Updated April 17, 2025.
Welcome to Random Thoughts, home of the Vos Imperium! Whether you are a visitor or a combatant, this document will provide everything you need to know before participating in activities. The short version of each rule is on the left, and the full description is on the right. By entering this region, you agree to follow all rules within this document. If you do not agree, you must exit Vos Imperium territory immediately.
These rules apply to everyone in Vos Imperium territory at all times.
| 1. | Don't backseat our rules. | Interpretation of rules may not be argued. The Defense OIC has the final say on whether a rule infraction has occurred and what corrective action is necessary. If you disagree with the Defense OIC's decision, you may direct your concerns to the Administration. |
| 2. | Obey the Defense OIC. | The Defense OIC is in charge of all short-term activities within the region including combat. The Defense OIC is the primary point of contact for Vos Imperium during combat and has the full authority of ranking officer. |
| 3. | Ask if you're unsure of something. | If you are unsure of whether something is permitted, ask the Defense OIC or the Administration. If you feel that you are being treated unfairly, inform the Administration. We cannot help you if you do not communicate with us. |
| 4. | Be professional and courteous. | Professional behavior is required by all individuals within Vos Imperium territory. Antagonistic behavior directed at any individual, regardless of rank or group affiliation, will not be tolerated. |
| 5. | Don't harm others' experiences. | Disruptive behavior and assets will not be tolerated. Common sense applies. This includes playing loud sounds that can be heard across the region, displaying unsolicited dialog messages to everyone, or the use of any scripted item that can disrupt ongoing activities. |
| 6. | Dress for General rating in main areas. | Avatar appearance must be appropriate for a General-rating region. Genitalia must be fully covered and invisible from every angle. Non-public areas such as the build platform are exempt from this rule. |
| 7. | No doxxing anyone or anywhere. | Disclosure of personal information not publicly available and with malicious intent will result in a permanent ban from the region, even if it happens outside of Second Life. |
| 8. | Don't enter restricted areas. | The defenders' spawn building, located in the southeast corner of the region, any region-wide platforms above or below the combat zone, are restricted zones. Uninvited guests in these areas are subject to be killed on sight, and killing Vos Imperium personnel in these areas will result in a non-combat infraction. |
| 9. | Don't block movement. | Slowing or stopping the movement of anyone is not permitted at any time. Scripted pushing is allowed but must not have a duration longer than 1 second. |
| 10. | Don't fly. | Avatar flight is not permitted except in restricted areas for approved guests. |
| 11. | Don't sit hack. | Sitting on an object in order to rapidly move across the region or to pass through walls is not allowed. If you become stuck in an object, teleport home. |
| 12. | Don't dialog spam. | Region-wide dialog messages are restricted to only the Defense OIC system. Similarly disruptive scripts are not permitted. Region-wide text messages (e.g. llRegionSayTo) are acceptable but may not send repetitive or disruptive messages, as determined by the Defense OIC. |
| 13. | Don't loiter in spawn. | Loitering in the spawn room for more than fifteen minutes is not allowed. Visitors may walk or request to be teleported to a safe location to socialize with Vos Imperium personnel, Civilians, and other Visitors. Waiting to enter combat due to combatant ratio restrictions is the only exception. |
| 14. | Vos members can't loiter in spawn. We use the radio instead. | Vos Imperium personnel are not permitted to loiter in the spawn room. Vos Imperium personnel may communicate with the spawn room from anywhere in the region via local chat using the attacker hub radio. |
| 15. | No recruiting. | Attempting to recruit Vos Imperium members or other individuals present in Vos Imperium territory will result in an immediate ejection for the first offense and a non-combat infraction for subsequent offenses, administered on an individual basis. |
This section applies to all combatants. Combatants are anyone who participates in combat, including Vos Imperium personnel, Civilians, and attacking parties.
