Faction Rules

Last updated: 30 Nov 2025

#1 — Rules of Engagement


The Rules of Engagement are guidelines for groups and their leaders, primarily governing faction interactions.

1.1: Groups & Guests

A. Who is considered a group?

A group is any collection of players who share goals or interests and organise themselves to work together. This includes off-the-street cliques, unofficial factions and official factions.

  • Groups MUST have an approved documented faction thread in the approved factions forum.
  • Groups SHOULD follow and stay updated with all Faction Game & Forum Rules.
  • Groups are REQUIRED to use the Conflict Logger to record attacks & defences (coming soon).

An invited member is officially recognised as part of the group.

B. Who is considered a guest?

Guests are loosely affiliated individuals or aspiring members (outsiders, hoodrats, etc.)

  • Guests CAN defend turf with others but cannot do follow-ups alone.
  • Guests CANNOT attack without at least one invited member present.
  • Guests falsely affiliating to deathmatch will be punished.
  • No one-man-army plotting — disregarding your character's life.

Applies to: kidnappings, targeted attacks, robberies outside of turf.


1.2: Leader Etiquette

  • Leaders must maintain communication with the Faction Team.
  • Leaders are accountable for their faction’s actions.
  • Leaders must act as role models.
  • Leaders should cooperate with other leaders to resolve conflict.
  • No badmouthing rival groups OOC after IC losses.
  • No protecting rule-breaking members.

1.3: Strikes & Suspensions

The Faction Team uses a strike/suspension system to manage poor behaviour or performance.

Faction Strikes

  • Verbal Strike: Discussion with moderators on improvement.
  • Perk Strike: Deduction of a faction feature (drug/gun perks).
  • Final Strike: Removal of faction or leadership replacement.

Each faction has 5 strikes. They reset every 3 months or with good performance.

Faction Suspensions

  • Faction Ceasefires: Temporary freeze on attacks between factions.
  • Turf Ceasefires: Temporary restriction on turf expansions.
PUNISHMENT(S): Server punishment, removal, sit-down, strike, or forced ceasefire.

#2 — Stratagem


2.1: Overthrows

An overthrow (coup d’état) is the forced removal of the highest-ranking leader. This must be the last resort.

  1. Overthrowers MUST contact Faction Team beforehand.
  2. Must be on the faction’s high council (co-leader, 3rd-in-command, Tier 2).
  3. Must have sufficient IC motive.
  4. Requires 80% faction support.

All overthrows by death result in a Character Kill.


2.2: Diplomacy

Diplomacy governs negotiation, cooperation, and sportsmanship between factions.

  • You may involve ONE allied faction if:
  1. Your own faction represents at least 50% of attackers.
  2. Alliance has existed for at least 1 month.
  • No fake rivalries with factions you haven't interacted with.
  • Use OOC sportsmanship when resolving disputes.
Ceasefires: Temporary suspension of fighting. Brawls/misc RP still allowed.

2.3: War Types

What are war types?
War types show how conflict escalates between factions and define rules. GTA Legacy has 3:
  • Short Term Wars (STW)
  • Faction-Controlled Wars (FCW)
  • Turf Wars (TW)
✤ Short Term Wars
  • One death = you may only defend from then on.
  • No alt characters allowed.
  • No back-to-back attacks without retaliation.
End Conditions:
  1. No attacks for 7 days.
  2. FT intervenes.
  3. One faction forfeits.

Grace Period: After STW ends, 7 days with no hostile interactions.

✤ Faction-Controlled Wars

Custom war rules agreed by leaders, submitted to FT for approval.

Cannot be started without FT approval.

✤ Turf Wars
  • Resolve disputes over turf.
  • May use STW or FCW rules.
  • Cannot start without FT permission.
  • Roster required (no alts or outsiders).
End Conditions:
  • Entire roster killed.
  • No attacks for 4 days → faction with more alive members wins.
PUNISHMENT(S): Server punishment, faction strike, sit-down, or forced ceasefire.

#3 — Conflicts


3.1: Attacks

  • 4-hour cooldown between attacks.
  • MAX 6 attackers total, including allies.
Attacks include:Kill attempts, destruction, escalated fights, tagging turf, kidnappings, robberies.

Factions may log attacks via the Conflict Logger (coming soon).

3.1a: Courtesy of Attacks

  • Lingering: Do not stay at the attack location.
  • Ground attacks: Use cover; avoid rambo behaviour.
  • New factions: Cannot begin wars until 2 weeks old.
  • Masks: OOC masks prohibited during attacks.

3.2: Brawls

Brawl Rules:

  • Cooldown: 4 hours (same as attacks).
  • Melee-only. Firearms only if melee was used first.

How to conduct yourself

  • Avoid script-hitting players roleplaying injuries.
  • Roleplay your own injuries realistically.
  • No animation/script abuse.

#4 — Rules of Distribution


Perk guidelines that govern economic balance and distribution.

4.1: General Information

  • Perks create roleplay opportunities and economic activity.
  • Script abuse is forbidden.
  • Misuse or inactivity leads to perk removal.
  • Perk sharing between factions is prohibited without approval.

4.2: Mutual Agreement Policy

  • Production must be moderate.
  • Sale prices must not be unrealistic.

4.3: Expectations

Perks are privileges that create meaningful roleplay and interactions. Factions must operate realistically, maintain cover, and balance production.

4.4: Perk List

AvailableTaken

Weed
Cocaine
Crack
Group Strawman

4.5: Appeals

  • Only high-ranking members may apply.
  • Applications must be submitted via Discord (#faction-request).
Appeal Format:
Leader Name:
Faction Name:
Faction URL:

What perk are you appealing?
Why do you want this perk?

How will the server benefit from you having it?
Explain your intended RP with this perk.

Summarise the Rules of Distribution: