> ## Documentation Index
> Fetch the complete documentation index at: https://docs.equinoxroleplay.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Organized Crime & Gang Rules

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
