> For the complete documentation index, see [llms.txt](https://alphadevhub.gitbook.io/alpha-roleplay/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alphadevhub.gitbook.io/alpha-roleplay/rules/article-ix-combat-injury-and-death-roleplay.md).

# ARTICLE IX — COMBAT, INJURY, AND DEATH ROLEPLAY

## **ARTICLE IX — COMBAT, INJURY, AND DEATH ROLEPLAY**

#### **Preamble**

Conflict is an essential part of Dominion RP, from street fights to high-stakes heists.\
However, **all combat must respect realism, consent, and the value of life**.\
This article defines how gunplay, melee, explosives, and injuries are handled, including death consequences and revival mechanics.

***

### **Section 9.1 — General Combat Principles**

1. **Realism First**
   * All combat actions must reflect character skill, weapon limitations, and environmental factors.
   * Avoid ignoring injuries, cover mechanics, or situational risk.
2. **Fair Engagement**
   * No forcing outcomes (powergaming).
   * All combat interactions must allow participants to realistically respond.
3. **Value of Life (FearRP)**
   * Characters must **roleplay fear** when threatened.
   * Threats include drawn weapons, dangerous situations, or overwhelming odds.
   * Ignoring fear is FailRP.

**Scenario Example:**

* ✅ *Correct:* Player draws a gun; target drops to the ground, hides, or flees.
* ❌ *FailRP:* Target ignores bullets and stands still while uninjured.

***

### **Section 9.2 — Gunplay Rules**

#### **9.2.1 — Weapon Use**

1. Firearms must be **handled realistically**, including aiming, recoil, and rate of fire.
2. Weapons may not be used from vehicles unless RP justified and following Section VIII rules.
3. Suppressive fire may be used to control a scene but cannot **instantly incapacitate all targets without interaction**.

***

#### **9.2.2 — Engagement Protocol**

1. Players must provide **verbal or emote RP warnings** before lethal force, when possible.
2. Escalation should follow IC context:
   * Unarmed confrontation → melee or negotiation.
   * Armed suspects → potential escalation to firearms.

**Scenario Example:**

* ✅ *Correct:* Robbery suspect aims a pistol at PD; officer draws weapon and warns, “Drop your weapon now!”
* ❌ *FailRP:* Officer shoots immediately with no warning, no chance to surrender.

***

#### **9.2.3 — Combat Restrictions**

* No combat logging: players cannot disconnect to avoid RP consequences.
* No drastic appearance changes (clothing, accessories) to evade pursuit.
* NLR applies: post-respawn, players forget the scene details and cannot engage in revenge RP.

***

### **Section 9.3 — Melee & Close-Quarters Combat**

1. Melee fights must respect **character strength, skill, and situational context**.
2. Overpowered emotes or unrealistic outcomes are FailRP.
3. Injuries must be roleplayed and may affect mobility, attack speed, and defensive capability.

**Scenario Example:**

* ✅ *Correct:* A punch knocks a player down; they take several seconds to recover before acting again.
* ❌ *FailRP:* Player gets hit by multiple attacks but ignores damage and fights normally.

***

### **Section 9.4 — Explosives and Heavy Weapons**

1. Explosives (grenades, RPGs, sticky bombs) must be used **with caution and RP justification**.
2. Collateral damage must be considered; indiscriminate use in city areas may violate server rules.
3. Heavy weapon usage requires proper IC preparation: securing location, warning civilians, and tactical planning.

**Scenario Example:**

* ✅ *Correct:* Gang sets up a controlled explosion during a robbery, evacuates civilians, and follows RP protocol.
* ❌ *FailRP:* Random explosions in crowded areas without IC consequence.

***

### **Section 9.5 — Injuries and Medical RP**

#### **9.5.1 — Injury Severity**

1. Injuries must reflect the **type of damage**:
   * Minor: cuts, bruises, short-term limping.
   * Moderate: bleeding, restricted movement, reduced combat efficiency.
   * Severe: incapacitation, unconsciousness, or life-threatening trauma.
2. Recovery and treatment must be **realistic** and involve EMS or in-character medical resources.

**Scenario Example:**

* ✅ *Correct:* Player shot in leg, limps to safety, treated by EMS over several minutes.
* ❌ *FailRP:* Player takes multiple gunshots but runs at full speed with no consequence.

***

#### **9.5.2 — Hospital RP**

1. Players must remain in RP during hospitalization.
2. NLR applies: post-respawn, players forget the incident and cannot target the same individuals immediately.
3. Players may RP injuries, such as restricted movement or limited actions, even after release.

***

### **Section 9.6 — Death & New Life Rule (NLR)**

1. **Death Consequences**
   * Death must be roleplayed with realism: players lose consciousness, IC awareness, and can be subject to in-game looting or consequences.
   * Looting the dead is permitted **only if realistic and IC justified**.
2. **New Life Rule (NLR)**
   * Upon respawn, all knowledge of the prior scene is forgotten.
   * Revenge, targeting, or repeating actions from the previous incident is prohibited for a defined period (usually 15–60 minutes).

**Scenario Example:**

* ✅ *Correct:* Player dies in a heist, respawns at the hospital, forgets attackers’ identities.
* ❌ *FailRP:* Player immediately hunts down attackers after respawning, ignoring NLR.

***

### **Section 9.7 — Combat Cooldowns & Scene Limits**

1. **Priority Timer**
   * Wait **15 minutes** between major combat incidents involving the same players or factions.
2. **Scene Limits**
   * Only one high-priority scene per area/server-wide at a time to prevent chaos and FailRP.

***

### **Section 9.8 — Administrative Enforcement**

1. **Violation Assessment**
   * Staff evaluates realism, FearRP adherence, scene conduct, and NLR compliance.
2. **Penalties**
   * Minor: Warning, redo scene, temporary cooldown.
   * Moderate: RP restrictions, temporary suspension, or limited combat permissions.
   * Severe: Permanent ban, faction removal, or asset confiscation.
3. **Appeals**
   * Players may submit evidence and IC context to contest penalties within 7 days.

***

#### **Closing Statement for Article IX**

Combat is a key aspect of Dominion RP, but **life and death have meaning**.\
FearRP, injury, and NLR preserve immersion, fairness, and story continuity.\
FailRP, powergaming, and unrealistic combat will be addressed strictly to protect all players’ experience.
