OFFICIAL COD LEAGUE CODEX // 2026 COMPETITIVE RULESET
LEAGUE RULEBOOK & MATCH DIRECTIVES
Standardized operational regulations, mandatory custom lobby match settings, and restricted equipment directives for all Frontline Community League sanctioned matches. Click the tabs below to inspect specific directives.
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CDL 2026 ALIGNED - V1.4
// 01. LEAGUE & TOURNAMENT REGULATIONS
Core governance standards covering team rosters, scheduling windows, forfeit thresholds, and competitive conduct.
SECTION 1 OF 5
ยง 1.1Roster Composition & Combatant Eligibility
4V4 SQUAD
All official Frontline League matches are contested in a 4v4 format across permitted cross-platform systems (PC, PlayStation, Xbox).
Roster Size: Each franchise team may register four (4) active starting players and up to two (2) designated reserve/substitute players.
Player Verification: All players must have a verified Frontline Combatant Account with their active Activision ID (including tag numbers) and Discord handle logged in the league database.
Cross-Team Roster Lock: A player may not compete for more than one franchise team within the same division during the regular season without an official front-office trade approved by the League Director.
ยง 1.2Match Scheduling & 10-Minute Forfeit Grace Period
STRICT DEADLINE
Match fixtures are published weekly on the official Schedule HQ. Team captains bear primary responsibility for confirming match start times.
Discord Check-In: Both team captains must check into the designated Discord match thread at least fifteen (15) minutes prior to the scheduled broadcast start time.
Map 1 Forfeit (10 MIN): If a team does not have four players present in the custom lobby ten (10) minutes after scheduled start time, Map 1 is officially forfeited.
Series Forfeit (15 MIN): If a team fails to field four players fifteen (15) minutes past scheduled match time, the entire Best-of-5 series is forfeited as a 3โ0 loss.
Emergency Reschedule: Reschedule requests must be submitted to league administrators at least twenty-four (24) hours in advance and mutually agreed upon in writing by both captains.
ยง 1.3Best-of-5 Match Sequence & Map Vetoes
BO5 ROTATION
All regular season and playoff matches follow the standardized 5-map competitive rotation:
Higher Seed Privilege: The higher-seeded team (or coin-flip winner in Week 1) selects whether to choose Map 1 host/side or initiate map vetos.
No Repeated Maps: No map may be played more than once in the same Best-of-5 series.
ยง 1.4Standings Points & Tiebreaker Hierarchy
SCORING MATRIX
Standings and postseason tournament seedings are determined strictly by the following hierarchy:
Match Series Wins: Primary rank sorted by total series won (3 pts per win, 0 pts per loss).
Map Differential (Net +/-): Total maps won minus total maps lost across all played matches.
Head-to-Head Record: Direct series and map score between tied squads.
Total Maps Won: Cumulative volume of map victories.
ยง 1.5Competitive Integrity, Hardware & Conduct
ZERO TOLERANCE
CRITICAL WARNING: Any use of hardware-based aim adapters (Cronus Zen, XIM, Titan), strike-pack recoil macros, third-party wallhacks, or memory injection triggers immediate permanent disqualification and player expulsion from the Frontline League.
PC Verification: PC combatants are required to run official anti-cheat background monitoring and must be able to provide Discord screen share or gameplay recording if requested by referees.
Communication Conduct: Racial slurs, hate speech, severe harassment, or intentional stream-sniping in broadcasted matches results in immediate match forfeit and minimum 2-week player suspension.
// 02. REQUIRED LOBBY MATCH SETTINGS
Exact in-game lobby parameters mandatory for all custom matches. Lobby hosts must verify these presets prior to launching.
SECTION 2 OF 5
GLOBALUniversal Lobby Options (All Modes)
CORE PRESETS
Option Setting
Required Value
Description / Directive
Friendly Fire
ENABLED
Teammate weapon damage is active. 3 team-kills resets streak.
Killcam
DISABLED
Killcam replay must be OFF to prevent ghost comms.
Max Health
100 (STANDARD)
Normal competitive TTK (CDL standard).
Health Regeneration
NORMAL
Standard automated health recovery delay.
Tactical Sprint
ENABLED
Standard omni-directional mobility.
Weapon Mounting
DISABLED
Ledge & wall mounting is strictly forbidden.
Third-Person View
DISABLED
First-person perspective only.
Radar Minimap
SWEEPING (STANDARD)
Unsuppressed fire pings red dot on minimap.
MODE 01Hardpoint Required Parameters
250 PTS // 5 MIN
Setting
Value
Operational Note
Time Limit
5 MINUTES (300S)
Time elapses only when hill is uncontested.
Score Limit
250 POINTS
First team to 250 captures victory.
Hill Lifetime
60 SECONDS
Rotates every minute in linear sequence.
Contest Time Pause
ENABLED
Game clock pauses while both teams contest.
Respawn Delay
2.5 SECONDS
Standard competitive spawn wave delay.
MODE 02Search & Destroy Required Parameters
FIRST TO 6 ROUNDS
Setting
Value
Operational Note
Round Win Limit
6 ROUNDS
First squad to win 6 rounds claims the map.
Round Length
1.5 MINUTES (90S)
Clock pauses once bomb is planted.
Bomb Timer
45 SECONDS
Time allowed to defuse after plant.
Plant / Defuse Time
5.0S / 7.5S
Standard 5-second plant, 7.5-second defuse.
Silent Plant
ENABLED
No audible global plant announcement.
Round Switch
EVERY ROUND
Teams alternate Offense/Defense each round.
