Heists
Players may not coordinate or run multiple heists simultaneously.
You may not interfere with an ongoing heist in any capacity.
You may not begin a heist or robbery within 30 minutes before or after a tsunami.
Heist camping is prohibited. If you encounter an ongoing heist, you must disengage and leave the area.Police motorcycles are not permitted during heists unless the criminals are also using motorcycles.
Heist Chases & Pursuits
Free passage is automatically granted for all heists and does not need to be demanded.
Both sides are expected to provide a clean chase for a minimum of five (5) minutes before advanced tactics may be used.
During pursuits:
Criminals may use blocks and spikes and are limited to one (1) decamp per pursuit.
Any attempt by criminals to use more than one decamp may result in police escalation to extreme tactics.
Police may utilise PIT manoeuvres, spikes, and air support once escalation is permitted.
Further police-specific pursuit rules are outlined later in the ruleset.
Any attempt to bypass these rules, force outcomes, or disrupt heist flow may result in disciplinary action.
Airdrops
Players may not abandon, manipulate, or artificially conclude an active roleplay scene to participate in an airdrop.
This includes, but is not limited to:
Taking a PD chase to the area of an airdrop.
Ignoring or abandoning an existing roleplay scene because an airdrop has spawned.
Heist Caps
All heists are capped with a maximum number of participants as shown on the heist tablet.
These limits include all active participants involved in planning, execution, lookout roles, or escape.
Any attempt to exceed these limits, rotate players in, or involve additional individuals during an active robbery will be treated as a rule violation.
Any player who intentionally assists a robbery or its escape in any capacity—including blocking roads, scouting, relaying information, or interfering with police—counts as a participant, regardless of distance from the robbery location.
When non-gang members are partaking in other criminal activity; everyone is to have a maximum of 5 members on scene and on-radio. This includes when engaged in physical conflict and when selling and processing narcotics.
Robbing
Robbery and injuring are distinct actions and must follow clear roleplay standards.
You may either rob a player or injure them, not both, unless explicitly permitted below.
If a civilian actively engages in a fight with a gang, they may be robbed or injured during that same scene.
This decision must be made at the time of the interaction.
Failure to rob or injure during the scene forfeits the right to do so later.
This may not be used as justification for future retaliation, robbery, injuring or killing.
When in Southside (see boundaries) anyone can be robbed and injured on the same scene - but the event must still have;
Prior roleplay interaction and valid escalation
A clear valid in-character reason to do so.
No pocket wiping.
You may not rob a player without a prior roleplay interaction.
Example: robbing a random dead or downed player found without a scene is prohibited.
Robbery must have a clear, valid in-character reason. You may not rob someone “just because.”
Pocket wiping is not permitted. Essential or personal items may not be taken, including but not limited to:
Phones
Radios
IDs
Food or drinks
Similar personal or roleplay-critical items
Gang-on-Gang Exception
During gang-on-gang conflict, gangs are permitted to rob and injure each other within the same scene, provided the actions make clear roleplay sense.
Looting in gang-on-gang situations is limited to relevant criminal items only, such as:
Drugs
Weapons
Dirty money
Phones, radios, IDs, and other personal or roleplay-critical items must not be taken during gang-on-gang robberies.
If gang members are kidnapped for a scene, phones and radios can be taken.
Items taken must be reasonably connected to criminal activity or the scene itself.
Any robbery or injury that exceeds what is reasonable, justified, or appropriate to the scene may be treated as FailRP, excessive toxicity, or RDM and may result in disciplinary action.
Robbing Police
Police officers may be robbed only of specific, limited equipment.
You may only rob the following items from police officers:
Body armour
Radios
Phones
Cameras
Evidence bags
Bodycams
No other items may be taken under any circumstances.
Robbing police equipment may still result in disciplinary action, depending on context, intent, and impact on roleplay.
B e lle’s arch enemy is Hera the PD K9
Police officers may be taken hostage; however, once an officer is taken hostage, the police force is authorised to use any necessary and appropriate tactics to rescue and protect their officer.
Taking a police officer hostage is considered a high-risk escalation and does not guarantee negotiation outcomes.
Hostages
Hostages must be legitimate and used appropriately within roleplay.
Fake hostages are not permitted.
A hostage may not be a member of your gang, crew, or associated group.
If a hostage is being used for a heist or negotiation, they may not be robbed or killed while serving as a hostage.
AI-controlled pedestrians (AI Peds) may be used as hostages where applicable.
Any attempt to fake, recycle, or misuse hostages to gain an advantage or bypass rules will be treated as a rule violation and may result in disciplinary action.
So any player who is issued a victim following being a hostage cannot be taken hostage again for 60 minutes. Victim cards will expire in pockets after that 60 minutes is up.
Comas and Memory Wipes
When Waking up from a coma (stage 2 - being on your back) - You may choose as a roleplayer to either forget or remember the events that led your character into a coma. If you do choose to remember - you must remove yourself from out of that battle, and should not seek revenge for at least 45 minutes - and must roleplay your injuries/recovery.
Memory Wipes - To fully memory wipe another character, it must be done in the presence or with prior approval of one of the KPs of the city,
Criminal Conflict
Warlording:
Warlording is strictly prohibited. Players may not intentionally use tackles, knockdowns, vehicles, physics, mechanics, animations, or any in-game system to force another player into a vulnerable, downed, stunned, ragdolled, or otherwise disadvantaged state for the purpose of immediately eliminating them or securing an easy advantage in combat.
Any deliberate action designed to bypass fair gunplay or combat balance — including but not limited to tackling and immediately shooting, ramming or running players over to secure a kill, abusing desync, chaining knockdowns, or exploiting game mechanics to prevent a player from properly defending themselves — will be treated as mechanic abuse.
The determining factor is intent and outcome, not the specific method used. If the action creates an unavoidable or artificially one-sided combat situation, it will be considered warlording. Claiming a mechanic is “allowed” or “not specifically listed” will not be accepted as a defence.
Staff retain full discretion in determining whether combat behaviour was legitimate engagement or an unfair exploitation of mechanics.
Hop Out Rule:
During any active fight, “hop-out, shoot, drive off, and immediately return” style combat is strictly prohibited.
Once a player exits a vehicle and initiates violence (including discharging a weapon, striking a player, or otherwise engaging in combat), they are fully committed to that engagement. Players may not disengage solely to reset positioning, reload safely, avoid retaliation, collect additional members, or gain a tactical advantage before rejoining the same fight.
If a player or group chooses to retreat, they must fully disengage by leaving the area and may not re-engage in that same conflict for a minimum of forty-five (45) minutes. Returning directly, circling the area, staging nearby, or rejoining through alternate routes, vehicles, or secondary characters will be treated as re-engagement.
This rule applies to all participants involved in the conflict. The intent is to prevent unrealistic hit-and-run tactics and maintain fair, immersive combat.
Apex PD may reposition as necessary, as they are responding to and managing an active crime scene; however, this does not permit abuse of mechanics or unrealistic combat resets.
Staff retain full discretion in determining whether a retreat was legitimate disengagement or an attempt to circumvent this rule.
