In-game currency or items may not be sold or traded for real life items or currency.
If a staff member finds what you're doing unreasonable, you must stop, whether it is explicitly stated on the rules or not.
Do not complain about decisions made by staff in-game or in Global Chat, instead, make a report/appeal on the forum.
Do not avoid any punishment given by staff by any means
Try to stay in-character as much as possible at all times and in all areas of the server.
Any high pitched or voice changer/soundboard seen as minging will not be tolerated.
Do not jump into the Anaxes Shipyard Reactor/Generator.
Do not throw anything into the Reactor/Generator.
Using a voice changer as a Clone is FailRP (Unless it sounds like a clone.)
Using a voice changer or soundboard as a Wookie to sound like a Wookie is allowed.
Using a voice changer or soundboard as a Droid to sound like a Droid is allowed.
If there are no Republic Command online to grant a PTL or operate base functions, Shock Troopers then take command.
If there are no Republic Command or Shock online, the next highest ranking Commander or Officer takes command.
Using certain items in your inventory to do damage to players will not be tolerated at all.
Using items out of your inventory to allow players to sit on it and move them around will not be tolerated.
Stealing Lootcrates by abusing gamemode scripts or by simply dragging it and running will not be tolerated.
Banking items while in a roleplay situation (ex: being chased by Shock) is FailRP.
Clones or Blaster-wielding characters cannot shoot at a DFU or saber/melee weapon enemy if Jedi are actively engaging or are within direct vicinitiy of the DFU.
Doorways and other building entrances can not be prop blocked.
The only exception to using props as "prop-blockers" are the literal Doorblockers, you can use these to prop block any door of yours.
Elevators, Teleporters, and Stairways can never be blocked by props
Player owned property is defined as the building or compound in which the player has bought through the property NPC. Their property is the building(s)
A player must not buy a property and not intend to use it, this also applies to a user buying a property and after using it they do not sell it. This is intended to allow other players to purchase highly sought after properties. A player must only have a property purchased if they intend to use it nearly at all times that they have it.
A player(s) cannot close a door and relock it after it has been pick locked/door rammed until the current situation in that area is resolved/finished. This does not include an overall initiation time period nor does it include if a player leaves or a player is outside of the area regrouping/assessing for another assault.
Props may not be used to elaborately direct a player’s movements in such a way that worsens the quality of roleplay (e.g: through the creation of a maze).
A pathway must allow at least two players to fit through the path travelling side by side with no obstacles in the way.
Pathways forcing players to jump or crouch in order to travel is prohibited
The construction of excessively elevated platforms going up into the sky is prohibited.
Players may not create a construction that allows for one-way visibility.
Props may only be placed within a player’s own property or a property they have permission to build on.
Props must be placed realistically, which means that it must be able to remain supported in its position to a realistic extent by other props or the environment, such as in the form of a bridge or ramp. If they are done in a fashion as realistic as possible, exceptions may be made.
Player Made constructions must be built realistically.
You cannot use props/player boosting/vehicles as an attempt to climb over walls or into areas that are not intended to be accessed.
Stores or stalls must be constructed in a realistic fashion, where effort should be put into the design and decoration of the store.
Littering props is a warnable/bannable offence.
Destroying player-placed furniture or structures is allowed only if the placed structure is concealing or defending something valuable or an entrance.
If the placed structure is purely decorative or is not preventing others from accessing something, it should not be destroyed.
Powergaming is not allowed. And yes, this means Jedi mind tricks are off the table unless explicitly instructed to do so by staff or gamemasters.
TIP: An example of powergaming is when a player uses an obvious or genuinely non-existent object or action to further progress themselves in a roleplay situation. An example of this could be someone being handcuffed in an elevator with police officers next to him and using /me kicks elevator door button and closes the door locking the police officers outside.
Any form or mockery of Erotic Roleplay will not be tolerated.
This also includes any "space racism" garbage, erotic garbage, ear-rape garbage, religious or "space religion" garbage or any other type of garbage and unfriendly discussions that is not healthy for everyone who may play on our community to consume.
Do not use /me or /glme for anything that is not serious.
Valid examples:
"Opens tech-panel."
