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Raid Rules

Raids are defined by 3 or more attackers landing on a sim and attacking it.  Raiders are expected to perform combat emotes throughout the raid for various activities to simulate the time it takes to accomplish them.  For non-raid combat rules, please visit that page under this one in the menu. 

Combat Basics

  • Both Treve and Minus are meter-optional cities.  We allow and host servers for both zCS and GM meter, but recommend contestants agree on one or the other before engaging in contest/battle.  GM and zCS are not perfectly compatible.

  • No aimbots or WAW HUD or anything similar

  • No animation over-riders (AOs) that displace your AV during battle, including jump/somersaults

  • No push scripts

  • No speed enhancers

  • No flying

  • Jumping is not allowed

    • May only be done if stuck

  • No TPing across the sim or out of capture

    • Citizens of Treve may TP to Treve via the tarn in Minus.

    • Using the tarn requires being within clicking distance or a shouted emote of 10 words, stating a tarnsman arrived to escort fleeing citizens back to Treve. 

  • Underwater fighting unrealistic but is allowed for sake of avoiding invalids

  • No redrawing after being downed and attacking from unconscious bubble (this includes accidents or lag)

  • No talking/shouting, moving, fighting, or any other conscious actions from an unconscious bubbles

  • Everyone can drag 2 captives.  You can drag more at end of raid when all are bound to help sail captives faster.

  • No fighting/running while dragging a leashed captive

  • No moving while in binds, but may walk or run if feet are free 

  • May attack with kicks only while arms are bound     

  • No "Prim Shooting," meaning that you may not stand against a prim or mesh and shoot through it if the physics are solid.  This includes any windows or openings that arrows would not travel through if you were not pushed up against it

  • No taking advantage of other unnamed exploits of Second Life physics

  • Re-logging or 'crashing' at strategic points when a group can exploit lag will result in a ban

  • Downing in binds is only acceptable if the captor is moving, fighting while bound, their feet are unbound, or trying to unbind others while bound.

    • If your AO overrides the binding animation and you are standing, don't complain if you are mistaken for being unbound.  

  • Don't camp bubbles to down them over and over when it serves no strategic purpose. 

  • Playing gestures, sounds or animations to taunt others is in poor taste and frowned upon.

  • OOC trash talk is not condoned but will happen.  Don't take it too far.  

Raids: Starting and Performing

Raiders Joining A Raid

  • Raids must come in from the raid entry point, which is a safe zone for 10 minutes or until you engage in role play, combat, or leave the area, 

  • Raiders may not join if Raiding Group does not want their help

  • Raiders may join if they are on the docks before raid begins

 

Defenders Joining A Raid (Ask a defender for numbers)

  • Once it is clear a raid is incoming (3 raiders on dock) 

    • IC, RP, or arena mode Defender Avatars anywhere on sim may join the defense.

    • Late arrivals may take the place of someone IC before raid begins

    • Admins returning from OOC dealing with Admin issues

    • After a raid, defenders will have up to 10 min to return to IC

    • No TPing in to defend

    • No logging in late unless re-logging

    • No returning from AFK/OOC during combat

    • May not join if on another level of the sim once combat starts

Aiding

  • Aiding per Region Meter Settings.  Do not bind and then unbind to aid.  

  • Chat "/32 sync" in local to read current Region Meter Settings.

Arena Mode

  • Raiders and Defenders must use Combat Mode not Arena Mode.

    • If you forget to enter Combat Mode and are downed in arena mode, self-bind, and you may not be unbound by yourself or anyone else for the duration of the current region unbind time. Chat "/32 sync" in local to read current Region Meter Settings.

Bandaging

  • No RP needed.

Binding

  • One emote of relevant text, not gibberish. 10 words minimum, include captive's name.

Unbinding

  • No emotes. You can only be unbound by an unbound person.

Self Unbinding

  • After Region Unbind Time. No Emotes.

  • Chat "/32 sync" in local to read current Region Meter Settings.

Captures

  • One raid may take a maximum of two captives.

  • Captives may opt out of RP to sit in a cage

  • You may not take a captive during a rescue raid.  

  • All captives are released after rescue attempt, successful or not. 

Climbing

  • If you can walk/run up or down it, go ahead.  

Disarming

  • No disarming during raids

Falling

  • Falling is allowed

Grapple

  • No Grappling

Keys

  • There are currently no key doors in Minus

Ladders

  • No Ladders

Leashing

  • No emotes 

  • Once bound, captives can be dragged with a leash by clicking their binds or using ".leash Their Name" 

Raid Ratio

  • 1:1 Raid Ratio unless otherwise agreed to before raid start.

Sailing

  • Must depart from landing point.

    • No emotes needed unless you have a captive.

    • One emote if you are sailing a captive.  

    • 10 words that make sense, not gibberish. 

    • Must name where you are sailing captive.

