Gang & Organisation Guidelines
Rules for registered gangs, organisations, hostilities, wars, and territory.
Organisation and Gang Image
Your organisation's or gang's image is a direct reflection of the actions of its leaders, members, and associates. The choices you make impact how your group is perceived within the roleplay community and its contributions to the server's growth.
- Members are held to a higher standard — low-quality roleplay will not be tolerated.
- Accepting a position means upholding the server's positive reputation.
- Toxicity is not tolerated and will negatively impact your group's reputation and may result in staff action.
Members
- Organisations are capped at 22 members. Gangs are capped at 16 members.
- All members must be registered in the organisation's Discord with names formatted as:
Character Name | CFX Name. - Players must have at least 5 days playtime before joining any group.
- Leaders are responsible for adding and removing members via the role-request channel before they wear any representing clothing.
- Job roles must only be given to official members on the roster.
Cooldowns
- Upon leaving any registered criminal organisation, a mandatory 1-week cooldown applies before joining any Crew, Faction, Gang, or Organisation — even if removed involuntarily.
- Failure to follow the waiting period results in immediate removal and an additional 1-week cooldown.
Colours
Colours are a system of visual identity that make it easy to identify which group a member represents during hostilities, events, or general roleplay. Your colour is the primary colour worn in any org/gang/event-related hostilities.
- No group can claim BLACK or WHITE.
- No group can claim a colour already taken — they may request a different shade.
Trot Vehicles
If an opposing group uses the same Trot colour as your group, you are permitted to push them off your Trot colour.
Pressing Colours
You may only press players for wearing your clothing or attempting to represent your group — not simply for wearing a similar colour.
Rebranding
- Rebrands require adequate in-RP reasoning and must be approved by Organisation Management & the Admin team.
- Cannot rebrand within a 6-month period of becoming an org/gang or a previous rebrand.
- Rebrand fee: $100,000,000 dirty money (non-refundable). Cannot be reversed.
- Change of leader: new 1IC must be an official member for 30 days. Orgs also require the member to hold their whitelist. Gangs do not require a whitelist but still need the 30-day period.
Clothing
- Organisations: 5 clothing slots for both males and females each.
- Gangs: 2 clothing slots for both males and females each.
- Clothing can have multiple textures but must include your primary colour as an option for conflict.
- All designs must follow Rockstar's ToS and CoC — non-compliant designs will be removed.
Development & MLOs
- All development requests must go through your leader's channels and be approved before implementation.
- Organisations may have a custom imported MLO. Gangs may have a custom location already in-server (GABZ MLO or fenced-off location).
- Both org and gang clubhouses include: storage, hierarchy storage, job-locked garage, and locked gates where applicable.
- Organisation MLOs can optionally add a private helicopter garage for $10,000,000 dirty money.
- MLO changes cannot occur within 90 days of moving to a new MLO.
MLO Materials Required
- $15,000,000 Dirty Money
- 3,000× Wood Planks
- 5,000× Dirty Stone
- 1,000× Scrap
- 100× Plastic
- 100× Steel
- 50× Oil
- 5× Large Portable Lights
- 5× Spray Cans
Locations
- Organisations can request a drug lab move (not during active conflict) for $35,000,000 dirty money.
- Each organisation is provided a warehouse, changeable after 90 days for $50,000,000 dirty money (no active conflict, must have RP reason).
- Each org/gang has an Org/Gang Store, changeable within 90 days for $30,000,000 dirty money (no active conflict).
- Shady Clinic: accessible for $5,000,000 for 2 weeks, then $2,500,000 dirty money/week to maintain. Includes a storage system.
Money Washing & Org Store
- Org/Gang Stores open Sunday 9am — leaders can purchase blueprints, frames, and other items. For group use only.
- Money can be washed at the Laundromat at any time. Wash rate typically updates on Sundays.
- Organisations have no wash cap. Gangs have a cap of $75,000,000 per week.
- Check the current rate and your weekly limit using the computer inside the Laundromat.
Markets
Organisation Drug Markets
- Organisations can control ONE drug market (100% of a singular market).
- After claiming a drug market, no hostilities for a new market for 2 weeks.
- Global 2-week cooldown when an org takes control of a new drug — no one can declare during this period.
- Mushrooms are unclaimable — no hostile conflict may occur, including camping locations to kidnap.
Organisation Markets
- Each organisation receives an AR and Shotgun market from Organisation Management.
