Too long? Read this box.

NukeRP does not play like other DarkRP servers:

  • You can kill anyone. Murder is a crime, not a rule break. Staff do not take RDM reports; the police and the bounty system deal with killers.
  • Every kill prices your head. Seen killing someone? You are Wanted. Three bodies and you are a Public Enemy: announced server-wide, anyone can claim your bounty, dead or alive.
  • Got murdered? Tell the police, or press E on a Bounty Hunter and put your own price on the killer (minimum $50,000).
  • Crews change the maths. Crewmates never snitch on you and defending one is legal, but killing one pays nothing.
  • Still bannable: Mass RDM (8+ kills in 5 minutes for nothing), spawn camping, and killing AFKs or brand-new players.

The detail lives in Sections 3 and 6 below.

Glossary

Term Definition
Mass RDM Killing at an indiscriminate volume to grief the server rather than to play on it. A bounty is the answer to killing; Mass RDM is the answer to killing at scale for no reason.
Wanted A player who killed another player in front of a witness and now carries a price. At one or two kills, a police matter.
Public Enemy A player with three or more kills on record, seen or unseen. Their bounty is public: announced server-wide, anyone may claim it.
Public Bounty A bounty any player may claim, announced server-wide. A Public Enemy's bounty and every player-placed bounty are public. (The placer of a bounty and the target's own crew can never collect, see 6.28 and the crew rules.)
Crew A Party or an Organisation. Parties are free, capped at five and dissolve as members log off; Organisations are founded in-game for $250,000, persist, wear a clan tag and grow to ten slots. One crew per player. Crews share prop permissions, a private chat (/p) and the crime rules in 6.32-6.37.
Protection pot What happens to a player-placed bounty that expires while the target's crew stood guard: the stake splits among the crew's online members, target included. See 6.37.
RDA Random Arrest: arresting a player without a valid reason.
NLR New Life Rule: upon death you forget everything from your previous life.
LTAP Leaving to Avoid Punishment: disconnecting during an active staff sit.
NITRP No Intent to Roleplay: joining the server to grief, minge, or disrupt others with no intention of engaging with the RP environment.
KOS Kill on Sight: a sign marking property whose owner intends to shoot trespassers. Signs are a courtesy, not a requirement.
FailRP Acting in a way that breaks the logic of your roleplay character.
Minge Someone deliberately ruining the experience for others.
Advert An in-game announcement (via /advert) declaring a roleplaying action.
Raid Forcing your way into an owned base by lockpicking, keypad cracking or breaching. Starting one opens a raid between you (and your crew) and the owner (and theirs). See 6.2a.
Counter-Raid Intervening to defend a base that is actively being raided, as an ally of the base owner.
Prop Block Using props to seal off an area so it cannot be entered.
Prop Kill Intentionally using a prop to deal damage to another player.
Prop Climb Using props to reach areas you couldn't normally access.
Prop Surf Using props to fly, travel faster or avoid damage.
Prop Spam Spawning large numbers of props in attempt to cause lag or to grief.

0. Freedom of Speech

NukeRP is a free speech server. Trash talk, banter, dark humor, swearing, controversial opinions, and heated roleplay are welcome. Say what you want.

The one hard line: sustained, targeted harassment of a specific player with the intent to drive them off the server is not allowed. Going after someone personally and repeatedly outside of any RP context crosses it. General edginess, offensive jokes, and heated arguments do not.

0.1 Doxxing or sharing another player's real personal information is a permanent ban regardless of context.

1. General Conduct

1.1 Treat everyone with basic respect.

1.2 No spamming voice or text chat (Minging).

1.3 Do not impersonate staff or other players.

1.4 Do not exploit bugs, map glitches, or unintended physics behaviour in a way that affects economy, other players, or general server operation. All Fun isn't banned. If you find a bug, report it.

1.5 Cheats, aimbots, macros, or any third-party advantage are permanently bannable if used maliciously or for personal gain.

1.6 Do not disconnect to avoid a punishment (LTAP). Doing so will result in the punishment being applied when you return, plus a possible extension.

