The full rules for the city. Read them, follow them, and keep the roleplay fair and immersive for everyone — especially beginners.
The foundation of the whole city. These apply everywhere, at all times, with no "but the situation was different" exceptions.
Why: these rules protect the one thing the server can't replace — a community people want to spend time in. Toxicity drives players away faster than any glitch.
How to report: capture a clip or screenshot showing the behaviour and the offender's name, then file a report through the staff channel. Real-person harassment and discrimination should be reported immediately, not saved for later.
Combat only works when everyone treats their character as a real life with real stakes. These rules keep fights earned, fair, and rooted in story.
Why: RDM/VDM and revenge kills erase other people's stories without consent. Fear RP is what makes a robbery tense instead of a coin-flip shootout.
Examples:
How to report: a clip showing the lead-up is essential — staff need to see there was (or wasn't) a valid RP reason and whether NLR was broken.
Which guns are legal depends entirely on where you are. Know the zone before you draw.
Why: the South is the beginner-heavy, high-traffic side of the map. Keeping it pistols-only stops new players from being farmed by rifles and keeps fights survivable.
Quick reference:
Rules for crime that spills onto the streets — chases, robberies, and grabbing players.
Why: road shootouts wreck immersion and traffic for uninvolved players, and protected roles exist so beginners and support players aren't bullied out of the game.
How to report: clips that show the location (was it a main road?) and who started the action are what staff rely on.
"Blip" actions are sanctioned robberies that ping the police. They scale by size, and the player/officer caps matter — bringing too many people is itself a break.
Why: the caps and timers keep big robberies from turning into hours-long stalemates or 30-versus-2 pile-ons. Scheduling large actions gives both sides a fair chance to organise.
At a glance:
Officers carry the most authority, so they're held to the strictest standard. Power without restraint is just toxicity in a uniform.
Why: if police could stop anyone for any reason, civilian RP would collapse. Probable cause keeps the city feeling like a city, not a checkpoint.
How to report toxic policing: record the stop. Staff look at whether suspicion was valid, whether cuffing/searching followed procedure, and the officer's conduct.
Hostages are a negotiation tool, not a toy. Misusing a captured player is one of the fastest ways to ruin someone else's session.
Why: a hostage is a real player whose time you're holding. The rules make sure that time buys genuine RP, not free loot or a hostage farm.
Invasions are large, scheduled gang-versus-gang events with their own strict fairness rules.
Why: the cooldowns, notice periods, and no-alliance rules stop invasions from becoming endless, lopsided sieges and give a losing gang a clear path back.
When gangs can and can't team up. The core principle: one alliance, and never for kidnaps or invasions.
Why: unlimited alliances would let one mega-coalition dominate every action. The single-alliance cap and matching-outfit rule keep fights readable and balanced.
The integrity rules. Breaking these isn't "tricky play" — it's cheating, and it's treated as such.
Why: anti-cheat rules protect every honest fight on the server. One exploiter can invalidate dozens of legitimate outcomes.
How to report: clips of the suspicious behaviour plus the player's name. Don't accuse publicly — send it to staff so it can be reviewed fairly.
A hard, server-specific reinforcement of the South weapon zone. There is no grey area here.
Why: the South is where beginners learn. Rifles there turn the learning zone into a slaughterhouse and push new players off the server.
Why: the Pier is a first-impression spot for new players. Breaking character there is the quickest way to make the world feel fake.
How to report: a short clip of the OOC chatter at the Pier is enough for staff to issue a warning.
Why: the prison is a sensitive, scripted area. Fighting there breaks ongoing RP for everyone inside and is treated as random killing.
Why: main roads and compounds are shared, high-traffic spaces. Keeping violence out of them protects the experience of uninvolved players just trying to drive or trade.
The server's mission rule. Beginners are the future of the city — guarding them is everyone's job, not just staff's.
Why: every veteran was a beginner once. A city that protects its newcomers grows; a city that farms them dies.
How to report: if you see a beginner being misled or pressured into a rule-break, grab a clip and flag it to staff — the person doing the manipulating is the one at fault, not the new player.
Guidance only — staff decisions are final.