| 1. | Set your home before fighting. | Combatants must set their home to the spawn room before beginning combat. You may be required to join -[SLMC]- to set your home in spawn. |
| 2. | Set your home after leaving. | Combatants must set their home to another region after departing. Repeatedly teleporting in and out of the region causes unnecessary performance impact and may result in an automatic temporary ban. |
| 3. | Ratio: 1.5 to 1. | Neither side may exceed 1.5 times the other's numbers, rounded up. For example, if there are 3 defenders, up to 5 may attack. Participants on the field take priority over new combatants regardless of group affiliation. The Defense OIC may, at his or her discretion, suspend the ratio limits. |
| 4. | Lone wolves get one hour. | Individual attackers and parties with fewer than three combatants are limited to one hour of combat per six hour period on an individual basis. The six hour period begins at the first engagement. Groups of three or more are not limited in this manner even if they recently performed lone wolf combat. |
| 5. | No prim shooting. | Prim shooting, or shooting at or through solid objects in order to kill someone on the other side, is not allowed. This includes shooting at or through unbreakable windows and energy barriers. Throwing or firing collision-triggered explosives against a wall in order to kill someone behind it is not allowed. |
| 6. | Gear is subject to inspection. | Combatants must accept requests from the Defense OIC to test equipment suspected to violate our rules. The OIC of the attacking party may elect to test equipment on the combatant's behalf. Failure to comply will result in the equipment being banned until testing can be conducted. |
| 7. | Don't fight other attackers. | Attacking in or from the spawn room is not allowed. Attackers must not engage each other in combat at all, even if engaged by another attacker. Attackers may attack only defenders. Use any features your viewer offers, such as changing marker colors on the minimap, to mark other attackers and refrain from engaging them. |
| 8. | Only teleporters in spawn. | Only teleporter entrances may be deployed in the spawn room. No other assets may be placed there. |
| 9. | No Vos members in the red zone. | Vos Imperium and other defenders are not permitted to cross into the red zone, marked by red "Do Not Cross" lines in the northwest part of the region, unless otherwise instructed by the Defense OIC. Defenders must immediately cease fire and exit the red zone or teleport home after entering without permission. |
| 10. | Keep prejump and hardland on. | Avatar pre-jump and hard landing may not be shortened or disabled by any means, including HUDs and equipment. |
| 11. | Don't spacebar. | Combatants may not slow their falls or prevent hard landings by tapping or holding spacebar. |
| 12. | No medic teleporting. | Offering or accepting teleports with others during combat is not permitted at this time. Fixed teleporters may be provided and deployable teleporters may be used instead. |
| 13. | No extra-short avatars. | Very small avatars that are visually or physically less than 1.3 meters tall are not allowed. |
| 14. | No extra-large or quadrupedal avatars. | Avatars must be relatively contained within their hitboxes. Excessively large avatars or large avatars not centered on their hitboxes are not allowed. |
| 15. | No animation offsetting. | Animations may not separate avatars from their hitboxes. This applies especially to jumping and falling animations. |
Civilians are associates to Vos Imperium who have been invited to the Vos Imperium - Civilians group. This section applies only to Civilians, also known as Outlanders.
| 1. | Civilians in tag may be armed. | Civilians with the Vos Imperium - Civilians group active are permitted to be armed. |
| 2. | Ask the OIC before defending. | Civilians may participate in defense with permission from the Defense OIC. |
| 3. | Use light weapons only. | Civilians are limited to small arms, which are weapons that fire physical bullets, have no more than 60 rounds in a magazine, and do not have shotgun, grenade launcher, or other force multiplier attachments. |
Visitors are non-hostile individuals granted permission to safely exit spawn and explore unrestricted areas of the region. Visitors who repeatedly break these rules may be marked "kill on sight" and lose Visitor privileges.
| 1. | Visitors can't be armed. | Visitors are not permitted to be armed. This includes any hidden or transparent attachments. Armed individuals may be considered attackers at the Defense OIC's discretion. |
| 2. | No deployables or vehicles. | Visitors may not deploy any assets at any time. |
| 3. | Obey requests to relocate. | Visitors must obey requests from Vos Imperium personnel to relocate to another area within the region and refrain from entering restricted areas without permission. |
| 4. | KOS is kill on sight. | Individuals and members of groups marked as "kill on sight" are not eligible to become Visitors and will, as described, be killed on sight by Vos Imperium personnel. |
| 5. | Teleport home before fighting. | Visitors must return to the spawn room and declare their intent to become hostile before engaging in combat. Approaching as a Visitor only to kill Vos Imperium personnel or Civilians is a fast track to becoming kill on sight. |
This section outlines the rules and guidelines specific to equipment attached to avatars and used within Vos Imperium territory. These rules also apply to deployed equipment. Equipment that does not follow these standards is banned from Vos Imperium territory.