1.7 Do not respawn mid RP scenario, please let it play out.

1.8 Use common sense.

1.9 Staff decisions are final. If you disagree, talk to a higher up or appeal it. Don't argue mid-sit.


2. New Life Rule (NLR)

2.1 When you die, your character begins a new life. You may remember past events but may not act on them. You cannot seek revenge, return to a conflict, or use information gained before your death.

2.2 NLR applies on death and on job changes.

2.3 During an active raid, the following return rules apply:

2.4 A raid ends when no raiders remain inside the base. Once the raid is over, NLR applies. Do not re-engage or act on information from that conflict.

2.5 Police may return to an area to resume law enforcement duties if an agenda is set and the player is either wanted or has a warrant. If none of the above are true, do not return.

2.6 Bounty Hunters may return to an area to pursue a bounty they are entitled to claim, under the same terms as police in 2.5. Once the bounty is claimed or cleared, NLR applies as normal.


3. Crime & Violence

3.1 NukeRP is a crime server. Murder, robbery and violence are crimes, not rule breaks. Staff do not investigate who shot you. The police, the Mayor's laws and the bounty system do.

3.2 You do not need to justify a kill to a staff member. You may need to justify it to a police officer, and you will pay for it either way. Every murder goes on your record, and a witnessed kill makes you Wanted with a price on your head. Unseen kills count too, the city just doesn't know whose they are yet. See Section 6.

3.3 You do not have to warn anyone before shooting them. This is a crime, not a duel.

3.4 Mass RDM is still bannable. Trigger: 8 or more kills within 5 minutes. Staff will then check why.

The bounty system handles volume long before this point. If you are killing enough people to trip 3.4, you have been a Public Enemy since your third body and the whole server is already hunting you. You have chosen to keep going anyway.

3.5 Spawn camping is a ban. Positioning near the spawn area to kill players as they spawn, or before they have had a chance to orient themselves, is not a crime, it is griefing. There is no bounty large enough to justify it.

3.6 You may not kill, mug, kidnap, or place a bounty on players who are clearly AFK or who have under 30 minutes playtime. New players get a grace period.

3.7 NLR applies to every death without exception. See Section 2. You do not return for revenge. That is what bounties and the police are for.


4. Prop Rules

4.1 Prop Kill: using props to damage or kill players is forbidden.

4.2 Prop Block: sealing off public roads, doorways, or the spawn area with props is forbidden.

4.3 Prop Climb: using props to reach areas you couldn't normally access is forbidden. Use ladders instead.

4.4 Prop Surf: riding props to travel faster or avoid damage is forbidden if used maliciously.

4.5 Prop Spam: spawning large numbers of props to cause lag or grief is a bannable offence. Please remember to clean up your props when you are done with them or change jobs.

4.6 Prop Push: excessive use of prop pushing is forbidden.


5. Basing & Building

5.1 You may only build inside a property you have bought. No building on the street or in spawn.

5.2 It is recommended to place a Building sign on your base while constructing but isn't necessary. The building sign is to be removed when there are active entities in the base. While a building sign is up:

5.3 Remove your building sign when the base is finished or contains entities like printers, bitminers etc.

5.4 Fading doors: Maximum 5 fading doors protecting any single set of valuables. Each must have a working keypad with at least a 3-second hold time. Fake keypads are not allowed. If you are basing with 2 or more people a maximum of 3 fading doors

5.5 One-way props are allowed for visibility only. You may not shoot through them. If you can't be shot back through it, you can't shoot through it.

5.6 Bases must have a usable entrance accessible via lockpick or keypad cracker. No mazes or pixel-perfect crawl spaces that only work if you know the exact angle in advance.

5.7 Pitch-black or all-white rooms/bases are prohibited. Raiders must be able to see where they are going.

5.8 KOS signs are a courtesy, not a permission slip. You never need one to shoot (see 3.3), and having one does not clean the crime off your record: shooting a trespasser is still murder unless it is self-defence or a raid is live (6.2a). A sign just tells people what to expect on your property.

5.9 Drug Dealers must stay clear of building on or around drop points. The drop itself must remain reachable by any player. You may not block or obstruct access to it.

5.10 Trap bases and impossible bases are prohibited. This includes: inescapable rooms, one-way drops that deal fall damage, entrances that can only be opened from inside, and any design intended to kill or permanently trap raiders rather than defend against them.

5.11 Squatting is only allowed as a Hobo. Do not be obstructive to the property owner's activities. Attempt to stay hidden from them within RP.

5.12 Walking in and out of a no-collided impenetrable prop to gain an edge on defending against raids is forbidden.


6. Crime Rules

Raiding

6.1 You do not have to advert raid.

6.2 You may not raid the same base more than once every 30 minutes. Who may return mid-raid after dying is covered in Section 2 (NLR).

6.2a The raid instance. Picking a lock, cracking a keypad or breaching a door on an owned base starts a raid: you and your crew against the owner and theirs. While it runs, kills between the two sides are lawful in both directions. No record, no Wanted, no Public Enemy. A raid lasts ten minutes, stretches while the fight continues (up to twenty), and ends early if every raider dies. Both sides see a RAID timer. A raid shields nobody's bounty: a Public Enemy raiding your base is still worth every dollar, and killing them still pays.

6.2b Sides lock at the start. Whoever is in each crew when the first pick goes in is the raid. Joining a crew mid-raid does not put you in the fight; you cannot be recruited into a raid that already started (6.21a). Anyone outside the raid is a bystander, and killing a bystander is murder like always.

6.2c The cooldown has teeth. Raid the same base twice inside 30 minutes and the second visit is not a raid: no protection, and every kill goes on your record as plain murder.

6.3 You may not raid:

6.4 Breaching doors with shotguns is not to be abused. Only jobs permitted to raid are allowed to.

Mugging

6.5 You must announce Mug before mugging someone via /advert or voice chat.

6.6 The maximum mug demand is $15,000.

6.7 Give the victim at least 10 seconds to comply before taking action.

6.8 You may not mug players who are clearly AFK, in spawn, or who just joined the server (under 30 minutes playtime).

6.9 You may not mug the same player more than once every 5 minutes.

Kidnapping

6.10 You must announce Kidnap before kidnapping someone via /advert or voice chat.

6.11 The maximum ransom is $25,000.

6.12 You must move the victim to a concealed location. You may not hold someone in a public area.

6.13 Kidnappers must set a ransom and allow the victim (or others) time to pay before harming them.

6.14 A victim may be held for a maximum of 5 minutes. Release them afterwards regardless of ransom outcome.

6.15 You may not kidnap the same player more than once every 15 minutes.

Hits

6.16 Hits are only to go through the Hitman or Expert Hitman.

6.17 The maximum demand is $50,000.

6.18 Anyone is allowed to call hits given there is RP justification.

6.19 You may not place hits on players who are clearly AFK, in spawn, or who just joined the server (under 30 minutes playtime).

6.20 You may not place hits on the same player more than once every 10 minutes.

Bounties

Being Wanted

6.21 Every murder goes on your record, witnessed or not. What a witness decides is whether the city can see you: kill someone in front of a living witness and you are Wanted. Police and Bounty Hunters get your name. Kill them alone in an alley and nobody is told, but the body still counts. A witness is a living player who saw you do it. The victim does not count, and neither do the dead, the downed, anyone who could not see you, or your own crew. Accomplices don't snitch: your party or organisation never makes you Wanted. Raid kills are the exception: see 6.2a.

6.21a Self-defence is lawful. If a player has attacked you, or a member of your crew, in the last fifteen seconds, killing them carries no charge, witnessed or not. Crew defence only counts if you were already in the crew when the blow landed; you cannot be recruited into a fight that already happened. Their own bounty, if they carry one, stays on their head for the police to settle. Defence is not revenge: NLR still applies to every death, yours and theirs.

6.22 At one or two kills you are a police matter, if anyone saw you. Only police and Bounty Hunters can act on the price: it pays $10,000 for every kill on your record, and police collect double for bringing you in alive instead. Police and Bounty Hunters can see who is Wanted. An unseen killer is a mystery to everyone, and killing a mystery is still murder. Everyone finds out at three.

