Sangre y SueñosRulebook
Español← Back to the front page

Rulebook · September 2026 edition

The rules of the city

Rules only, each with a number so staff can cite it in reports and sanctions ("rule 2.6.1"). How each system works is in the handbooks: citizen, legal factions and crime. If a handbook and this rulebook disagree, the rulebook wins.

The city speaks Spanish. This is a translation; the Spanish rulebook is the one that applies. Roleplay means playing your character as if the city were real. IC (in character) is what happens inside that fiction; OOC (out of character) is everything outside: you, your Discord, your stream. The Gobernación is the city government inside the roleplay, backed by staff; the DOJ is its justice branch.

Section 1

Principles and roleplay style

1.1Serious narrative roleplay. Actions have serious, realistic consequences. Cinematic liberties (things that would not happen in real life) are allowed as long as they add to the story of everyone in the scene.

1.2The master rule: "does this make the roleplay better for everyone?" If the answer is no, don't do it.

1.3The game allowing something does not make it allowed. Where the game sets no limit, this rulebook does.

1.4Whatever is not written down, staff decide by applying rule 1.2.

1.5Your character can be the worst; you can't. No insults, harassment or discrimination against the real person.

Section 2

General roleplay rules

2.1 · Metagaming (MG)

2.1.1Do not use information your character could not have seen or heard inside the city: Discord, calls, what someone told you outside. "I saw it on Juan's stream: they're at the docks, let's go."

2.1.2Using someone else's stream to find people, spots or scenes (stream sniping) is forbidden. Streamers may hide their map.

2.1.3/entorno and /anon are used only with what your character saw. Dead or cuffed, you snitch on no one.

2.2 · Powergaming (PG)

2.2.1Do not do what your character couldn't, or force an outcome on someone without giving them a chance to respond. "/me ties you up, puts you in the car and drives you to the hills", all in one line, is PG.

2.2.2A badly wounded person does not fight, run or shoot.

2.3 · RDM: attacking without roleplay

2.3.1Before attacking or killing there must be a story: a conflict, a threat, a clear warning.

2.3.2Waiting at a spot to kill or rob whoever shows up with no prior roleplay (camping) is RDM.

2.4VDM. A vehicle is not used as a weapon without a scene that justifies it. A crash during a chase is not VDM; running someone over in the square is.

2.5 · Value your life

2.5.1At a clear disadvantage, you comply: a gun in your face, outnumbered, wounded.

2.5.2Down on the ground, you call for help and wait. You don't get up to fight.

2.6 · NLR: new life

2.6.1If you respawn at the hospital without being revived, you forget the scene that got you killed (who, where, why) and do not return to that area (the scene and about 300 m around it) for 15 minutes.

2.6.2If a medic revives you, you remember what happened but you don't go back to that fight.

2.7 · Logging off to escape

2.7.1Leaving the game in the middle of a scene is forbidden: arrest, robbery, kidnapping, chase, war.

2.7.2Storing your vehicle in the garage, switching characters or respawning at the hospital on purpose to escape a scene is forbidden (for example, when someone is coming to revive you to arrest you).

2.7.3If your game crashes, come back as soon as you can and tell staff with /reportar.

2.8 · Bugs and cheating

2.8.1Exploiting a bug for an advantage is forbidden; reporting it is appreciated. Among others: using /destrabar or /suelo to get out of cuffs, an escort, a trunk or being carried; walking in and out of an interior to repeat a robbery; duplicating items; clipping through walls.

2.8.2Cheat menus, external programs and macros: permanent ban.

2.8.3No automation: playing away from the keyboard to produce or collect money, alt accounts.

2.9Trolling. Ruining other people's roleplay for your own fun is forbidden: interrupting other scenes for no reason, provoking with no story, fake emergency calls.

2.10Voice. A microphone is mandatory, in Spanish. No music, sound effects or voice changers. The radio is used only if you carry one.

2.11 · Characters

2.11.1Each character is a different person: they don't know each other or share memories.