| 1. | No laggy attachments or objects. | All equipment is expected to be developed efficiently enough to not cause undue performance impact on the region. If an equipment is found to demand significantly higher resources than equipment provided in spawn, the Defense OIC may demand its removal. |
| 2. | Cooldowns are required. | All non-melee weapons require a reasonable cooldown period (e.g. reloading). A hand grenade that kills with a 5 meter radius is expected to incur a 5 second cooldown, whether paid immediately or taken from a reasonably limited resource pool. Weapons that do not have a cooldown mechanism are not allowed under any circumstances. |
| 3. | Teleport home if stuck. | Combatants must teleport home if they become stuck or are otherwise unable to return to the combat area using standard movement. |
| 4. | No full-auto LBA damage, except for 1 per raycast shot to LBA light only. | Fully automatic weapons may not inflict LBA damage, except for fully automatic raycast weapons, which may inflict 1 damage per hit to LBA light only, but 0 damage to full LBA, in order to emulate physical bullet impacts. |
| 5. | No slowing or stopping enemy movement. | Equipment must not slow the movement of enemy combatants. Scripted pushing is allowed but must not have a duration longer than 1 second. |
| 6. | 7m range for melee-only, 5m otherwise. | Melee weapons must be limited to a 5 meter range. Melee weapons may have up to a 7 meter range only if no ranged weapons (e.g. guns) are attached with the exception of applicable group HUDs. |
| 7. | Melee can't kill behind the user. | Melee weapons must not kill opponents behind the user. Sensor arcs must be PI_BY_TWO radians or less as to not cover more than 90 degrees from the direction that the user faces. |
| 8. | Don't melee through walls. | Melee weapons must not kill opponents through solid objects. |
| 9. | No melee lunges or dashes. | Melee weapons must not affect the movement of the user. |
| 10. | No invisible bullets. | Projectiles (e.g. bullets) must be visible while moving. |
| 11. | Ray trails are required. | Raycast weapons must leave a visible trail between the origin and impact points. Trails must be visible for at least 20 meters from both ends. |
| 12. | No hitscan explosives. | Raycast weapons may not damage or affect anything beyond the impact point and the single object impacted. |
| 13. | No agent list guns. | "Agentlist" weapons, or weapons that leverage the llGetAgentList function to determine hits, are not permitted. |
| 14. | No sensor shotguns. | Sensor-based weapons such as "sensor shotguns" and similar underslung attachments are not permitted, with the exception of melee weapons. |
| 15. | No seekers or NPC fighters. | Munitions and assets that seek and kill infantry are not allowed. The Defense OIC must approve the use of seeking munitions before they may be used against vehicles or aircraft. |
| 16. | Moving AOE is limited to 5 m radius and 25 m/s velocity. | Physical projectiles that use sensors while in motion (including but not limited to "flak") must be limited to a 5 meter radius and may not move faster than 25 m/s before or between sensor sweeps. Projectiles must otherwise become non-physical and stationary before starting any sensor sweeps. |
| 17. | AOE requires raycast checks, except for detection/marking only. | All area-of-effect assets must have a line of sight to any assets or avatars that they affect. Explosions may not damage assets or avatars through solid objects. Assets that only detect and temporarily mark assets within their area of effect (e.g. mine detectors) do not require line of sight. |
| 18. | 10m max lethal radius, 15m wound on grenades. | Grenades may not exceed a 10-meter instant kill radius. Non-lethal damage or area of effect from grenades may not exceed 15 meters. |
| 19. | 10m max radius for AOE DOT. | Area-of-effect assets with sensor sweeps or effects that persist for more than 1 second are limited to a 10-meter radius. |
| 20. | AOE DOT must be visible. | Area-of-effect assets with sensor sweeps that persist for more than 1 second and cause damage must have a visual effect that adequately indicates the presence of danger. |
| 21. | AOE DOT can't instant kill or filter targets. | Area-of-effect assets with sensor sweeps that persist for more than 5 seconds (e.g. gas) may not instantly kill, and may not discriminate friend from foe. |