    • Must name captive when sailing them.

  • One raider can only sail with one captive at a time and must sail (leave the sim for sailing destination) with their captive.

  • If your raid group wants to take two captives, you need two raiders to participate in the sailing.

Stealing Coins

  • No emotes needed for stealing coins

    • Stealing is currently turned off on this sim anyway.

Tarns 

  • Tarns must be 20/20 hit Tarns by Adoveea Rau 

  • No tarn avatars for battle

  • Okay for non-combat role play

  • For combat, the ones on her island are better than the ones on her Marketplace store

  • No limit on number of tarns, but must have 1:1 (One-to-one) tarn ratio of Attacker vs. Defender.  

  • Tarns may rezzed at any point during the raid

  • Any human avatar can pilot tarns.  See below for beasts.

  • Two passengers allowed per Tarn (total of 3 avatars on tarn) 

    • Passengers must now be unbound or feet unbound and conscious to be picked up and within 10m

    • Cannot drag enemies in binds on a tarn until everyone is bound or in a cage

  • Once a Tarn has been killed or de-rezzed that party cannot re-rez their tarn.

  • No Right-Clicking or sitting on enemy Tarns

  • Tarns may not continue to fly once rider is downed.

  • Raiders may not continue to ride their tarn around for an unreasonable amount of time after everyone else is down

Beast Rules

  • Beasts may wear the zCS Beast Meter.

    • The sim may or may not have Beast Mode enabled.

  • Beasts other than Kur are discouraged from flying tarns because it looks stupid for a sleen or tharlarion to fly a tarn.

    • In 15000 pages of the books, only one Kur was known to fly a tarn, so Kur on tarns are okay

  • Kur are the only beasts that are allowed to use ranged weapons, and count as 2 raiders for any ratio purposes that may come up

CaptivityRules

RP limits will be honored.

  • If practical, players may "fade to black' and pick-up the story line after the aspects that are in conflict with a player's limits.

  • Players may choose to opt out of explicit role play they do not feel comfortable participating in, such as rape or excessive violence and gore. “Fade to black” remains an option.

    • If a person chooses to fade to black, respect that choice. You would expect your limits to be honored if the roles were reversed.

Etiquette

  • Establish a posting order and stick to it

  • Do not post more than once before others have had a turn

  • Learn what godmoding and metagaming are and try to avoid it​

  • Try not to make posts too long when there is a large group

Approved Weapons

  • Human and Beasts damage max. 45% melee/ 20% arrow/ 14% dart

  • Only Kur beasts may have ranged weapons. Sleen, Larls, and the like may only have claws.

  • No Hybrid weapons that automatically switch between melee and/or ranged.

  • No dual wielding (Including attaching a second bow to your hud, and using scripted arrow hits)

  • No rapid switching between melee or bow to skip delay times between strikes

  • Shields don't matter with zCS meter and are only cosmetic.  Don't use arrow-blocker devices.

  • Since we do not allow disarming during a fight, there is no reason to carry extra weapons just to make disarming more complicated.

  • You may use 2 different melee weapons in a fight but you are still not allowed to quick switch your weapons or use combo weapons with magic touch.

  • You may use 2 different ranged weapons in a fight. It is recommended that such be an arrow damage weapon (20% damage) and a dart weapon (14%).

  • Not allowed: ballistas, bolas, grapples, guns, non-gorean weapons like star war light sabers and baseball bats.

  • Only weapons from the following makers are allowed. If the maker of your weapon is not on this list, DO NOT USE IT.  Contact Erwin Solo if you think this list is out of date. The intent is to update this list to mirror the latest zCS.

Implement Locking
================
The Forge/EZ | EZ Weapons (EZWeaponry) | Melee & Ranged
Equinox | EquinoxSecurity | Melee & Ranged 
Iroas | IroasWeapons | Melee & Ranged
Anyon | AnyonWeapons | Melee
[A.W.] | A.W. Security (nimus.mortensen) | Melee & Ranged

Don't Implement Locking
================
PFC | PFCWeapons | Melee & Ranged - Only locks temporarily if drawn when captured.
LR | LRWeapons Chrome | Melee & Ranged
Markz | Markz McMahon | Melee & Ranged
GTS Weapons | GTS Weapons (gtsweapons Diabolito) | Melee & Ranged
Jungle Weapons | JungleWeaponS | Melee & Ranged
Vo-Fang Weapons (VF/VFX) | Tungsten Inventor | Melee & Ranged
Myst Weapons | MystWeapons Resident | Melee & Ranged
Ancient Builds | Jake Molinaro | Melee & Ranged
Mkbcult Weapons | mac Keystrel | Melee

                 
Banned Weapons 
PAC Weapons
Luxory Weapons
Raycasting Bows
Bombs
Fire Traps
Griefing Tools
Primus Weapons

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