Rules Of Engagement (ROE)

Read through and understand our faction rules.
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County Lines RP
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Rules Of Engagement (ROE)

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Rules Of Engagement (ROE)

Last Updated: 24/06/2026

Rules Of Engagement (ROE) govern the engagement between illegal factions to remain fair.

AFFILIATION
Faction identity plays an important role in criminal roleplay. Players should understand that visible affiliation carries consequences and may influence how other characters interact with them.
(1) AFFILIATION The /ragon command represents visible association with your faction.

• Enabling /ragon indicates your character can be identified through visible colours, clothing, tattoos, insignia, patches, bandanas, uniforms, or other recognisable faction indicators
• Players using /ragon should expect their affiliation to be publicly recognisable
• Disabling /ragon indicates your character is attempting to conceal their faction identity
• Faction members are responsible for ensuring their chosen appearance remains consistent with their affiliation status

Important

• A coloured nametag should be treated as visible faction affiliation
• If you do not wish to be recognised as a member of your faction, you should not have /ragon enabled
ATTACKS
Attacks represent organised acts of aggression between criminal factions. These rules exist to ensure conflicts remain fair, balanced, and roleplay-driven rather than becoming constant deathmatches.
(2) ATTACKS An attack occurs when one faction intentionally initiates a hostile action against another faction.

Actions Considered Attacks

• Entering rival territory with the intention of provoking conflict
• Spray-tagging or vandalising rival territory
• Conducting armed robberies against rival factions
• Opening fire on an individual or occupied vehicle
• Kidnapping or forcibly transporting a player
• Arson, bombings, or explosive attacks
• Murder or attempted murder

Actions Not Considered Attacks

• Verbal arguments or threats
• Brandishing weapons without escalation
• Surveillance, scouting, photography, or following targets
• Minor fist fights that conclude without serious injury

Participation Limits

• Maximum of eight attackers
• Minimum of two attackers
• Solo attacks are prohibited
• Only one allied faction may assist during an attack
• A maximum of two heavy weapons may be used per engagement

Restrictions

• The /mask command may not be used during attacks
• Turf camping is prohibited
• Presence within enemy territory must always have a legitimate roleplay purpose
• Brawls may not be used to bypass attack cooldowns

Protections

• Death during an attack is treated as a Player Kill (PK)
• The same faction may not be attacked again for eight hours unless they initiate retaliation
• Attack cooldowns apply equally to both involved factions

Cooldowns

• Attack Cooldown: 1 Hour
TURF CONFLICTS
Territory represents influence, presence, and faction development. Turf conflicts are intended to encourage long-term roleplay and meaningful faction progression rather than constant combat.
(3) TURF CONFLICTS There are two recognised forms of territory expansion.

Faction Turf Wars

• Challenging a rival faction's bordering territory
• Contested territory becomes neutral until a winner is declared
• Duration: 7 Days
• Cooldown: 4 Days

Neutral Turf Expansion

• Claiming previously unoccupied territory
• Territory must directly border existing faction turf
• Duration: 5 Days
• Cooldown: 2 Days

Territory Evaluation

Faction Management will review:

• Territory activity and usage
• Roleplay quality and progression
• Screenshots, videos, and supporting evidence
• Sportsmanship and rule compliance

Eligibility Requirements

• Territory must border your existing turf
• Maximum of two tiles may be requested at once
• Defeated factions must respect attack cooldowns
• Inactive claims may be revoked

Core Turf Protections

• Every faction receives a protected core territory
• Core territories cannot normally be contested
• Exceptions may be granted by Faction Management for special circumstances
• Core territories may not be relocated adjacent to another faction's turf

Conflict Costs

• Turf war requests require a $75,000 in-game fee through /charity
BRAWLS
Brawls are large-scale physical confrontations between groups. They are intended to provide an alternative form of conflict without immediately escalating to firearms.
(4) BRAWLS A brawl begins when opposing groups engage in organised physical combat.

What Constitutes a Brawl

• Multiple participants exchanging punches or melee attacks
• Escalated physical confrontations between rival groups

What Does Not Constitute a Brawl

• Minor disputes
• Short fist fights that end quickly without injuries

Restrictions

• Once a brawl has begun, participants may not escalate to firearms
• Baiting opponents into a melee fight before suddenly drawing firearms is prohibited
• Chicken Running while fighting is prohibited
• Robbing injured participants after a brawl is prohibited

Abstaining From A Brawl

• Players wishing to avoid a brawl should make their intentions clear immediately
• Weapons should be visibly drawn and roleplayed appropriately if refusing engagement

Cooldowns

• Brawl Cooldown: 30 Minutes
FACTION OVERTHROWS
Overthrows represent major faction storylines where leadership is challenged from within. Due to their permanent consequences, these events require administrative oversight.
(5) OVERTHROWS An overthrow is an organised attempt to remove existing faction leadership.

Requirements

• A detailed plan must be submitted to Faction Management
• The proposal should explain motives, roleplay development, and expected outcomes
• Administrative approval is required before proceeding
• More than fifty percent of active faction members must support the action

Outcomes

• Overthrows are treated as Character Kill (CK) conflicts
• The losing side permanently loses their position within the faction
• The winning side assumes faction leadership

Restrictions

• All server rules remain applicable
• Roleplay quality and faction development must remain the primary objective
• Participants should understand the permanent consequences involved
TRADING & RESOURCE DISTRIBUTION
Faction trading rules exist to maintain a balanced criminal economy and prevent excessive stockpiling of weapons or controlled substances.
(6) TRADES These rules apply to faction resource transactions, including weapons and narcotics.

Weapon Sales

• Non-heavy weapons are limited to eight sales per faction every forty-eight hours
• Non-heavy weapons are limited to eight sales per player every forty-eight hours
• Heavy weapons are limited to three sales per faction every seven days

Heavy Weapons Include

• AK-47
• Shotgun
• MP5
• Any other weapon designated as heavy by Administration

Documentation Requirements

All firearm transactions must be documented with screenshots showing:

• Buyer identity
• Weapons involved
• Roleplay context

Failure to provide evidence when requested may result in punishment.

Drug Trading Guidelines

• Drug prices should remain reasonably consistent with server economy standards
• Negotiation is permitted provided pricing remains realistic
• Quantity discounts and premium pricing are allowed when justified through roleplay

Restrictions

• Sale limits may not be bypassed through alternate sellers or split transactions
• Dealers are responsible for tracking their own sales
• Drugs should not be consumed during active shootouts or brawls
• Drug use should occur away from active combat scenarios

Enforcement

• Repeated violations may result in faction strikes, suspensions, or administrative punishment
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