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These rules apply to all organized criminal groups, whether whitelisted or not. This includes gangs, mafias, motorcycle clubs, racing crews, or any other faction with coordinated criminal activity.

Expectations

  • This is a story-driven server, not a “gang wars” server. Gangs are expected to create immersive roleplay, not just PvP.
  • Groups must interact with the broader community — drug deals, races, heists, alliances, rivalries, etc. Grinding alone or isolating your group is not acceptable.
  • Criminal RP must focus on storylines and interactions, not solely profit or win-chasing.

Classifications

  • Gangs – Groups with a shared identity (color, clothing, symbols, flags, etc.), usually with defined territory and internal codes.
  • Organized Crime Groups (OCG) – Structured groups focused on profit-driven crime (boosting, heists, trafficking). Identifiable by uniforms, items, or colors.
  • Motorcycle Clubs (MCs) – Clubs centered on bikes, brotherhood, and a clubhouse/turf. Some may be “1% clubs” and engage in organized crime. Usually identified by kuttes/patches.
  • Racing Crews – Crews dedicated to street racing. May do side crimes to fund cars but are primarily race-focused.

Starting a Gang

  • Leaders must have Allowlist+ to whitelist. Whitelisted gangs receive perks (boss menu, MLO base, etc.).
  • Non-whitelisted gangs can still RP as gangs but won’t have special perks.
  • All gangs begin on probation. Two strikes during probation = disbanded.
  • Gangs must have 4–20 members and keep an updated roster.
  • If someone is wearing your colors, you may warn them but cannot escalate unless:
    • They are impersonating,
    • They escalate first, or
    • They wear an item specific to your gang.
  • We encourage you to do stuff as a gang, regardless of your group being whitelisted or not!

Accountability & Discipline

  • Gang leaders are responsible for their members’ RP quality. Poor gang RP can result in strikes even if the leader was not involved.
  • Strike System:
    • 1st Offense – Written warning
    • 2nd Offense – 1 strike, no further action
    • 3rd Offense – 2 strikes, loss of perks, 14-day suspension
    • 4th Offense – Disbanded
  • Staff reserve the right to escalate punishment (up to immediate disband) for extreme cases.

General Gang Rules

  • Only 1 vehicle may assist during traffic stops.
  • Violence should be a last resort in LEO interactions.
  • Gangs cannot ally against a third gang or against LEO. Temporary event/storyline exceptions require staff approval.
  • Outside of declared wars, criminal scenarios are capped at 5 players per side.

Turf & Sprays

  • Sprays = territorial markers. A gang’s turf is defined by its base of operations.
  • Contesting a spray counts as initiation. The defending gang may escalate immediately.
  • Sniping is prohibited in all spray contests.
  • Contesting applies only to gang sprays, not local NPC areas.

Gang Wars

  • Declaration: Must be agreed IC between leaders and registered via staff ticket with terms.
  • Colors/Identification: Members must wear colors or identifiable clothing. Gang vehicles should reflect gang colors.
  • Engagement Rules:
    • Initiation rules waived inside turf fights.
    • Group size cap lifted — full gang may participate.
    • No sniping allowed.
    • Outsiders may not participate. Only rostered members may join. No adding new members mid-war.
  • Looting:
    • Wars use gang “tokens” (flags, chains, tags, etc.). Each gang starts with a set number of items. Looting these from enemies progresses the war.
    • 1v1 encounters: Gang tokens may be taken. Outnumbered encounters: You may press/rob but cannot down or take gang tokens.
  • Timers:
    • Defenders must wait 30 min before counterattacking.
    • If they fail, attackers may strike again after 45 min.
  • Cooldown: After a war concludes, tensions reset. No new wars for 3 weeks between the same gangs.
  • Violation of Terms = Automatic forfeit.
  • Medical/Respawn: No using 911 to respawn mid-fight. If EMS/LEO don’t arrive after rival leaves, you may respawn.

Additional Crime/Gang RP Rules

  • Racketeering/Extortion – Allowed with staff-monitored escalation. Extorting businesses must create RP, not grind. Excessive “pay or die” harassment is prohibited.
  • Scamming – Criminal scams allowed, but capped at $100k value. Cannot scam using OOC trust (Discord trades, stash theft).
  • Rack Wars / Turf Economy – Turf may control access to drug sales or distribution. Any disputes must be staff-approved and follow war rules.
  • Civilian Involvement – Civilians cannot be forced into wars. If a civilian helps a gang, they may be treated as temporary associates but cannot be rostered.
  • Cross-Character Knowledge – You cannot use info from one of your characters’ gang involvement on another character.
  • Inside Jobs
    • LEO/EMS/DOJ Corruption – Corruption RP is allowed under the Corruption RP Rules. Staff approval is not required, but all corruption activity must follow those rules. (Example: taking bribes is fine, handing out weapons or raiding stashes is not.)
    • Gang/Organization Infiltration – Undercover RP (infiltrating gangs, cartels, or organizations) is allowed, but must be built up through extended roleplay. Instant “spy alts” or dropping into a gang without development is not permitted.
    • Alt Character Knowledge – You cannot use information from one of your characters’ infiltration/corruption arcs on another of your characters.

What are the perks of being Whitelisted?

  • Custom Area (MLO or Shell)
  • Gang Garage
  • Custom Spray
  • Custom Clothes
  • Gang Funds
  • Gang Stash