- Global 2-week cooldown for new orgs receiving their first blueprint (unless they declare on another org's blueprint).
- Markets cannot be sold/handed to individuals — must stay in the org/gang scene. Individual blueprints may be sold.
- 1-week global cooldown on AR and Shotgun markets if traded/sold/won in war.
- Each org has access to:
- 1× AR Blueprint
- Maximum 3× Attachment Sprays
- Maximum 3× Pistol Blueprints
- Maximum 1× Shotgun Blueprint
- Blueprints are not safeguarded — they can be robbed and used to craft (durability remaining only; robbing does not mean owning the market).
Gang Markets
- Each gang is assigned an SMG market by Organisation Management.
- Global 2-week cooldown for new gangs receiving their first blueprint.
- Ownership cannot be sold/handed to individuals — must stay in the gang scene. Individual blueprints may be sold.
- 1-week global cooldown on SMG markets if traded/sold/won in war.
- Blueprints can be robbed and used to craft the remaining durability.
Gang & Org Special Guns
- After completing firearm tasks, send proof to your leaders. You'll receive a ping to collect and pay:
- Assault Shotgun — 75m Dirty
- Machine Gun — 125m Dirty
- Sniper — 300m Dirty
- You can only hold one of these at a time.
- If you successfully rob one, notify Org Staff and receive 50% of the item's value in dirty money.
- On disbanding, notify Org Staff — you receive 50% back. Failure results in item removal with nothing returned.
- If lost to cops, you may buy it back after a 2-week waiting period at the original price.
- These weapons can be used anywhere and everywhere.
Clubhouses & Safe Zones
- Each organisation clubhouse has a defined safe zone — no hostile actions permitted within it.
- Gangs do not have a safe zone (it's a perk earned upon progressing to an organisation).
- Blue outlined zones cannot be camped or used to start hostilities.
Clubhouse Breaches
- During active conflict, you may breach the opposing org's clubhouse once per restart without reason.
- If an org shoots from within their clubhouse after using their 1 breach, the safe zone is revoked for 60 minutes or until conflict concludes. A breach must occur within 30 minutes of the voided safe zone.
- Seeking refuge in your own clubhouse during hostilities also revokes the safe zone for that hostility.
- You cannot keep an opposing member's vehicle inside your clubhouse. Remove it or return it — safezone rules still apply during return.
Clubhouse Meetings
If invited into an org's clubhouse for a meeting, the meeting is a Non-Hostile Meeting. No hostilities during the meeting or while the opposing org is leaving — including chasing them as they leave.
Spray Fights
Sprays are a tool to create tension and meaningful hostilities. They are used to claim areas for bonuses, markets, and territory.
Spray Designs
Your spray must clearly represent your org/gang and must comply with Rockstar Games ToS and CoC.
Spray Count & Perks
- Organisations: up to 20 sprays. Gangs: up to 14 sprays.
- Perks for owning sprays:
- Bonus drug sale price within owned territory
- No robbing alerts within owned territory
- No shots fired calls within owned territory
- Notifications if non-members are selling in your territory
- Notifications if someone is removing your spray
- Once per week, claim items — reward scales with spray count
Clubhouse Retainment
- Orgs require 7 sprays minimum to maintain their clubhouse.
- Gangs require 5 sprays minimum to maintain their clubhouse.
- Falling below minimums locks you out of your clubhouse and storages.
Spray Initiation
- Taking a spray requires prior hostilities/reasoning or a specific declaration at a non-hostile meeting (not a phone call).
- You may declare a maximum of 3 sprays per meeting, and must give the opposing group the opportunity to sell you the spray first.
- You cannot declare on a spray if you've reached your spray limit.
- Once declared and communicated to Org Management, call the defending group before attempting to take the spray.
Spray Numbers (Online Members Required)
- Orgs: 10+ members online (7+ between 6pm–2am AEST)
- Gangs: 9+ members online (6+ between 6pm–2am AEST)
- Purposely disconnecting to prevent a spray being taken is powergaming — spray will be forfeited.
Spray Hostilities
- Removing or altering another group's spray is immediate hostile action. You must verbally warn first; once the spray is hit, no further warning is needed.
- Hostility limits: Orgs 18×, Gangs 14×, 1× helicopter deployed.
- No explosives allowed during spray fights (before, during, or after).
- Spray takers cannot use: bulletproof vehicles, vehicles with GTA weapons, Taco Truck interiors, Grime Van interiors.
- Mule usage is allowed but must remain unlocked with back doors destroyed.
- Do not ram the spray vehicle — drive it away or position to shoot the spray taker.
- The group that marks a spray first has priority — that spray must be completed before another can be taken.
- Once a spray is concluded, no further hostilities.
Hard Point
An alternative spray format at the attacking group's discretion. Goal: have the most "hostile time" in a 10-minute window. A 10-minute preparation stage precedes the timer. Being in a vehicle does not count toward time. If it ends in a draw, defenders win. Same rules as normal spray fights apply unless specified otherwise.
Death Timers
- One life only during spray hostilities — if killed, you cannot re-enter the scene.
- If a spray is taken while you are on a timer, the timer is voided and you may assist in defending or attacking — but no robbing or beanbags.
Body Pickups (Spray)
- Any org or gang member may pick bodies (not factions/crews).
- Max 10 body pickups per scenario.
- Body pickups cannot be hostile, must not be armed, and must wear identifiable clothing (e.g. alien outfits).
- Warn body pickers to leave before shooting — shooting without declaration is RDM.
Attachment Market Sprays
- Larger radius sprays that allow crafting of unique attachment markets.
- Orgs can hold up to 3 attachment sprays. Gangs up to 2.
- Declaration process: non-hostile meeting → official declaration to Org Management → 72-hour window to "Mark Spray" → 30-minute cooldown → 1-hour window to attack/defend → 3-day cooldown after conclusion.
- If a group declares on a spray, no other group can declare on that same attachment spray during the 72-hour period.
Hostilities
Starting Conflict
- Disrespect toward you or your group may initiate hostilities — during events or any roleplay.
- You cannot bring into conflict: opposing playstyle during events, who won the event, or words heard after you are killed (requires a living witness).
- Clips must capture both audio sides (your mic and game output). Failure to do so voids the conflict.
- Low-quality roleplay is not tolerated — hostilities will cease immediately.
- Baiting hostilities purely to start conflict is strictly prohibited.
- Declarations for disrespect must be made within 10 days of the incident.
Hostility Numbers
- Orgs: limit of 18 participants. Gangs: 14 participants. All must be official members listed in the org's Discord.
- Limit of 1× helicopter per org/gang at any one time (can redeploy if it breaks down).
- Collaborating with non-members reduces your limit to 4 participants (cannot be org/gang hostilities).
Declarations
- A meeting must occur before declaring, and a reasonable business deal must be attempted first.
- Once a declaration is made, the defending side cannot sell, trade, or give away the market/items in demand until the conflict concludes.
- If you fold and disband during conflict, you must still pay demands — failure results in removal of disband loot, removal of hierarchy money, or sanctions from the org/gang scene.
Cease Fires
- Self-resolved conflicts with paid demands outside of war: 1-week ceasefire.
- The group that paid demands MUST notify Org Management — otherwise the ceasefire is not enforced.
- Major Market War ceasefires: 2 weeks with no hostilities or toxicity.
- Org Management can step in and cease conflict at any time.
Conflict Clothing
During any Org vs Org, Gang vs Gang, or Org vs Gang conflict, participants must wear identifiable clothing in their primary colour — including while dead. If driving with intent to be hostile, clothing must be worn preemptively.
Airdrops
- You may only engage groups that have entered the Red Zone.
- Running out of the zone after entering does not protect you. Shooting from outside the zone also does not protect you.
- Death timers during airdrops are 10 minutes instead of the usual 15.
Vehicles
- Intentional ramming is strictly prohibited — any deliberate vehicle hit is considered ramming.
- Sports cars or motorbikes cannot be used to pit.
- Banned vehicles: all bulletproof vehicles and vehicles with GTA weapons attached.
- Third-person on motorbikes or other vehicles is not permitted (powergaming).
- No ramming/pitting/vehicle contact during events unless specified.
Kidnapping
- Maximum kidnap duration: 30 minutes.
- Must articulate the reason for kidnapping and leave the individual attainable by foot.
- Cannot kidnap the same person within a 1-hour period.
Police Numbers
- Large-scale hostilities started with Police on LOW may continue if Police numbers drop below LOW.
- All hostilities with other groups are still permitted at VERY LOW or 0, with a max of 7 participants per group. Clothing must still be worn in primary colour.
Whitelisted Players & Robbing
- You can rob opposing vehicles once all members are removed from play and the vehicle is clearly identified as belonging to the opposing group. Health items can be robbed at any time during conflict.
- Must roleplay out the robbery scenario — not just handcuff and rob.
- Cannot kill someone you are robbing.
- Cannot remove items from member/hierarchy storage for personal gain (excluding allocated consumables such as repair kits, armour, bandages, ammo).
Sanctions & Additional Rules
- Firework launchers and snowball launchers are prohibited in conflict.
- Flopping or emoting in conflict (or on a van during events) to avoid being shot is powergaming.
- Fail fear during active hostilities: minimum 24-hour ban and all items of value removed.
- Crashing/disconnecting during conflict: create a ticket immediately. No ticket = items removed and subject to a ban.
- Shooting fellow members to avoid being robbed or kidnapped will result in action.
- KOS is strictly prohibited. Must declare hostile action before engaging in street fights.
- Do not roleplay with dead bodies — say your passing words and move on.
Death Timers
- A 15-minute cooldown is enacted after respawning from any org/gang hostility (revived, taken to hospital, or respawned).
- Check remaining timer with
/timer. - While on timer without gang/org clothing, you are immune from kidnapping/killing by the opposing side. With clothing on, you are still fair game.
Declaration Limits
Orgs/Gangs can only be actively declared on by one group at a time (includes spray fights and market/respect conflicts). A group being declared on may also declare on another group simultaneously but must resolve these conflicts independently.
Teaming
No teaming in any fights, conflicts, or events. Police are excluded, provided your org/gang has a valid reason to fight police.
Drugs During Conflict
- During active conflict you may breach the opposing group's drug lab stash.
- Minimum of 8 opposing members online required to breach.
- 10-minute detonation timer, then 10-minute looting timer once successful.
- Defending group is notified of the breach and location — they can engage immediately.
Demand Limits (Outside of War)
Gang Demands
- Up to 500 steel, 500 plastic, 250 rubber
- 25 million dirty money
- 2,500 final drug product of your choice
- 5× craftable firearms of your choice
- 5,000 ammo of your choice
- Up to 200 of any trot equipment (excl. advanced gun repair kits)
Organisation Demands
- Up to 1,000 plastic, 1,000 steel, 500 rubber
- 50 million dirty money
- 5,000 final drug product of your choice
- 8× craftable firearms of your choice
- 10,000 ammo of your choice
- Up to 300 of any trot equipment (excl. advanced gun repair kits)
Police Engagement
- Orgs/Gangs are held to a higher standard in police interactions and overall roleplay.
- PD wiping is a last resort — requires proper interaction, declaration, and valid reason. Doing it for something trivial will result in staff action.
- Cannot join a PD wipe unless your org/gang has members in custody.
- During potential hostilities with Police, a declaration must be made within 1 minute of actively shooting.
- If in direct conflict solely with Police, you may exceed the standard 18/14 participant limit (official members only).
- At airdrops, Police are only to be shot when actively seen as a threat (out of car, firearm out, showing hostile intent). You may warn and move along Police outside the zone — do not shoot until they show threat.
Fail Fear Against Police
Running into active Police scenes to carry individuals out or "rescue" a friend is fail fear.
Reporting Police
If a Police officer breaks the rules, do not act on it in-RP — practice "Silent Reporting" and create a support ticket in the Discord.
Death Timers (Police Hostilities)
- Standard 15-minute death timer applies regardless of how you were killed.
- Police also follow this — neither side should be involved while on timer.
- No explosives at active medical triages. Explosives are otherwise permitted unless police are at a triage.
- No org/gang clothing required during police hostilities.
PD Breaches
- A last resort — must have a reasonable declaration to PD. Only breach to rescue members from custody.
- 1-life rule applies (same as sprays). If downed, do not return under any circumstance.
- Police also follow the 1-life rule during PD breaches.
Punishments
- Attempting to find loopholes will result in staff action.
- Toxicity toward Organisation Management: immediate removal with a 1-week cooldown.
- Disruptive behaviour: minimum 24-hour ban.
Cards, Bans & Mushrooms
- Yellow card in the last 14 days: prohibited from all Events.
- Ban in the last 30 days: prohibited from all Events.
- To lift: produce 350 final bags of Mushrooms for a yellow card, or 700 for a ban. No assistance allowed.
- Players must wait out any ban period before being officially accepted into an org/gang.
- Returning from a 30+ day or permanent ban: must wait 14 days before joining an org. Mushrooms must be completed if partaking in events/war within 30 days of being added.
Character Appearance
- No troll appearances (unrealistic proportions, goofy/meme aesthetics).
- Gender swaps require an Admin Team ticket with a detailed explanation — unapproved swaps will be reversed and result in staff action.
Disconnection During Conflict
- If you crash/disconnect while dead or in active roleplay, create a ticket immediately.
- Intentional disconnection or game crashing = items wiped and staff action.
- If shooting cops during active conflict, must wait 30 minutes after starting before disconnecting. Failure results in cards.
Fail Fear Consequences
If a player aims a gun at you and you do not have a gun out, you cannot draw and shoot. If they are already aiming as you dismount a vehicle, or you are beanbagged/stunned — do not draw. Minimum 24-hour ban for violations.
Note: Non-lethal firearms (beanbags, pepperballs, tasers) do NOT require you to comply.
Organisation & Gang Strikes
Strikes hold groups accountable when their members collectively breach rules. Leaders are accountable for their members' conduct.
Strike One
- 7-day prohibition from wearing org/gang clothing.
- 7-day prohibition from any related hostilities (events, war, shooting as an org/gang).
Strike Two
- 14-day prohibition from wearing org/gang clothing.
- 14-day prohibition from any related hostilities.
- 14-day suspension of org/gang store.
Strike Three
- Organisation or Gang Disbandment.
Organisation Management may revoke or demote your org/gang status at any time at their discretion.
Wars
War is a last resort when all other means of resolving conflict have failed. A formal application with valid RP reasoning is required and must be approved by Organisation Management. All wars take place in a bucket away from police and other players — no weapons can be confiscated during war.
War Application
- Must be submitted within 2 weeks of the initial market declaration.
- Include: who the war is against, RP reasoning, how long prior hostilities have been ongoing, and your demands. You cannot demand something your character does not know about.
- Once approved, submit to the opposing group in a non-hostile meeting within 72 hours of acceptance.
- A graphic depicting the war app must be created and made into a viewable in-server item.
Before War
- Conflict may continue until 24 hours before the set war.
- Rosters are locked from the official war announcement. Members must be official a week prior (unless both sides agree otherwise).
War Agreements
Both sides may agree on the following (defaults to allowed if no agreement):
- Use of rare/special weapons
- Use of helicopters, planes, and seaplanes
- Use of explosives
- When the official roster is locked (defaults to 7 days prior)
- Style of war (defaults to consecutive 90-minute flags)
War Types
- Major Market Wars — for Rifle, Shotgun, or Drug Markets.
- Minor Market Wars — for all other markets or RP conflicts.
War Formats
- Flag Collection: 6 random points, each running for 15 minutes. 1 flag per minute to the nearest member (dead or alive). Most flags wins.
- Predefined Playzone: A gradually shrinking zone — on foot, combat-based.
War Demands
- All war demands must be paid prior to the war — minimum 24 hours before. Payment goes directly to Organisation Management and is held until the war concludes.
Organisation Major Market Demand Tiers
You may demand Tier 1 + 2, or Tier 1 + 3 + 3:
- Tier 1: The market you are claiming.
- Tier 2 (choose one):
- 1× non-craftable firearm
- 15× craftable firearms
- 2 weeks of rifle frames
- 15,000 final drug product
- 2,000 plastic, 2,000 steel, or 750 rubber
- 75 million dirty money
- 20× attachment components
- Up to 3 normal sprays
- 30,000 ammo
- A specific non-craftable firearm (requires in-character evidence submitted to Org Management prior to declaration)
- Tier 3: An RP demand not exceeding 2 weeks (e.g. no colours, no org wash). Subject to Org Management approval.
Organisation Minor Market Demand Tiers
You may demand Tier 1 + Tier 2:
- Tier 1: The market, OR if it's an RP/counter-demand conflict — choose 1 from Major Market Tier 2.
- Tier 2: An RP demand not exceeding 2 weeks. Subject to Org Management approval.
Gang Demand Tiers
War demands/counter-demands:
- Tier 1 (choose one):
- The market you are claiming
- 1,000 plastic, 1,000 steel, 500 rubber
- 50 million dirty money
- 5,000 final drug product
- Non-craftable firearm
- 10× craftable firearms (SMGs only)
- 20,000 ammo
- Specific non-craftable firearm (requires in-character evidence)
- Tier 2: An RP demand not exceeding 2 weeks. Subject to Org Management approval.
After War
- Org Management will accommodate exchanges of prepaid war demands.
- 2-week ceasefire after war concludes — no hostilities or toxicity.