Rainbow 6 | Siege Rules
By competing on this ladder, you agree to follow all rules set out below and any additional instructions provided by the CyberGamer Rainbow Six Administration team. If you have any questions, problems, queries or concerns then please contact an Admin by putting in a Support Ticket using the CyberGamer Support System.
Rainbow Six: Siege Ruleset Season
1 - Player Requirements
1.1 - Information
1.2 - Steam IDs
1.3 - Sportsmanship
1.4 - In-game Aliases / Handles
1.5 – Team Captains
1.6 – Captain Absences or Changes
2 - Team Rosters & Locks
2.1 – Team Rosters
2.2 – Roster Locks
2.3 - Team Names
3 - Player Responsibilities
3.1 - MOSS
4 - Exploits
4.1 - Map & Shield Exploits
4.2 - Cheats / Hacking
Anti-Cheat Policy Amendments
The Rainbow Six: Siege ladder takes a different stance on bans due to vanilla CyberGamer rules not including Battleye bans. Any user receiving a Battleye ban will receive a 24-month ban from the Rainbow Six: Siege ladder. A second offence will incur a permanent ban on the Rainbow Six: Siege ladder.
1 - Player Requirements
1.1 – Information
CyberGamer users are required to forward accurate personal details to CyberGamer Siege administrators if required. All personal information a user publishes on CyberGamer must be accurate.
1.2 – Steam IDs
CyberGamer requires all Siege users to have their singular Steam account (and thus steamID) linked or set to their CyberGamer account. A user's steamID must be set before they are eligible to compete in any match. This can be done through your profile settings. You can retrieve your steamID by using this third-party website at your own risk: www.steamidfinder.com
You must correctly set your steamID or you will be ineligible to compete, this means that the number not the actual account name must be listed e.g. STEAM_0:0:12345678
1.3 – Sportsmanship
CyberGamer users are required to uphold, observe and respect a reasonable level of sportsmanship. This level of sportsmanship is expected to be conducted prior to, during and after CyberGamer matches and during the general use of CyberGamer.
Unsportsmanlike conduct is not allowed. Sportsmanship does not only refer to the other team, general abuse or non compliance towards administrators, casters or spectators will count as unsportsmanlike behavior.
Sportsmanship also translates to forums, excessive trolling of the CG forums will result in bans and in extreme cases may result in match bans and forum access revoked. Sportsmanship also extends to the general use of casual and ranked games in Siege. This is also covered under Ubisoft's Code of Conduct which all players are bound by.
Consistently breaking this rule will result in a match ban.
1.4 – In-game Aliases / Handles
CyberGamer requires users to label themselves in CyberGamer matches with an in-game alias similar or distinguishable enough to their CyberGamer account username. Inappropriate in-game aliases will not be tolerated, including names which have racism, abuse, drug use / themes.
Consistently breaking this rule will result in a one week player match ban.
1.5 – Team Captains
CyberGamer Siege teams must have at least one team captain elected. This user has complete control over their team (including the right to remove / add players from their team (presuming it doesn't conflict with a roster change rule)). The team captain has an obligation to the other members on the team to behave professionally and represent the team in a sportsmanlike manner. The team captain is responsible for his teams behaviour during CyberGamer and is thus accountable for any outcomes thereof. The captain needs to ensure the correct score is entered or if a dispute is lodged.
1.6 – Captain Absences or Changes
If the elected CyberGamer Siege team captain(s) is(are) absent, an acting captain must be selected, and they will inherent all the relevant responsibilities. Acting captains will be designated automatically to any users with the lieutenant status.
2 – Team Rosters & Locks
2.1 – Team Rosters
CyberGamer requires all teams to have at least five players on their team roster. Users may not compete on behalf of a team which they are not on the roster of.
CyberGamer requests each team contains six players for their roster, however the minimum is five. Failing to play a scheduled match without at least four users will be penalised with a forfeit or as the CyberGamer Siege team deems necessary.
Breaking this rule will result in a removal from the competition with a one week player match ban per offence.
2.2 – Roster Locks
Roster locks will be enforced for the season, only during unlock periods will users be able to join a CyberGamer team. Users will not be able to be added in the two weeks before the commencement of finals, without strict admin permission.
2.3 – Team Names
CyberGamer team names containing any of the following will not be tolerated: profanity, racism, sexism, drug use, silly or too big in size. Refusing to change a team name or repeat use of an inappropriate name will result in punishment. CyberGamer teams may not use the name of a team in which is not theirs (as interpreted by CyberGamer).
Consistently breaking this rule will result in a team removal from the competition.
3 – Player Responsibilities
3.1 – MOSS
All players must be running MOSS in every CyberGamer match they play in. MOSS files are to be kept for at least 90 days from the time of the match. MOSS files will be forwarded to a CyberGamer admin if requested. Failure to provide your MOSS file, or if your file has corrupted in any section, will result in penalties.
1st Strike: Official warning
2nd Strike: Match forfeit
3rd Strike: 1 week match ban
4th Strike: Season-long ban
5th Strike: 6 month ban
In the case where two or more members of a team cannot produce their complete MOSS files, the following penalties will be applied:
1st Strike: Match forfeit
2nd Strike: 1 week match ban
3rd Strike: 1 month match ban
4th Strike: Team removal from the ladder for the rest of the season
The use of MOSS is purely the player's responsibility. You are to check if MOSS is working correctly before you play a match. If there are major compatibility issues, contact a ladder admin immediately. In the event of a wide-spread issue with MOSS, a thread will be made on how to proceed.
4 – Exploits
4.1 – Map & Shield Exploits
Map exploits include but are not limited to; accessing areas otherwise inaccessible by means of using a shield to 'jump' over/onto/into, using any sort of method that was not intended by the developers.
It is an illegal move to use a shield to boost yourself up onto any area of the map that would otherwise be inaccessible, to block a doorway or a window, to restrict the movements of the opposing team in any way. Placing a shield in a doorway that does not block the opposing team from vaulting over is a legal move.
It is illegal to use 'one way texture' exploits that allow you to see through a wall/floor/window/etc that cannot be seen through on the other side.
It is also illegal to use a prone player to access areas otherwise inaccessible.
Finally, it is also illegal to use the "Mira Shield Boost" that allows players to vault over Mira to access areas otherwise inaccessible.
Breaking of this rule will automatically forfeit the round for the offending team. Consistently breaking of this rule can and will result in match forfeiture and CyberGamer account penalties including but not limited to; match bans, ladder bans, forum bans.
4.2 – Cheats / Hacking
Anyone found cheating and/or hacking will be dealt with under the Rainbow Six: Siege anti-cheat policy.
Lobby CreationThe challenging team is responsible for creating the lobby.
The challenging team may chose the side they wish to play on.
All matches must be on a dedicated server (SEAS only for Asia).
All maps and operators are available for use.
3. Club House
Team Size: 5
Maps: Bo1 (except Finals which are a Bo3)
Time of the Day: Day
HUD Settings: Pro League
Number of Bans: 4
Ban Timer: 20
Number of Rounds: 10
Attacker/Defender role swap: 5
Overtime: 3 Rounds
Overtime score difference: 2
Overtime role change: 1
Objective Rotation Parameter: 2
Objective Type Rotation: Rounds Played
Attacker Unique Spawn: On
6TH Pick Phase: On
6TH Pick Phase Timer: 20
Pick Phase Timer: 30
Damage handicap: 100
Friendly fire damage: 100
Death Replay: Off
Game Mode: TDM - Bomb
Game Mode Settings
Plant duration: 7
Defuse duration: 7
Fuse time: 45
Defuser Carrier Selection: On
- Unsportsmanlike behavior will be dealt with at the discretion of a ladder administrator.
- Abusive behaviour in-game and on the site will be dealt with at the discretion of a ladder administrator.
- Making false/useless disputes will be dealt with at the discretion of a ladder administrator.
- Disputes without evidence will be noted but further action is unlikely to occur.
- Only referees and/or casters approved by CyberGamer Rainbow Six Admins may spectate matches.
- CyberGamer Rainbow 6 Admins may spectate any game they wish.
ELIGIBLE PLAYERSA player is an ELIGIBLE PLAYER to play in a team's ladder match if they satisfy ALL of the following:
- The player's CyberGamer account is listed on the team's CyberGamer roster (found in your CyberGamer team page).
- The player's CyberGamer account is not listed as "Not Eligible".
- The player's CyberGamer account needs to have been added to the team roster BEFORE the match has been accepted (Players added after the match has been accepted will appear as "Not eligible" on your team page).