| 22. | AOE DOT must stop after leaving the AOE. | Area-of-effect assets that cause damage may not continue to damage combatants that leave their radius. Weapons with effects that follow and cause partial damage to victims until death (e.g. fire or infection) are not allowed. |
| 23. | Don't combine movement enhancers. | Each combatant is limited to one movement enhancer in addition to a dodge roll or "sprint" dash. |
| 24. | Don't fly across the sim. | Aerial movement enhancers such as jetpacks and boostpacks are limited to 35 meters of vertical motion and 60 meters of horizontal motion. |
| 25. | 50m max movement range for grapples. | Grapples may not move users more than 50 meters in any direction. This includes any distance gained using momentum retained after the grapple is released. |
| 26. | 5s cooldown on grapples. | Grapples must have a cooldown of at least 5 seconds. |
| 27. | 10m max dodge range. | Dodge rolls may not exceed 10 meters. |
| 28. | 5s dodge cooldowns. | Dodge rolls must have a cooldown of at least 2 seconds. This will be increased to 5 seconds pending an update to our HUD. |
| 29. | 10m/s max dash speed. | "Sprint" dash speed may not exceed 10 m/s, or approximately double run speed. |
| 30. | Dash must have a reasonable cooldown. | Dashing must have a cooldown of at least 1 second for each second of use. |
| 31. | 10s max dash time. | Dashing must enter a cooldown period after 10 seconds of continuous use. |
| 32. | Shields can cover only a limited area and must visually indicate their direction. | Personal "riot" shields may cover no more than 90 degrees from the user's facing direction, vertically and horizontally, and must provide a visual indication of the direction they cover. |
| 33. | Shields must have limited AP and can't self-repair while up. | Personal shields must accept LBA damage, have a reasonable limit of armor points, and have a reasonably long recovery period after breaking. Personal shields may not be repaired or otherwise recover armor points while protecting the user. |
| 34. | Shields can't be up while firing. | Personal shields must turn phantom and visibly indicate such when the user fires and must wait at least 0.5 seconds after firing ends to become solid again. |
| 35. | 60m max range on thrown teleporters. | Personal teleportation devices may not teleport the user more than 60 meters from their origin. |
| 36. | Thrown teleporters can't breach walls. | Personal teleportation devices may not teleport the user to the other side of a wall or floor. |
| 37. | Don't use teleporters or other sit-based equipment that make you invisible to others. | Teleporters, breaches, and any other type of sit-based movement assets must not cause combatants to become invisible to others. Sit-based teleport prims should linger for 1 second after unseating the user to reduce the likelihood of client desynchronization. |
| 38. | No vertical breaching. | Breach charges may not be used on floors or ceilings. |
| 39. | No LBA damaging interceptors. | interceptors may not do any amount of LBA damage to equipment thrown or launched at it. |
| 40. | Old gear from Malefactor-IX is banned. | Equipment containing scripts written by or derived from Secondary Lionheart (a.k.a. Tactical UwU) prior to PSS are banned. |
| 41. | All gear from Grave Resident is banned. | Equipment containing scripts written by or derived from Grave Resident is banned. |
This section places additional provisions on all deployed assets. Deployed assets include anything rezzed from an attachment (e.g. barricades, mines) or rezzed from inventory (vehicles) and are not marked temporary. Deployed assets must also follow all Personal Equipment Standards.
Definitions for specific types of assets, for the purposes of this section, are categorized as follows:
Autoturret: any unmanned stationary asset that can persist for more than 60 seconds and selectively attacks opponents or other assets.
Barricade: any deployable, stationary asset for which the primary purpose is to block or absorb weapons fire; may provide a sit base that protects a user until destroyed
Barrier: any deployable, stationary asset for which the primary purpose is to block or absorb weapons fire and does not provide a sit base.
