hacking process with a /me command. Both the player and the robot then roll. If the robot wins the roll, they have the option to escape or initiate combat. If the hacker wins the roll, the robot must comply with the hacker's commands until its demise. If the hacker fails the roll, no other group members can attempt to hack the robot, and engagement in combat is only permissible if the robot initiates it.


- Passive Hacking: To hack a robot passively, the hacker must request permission from the robot to initiate the hack and then perform a /me command. If the hacker rolls 50 or above, they successfully hack the robot, gaining control over it until its destruction. If the hacker fails the roll, they cannot attempt to hack the robot again unless granted permission by the robot itself.


- No Looting: Ferals and creatures are prohibited from looting items.


- No Farming: Ferals and creatures are unable to engage in farming activities.


- No Caps Making: Ferals and creatures are unable to generate caps.


- Ghouls: Ghouls are Kill on Sight (KOS), meaning they can be attacked without hesitation.


- Creatures: Creatures are Optional Kill on Sight (KOS), allowing players to decide whether or not to engage in combat with them.

Paradise Falls

You cannot enslave someone for the full time and then sell them to the “slave vendor”. You must either sell them at the start or enslave them for the full time and then let them go.


Equipment Rules


Slave Collar Use Rules: [Weapon Rule]

- The placement of a slave collar on an individual is permitted if they do not resist or move during the process.

- Individuals wearing a slave collar are prohibited from attacking their designated Master or any other person not specified by the Master.

- Slave collar victims may only retaliate against their captors if the Master is killed.

- While a character is equipped with a slave collar, they are considered to be constantly subjected to FearRP.

- You may not enslave someone for the full time and then sell them to the "slave vendor". You must either sell them at the start or enslave them for the full time and let them go.


Tranquilizer Use Rules: [Weapon Rule]

- The use of the tranquilizer is limited to cases involving the intent to kidnap.

- The tranquilizer may only be used on non-kidnap targets if the purpose is to facilitate the kidnapping of an individual in the local area.

- The tranquilizer weapon must not be used as a means to kill a victim by exploiting loopholes.

- It is not permissible to tranquilize or mesmetron a person with whom you are currently engaged in combat (e.g., during a raid or hostilities OR if you have dealt any type of damage to said person.).


- If an individual engages in combat after being tranquilized, the kidnapping remains valid. For example, if a member of a faction tranquilizes a ranger who subsequently opens fire but eventually passes out due to the tranquilizer, the kidnapping is still considered valid due to the delayed effect of the tranquilizer.


- It is prohibited to tranquilize individuals wearing any type of power armor. Tranquilization is only allowed if the target is not wearing a helmet (according to the new system) or has used PAC3 to remove their helmet.

Handcuff/Ziptie Usage Guidelines: [Weapon Rules]

- Random handcuffing/ziptieing is prohibited. 

- If you are rendered unconscious and another player performs a "/me handcuffs and zipties unconscious body" action, you must wait until you regain consciousness before allowing yourself to be handcuffed and ziptied.

- The act of freely handcuffing/ziptieing an individual is only permissible if that individual is exhibiting FearRP, displaying realistic behavior when faced with potential harm.

- Engaging in kidnapping activities may result in being designated as Kill On Sight (KOS).


- Facilitating mugging by providing the required caps to reach the designated amount is not considered exploiting. For example, if the mugging amount is 1000 caps and a level 50 character possesses 2500 caps, you can give them 1000 caps to meet the requirement and proceed with the mugging as intended by the game's code. This practice is permitted.

Mesmetron Use Rules:

- Can only be used with intent to kidnap [Slavery Mode]

- Can only use the Mesmerize mode. on non-kidnap intent individuals if the purpose is to kidnap someone in local area [Slavery Mode]


- Using defibs in a war while not in the war itself is considered loophole assisting
[EX: BOS and Legion war, NCR resurrect BOS. This would be loophole assisting] 

- If you revive someone after a combat scenario they cannot be put under Fear RP
[Ex: NCR and Legion ambush, NCR defib a legion after winning and try to fear rp him. The Legion is immune to fear RP]

-You cannot defib someone with the intent to kidnap them right after

Ghost Injectors / Generators:

- Ghost Generators must be placed in an area where they can be seen; it cannot be locked behind a door, or placed in a location that can only be reached or viewed via special means (vertibird, grappling hooks, etc.).

- You may not place ghost generators down in combat.

- Ghost Injectors cannot be used randomly, there must be some sort of interaction or RP before use.

- Ghost Injectors cannot be used in combat.

Born-In Rules:

 Born-in status defines a character whom was born directly into a faction and therefore is unable to defect from the faction without authority of it's high command. This policy serves as both a potential event tool and or faction perk in specific circumstances.

Research System Rules:

- Factions are able to get a research boost for their faction, whether by research or faction perk, These are in intervals of .25x Base Faction Research speed is 1.00  (Example 1.00 Research speed is 1 day = 1 day, 1.50 is 2 days = 3 days, and 2.00 is 1 day 

- Maximum research boost a faction can achieve without faction perk is 1.5x 


- Does not strip comms , does strip weapons - Must be done with intent to kidnap - Crosshooker is KOS - Cannot be used in combat


- Crosshooks do not immediately place a person under FearRP, while crosshooked a person can use their radio, etc. until properly placed under FearRP. Crosshooks, however, do count towards the FearRP ratio as a weapon. 

Fiber Wire:

- You are unable to use comms whilist being choked by the fiber wire (before the knock out) 

Misc Rules
1. A maximum of three Behemoth injectors can be utilized during each war.


2. If a member of the "fearless" class is both handcuffed and ziptied, they are considered to be in FearRP as long as both restraints are applied. In the event that a fearless class member is knocked out, they must wait for the kidnapper to handcuff and ziptie them before taking any further action.


3. Any faction-related trades involving custom weapons, armors, or items must be reported to the Staff Council  using the following format:


Items being traded:


Faction providing the item:


Faction receiving the item:


Reason for the trade:


4. To maintain ownership of their base, a custom faction must demonstrate activity over a two-week period, with a minimum of seven out of 14 days showing at least four members present (whether in or out of armor) for a duration of at least one hour. Failure to meet these requirements will result in the faction losing their base privileges.


5. Engaging in the sale of custom ordered items purely for profit (unless it falls within your specialization, such as GR, VG, etc.) will lead to a reduction in both the item's price and availability and possible removal from said faction leadership.

6. CUSTOM/CORE Faction Leaders may not defect or commit a mass defection without approval from Management/Staff Council.


All digital goods displayed in the store of this website are presented as gifts provided to acknowledge your donation and support for the team behind the project. By "purchasing" any packages featured in the store, you acknowledge and agree that the contents of the packages hold no individual ownership. Divide reserves the right to withdraw, modify, or eliminate any package after it has been issued, for any reason whatsoever.

Donations are non-refundable. Once a donation has been made, it cannot be reversed or refunded unless required by applicable law. If you believe that a donation has been made without your consent or there has been an unauthorized charge, please contact our support team immediately for assistance.

  • Upvote 2
Link to comment
Share on other sites

  • rotten pinned, featured and locked this topic
This topic is now closed to further replies.
  • Create New...