2.11.2Passing money, items or weapons between your own characters is forbidden, directly or through someone else.

2.11.3If you have a character in the police or the DOJ, your other characters cannot be in an illegal organization.

2.12Minimal OOC. For outside matters with the people in the scene, plain chat with no command (OOP, only people nearby read it) with a short line; with staff, /reportar. /ooc is read by the whole server: it's not for that. You don't stop a scene to argue: finish it, then report.

2.13 · Cuffing, searching, carrying

2.13.1You cuff or tie only someone who has their hands up, is subdued (on the ground, tased, unconscious) or surrenders, and you do it up close. Never someone running, aiming or several metres away.

2.13.2You search with a roleplay reason: an arrest, a robbery in progress, a kidnapping.

2.13.3You get out of cuffs, a trunk or an escort only through roleplay (someone frees or rescues you).

Section 3

Consent and sensitive roleplay

The administration will expand this section. What is here already applies and is sanctioned.

3.1Any sensitive roleplay needs the explicit consent of everyone involved, asked out of character by typing in chat with no command (OOP: only people nearby read it). Never with /ooc, which the whole server reads. It can be withdrawn at any moment, and a "no" ends the scene, no discussion.

3.2Adult or sexual roleplay: only with everyone's consent, always in private and with a fade to black (the scene cuts, it is not described). Never in public or on a stream. Completely forbidden with characters who are minors or look like minors.

3.3Always forbidden, no exceptions: rape or sexual assault in roleplay, threats of a sexual nature, and using roleplay as an excuse to harass.

3.4Insisting after a "no" (flirting, following someone, sexual comments, touching with animations), in or out of character, is harassment and is sanctioned. Discrimination based on gender, orientation, origin, ethnicity or anything else is a serious offence.

3.5The stop phrase: anyone can say "this makes me uncomfortable" in chat with no command (OOP) (or use /reportar) and the scene stops. Nobody sanctions or mocks whoever uses it.

3.6Pregnancy in roleplay: only with both players' consent and telling staff. Nobody causes a miscarriage or attacks a pregnant character for that purpose without that player's consent. She can end it whenever she wants.

3.7Kidnappings and torture: no sexual component whatsoever. Graphic violence also fades to black if anyone asks.

3.8Searches are done respectfully and, if the person asks, by someone of the same gender when available.

3.9Staff handle these reports with high priority. They can be made privately, by ticket.

Section 4

Property and robbing other players

4.1You may take: cash, dirty money, weapons, ammo, vests, drugs, tools, stolen goods and anything illegal. Valuables and food, in reasonable amounts: you don't empty the whole inventory "because you can".

4.2Documents are not taken (ID, licences, certificates; they can be looked at). The phone can be taken during the scene and is left on the ground next to the person when you leave.

4.3An on-duty officer or medic keeps their work gear (police radio, service weapons and medkits). You may take the weapon out of their hand to neutralise them.

4.4Nobody is forced to transfer bank money, withdraw from an ATM, accept an invoice or sign over cars or homes.

4.5Only those who took part in the scene rob, once per scene. You don't loot bodies from someone else's shootout.

4.6Finishing off someone already down needs a strong roleplay reason. You don't finish someone off so they lose what they carry.

4.7Another player's car can be stolen with roleplay, but not destroyed or dumped in the sea for fun. Police cars and ambulances only within an ongoing scene.

Section 5

Safe zones

5.1Safe zones, by rule only: the hospitals (Pillbox and Sandy Shores), the police station (MRPD), the airport arrivals and the government offices (City Hall and Civil Registry). The building and its car park count.

5.2Inside, no robbing, no kidnapping, no threatening with weapons and no shooting. Nor is anyone dragged outside to do it there.

5.3They are not a refuge: running in to flee a scene (the police, a robbery, a fight) does not end it. The police can arrest you inside, without shooting, and the scene carries on when you come out. Nobody stays inside waiting for the other side to give up, or steps out to attack and runs back in.