"Sifts through wires."
"Bandages wound."
"Cleans armor."
Invalid Examples:
"Looks up skirt."
"Vibe checks"
"Wipes down seat."
"Farts."
During Bunk inspections; spamming "Cleans" or "Cleans walls", etc.
During Debrief, spamming or using /me other than "claps" is FailRP.
Talking in voice chat is solely for In Character purposes.
Saying "I am taking this OOC!" or "This conversation is now OOC!" is against the rules and is FailRP.
Refrain from complaining about lag or anything not Star Wars/CWRP related in voice chat.
You can't do PVP for the sake of PVP. The outcome must outweigh the risk. The Republic's dominance at that given time is not an excuse.
Players can only recognise/describe another player if they have seen a reasonable amount of their character's face or their commonly worn outfit/apparel.
If the player is obviously known to have spent alot of time with a player in question can also roleplay recognition or description based off voice.
TIP: The term "FearRP" comes from garry's mod roleplayer slang and is very commonly referring to a rule that most DarkRP servers use. This rule essentially boils down to if someone pulls a gun on you first, you HAVE to listen to them/their demands, or be punished by staff.
FearRP, Fear Roleplay, or FearfulRP does not exist here.
Intiating on someone or pulling a gun on someone can always be countered, even by the direct victim of for example, a robbery.
If you pull a gun, expect a gun to be pulled on you.
If you pull a gun out in self-defense, expect to get shot at.
If you shoot, rob, or raid someone, expect to get shot, robbed or raided.
This means players have to genuinely get the jump or element of surprise on someone, and must always do it with good roleplay standards.
However, while FearRP is not a thing, you must always have the value of your life. This means that acting in a suicidal or acting with no regard for your own life or other beings' lives is failure to roleplay properly.
This also includes blatant psychotic/serial killer manner (even within perfect roleplay) is still considered FailRP.
Players may not put their life at a great risk if the benefits are greatly outweighed by the risk associated., and you must also not do anything that has unreasonable risk to yourself or another player.
Players may not run into active gunfights unless they are apart of the said gunfight.
When a player is ragdolled, they are completely conscious and may remember what happened prior - this usually happens after falling from a certain height or leaving a vehicle at high speeds.
Unconscious
This state is when a player sees the countdown timer, and is the state they are in before they die.
When a player is unconscious, they may remember what happened prior only if the Medic that revived them can determine if there was no head trauma.
Regardless of head trauma or not though, the player must wait for the medic to clear them before returning to the situation.
If head trauma can’t be determined, then it is assumed the player has head trauma.
Dead
When a player is dead, their countdown timer has expired, and they have bled out.
For continuity and immersive reasons, let's say that you have only lost enough blood to cause "memory loss" before you were "rescued", or otherwise respawned.
When a player dies and respawns, they can return to the situation they died at as long as they do not act upon those who killed them.
For example, returning to your home after being raided and the robbers are still there, you cannot harm them.
You may act in self-defense.
Wait approximately 30-seconds after an active gun related situation has finished before reviving a person. If before this time the person is revived, it may be considered combat reviving. It is up to staff discretion to determine this.
If you want to revive the person earlier than 30 seconds, you must remove them from the area of the situation via stretcher or dragging.
Shock Troopers and Republic Command may return to the same role play situation after it has finished to help process/transport individuals, so long as every other aspect of the situation has concluded.
You cannot use gang, group, or faction initiation to work around this rule.
This is classified as you dying and waiting for a new gang initiation on the same role play situation to join the situation. You cannot join back into the situation you just died at even if your friends just got there after you died.
When any medic (civilian, clone, or jedi) revives another player, a roleplay interaction must be had between the two players.
The revived player also must receive verbal or written confirmation of dismissal from the medic that revived them, was on scene for the revival, or the medic that was put in charge of the revived player's treatment at some point.
Revived players are in medical custody until directly cleared by a medic. This also means players in medical cannot be robbed or arrested until after they are cleared.
The medic must give a genuine attempt at the roleplay action, as it must be a logical action.
Examples:
[Revival] "Can you hear me? Are you alright? Do you have any injuries or pains?"
