Most up to date version including changes that have been made at the suggestion of players.
Tentative Raid Rules Rewrite 0.6
Section 1.0 Raid Procedure
1.1 To initiate a raid the leader of a raiding party must modreq one hour in advance of the raid
The handling GM must then provide a warning regional broadcast to the target. The raid will arrive one hour from the broadcast not from the posting of the modreq.
1.2 Raids must be launched from an established base
A base being henceforth defined as a Major Freebuild or Nation. You may not launch raids from random freebuild huts or dirt holes. RP cave hideouts are fine but must be of an appropriate scale.
1.3 Characters involved in a raid must have demonstrable allegiances
One day raid characters will not be tolerated. Your character must be rped to some degree to participate in raids.
1.4 Any individual that is downed during the duration of a raid (within the confines of the raided settlement and its immediacy) may be captured even if they are popped or D40. To do so make a modreq while providing a screencap of the individual being downed, ideally accompanied by a timestamp.
If someone is executed or bleeds out during the raid they may not be captured / tped back.
1.5 Any individual that is downed during the duration of the raid (within the confines of the raided settlement and its immediacy) may have their head or body taken without consent.
NPCS may be made of an individual to represent them having been executed. Or a head can be requested of a moderator without the need for player consent.
The victim who’s body or head has been taken must be alerted.
1.6 Launching a raid negates any raid cooldowns you have immediately. You are fully vulnerable to being raided.
1.7 A raid will last for an hour after it begins as defined above. After an hour raiders shall be removed from the city and given a victory.
Section 2.0 Raid Mechanics
2.1 A raid ‘begins’ formally once the raiding party enters the region of the targeted settlement. Or for freebuild settlements, are within 50 blocks of the outermost wall or structure of said settlement.
Once the raid has begun the supervising moderator will alert both sides that PvP is now ‘on’. PvP remains ‘on’ until the moderator specifically alerts the leadership of the offensive and defensive party.
The supervising moderator must alert both sides as to the statuses of the opposing side to minimize confusion.
2.2 Ladders must be placed vertically, in a continuous realistic fashion.
In a regioned area your supervising moderator will place the ladders for you
In a freebuild area you may place the ladders yourself
Troll ladder placements will be met with a blacklist.
2.3 Battering Rams may be purchased at the Cloud Temple for (20000 minas for heavy or 10000 for light).The Ram comes in the heavy (with arrow shield) or light (without shield) variants.
A Battering Ram must be deployed at a gate
A gate is henceforth defined as an entry point to a settlement generally formed in an arch a minimum of three blocks high and two wide. The gate is formed of iron bars or any variety of wooden fencing.
In the absence of a ‘gate’ any ‘citizen’s door’ may replace the ‘gate’.
The Battering Ram must be operated by punching the sign on the back of the Ram. (resembling the existing trebuchet sign)
For the defenders to disable the Ram they must break the 5 iron blocks at the core of the ram.
All the iron blocks in the core must be mined out to disable the ram.
The Ram may not be repaired by replacing iron blocks. You may not replace the iron blocks that were mined nor may you place new iron blocks. Once an iron block has been removed from the Ram it may not be repaired period.
2.4 Raiders may attempt to remove anti ladder buttons. They must provide the appropriate emote, while supervised by the supervising Moderator. A roll of ten will break a button. A raid party may roll ten times.
2.5 You cannot construct "Instant" Death Traps. -"Instant" being traps that lock you into place and kill you without any interaction.
Traps which cause more than five hearts of damage are prohibited. -All traps are required to give the trapped individual the ability to escape, including utilizing the lockpick plugin. --Pathways of escape cannot be able to be blocked off. -Lava, and magma blocks are prohibited within any trap. -During PvP instances trap interactions do not require emotes. -Outside of PvP instances trap interactions must be emoted.
Gates are not traps
Anklebiters are not traps
Section 3.0 Types of Raids
3.1 The Offensive Raid, the first type of raid, this raid is the basic raid conducted by aggressors.
3.2 The Retaliatory Raid, should the defending party succeed in repulsing the aggressors they may choose to retaliate.
A retaliatory raid must be launched within an hour of victory being declared (by the GM via broadcast) and requires a modreq.
A retaliatory raid may not be retaliated for the sake of not having endless fringe tier raid cycles.
Retaliatory raids will ignore cooldowns.
3.3 The Rescue Raid, for the purposes of simplicity the rescue raid will act like a retaliatory raid.
The faction launching the rescue raid must demonstrate rp knowledge of a kidnapping.
A kidnapping is where an individual was actually captured not someone that wandered into the settlement and bothered the guards.
Section 4.0 Cooldowns and Caps
4.1 There is no limit on numbers for any offensive or defensive raid action.
4.2 If the aggressors are victorious the settlement’s raid cooldown shall be Forty Eight Hours from the beginning of the raid.
4.3 If the defenders are victorious the settlement’s raid cooldown shall be Fourteen Days from the day of the raid.
4.5 If the defenders are victorious in both repulsing the first raid and in the retaliatory raid then the settlement’s raid cooldown shall be Twenty One Days.
Section 5.0 Preemptive Defining of Terms and Clarifying of Blurred Lines
5.1 A raid is defined as a hostile action committed by an organized group, launched from a point of origin.
To secure the benefits and such of a raid the above definition must be fulfilled and overseen by a Moderator.
5.2 Defenders are victorious if they hold off the raiders for one hour. Victors are victorious if they defeat all the defenders or force them to flee or hide.
5.3 A group of Villains operating within the walls or the immediate surroundings (50 blocks from the walls) will be considered an illegal raid if their numbers exceed four.
All instigators of illegal raiding shall be Villainy Blacklisted. The leader / high ranking of the party shall receive a double sentence.
Villains are defined ‘foreigners conducting malicious actions with the intent of doing harm to residents or peaceful visitors of a region’.
Actions of locals against locals will never fall under the umbrella of villainy no matter the number. As long as those involved are locals. In the event that there are some foreigners among the locals a majority threshold of locals will be required on both sides of a conflict for this clause to persist.
5.4 You may not instigate a raid if there are fewer than four people in the city at the time of the GM going to broadcast.
To clarify when the GM accepts the modreq and goes to perform the warning broadcast if there are less than three people within the city then the raid may not be performed.
(This is to prevent cheesy middle of the night raids wherein you take all their pixels while they are asleep.)
5.5 Emotive combat is not raiding
Trying to twist an ‘emotive combat’ scenario into a raid or a mechanical resolution is raid baiting.
If the attacker is trying to ensure 10+ individuals are present this will be deemed raid baiting. Guards responding to rp would not be held as raid baiting.