5.4An assault on a safe zone is valid only with a strong prior roleplay reason and approval from the Gobernación, requested beforehand by ticket. "Breaking the gang boss out of the station before his transfer."

5.5It is never approved to rob someone who just respawned or to finish someone off at the hospital.

Section 6

Legal factions

6.1 · Common to all

6.1.1On duty you wear a uniform or visible badge. In plain clothes, you identify yourself out loud before acting.

6.1.2Force goes up one step at a time: presence, words, physical control, less-lethal (taser, baton), and firearms only against a lethal threat. Nobody who surrenders gets shot.

6.1.3Whoever arrests reads the rights before reaching the station: (1) to remain silent, and anything said can be used against them in a trial; (2) to know what they are accused of; (3) to a lawyer, and if they have none, a DOJ public defender if someone is available; (4) to one call; (5) to medical care if hurt, EMS before the cell; (6) to ask for a trial instead of accepting the police sentence.

6.1.4If the rights were not read, it is a procedural flaw the lawyer can use at trial (reduced or dropped charges). It is a roleplay consequence, not a sanction, unless the officer always does it.

6.1.5Neutrality: no taking sides between organizations or in turf wars. What you know about an organization (tier, level, members) you know through roleplay.

6.1.6Corruption is allowed as roleplay, with three limits: no leaking dispatch or radio; no taking weapons, ammo or items out of the station, the armoury or evidence; no using work tools to commit crimes. A corrupt judge only with staff approval. Arranging with a criminal outside roleplay (Discord, friends) how a scene will end is not corruption: it is cheating.

6.1.7Off duty you do not act as police or medic: no arrests, no orders, no work radio, no dispatch information.

6.1.8LSPD and EMS: at least 3 hours on duty per week, with absences announced. Sitting on duty doing nothing to collect pay is forbidden.

6.1.9For robberies the game counts only on-duty officers. Nobody goes on or off duty to block or enable a robbery, or goes on duty just to meet the minimum and then ignores it.

6.1.10Every invoice is issued after stating the reason and amount, and the person accepts it (the game asks them). Exception: fines from an on-duty officer under $50,000 arrive without acceptance, so they are set only by the penal code (rule 8) and never split into more invoices than the game's cap forces. Fines ordered by a judge are issued by the police.

6.1.11Chiefs answer for their faction. LSPD and EMS chiefs are appointed by the Gobernación, which can remove them in roleplay.

6.2 · LSPD

6.2.1Cadets always patrol with an officer or higher and do not drive in chases.

6.2.2You arrest with a reason: a crime witnessed, a warrant, well-founded suspicion.

6.2.3Nobody is held more than 30 minutes without being processed or released.

6.2.4The sentence is the one in the penal code (rule 8), never more. For class A, a case is opened for trial.

6.2.5Searches need a reason; only illegal items and evidence are taken. A vehicle stored in a garage needs a warrant. The gun permit card is asked for in roleplay.

6.2.6Chases: at most 4 units behind; the PIT manoeuvre is done by an officer or higher announcing it on the radio, never on a busy avenue or against a motorbike; you shoot at a vehicle only if someone shoots from it.

6.2.7Raids: a home with an owner needs a warrant, except when caught in the act or in hot pursuit. Staff review the entry log. The owner opens the storage chest in roleplay when shown the warrant; refusing is obstruction.

6.2.8Operations at drug spots: based on roleplay information, led by a sergeant or higher, and time-limited. Nobody stands guard at a spot permanently, parks in an area to block sales or farms arrests to pad numbers.

6.2.9Hostages: one negotiator, sergeant or higher (or the highest rank present). You may grant up to 60 seconds' head start with no chase, pull units back, a vehicle; not weapons, money or releasing prisoners. What is agreed is honoured, and nobody shoots the hostage.

6.2.10A vehicle is impounded if used in a crime, abandoned or under a warrant. Never as punishment.

6.2.11Confiscated items go to the evidence locker with the case number, never into anyone's pocket. After the trial, or 7 days with no trial, a lieutenant or higher destroys them and logs it.

6.3 · EMS

6.3.1Neutrality: everyone is treated, by severity. What you see while treating stays with you unless a judge asks.

6.3.2You enter a shootout scene once it is safe. On-duty medics are not shot or kidnapped to stop their work.

6.3.3A medic does not volunteer or arrange with anyone to act as a hostage.

6.3.4Charges: treating $2,000 and reviving $5,000, at most.

6.3.5Reviving only on duty. If you won't make it in time, say so on dispatch.

6.4 · Gobernación and DOJ

6.4.1The Gobernación approves, by ticket and in advance: special roleplay (alliances of more than 2 organizations, assaults on safe zones, big events), new businesses, and laws or penal code changes (announced in #anuncios).

6.4.2The Gobernación does not hand down sentences or override server rules: staff sanctions belong to staff.

6.4.3A DOJ warrant is needed to: raid a home with an owner (except caught in the act or hot pursuit), arrest for a past crime, search a business or a stored vehicle. With no DOJ member online, a sergeant or higher signs urgent ones and the DOJ reviews them.

6.4.4Trial is mandatory for class A. Any detainee can ask for a trial; the sentence can go up or down. A requested trial not held within 48 real hours: half the police sentence applies (for class A, half the penalty in the table).

6.4.5Judges and prosecutors recuse themselves from cases involving their organization, family or roleplay friends, and do not belong to illegal organizations.

6.4.6Every case gets a number in #case-files-casos.

6.4.7The gun licence is bought at Ammu-Nation only with prior DOJ approval (with no DOJ, from the Gobernación, by ticket). It is approved with no class A convictions in the last 14 days and no open cases. Bought without approval, it gets revoked. It is only removed by a trial.

6.4.8Transfers of homes and vehicles, and name changes, go through the DOJ notary, never under threat.

6.4.9Complaints against officers are investigated by the DOJ (internal affairs), which decides suspensions or demotions together with staff.

6.5 · Garages and businesses

6.5.1The till belongs to the business: wages and supplies come out of it, not personal spending.

6.5.2A clear price before charging, and you charge only for work done.

6.5.3A business launders money only through the laundering system, if the administration enabled it. Fake invoices, fake sales or transfers to clean money are forbidden.

6.5.4Mechanics open other people's cars only for work. The tow truck impounds at police request or for an abandoned vehicle.

6.5.5The estate agency enters ownerless homes only to show or manage them.

Section 7

Crime

7.1 · Organizations

7.1.1Organizations are assigned by the administration. They can be obtained through a donation or by staff decision based on the story; ask in a ticket. The administration also sets their family (gang, mafia or cartel).

7.1.2The leader answers for their people. Three serious offences by the organization within 30 days and the administration may take away turf, move it down a family or dissolve it.

7.1.3The member cap for your level is not exceeded by any route.

7.1.4Tablet missions justify nothing: if they ask for kills against another organization, those come from a real roleplay conflict.

7.1.5A criminal with no organization has the ceiling of a level I gang and counts as a gang for rule 7.2.2.

7.2 · Tiers: gang, mafia, cartel

7.2.1Each tier has its activity ceiling:

ActivityGangMafiaCartel
Small robberies: shops, ATMs, low and mid-level houses, muggings, carsYesYesYes
Medium robberies: high-level houses, jewellery display casesFrom level IIIYesYes
Big heists: bank vaults, multi-step heists (Fleeca, jewellery store)NoYesYes
Street dealing: selling on the street and up to 10 units to a playerYesYesYes
Producing marijuanaYesYesYes
Producing cocaine (paste and doses)From level IIIYesYes
Pressing bricks and wholesale (more than 10 units or bricks)NoYesYes
Regularly supplying drugs to other organizationsNoResellsYes
Money laundering (through the system)NoYesYes
Arms trafficking (selling weapons to others)NoYesYes
Running protection on businessesNoYesYes

7.2.2The tier rule: an organization does not attack, in roleplay, one of a higher tier (gang on mafia, mafia on cartel). Attacking means robbing, kidnapping or killing its members, or claiming or declaring war on its turf. Self-defence is always allowed: it means answering an attack in progress, not paying it back later.

7.2.3Higher tiers may act against lower ones only with a roleplay reason. No "cleaning up" gangs for sport.

7.2.4The only exception to 7.2.2 is the promotion heist: the lower organization, at level III or above, allies with one of the target's tier (or higher) and they present the plan to the Gobernación beforehand by ticket. If it succeeds, the Gobernación approves the family change.

7.2.5The Gobernación, with staff, can move an organization down a family for repeated serious offences or after a month with no turf and no activity.

7.2.6At most two cartels in the city.

7.3 · Alliances

7.3.1At most 2 allied organizations in aggressive roleplay (robberies, heists, wars, attacks, kidnappings). More only with roleplay approved by the Gobernación in advance. Any organization that provides people, weapons or vehicles for that action counts as an ally, whatever the deal is called; someone taking part with no organization counts as part of the organization they act with.

7.3.2The alliance for a promotion heist counts within those 2.

7.3.3Whoever is not part of the alliance stays out of the fight. Nobody switches organization, or leaves theirs to act "on their own", to get around this limit or the tier rule.

7.4 · Turf

7.4.1The turf cap is the one the game gives for your family and level. It is not worked around.

7.4.2Claiming turf or declaring war needs a prior roleplay reason (a conflict, a debt, an announced expansion). "It was free" is not enough.

7.4.3The owner may reject at most 1 war per week. If another war is declared within those 7 days, they accept it or lose the turf for abandonment. If the war could not happen because the owner had nobody online, it does not count as a rejection; avoiding logging in, or logging off on purpose so it cannot be declared, does.

7.4.4You do not claim or attack the turf of a higher-tier organization, except in an approved promotion heist.

7.4.5You defend with a warning: identify yourself, warn, and give them the chance to leave. Never shoot someone who is just passing.

7.4.6An organization that does not set foot on its turf for 14 days can lose it: the Gobernación or staff frees it.

7.4.7No wars are declared between 3 am and noon (Argentina time), or by taking advantage of the rival being offline. Nobody outside the two sides and their allies joins in.

7.4.8War kills are checked in the logs. A fake or arranged kill voids the war and is sanctioned.

7.4.9Keeping accounts online without playing to collect turf income is forbidden (rule 2.8.3).

7.5 · Robberies and heists

7.5.1The requirements of each robbery (minimum police, tool, time, cooldown) are the ones the game shows.

7.5.2Participants, hostages and tier by size. Everyone helping in the scene counts, inside or outside (drivers, lookouts, armed backup). If the game sets a lower cap, the game wins:

SizeExamplesParticipantsHostageTier
SmallShop till or safe, ATM, low or mid-level houseup to 4Optional (the NPC clerk works for negotiating)All
MediumHigh-level house · jewellery display cases4 · 6House: optional · Jewellery: at least 1 playerGang level III or above
BigBank vault, multi-step heists (Fleeca, jewellery store)up to 6At least 1 playerMafia and cartel

7.5.3If the game let you start and the police don't show up, the robbery stands.

7.5.4One attempt per scene. Starting and abandoning a robbery to trigger alerts in a row or to distract the police is forbidden.

7.5.5Houses: logging off, dying on purpose or waiting for a restart to skip the cooldown is forbidden, and so is hitting the same house over and over.

7.5.6Heist loot is split in roleplay. Betraying your own is valid roleplay, with its consequences.

7.5.7Boosting (contract car theft) is criminal roleplay: this whole rulebook applies.

7.6 · Hostages

7.6.1Fake hostages are forbidden: the hostage cannot be from your organization or an allied one, or someone who volunteers or is arranged outside roleplay (a friend, a medic).

7.6.2The hostage values their life, and if the deal is kept they are released unharmed.

7.6.3Demands are reasonable, negotiation does not drag past 10 minutes, and both sides honour what is agreed.

7.7 · Kidnappings

7.7.1Only with a roleplay reason: a debt, revenge, information, ransom.

7.7.2At most 30 minutes of captivity. Releasing the same person and grabbing them again over the same thing counts as the same kidnapping.

7.7.3On-duty police or medics are not kidnapped just to stop their work.

7.7.4The ransom is paid by whoever wants to pay it; the victim is not forced to transfer money (rule 4.4).

7.7.5No sexual component, and fade to black if anyone asks (rule 3.7 and rule 3.5).

7.8 · Drugs and spots

7.8.1Gathering, processing and selling spots are discovered in roleplay. Sharing or asking for them outside roleplay (Discord, screenshots, external maps) is metagaming; inside roleplay, information can be sold or passed on.

7.8.2No camping at spots (rule 2.3.2). An organization may defend a spot inside its own turf with a prior warning: identify, warn, give them the chance to leave, then act.

7.8.3Selling on someone else's turf is a roleplay provocation; the response follows this rulebook.

7.8.4Street dealing and wholesale depend on the tier (rule 7.2.1).

7.8.5Staff (or the Gobernación with their backing) may move a spot that got burned by leaks, and they check who produces and sells too much.

7.9 · Weapons

7.9.1The only legal weapons for a civilian are Ammu-Nation's, with an approved licence (rule 6.4.7), carried holstered.

7.9.2Selling weapons to others (trafficking) is only for mafias and cartels.

7.9.3A weapon in hand on the street with no scene is a threat and is treated as one.

7.10Laundering. Only through the laundering system, enabled by the administration with Gobernación approval for a mafia's or cartel's business. Any other route is forbidden (rule 6.5.3).

7.11Escapes. Escaping prison or custody is valid with a plan (outside help, a distraction). Using game bugs is not (rule 2.8.1).

Section 8

Penal code

8.1Class C (minor): fine. Class B (less serious): fine and jail; the police sentence and the detainee may ask for a trial. Class A (serious): mandatory trial.

8.2In a single arrest the crimes add up, with a cap on the police sentence of 60 minutes of jail and $100,000.

8.3For class A the police may apply up to 20 minutes of pre-trial detention and open the case; the final sentence comes from the judge (rule 6.4.4 if there is no trial within 48 hours).

8.4Removing the gun licence is always decided at trial. For the class B crimes that carry it, trial is mandatory only if the accused holds a licence.

8.5The prosecutor may offer up to half the sentence for cooperating.

8.6The penalties (jail in minutes, served at Bolingbroke):

CrimeClassFineJailMandatory trialLicence removed

Traffic

Speeding or careless drivingC$750NoNo
Driving without a driving licenceC$1,000NoNo
Reckless driving (endangering others)C$2,000NoNo
Failing to stop at a checkpointB$3,00010NoNo
Fleeing in a chaseB$5,00015NoNo

Public order and justice

Disturbing the peace, insults in publicC$750NoNo
Trespassing on private property or a restricted areaC$1,000NoNo
Threatening or insulting an officialC$1,500NoNo
Criminal damage or vandalism (including graffiti on others' property)C$1,500NoNo
False emergency reportC$2,000NoNo
Resisting arrestB$2,50010NoNo
Obstruction of justice (false identity, hiding evidence, refusing a warrant)B$3,00010NoNo
Impersonating police, a medic or an officialB$5,00015NoNo
Bribing an official (offering)B$5,00015NoNo
Escaping prison or custodyB$5,00020NoNo

Weapons

Legal weapon without a licenceB$4,00010NoNo
Brandishing a weapon or threatening with itB$4,00010If licensedYes
Firing in public without hitting anyoneB$5,00015If licensedYes
Carrying an illegal weapon (black market) or a suppressorB$8,00020If licensedYes
Arms trafficking (selling or moving several)A$25,00045YesYes

Against persons

Assault (injuries, unarmed)B$3,00010NoNo
Armed assaultB$6,00020If licensedYes
Kidnapping or hostage-takingA$20,00040YesYes
Attempted murderA$25,00045YesYes
MurderA$35,00060YesYes
Serious assault or murder of an on-duty officer or medicA$40,00060YesYes

