Help & rules

Underground guidelines

36SECTIONS

Extra rules for crews, gangs and organisations. Read these alongside the Community Guidelines; a declaration or affiliation does not excuse a rule breach.

1. Group formation & membership

A Group means a crew, gang or organisation. Every Group must be registered by staff, and every participant must meet Rule 3 (Character Requirements).

  • Crew roster: 4–7 members, including leaders and officers.
  • Gang roster: 7–15 members, including leaders and officers.
  • Organisation roster: 15–25 members, including leaders and officers.
  • Eligibility: Founding or joining requires at least 24 hours of server playtime. Banned players cannot join before their ban expires.
  • Registration: Members must be listed on the in-game roster and in the Group's Discord as Character Name | Steam/CFX Name. An invitation becomes membership only when accepted.
  • Leadership responsibility: Keep both rosters and Discord roles current. Staff may disband a Group that stays below its minimum.

2. Membership cooldowns

Ending your Group membership starts a mandatory 48-hour cooldown before you can join or start another Group.

  • What starts it: Leaving, being removed or having the Group disband.
  • Who it covers: Every departing member, including the leader, regardless of why their membership ended.
  • When it starts: The moment your membership ends.
  • Account coverage: The cooldown applies across your account. Switching characters does not bypass it.

3. Responsibility for members

Groups are accountable for the conduct of their leaders, members and associates.

  • Leadership: Address rule breaches by people representing your Group.
  • Group conduct: Organised or repeated misconduct can lead to action against the Group as well as the individuals involved.

A leader following the rules personally does not remove their responsibility for the Group's conduct.

4. Group leadership transfers

The outgoing leader may hand leadership to an existing registered member. Staff may also require a leadership transfer.

  • Incoming leader: They must already belong to the Group and meet the 24-hour playtime requirement.
  • Waiting period: No additional waiting period applies to the handover.

5. Group properties

Leaders and members are responsible for the access they grant to Group properties and shared storage.

  • Valuables: Do not keep personal valuables in Group storage. Staff will not reimburse losses caused by access you or your Group granted.
  • Visitors: Permission to enter a hideout does not grant membership, workbench access or permission to take Group items.
  • Meetings: All meetings between Groups must remain non-hostile, including at hideouts.

Rule 12 (Safe Zones) and Rule 17 (No Combat Logging) continue to apply.

6. Roleplay standards & character presentation

Group members must follow Rule 3 (Character Requirements) and Rule 18 (Quality Roleplay Standards). Poor roleplay may result in action against the player and their Group.

  • Appearance changes: Use the appropriate clothing, barber or surgeon service. Ask staff about a model or gender change those services do not offer.
  • Personal choice: Nobody, including staff, may force a player to change their character's appearance or gender.

7. Group hostilities

Group hostilities require an in-character reason, proper escalation and the declaration required for that type of conflict.

  • Approval first: Do not attack and then seek approval afterwards.
  • Separate permissions: Street conflicts, district challenges, market contests and events each have their own rules. Permission for one does not authorise another.
  • Use of force: Rule 13 (RDM) remains in effect. A declaration is not unrestricted permission to kill.

7.1 Declaring on another Group

All meetings between Groups must be non-hostile. Do not use a meeting to ambush, detain or attack the other Group.

  • Disrespect declarations: Obtain staff approval before starting hostilities.
  • After a meeting: If no agreement is reached, wait at least 30 minutes from the end of the meeting. Staff approval is still required; waiting does not replace it.
  • Territory disputes: Submit evidence in Leader chat and obtain staff approval before escalating a territory dispute into a disrespect declaration.
  • District challenges: Meet the owning Group before submitting the challenge. Follow section 7.3.
  • Market contests: Follow section 7.3.1. Neither a district challenge nor a market contest permits unrelated street attacks.

7.2 Disrespect declaration demands

Submit demands in your Group's Leader chat. Staff decide which tier applies.

  • Tier 1: $500,000.
  • Tier 2: $500,000 plus 100 Steel, 100 Plastic and 100 Rubber.
  • Tier 3: $1,000,000 plus 250 Steel, 250 Plastic and 250 Rubber.

Payment deadline: The losing Group must pay within 7 days after the conflict ends. This is separate from the 7-day active-conflict limit. Staff may remove items or disband the Group for non-payment.

7.3 Territory claims & challenges

A district is controlled territory. Claims, challenges and negotiated sales must follow these requirements.