6.23 From your third kill, witnessed or not, you are a PUBLIC ENEMY. It is announced server-wide and any player may claim the bounty: $30,000 at three kills, growing $10,000 with every kill after. A Public Enemy pays the same dead or alive; the arrest premium ends when the bounty goes public. The city knows exactly who you are now, and every further kill is pinned on you automatically, seen or not.

6.24 Claiming a bounty you are entitled to does not make you Wanted and does not add to your kill count. Killing a Wanted player when you are not entitled to the bounty is just murder, and is treated like any other kill. (Your own crew is never "entitled", see 6.35.)

6.25 Your record clears when you are arrested or when someone claims your bounty. Serving your time makes you a citizen again. The kill count resets and the ladder starts from zero.

6.26 Below three kills, heat fades: each kill drops off your record an hour after you did it, if you keep your head down. From three kills the record freezes. A Public Enemy cannot be waited out, and the price survives your death if nobody claimed it, and survives disconnecting. It is still on your head when you come back.

Player-placed bounties

6.27 Bounties are placed face-to-face: find a Bounty Hunter and press E on them. You fund it yourself, out of your own pocket. Minimum $50,000, no maximum, one placement per target per half hour. The brokering Bounty Hunter takes a 10% fee off the top at the counter; the rest becomes the stake on the target's head.

6.28 Player-placed bounties are announced server-wide and anyone may claim the stake, including the Bounty Hunter who brokered it. Two people can never collect: the placer (paying for a murder and collecting on it is not a loophole we left open) and the target's own crew (see 6.35).

6.29 A player bounty needs a roleplay reason. This is not a kill-justification rule, you never need one of those. It exists because a bounty names a specific player to the entire server, which makes it the one crime mechanic that can be aimed at someone out of character. Bounties placed to harass a player rather than to hurt a character fall under rule 0's harassment line.

6.30 You may not place bounties on AFK players, players in spawn, players under 30 minutes playtime, or members of your own crew.

6.31 A player-placed bounty is dead-only and expires if unclaimed after 30 minutes. An arrest never settles it. The target walks out of jail with the contract still on their head. If it expires while the target's crew stood guard, the stake becomes the crew's protection pot (6.37); otherwise the money is gone.

Crews (Parties & Organisations)

6.32 A crew is a Party or an Organisation. Parties are free (/party), hold five, and dissolve as members log off. Organisations are founded for $250,000, persist across restarts, wear a clan tag, and buy up to ten slots. You can be in one crew at a time. Organisation names and clan tags are visible to the whole server. Rule 0's naming and harassment standards apply to them, and staff will strike an offensive tag without a refund.

6.33 Your crew are accomplices, not witnesses. A crewmate watching you kill never makes you Wanted. The kill still goes on your record. A crew hides you from the city, not from the ledger.

6.34 Crew defence is self-defence. Anyone who attacked a member of your crew in the last fifteen seconds is yours to kill without charge (6.21a). You must have been in the crew before the attack landed, and NLR still applies. Dying takes you out of the fight, crew or no crew.

6.35 There is no blood money inside a crew. Bounty claims and arrest premiums on your own crew members pay nothing (an arrest still clears their record, jail is jail). Killing your own crewmate is murder like any other, bounty or no bounty, and goes on your record. You cannot place bounties on your own crew (6.30).

6.36 Leaving doesn't cash you out. For 30 minutes after leaving or being kicked from a crew, bounty payouts between you and your former crewmates stay at zero, in both directions. Quitting the crew to collect on a friend is a door that locks behind you.

6.37 The protection pot. If a player-placed bounty expires while its target is in a crew with at least one other member online, the stake pays out, split evenly between every online member, the target included. Keep your VIP alive for the half hour and the would-be killer's money becomes your crew's payday. A one-man crew guards nothing and collects nothing.

Conduct

6.38 Staging kills, bounty claims, or protection pots with friends to farm payouts is exploiting the economy, not roleplay, and is treated under rule 1.4. The system already pays crews for genuine protection. Cycling crews, feeding bounties to your own pot, or kill-trading on cooldowns is the line.