Mine: any single-use area-of-effect asset that can persist for more than 60 seconds, remains stationary until triggered by any means, and has the primary purpose of damaging or deterring combatants or vehicles. Includes C4, detpacks, and other similar equipment.
Trap: any multi-use asset that can persist for more than 60 seconds, remains stationary until triggered by any means, has at most 5 armor points, and has the primary purpose of damaging or deterring combatants or vehicles.
Vehicle: any manned (e.g. tanks) or unmanned (drones) deployable asset capable of locomotion
| 1. | Don't hide equipment in walls. | Deployed assets must be visible and cannot be centered inside of solid objects. |
| 2. | Only followers can be phantom. | Deployed assets may not be phantom unless disabled or following an object they are "attached" to. |
| 3. | Don't rez cover while being shot at. | Deployed assets may not be moved or redeployed by combatants who are currently exchanging weapons fire. Assets may be redeployed only after the threat has been eliminated or after changing positions, no less than 5 seconds after the last. This applies especially to barricades. |
| 4. | Barricades must kill their sitting avatar when destroyed. | Deployed assets that protect the avatars sitting in or on them must kill all sitting avatars when they are destroyed, or else the users must teleport home immediately. The owner must wait at least 5 seconds before deploying another of the same asset. |
| 5. | Clean up your gear after combat. | Deployed assets should automatically derez a short time after their owners leave, or be manually derezzed by their owners. Vos Imperium assets derez 5 minutes after their owner leaves. |
| 6. | If the teleporter exit is destroyed, don't use it. | Combatants may not teleport to a teleport exit after it is destroyed. Combatants arriving at a teleport exit more than 1 second after the teleport is destroyed must teleport home. |
| 7. | AOE equipment must follow AOE weapon rules. | Deployed assets that use sensor sweeps or volume detection or leverage the llGetAgentList function for detection (e.g. autoturrets, interceptors) are considered area-of-effect equipment and must have line-of-sight with any assets or avatars that they affect. |
| 8. | 1 max AP for auto-detonation devices. | Mines that are triggered by sensors, collisions, or other methods of automatic detonation must be able to be destroyed by a collision from a single object (e.g. a bullet). Mines that accept LBA damage must be destroyed by a single point of LBA damage. |
| 9. | 5 max AP for manual- or timer-detonation devices. | Mines that are triggered by remote or timer detonation must be able to be destroyed by 5 collisions. Mines that accept LBA damage must be destroyed by 5 points of LBA damage. |
| 10. | Traps can't filter targets. | Traps must not discriminate friend from foe by any means. |
| 11. | Spike traps require visual collision. | Traps without an area of effect must be triggered only by combatants who visually collide with the trap, e.g. stepping on a spike trap. |
| 12. | AOE traps must have limited charges. | Traps with an area of effect must have a limited number of charges and may not automatically recharge. |
| 13. | 5 max AP for traps. | Traps must be able to be destroyed by both 5 collisions or 5 LBA damage. |
| 14. | Barriers can't filter projectiles. | Barriers must not discriminate friend from foe by any means. Opponents should be able to use barriers as effectively as their owners. |
| 15. | Rezzed objects can't be permanent. | All deployed assets must be destructible and derez after taking enough damage. |
| 16. | LBA or collision armor only. | Deployed assets must accept LBA damage, collision damage, or both. |
| 17. | 10 max AP for collision armor. | Deployed assets that accept only collision damage may have no more than 10 AP. |
| 18. | 200 max AP for LBA. | Deployed assets that accept LBA damage may have no more than 200 AP. |
| 19. | Equipment must immediately stop working at 0 AP. | Deployed assets must be disabled upon reaching 0 armor points. The exception is breach tunnels, which must be repaired to be disabled. |
| 20. | No caps on incoming damage. | Deployed assets may not have a per-hit damage cap. |
| 21. | No self-repairing equipment. | Deployed assets may not restore their own AP. |
| 22. | Only infantry can repair. | Deployed asset AP may be restored only by infantry. Vehicle operators may not repair their own vehicles. |
| 23. | No retaliation damage for damaging equipment. | Deployed assets may not directly damage combatants for shooting at them. |
| 24. | Armor must take 100% of all incoming damage. | Deployed assets must accept 100% of damage received and damage may not be mitigated by minimum damage requirements, damage multipliers, or other methods. LBA-Directional, Component-LBA, and their derivatives are not permitted. |
| 25. | Fast vehicles must use LBA-Light. | Only reasonably slow, armored vehicles may ignore collisions (e.g. standard damage rounds) as LBA damage. Fast-moving vehicles must accept collisions as damage. |
| 26. | 10/s max AP repair rate per person. | Repairs may be conducted on deployed assets at a maximum rate of 10 AP per second per person performing repairs. |
| 27. | Stand up to repair. | Repairs must not be conducted while sitting, especially when sitting on deployed assets. |
| 28. | 5 max deployables per person. | Each combatant is limited to 5 deployed assets. Mines, traps, and teleporter entrances do not count against this limit. |
| 29. | 5 max total mines, traps, and similar per person. | Each combatant is limited to 5 total mines and traps. |
| 30. | 1 autoturret per person. | Each combatant is limited to 1 autoturret. |
| 31. | 1 teleport exit per person, and... | Each combatant is limited to 1 teleporter exit. |
| 32. | 1 teleport exit per 3 opponents. | Each side is limited to 4 total teleporter exits or 1 teleporter exit per 3 opponents (rounded up), whichever is lower. |
| 33. | 1 vehicle per 4 opponents. | Each side is limited to 1 vehicle per 4 opponents (rounded down). |
| 34. | No flying drones. | Flying drones are not permitted. |
| 35. | Don't rez vehicles mid-field. | Vehicles may only be rezzed in or just outside of spawn. |
| 36. | Vehicles must have an accurate, non-phantom hitbox. | Vehicles must have a non-phantom hitbox that encompasses the majority of the visual model reasonably well under lag. |
| 37. | No NPC drones. Don't pilot drones from spawn. | Drones must be controlled directly by a combatant outside of the spawn room and outside of the base. Drone operators are subject to counterattack regardless of location. |
| 38. | Drones can't be tiny. | Drones may be no smaller than 0.5 x 0.5 x 0.5m, physically and visually. |
| 39. | 10 max AP for drones. | Drones may have no more than 10 AP, must accept physical collisions as damage, and may not have a damage cap. |
| 40. | Operators can't repair their own vehicles. | Vehicles and vehicle operators may not repair their own or others' vehicles by any means. A combatant is considered a vehicle operator upon piloting a vehicle and until returning to spawn. Vehicle passengers must exit the vehicle and remain standing outside while performing repairs. |
This section lists special provisions that apply to entire groups.
While all individuals are responsible for following the rules, the Defense OIC and the Administration are responsible for enforcing them. We may choose to not enforce every rule upon attackers, but we will document every infraction that we catch. Minor non-combat infractions will typically receive at least one warning before a strike is issued and action taken.
All rules are enforced on an individual basis. Every infraction is reported to the attacker OIC if present. The action taken depends on the frequency and severity of infractions. To appeal a ban, please contact the Administration.
The Defense OIC should be the first person you contact to resolve an issue within the region before reaching out to the Administration. If you have questions about our region, equipment, or rules, or wish to appeal a ban, contact the Administration.
Our objective system is a simple point-based system where each captured area yields points over time until captured by the other side.
The Defense OIC, at his or her discretion, may authorize higher tiers of equipment for Vos Imperium personnel.
Authorization levels:
Vos Imperium uses a number of automatic systems to reduce the management overhead so that the Defense OIC may perform more efficiently. The most prominent system employed during combat is the Combat Enforcement System, with options that may be selectively enabled or disabled at the discretion of the Defense OIC. During combat, a combatant may be temporarily snared for the following reasons:
A combatant may be teleported home for the following reasons:
The Ratio Enforcement Board is an extension of the Combat Enforcement System prominently displayed above the spawn room exits and displays the number of combatants next to the allowed number of combatants for each side. The allowed number of combatants for each side is based on the number of combatants participating on the opposing side. A combatant is an individual who is or was:
A combatant is considered to be a Defender if one of the following groups is active:
If a combatant does not have one of the above groups active, the combatant is considered an Attacker.