MODE 03Control Required Parameters
FIRST TO 3 ROUNDS
Setting
Value
Operational Note
Round Win Limit
3 ROUNDS
First to 3 round wins takes the map.
Team Lives
30 LIVES
30 shared squad lives per round.
Round Time
1.5 MINUTES (90S)
Base clock before zone additions.
Capture Extra Time
+1.0 MINUTE
Added when Zone A or B is successfully captured.
Respawn Delay
3.0 SECONDS
Respawn wave timing.
// 03. RESTRICTED & BANNED ITEMS (CDL & GAs)
Comprehensive catalog of restricted weaponry, attachments, equipment, and scorestreaks barred from competitive play.
ENFORCED SANCTIONS
PENALTY DIRECTIVE: Equipping a restricted weapon, attachment, or equipment piece during a live match results in the immediate forfeit of that map upon video or screenshot verification submitted by opposing captains.
๐ซ Banned Weapons
STRICTLY BANNED
The following complete weapon categories are prohibited:
โ All Shotgunsโ All LMGs (Light Machine Guns)โ All Rocket Launchers (RPG, PILA)โ Riot Shieldโ Battle Rifles (BAS-B, Sidewinder)โ Burst Rifles (DG-58, FR 5.56)โ Heavy Snipers in Hardpoint / Control
โ Approved Weapons
PERMITTED
โ Standard ARs (e.g. MCW)โ Standard SMGs (Rival-9, Striker)โ Approved Bolt-Action (SnD Only, Max 1)โ Standard Combat Knife / Sidearm
โ Banned Attachments
ATTACHMENT GAs
Weapon modifications that bypass radar or recoil dynamics:
โ All Muzzle Suppressors & Silencersโ All Visible Lasers & Hip Lasersโ Thermal & Target-Finding Opticsโ High-Magnification Scopes (>4.0x on AR)โ Extended Magazines (>30 AR / >40 SMG)โ Akimbo / Dual Wield Gripsโ Incendiary / Explosive / Armor-Piercing Ammoโ Snake Shot & High Grain Rounds
โ Frag Grenadeโ Semtex Grenadeโ Stun Grenade (Max 2 per squad)โ Smoke Grenade (SnD Only, Max 1)
๐ก Field Upgrades & Streaks
RESTRICTED
Artificial intelligence and radar assistance tools:
โ Munitions Box & Deployable Coverโ Portable Radar & Heartbeat Sensorโ Inflatable Decoy & Tactical Cameraโ All AI Air Streaks (VTOL, Chopper)โ Sentry Turrets & Wheelsonโ UAV & Counter-UAV
โ Approved Upgrades & Streaks
PERMITTED
โ Trophy System (Max 2 deployed per squad)โ Cruise Missile / Hellstorm (500โ600 Pts)
// 04. HOST DETERMINATION, PING & DISCONNECTS
Fair-play protocols regarding dedicated server hosting, regional ping balancing, and emergency match disconnect procedures.
SECTION 4 OF 5
ยง 4.1Dedicated Server & Host Selection Protocol
NEUTRAL SERVER
All series must be hosted on dedicated servers providing equitable ping for both teams.
Regional Parity: If an NA East squad faces an NA West squad, the custom match must be hosted on a Central data center (e.g. Chicago, Dallas, or Kansas City) to balance ping latency.
Alternating Host Order: โข Map 1: Team A Host (Higher seed choice)
โข Map 2: Team B Host
โข Map 3: Team A Host
โข Map 4: Team B Host (if necessary)
โข Map 5: Neutral Central Server Host (Decider)
Ping Disparity Cap: If a player demonstrates persistent packet loss or latency exceeding 120ms due to host misrouting, captains must remake the lobby on an alternate neutral server.
ยง 4.2Disconnection & Remake Protocol
EVIDENCE MANDATORY
In the event a combatant disconnects or crashes during an active map, referees enforce the following protocols:
First 30 Seconds / Pre-Combat: If a player disconnects prior to first blood or before the game clock reaches thirty (30) seconds, the lobby is immediately terminated and remade with identical rosters and classes.
Mid-Game Hardpoint Crash: The remaining players continue until the current hill timer expires. The game is paused/ended, and a remake is launched with previous points recorded and carried forward to reach the 250-point target.
Search & Destroy Crash: The round in progress must be completed (no mid-round pauses). The lobby is remade for remaining rounds, retaining the exact round tally before the disconnect.
Player Re-entry Window: A disconnected player has up to five (5) minutes to rejoin the lobby before the squad must substitute a registered reserve player or proceed 3v4.
ยง 4.3Match Disputes & Proof Submission
DISCORD REFS
Match dispute tickets must be logged in the official Discord #match-disputes channel within thirty (30) minutes of series conclusion. All claims must include timestamped video recordings (Twitch/YouTube VOD) or clear scoreboard screenshots. Referees will not accept unsubstantiated hearsay.
// 05. CAPTAIN'S PRE-MATCH CHECKLIST
Interactive verification protocol. Team captains should confirm each operational parameter prior to launching series.
INTERACTIVE CHECKLIST
Confirm all 4 starters match the registered Activision IDs logged on the Frontline Team Profile.
Verify host region provides balanced ping (Central host for East vs West matchups).
Double-check: Friendly Fire = ON, Killcam = OFF, Mounting = DISABLED, Health = 100.
Ensure zero suppressors, zero lasers, zero shotguns/LMGs, and approved lethal/tacticals only.
Post the agreed Hardpoint, SnD, and Control maps in your official Discord match thread.
Take screenshots of final scoreboard after every map for official score recording and dispute defense.
All checks completed? You are cleared for live competitive combat.