- Not be facing any match suspension/bans.
- The rules may be changed / altered or corrected at any time. In such situations a forum post will be made to update the players of the rule change.
- CyberGamer R6 admins have the final say on all rulings, and at times may be out side of the written rules.
RAINBOW SIX: SIEGE CODE OF CONDUCT
- All players on the Ladder must follow the Code of Conduct that has been set by Ubisoft.
- All rules that are seen in the Code of Conduct will apply here at Cybergamer.
- The "Disciplinary Policy" will be used by Cybergamer to counter, Cheating / Modding / Hacking, Harassing or serious bullying and Offensive Language or Behaviour / Threats.
- Please respect the Code of Conduct: Found here
MATCH SETUPMatch Start Time
- A team will have an extra ten minutes past the starting time to get the minimum four required users into the match server. The Live on Three must commence within ten minutes of the match starting time. Any further time to get the minimum of four players will be granted solely at the discretion of the team with the required four or more players and a CyberGamer match official. Failure to start a match within fifteen minutes of the designated time may result in consequences. As such, it is recommended that you join the server at least ten minutes before your match time. If the server is not up ten minutes prior you must notify a CyberGamer R6 administrator.
- Breaking this rule will result in a match reversal.
Minimum users / No Show / Forfeit
- CyberGamer R6 teams must have a minimum of four eligible users in the server at the designated time of your match. If not, then the team who does not have 4 or more players will forfeit the match/es. In the event of a No Show / Forfeit, teams are required to provide sufficient proof (screenshot of empty server).
- League matches must be entered as one / zero wins against the forfeiting team.
- At least one player from each team must screenshot the final scoreboard in case of any score disputes.
Server and player crashes
- All CyberGamer sanctioned matches must be played on a dedicated server. Any scores or details of a match played outside the jurisdiction of CyberGamer are void to CyberGamer. The match settings can be found above.
- In the event that the server crashes while the game is live, If the game is within the first 1 round the game is then relived, resetting the scores back to 0-0. In the event that the server crashes when 3 or more rounds have been played out, the score resumes from the round the server crashed.
- In the event that a player times out/crashes, the game may be paused by either team during the next freeze time (THE GAME MUST NOT BE PAUSED MID-ROUND).
- Should an issue arise regarding widespread connection problems to the server (e.g. lag) and a CyberGamer R6 administrator acknowledges this, then the match may be paused, cancelled, rescheduled or continued. If there is no referee in-game then both teams must agree that there are widespread connection problems (screenshot agreement), and both captains must agree to dispute the match. If an admin is present or called to the match, they have the right to restart the match provided it was within the first four rounds of play or if outside the first four rounds, reload the round when the issue occurred if they believe the problem has had a significant impact on the outcome of the game.
- CyberGamer requests that users attempt to play out their game for as long as possible before the widespread connection problems affect the game - if the problems persist, then file a dispute as stated.
- If both teams do not agree that there are widespread connection issue at play, then the match is to played out and teams may dispute post-match. The CyberGamer administration team will review all relevant evidence to determine whether or not there was significant widespread connection issues. Rescheduling of matches will be done so through the communication of both team captains in regards to their availability - matches for leagues must be played as soon as possible.
- Each team is allowed 1 rehost per match. A rehost can only be made after the current round has finished. The definition of a 'current round' is a round that has entered Preparation/Drone Phase. If a player drops in Operator Select, a rehost can happen immediately. Otherwise, the rehost takes place after the round ends.
- As this is a free ladder, rounds will not be rehosted in the event of a glitch. Example: if a Hibana charge does not go off, then play on. However, if a gamebreaking glitch such as the inability to defuse the defuser, the round will be rehosted on the condition that the team experiencing the glitch has photo and/or video proof. If this evidence is not saved and a dispute is made by the other team, you may be liable to forfeit that round.
PLAYING CONDITIONSPing Limits
- For Australia and New Zealand (ANZ) league(s), the majority of each team must be under 100ms ping and located in Australia or New Zealand only.
- For Asia league(s), the majority of each team must be under 120ms ping and be located within Asia only.
- Any player with an average ping higher than 150ms for at least 2 minutes may be asked to leave at the end of the round. Please note that this 2 minutes may carry over between rounds.
- The final and most important rule, use common sense & have fun. If you have any questions or concerns then don't hesitate to contact one of the members from the Admin team.