[Revival] "You seem to have taken quite a fall there. I am going to be giving you some bacta gel, hold tight."
[Dismissal] "I have given you 2 shots of adrenaline. Take it easy for a little while, and report to medbay if you notice any further mutations or infections."
A Republic Medical Corps trooper revives a 501st Legion Trooper and a 212th Attack Battalion Trooper at Highland Hamlets. The Medic can briefly check the revived trooper's vitals, dispense healing, and carry on with the fight only after ensuring the two troopers won't bleed out or have sustained any life threatening injuries. However,the revived trooper must have a check up with the medic after the combat ends.
[Dismissal during combat] "You are all good to go, holler for me if those wounds open back up. Get to medbay when this is all over."
Clones or Blaster-wielding characters cannot shoot at a DFU or saber/melee weapon enemy if Jedi are actively engaging or are within direct vicinitiy of the DFU.
Savior complex, Third-partying, or self-involvement/self-initiation is not allowed ever. Wait for the fight to end before trying to make a move or figure out what happened, otherwise you are making yourself either a target, suspect, a ban appeal writer, or just annoying.
Shock may interrupt any dispute or situation as long as they can confirm any possible criminal activities or civilian lives in danger.
Jedi may also do the same, however lethality must be their last step, and unless they somehow obtain binders, they cannot act upon the activities. They can act in self-defense.
If Shock is offline, any Republic unit that is a direct witness to a shootout or robbery may attempt, at the best of their abilities, to apprehend or eliminate the threat as long as it is a genuine threat to civilian lives, properties, or businesses.
Initiation is the act of initiating a roleplay situation. Initiation is necessary for adversaries of different factions to interact within a somewhat even playing field. Or atleast enough to where it's fair, and not just mindless deathmatching.
PROPER INITIATION EXAMPLES: 1.) "I have a blaster pointed at you, better put those hands up where I can see them before it's curtain call for you, bozo." 2.) "If you take another step closer, I'll make you one with the force with this blaster." 3.) "Stop moving and put your hands where I can see them. Give me some credits or you might not make it home."
TIP: Proper initiation is clear and concise; yet enough roleplay talk to make it seem like it isn't just a mindless crime, but something deeper and much more convincing.
IMPROPER INITIATION EXAMPLES: 1.) "Hands up or die." 2.) "Give me your money." 3.) "Go away or I'll shoot you."
TIP: Improper initiation is lazy and/or cannot be backed up within roleplay.
TIP: Remember, roleplay over ruleplay! If you can genuinely back your actions up within roleplay and can convince the staff that what you did was logical and within roleplay, you are in the clear!
Neutral-faction must ALWAYS initate on other Neutral-faction, except when:
Raiding a property using a breaching charge.
Galactic Republic must initiate on the Neutral-faction.
Neutral-faction must initate on the Galactic Republic, except when:
If you initiate on someone as a member of a group, such as 501st Legion, Shock Troopers, or a civilian gang, then that may be interpreted as initation on the entire adversarial group - but only by members within a visible distance; UNLESS they are called via an in-game radio or verified gang/group/regiment channel on the official Discord.
If a player initiates on a group in one area of the map, they may not use that as an excuse to murder or attack other members of said group in an entirely different area of the map.
During robberies or confrontational firefights, individuals who belong to a gang or group that have been involved since the beginning of the roleplay situation are not required to have separate initiation on the Republic/military police.
A store robbery is automatic initiation with Republic personnel. If you step out of or away from the store or into their view, initiation is still applied within visual distance, so as long as it does not remove the roleplay experience for the Military police.
TIP: Only officialized gangs can utilize the Gang/Group Initiation mechanic. You can tell what gangs are official by going here or by checking out the roles on our Discord. Official gangs tend to have a "speaks for it's own" type of presence, but are also apart of the server's history & storyline which requires dedication.
Gang Wars or Open Season Gang Wars are a mini-event dependent on either Republic leadership or independent civilian leaders. These wars must have a solid, concise, and logical reason, such as gangs looking to settle beef or prove dominance, or for gangs to coerce and bend the Republic to their will.