6.39 The Bounty Hunter is the legal counterpart to the Hitman: they work Wanted players and public bounties, and they are the only counter players can buy. Every player-placed bounty goes through one. Private, unannounced contracts remain the Hitman's trade.

Counter-Raiding

6.40 If a base is actively being raided, the base owner's allies may intervene in defence. Counter-raiders outside the owner's crew are not part of the raid: their kills follow the normal rules, and self-defence and crew defence (6.21a, 6.34) are their cover.

6.41 Counter-raiding is only valid while the raid is still in progress. You may not engage raiders after the raid has ended.

6.42 If you die while counter-raiding, NLR applies; you may not return to assist the defence.

6.43 You may not counter your own raid.

Terror Attacks

6.44 You may only do a terror attack once every 30 minutes.


7. Advert Requirements

The following actions must be announced before being performed. Mug and Kidnap can be announced via /advert or voice chat. Voice cannot be verified in a staff sit, so /advert is recommended if you want evidence.

Action Announcement
Mugging someone Mug (advert or voice)
Kidnapping someone Kidnap (advert or voice)
Declaring a tyrannical regime (Mayor only) Regime
Ending a regime (Mayor only) Regime End

Hitmen do not need to advert hits.


8. Police & Government Rules

8.1 Police must enforce all currently posted Mayor's laws. "Mayor's orders" is a valid RP justification for any police action within server rules.

8.2 Police must have a valid RP reason to arrest someone; either a broken law or an explicit Mayor's order. Mass-arresting with zero basis is still RDA.

8.3 Police should issue a verbal warning before arresting where practical. Under an active lockdown or declared regime, this requirement may be waived.

8.4 The Mayor may enact any laws they choose, including authoritarian or self-serving ones; tyranny is a legitimate RP path. Players may organise and resist.

8.5 The Mayor may call a lockdown at any time for any stated RP reason. The reason does not need to be impartial.

8.6 A valid warrant is one that uses proper RP justification to arrest/detain/raid a citizen or their property.

8.7 Police may breach and search a base with a valid warrant or explicit Mayor's Orders.

8.8 Police cannot build bases or own property. Their home base is the Police Department. If you have props, entities/a base left over from another job, please:

8.9 Government cannot own contraband unless a regime is declared.

8.10 The Mayor may set tax rates up to a maximum of 40%. This cap may only be exceeded under a declared Regime.

Bounties & Lethal Force

8.11 Murder is a crime the police own. Staff do not act on it. If you are killed, report it to the police or fund a bounty.

8.12 Police may use lethal force against any player Wanted for murder who does not surrender. This is a lawful killing, not RDM.

8.13 Police are paid $10,000 for every kill on a Wanted player's record when they take them down, and double that for an arrest. At one or two kills, take them alive. It always pays double. From the third kill the bounty is public and a Public Enemy pays every claimant the same, dead or alive.

8.14 The arrest premium applies to the city's bounties only, and an arrest settles only the city's ledger: it clears the target's kill record and pays the premium. A bounty a player paid for out of their own pocket is dead-only. It is not paid on an arrest and it survives the jail term. Police are not paid to settle other people's grudges, and jail does not erase them.

8.15 RDA is still a rule break. Arresting a player who is not Wanted and has broken no posted law is Random Arrest, and staff do handle that.

Political Arrests

8.16 Police may detain (kidnap) a civilian on behalf of the Mayor. Standard kidnapping hold rules apply. Maximum 5 minutes, victim must be taken in for questioning and or prison time. No ransom required.

8.17 A Political Arrest is valid if the Mayor is present and has issued a standing order via advert, gov chat or warrant.

Regime Declaration

8.18 The Mayor may declare a tyrannical regime by adverting or announcing it. Under an active regime:

Regime Start/End Conditions

8.19 The declared regime ends when the mayor dies, switches jobs or stands down themselves. It will not pass on to the next mayor.