Robbery and property

Handling stolen goods (holding or selling)C$2,000NoNo
MuggingB$3,00015NoNo
Vehicle theftB$4,00015NoNo
House burglaryB$5,00020NoNo
Robbing a shop or an ATMB$6,00020NoNo
Robbing a jewellery storeA$15,00035YesYes
Robbing a bank or a vaultA$25,00050YesYes

Drugs, money and the State

Possession for personal use (up to 5 units)C$1,000NoNo
Street dealing or possession with intent to sellB$5,00015NoNo
Drug production (gathering to process, lab work)A$20,00040YesNo
Wholesale trafficking (bricks or more than 10 units)A$25,00045YesNo
Money launderingA$30,00045YesNo
Corruption of an official (taking bribes, leaking information)A$20,00040YesYes

Section 9

Staff sanctions and appeals

9.1Sanctions are out of character and decided with the server logs. Indicative scale, adjusted by staff according to harm and repetition:

SanctionFor
WarningMinor offences or a first time with no harm to anyone.
Admin jailRoleplay offences that harm others or repeat (sections 2, 4 and 5). From 30 minutes to several hours; the clock runs only while you are online.
Temporary banSerious offences or repeat offending: logging off to escape, bug abuse, repeated trolling, harassment (rule 3.4). From 1 to 30 days.
Permanent banCheats, menus and macros; getting money or items through bugs; rule 3.3; discrimination or serious harassment against the real person.

9.2Report with /reportar in game, or by ticket in #open-ticket with evidence. Except for cheating or a serious bug, finish the scene first.

9.3Sanctions are appealed by ticket in #open-ticket within 7 days. Someone on staff who did not issue it reviews it. Arguing in public adds nothing.

9.4Staff are in the logs like everyone: if one oversteps, report them and someone else reviews it.

9.5Section 3 reports have high priority and can be made privately.

Section 10

Armoured vehicles and VIP weapons

Armoured vehicles are not in the game yet. The rules in 10.1 apply once they are enabled; until then, no vehicle counts as armoured. The rules in 10.2 apply already.

10.1 · Armoured vehicles

10.1.1Armoured vehicles can be owned by those who get one through a donation or at a VIP dealership, and by the factions the administration authorises. Stealing one is fine with roleplay (rule 4.7), and the thief uses it under these same rules.

10.1.2Armour protects, it does not attack. Ramming, running over or pushing others with an armoured vehicle is VDM (rule 2.4), and is sanctioned harder than with an ordinary car.

10.1.3Forbidden in small and medium robberies (rule 7.5.2): not to arrive, not to escape, not as backup. It can be used in a big heist, and whoever rides in it counts as a participant.

10.1.4It is not an endless shield. In a chase nobody stays locked inside to avoid arrest, or keeps shooting from inside without end. If the vehicle is boxed in or cannot go on, the scene continues outside: get out, surrender or negotiate. "Boxed in by three patrol cars, waiting inside for the police to give up."

10.1.5The police can impound it with a warrant (rule 6.4.3), or if it was used in a crime (rule 6.2.10). Donated or not, it goes to the impound like any vehicle.

10.1.6Guard and escort work is valid roleplay for an armoured vehicle: driving a boss, protecting a transfer or an event. Escorting does not allow shooting first or make the area your own.

10.2 · VIP weapons

10.2.1Same carry and licence rules as any weapon: without an approved licence it is illegal for a civilian, it is carried holstered and the police confiscate it like any other (rule 7.9.1).

10.2.2No immunity: owning one does not spare you a robbery (rule 4.1), a search or a sentence.

10.2.3It is not drawn or used in safe zones (rule 5.2).

10.2.4It is lost like any other: if you respawn at the hospital without being revived, it goes with everything you carry. If it is stolen or confiscated, too. Staff do not give it back.

10.2.5It is not passed to another of your own characters (rule 2.11.2), and selling it to others is trafficking: mafias and cartels only (rule 7.9.2).