Open Season Gang Wars can only be committed between two gangs if both gangs have obtained a gang vest or unique gang identifier custom item.
If gangs are at war with other gangs or the Republic, initiation is not required as long as innocent or non-participating parties are not at risk. If there is a possibility that neutral civilian lives will be involved, mindless gang violence will not be excused.
Players cannot mug other players more than once in any 30 minute period.
They also cannot mug the same player twice within a 1 hour period.
A player with under 48 hours of playtime total cannot be robbed or mugged.
You cannot mug players for their backpacks. (This is because of carryweight issues.)
Neutral characters cannot rob Republic characters for any type of item.
Jedi cannot rob or mug anyone ever.
You also cannot rob someone with a lightsaber.
You can only mug for a maximum of $2,000.
Players may only mug other players in a realistic manner, as mugging someone in the middle of the street or without a weapon is not realistic.
If a player does not have the requested amount for mugging, the player may not be killed. A lower amount may be requested, however, the player may not be killed if the second amount is unobtainable. If a mugged player pays the amount requested, they cannot be killed.
Players cannot be mugged for items in the NPC Bank Storage or for funds from their ATM account.
If a player-placed Storage Vault is within distance of the mugging and the robber has the player restrained, the player can be told/forced to open the Storage Vault. If the player refuses to open the vault, they may be killed.
You cannot kill another player with the sole intent of just taking their cosmetics.
The Republic (ESPECIALLY JEDI) must always attempt to negotiate for the hostage’s life.
No troopers may fire any shots at all until negotiations are considered over, and have been clearly called out in communications as being over.
If the hostage taker shoots at the Republic, they may shoot back, making every attempt to not hit the hostage.
If Republic personnel witness another Republic unit being held up at gunpoint, they may not fire upon the hostage taker despite there being a clear shot.
You may use a fake hostage for robberies and hostage negotiations as long as it is role played correctly and the fake hostage receives something in return of the risk.
A hostage cannot be a gang member or associate, but a player that you have no roleplay relation with and is a stranger to you.
A player is regarded as a hostage only when they are cuffed/binded or if they have their hands up.
Fake hostages cannot be used to bait for the Republic to come negotiate for the sole purpose of then killing the clones or a specific clone/negotiator.
A player cannot store any illegal contents, including weapons, drugs, etc., in order to keep the items after being at risk of losing them through an arrest or death.
This includes storing items so that the Republic cannot identify that you had illegal items on you prior to the arrest, unless Military Police have lost you in their line of sight.
You are permitted to ‘ditch’ the items by dropping them on the ground.
Never assault an innocent/ally. If someone begins assaulting you or another innocent, you are allowed to defend them/yourself.
Do not enter other battalions bunks without permission from a member of that battalion. The battalion's officers can remove you from the bunk. This does not apply to Shock when searching bunks for a wanted individual.
Listen to anyone that holds an officer rank (or equivalent) regardless of their battalion.
Do not point your weapon at other people unless you intend to shoot them.
Do not disrespect/talk down on other people/battalions.
Shock Troopers are allowed to arrest players for breaching server rules.
Those in positions of authority may not order others to break server rules.
Personnel are not to enter AOS areas without the correct rank, doing so can result in an arrest by STs.
At no point is anyone allowed to create an Uprising/Riot of any form WITHOUT good reasoning.
You may join multiple battalions on different characters.
You may hold an officer rank in more than one regiment.
The Commanding Officers (XO and above) can decide to void this rule if they want
They can remove a multi-officer player simply for not balancing their time correctly.
You cannot hold more than one Lore character slot.
You cannot have more than one character above the rank of Major.
Do not turn off/destroy base modules for any reason. Doing so may result in an arrest, warn, or ban, as different modules carry different punishments.
Clones are encouraged to join battalions, but cannot make their own.
Squadrons can be made but are not enforced in lore or missions.
Battalions are to have a maximum of three executive officers (XOs).
Aerial or Jetpack trained troopers may not use their movement equipment to get on top of something that isn't logical.
Getting on top of a Frigate.
Standing on top of Generator.
Doing such actions will result in a Shock Arrest under the condition of "Misuse of Equipment".