8.20 Any contraband left over must be removed when the regime has ended.

8.21 Even under a regime, these protections always apply:


9. Job & Job Specific Rules

9.1 Play your job's intended role. A Gun Dealer who raids bases is FailRP without a reasonable backstory.

9.2 Do not switch jobs mid-situation to escape consequences (e.g. switching from criminal to citizen while being arrested). Wait until the situation is over to switch.

9.3 Job-specific rules:

Job Key Restrictions
Custom Job (/customjob) | Civilian May raid, mug, kidnap so long as it fits your characters job with RP Justification.
Citizen | Civilian Cannot raid, mug, or kidnap.
Banker | Civilian Take care of the Bank, especially its vault; cannot raid, mug or kidnap.
Wizard | Civilian Brew potions to sell to the Apothecary or other players; cannot raid, mug or kidnap.
Parkourist | Civilian Do sick tricks and stuff. Cannot raid, mug or kidnap.
Gun Dealer | Civilian Sell weapons to anyone; cannot raid, mug, or kidnap. Can self-supply if you are the only gun dealer online.
Hobo King | Civilian Cannot own or rent property or raid. Can mug, and kidnap given RP Justification.
Hobo | Civilian Cannot own or rent property. Cannot mug, raid or kidnap independently; may do so (with raiding as the exception) under direct Hobo King orders.
Medic | Civilian Cannot participate in raids or crimes unless basing with or hired by criminals.
Bounty Hunter | Civilian The city's bounty broker (see 6.27 and 6.39). Can only kill players whose bounty they are entitled to claim, unless attacked first; cannot raid, mug or kidnap.
All Police Jobs | Government Cannot own contraband outside of a regime; must follow police rules.
Mayor | Government May enact any laws including authoritarian ones; cannot own contraband outside of a regime; may kidnap via Political Arrest only; may not mug.
Black Market Gun Dealer | Criminal Sell weapons to anyone; cannot raid, mug, or kidnap. Can self-supply if you are the only gun dealer online.
Weed Dealer | Criminal Sell drugs to anyone; cannot raid, mug or kidnap unless basing with other criminals.
Meth Manufacturer | Criminal Sell drugs to anyone; cannot raid, mug or kidnap unless basing with other criminals.
Drug Kingpin | Criminal Sell drugs to anyone; cannot raid, mug or kidnap unless basing with other criminals.
Hitman & Expert Hitman | Criminal Can only kill their contracted target unless attacked first; cannot raid, mug or kidnap unless it is required for the hit. Can base with other criminals.
Thief & Pro Thief | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.
Terrorist | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.
Cult Leader & Follower | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.
Kidnapper | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.
Ballas Gangsters | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.
Grove Street Gangsters | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.
Crips Gangsters | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.
Bloods Gangsters | Criminal May raid, mug, kidnap within the crime rules above. Can base with other criminals.

9.4 Do not beg staff or other players for money, weapons, or items.


10. FailRP

We try not to limit exciting, fun or interesting scenarios with FailRP. If you have any suggestions please let staff know! The following are FailRP and will be punished:


11. FearRP

FearRP is not enforced.


12. Punishments

Punishments are at staff discretion and scale with severity, intent, and prior history.

Generally we try to follow this format: Verbal warning → Official warning → Kick → Temp ban → Perm ban.

Offence Typical Punishment
NLR violation Warning → Kick → Temp ban
Mass RDM Kick → Temp ban → Perm ban
RDA Warning → Kick → Temp ban
Spawn camping Temp ban → Perm ban
NITRP Warning → Kick → Temp ban
Prop abuse Warning → Kick → Temp ban
Harassment / Bullying Warning → Kick → Temp ban → Perm ban
Cheating / exploiting Kick → Temp ban → Perm ban
FailRP Warning → Kick → Temp ban
LTAP At staff discretion
Staff disrespect Warning → Kick

We want to keep punishment as lax as possible. This means however, that if this system is taken advantage of, we will have to increase severity of punishments and rules.

Staff reserve the right to apply harsher punishments for extreme or malicious behaviour.


13. Appeals

If you believe you were punished unfairly, contact an admin directly or appeal on our Discord linked down below. Please don't argue mid-sit; wait until afterwards and bring it up calmly.