Explosive Weaponry is to be used on a 1 minute cooldown. (1 minute in between shots)
Failure to do so will result in a Shock Arrest under the condition of "Misuse of Equipment".
Astromech droids cannot use weaponry of any kind. Their primary function is to hack into technology in RP, repair tech panels, and heal people.
Republic characters should never wear or use any Street-tier/Neutral cosmetics.
Clones should never wear or use any Jedi cosmetics or equipment.
On planet, Republic Command, Commanders, and Officers work together to command the ground forces.
Republic Command may not necessarily be in a command capacity during these instances. It is up to the Republic Command and Officers present to work this out.
Republic Command Marshal Commanders do hold authority over all other battalions and regiments, this includes power over Jedi Generals during combat.
Any Second Lieutenant (2LT) or above can claim any area with a claim board.
If for some reason your class does not allow claimboard usage, the Officer can request someone else within their regiment to claim for them.
Simulations MUST be hosted by atleast one player.
The host may not participate, and is expected to be a good host for the duration of the simulation.
It is the host's duty to give players heads up of SIM status using the /sim communications channel.
Simulations cannot take place or begin until the Host says the Simulation is ACTIVE or LIVE.
Hosts must give players atleast 10 seconds of warning before a Simulation is marked as ACTIVE or LIVE.
Simulations (especially Free-For-Alls) must have round-stopping intervals at some point to allow medics to get in safely.
Hosts must announce that the Simulation as STOP or END.
If players disregard the Simulation Hosts' wishes, they can be removed from the area via Shock or Staff.
Trainings may be done in any area of the base appropriate for the training. These areas may not be claimed by battalions, as only areas with Claim Boards may be claimed for private battalion use.
Tryouts may only be held in any Simulation Room, as well as in battalion bunks.
Regiment Officers can also receive permission from Shock Troopers or Republic Command to conduct tryouts & trainings off base.
Frigates, droids (not marked as training droids), vultures & other air targets and enemies are NOT training dummies or simulated enemies.
During Kill house training, use of explosive devices is not permitted unless permission is granted by Command.
Players can conduct off-base or "live-fire" trainings and simulations away from the shipyard if:
The Security Level is 5.
Republic Command is aware of the live fire and grants the request.
At least 2 Medics are present with the group, and are not participating in the training.
Galactic Marines, Rancor Battalion Medics, and Clone Commando Squad Medics count towards this.
Players cannot host simulations with the intention of making profit in the form of in game currency or items. Some examples include: Receiving Credits to ban a player from a simulation, receiving Credits to change a simulations rules or receiving Credits to unban a player from a simulation.
Prizes for Simulations are not included in this rule.
Prizes for Simulations must be approved by staff.
Simulations must not be started with the intention to kill a specific person/group(s) of people. A simulation can not be used to justify RDM or murder friendlies.
An individual may opt out of an event if they do not wish to participate, but may not actively attempt to stop the event outside of roleplay. No one can be forced to sit out of an event that is ran or tailored for the group that they are apart of.
Users who play event characters must do as the Event Handler asks and cannot minge/mic spam/etc.
All neutral-faction characters cannot rob or raid a player with less than 48 hours of playtime total on the server.
If you know a player is new to the Civilian lifestyle but not the server as a whole, you should be a good person and let them struggle without you being a menace. Remember when you first spawned and that first person you saw didn't try and steal your backpack?
Neutral-faction characters are not allowed to have, equip, hold, bank, trade, or possess any Republic-oriented weapon and/or cosmetic.
Examples include but are not limited to weapons and cosmetics from Lootcrates, Republic Crafting Tables, Shape Shifter, etc.
Civil Medics cannot initate on any other player, and cannot be initiated on.
The only exception to this is if a Neutral-faction intends to take the Civil Medic as a hostage.
The Civil Medic may also act in self-defense.
Civil Medics must remain either completely neutral or aligned with the Republic. They cannot be corrupt or act in favor of Civilians.
While Civil Medics cannot be initiated on, and cannot initiate, if they are ever to be found in a situation where Military Police need to take a Civil Medic into custody, they have full right to act within appropriate procedures.