  • Ownership limits: Crews may hold 1 district, gangs 2 and organisations 3. Taking another at the limit releases the one held longest.
  • Who may act: Only officers and leaders with the Group job active may claim or challenge. An unclaimed district must be claimed from inside its boundary.
  • Protection: Claiming, winning or buying a district gives it 24 hours of protection. Meet the owner and wait for protection to expire before challenging through the Underground Tablet.
  • Other challenges: You cannot challenge yourself, join two district challenges at once, or run district and market fights at the same location together.

Fight schedule

  • 30-minute notice: The fight starts 30 minutes after declaration when at least 4 defending crew members, or 7 defending gang or organisation members, are online with their Group job active in the main world.
  • 24-hour notice: Below that number, including zero defenders, the fight starts 24 hours after declaration.
  • Fixed time: The Tablet shows the start before confirmation. Attendance changes do not move it. Only staff can reschedule or cancel; check the Tablet for the current time rather than relying on SMS.

Hardpoint rules

  • Duration: The fight lasts 15 minutes. Missing it does not cancel it. Challenge-related combat is permitted only during that scheduled fight.
  • Participants: Only registered members with the Group job active may participate.
  • Control eligibility: Be alive, on foot, holding a firearm, and inside both the 200-metre fight circle and the district in the main world.
  • Scoring: The side with more eligible members earns control time. Equal numbers pause scoring. Most control time wins; a tie leaves ownership unchanged.

Sale or release

  • Before the fight: The defending leader may offer a sale, and only the challenging leader may accept. Dirty Money moves between Group stashes. A completed sale transfers the district and cancels the fight.
  • Voluntary release: A leader may release an uncontested district through the Tablet. Release is blocked during a challenge or sale.

7.3.1 Attachment markets

Attachment markets have separate ownership from districts. Owning a district does not give you its attachment market.

  • Eligible Groups: A crew may own 1 pistol market and a gang 1 SMG market. Organisation AR markets are unavailable.
  • Matching district type: A district containing a market requires the matching Group type. District and market ownership limits remain separate.
  • Declaring: An officer or leader with the eligible Group job active must visit the market display. Your Group cannot already own another market in that category or have another market contest pending or active.
  • Availability: The location cannot have a district challenge underway. Even an unclaimed market requires a contest. Declaration reserves the market from other challengers.

Contest schedule and result

  • Notice: Owned markets use section 7.3's defender thresholds and fixed 30-minute or 24-hour notice. An unclaimed market starts after 30 minutes.
  • Fight: Every contest lasts 15 minutes and uses section 7.3's participant, control and scoring rules. Check the Tablet for staff changes to the schedule.
  • Ties: A tie keeps the current owner. An unclaimed market needs positive attacker control time to be won.
  • Protection: A completed fight gives the winning owner 24 hours of protection, including when the defender retains it.

Ownership and crafting

  • Relinquishing: An active officer or leader may relinquish an uncontested market at its display. This does not release its district.
  • Crafting access: Only the owner may craft its attachment. Materials, crafting time and daily crafting access apply; research and tokens do not.
  • Losing ownership: Access ends immediately, including unfinished crafts.

Market combat is restricted to the scheduled fight. Section 9 still governs street conflicts and formal wars.

7.4 During active conflict

An approved active street conflict allows you to engage identified opposing members without a new declaration for every encounter.

  • Protected members: Do not attack an unarmed, idle member who is not taking part.
  • Lethal force: Rule 13 (RDM) applies. Do not kill compliant players, and keep killing a last resort.
  • Participation: Each Group must take part in a fight, meeting or meaningful roleplay interaction every 48 hours. Staying offline or avoiding contact does not count.
  • Resolution: Conflict ends through a formal fold, a roleplay resolution or staff intervention. Staff consider participation when approving a formal war or deciding a winner.

7.5 Conflict triggers & limitations

Conflict must come from a genuine in-character incident, such as disrespect, a dispute or unmet demands.

  • Invalid reasons: Losing an event is not a reason for conflict. Words exchanged while dead do not count under Rule 9 (NLR).
  • Manufactured disputes: Do not create a reason through baiting or out-of-character information.
  • Declaration deadline: Declare within 10 days of the incident.
  • Formal war: After 7 days of active street conflict, you may request a formal war. Staff must approve it based on participation and roleplay, including the 48-hour requirement in section 7.4.
  • No automatic entitlement: Time alone does not earn a war. If staff refuse one, they will decide the winner and end the conflict.

7.6 Evidence standards

Evidence must show how the incident started and how it developed.

  • Length: Provide clips of at least 2 minutes. Include more footage if 2 minutes does not show the full context.
  • Audio: Both game audio and microphone audio must be present.
  • Context: Do not cut out the cause, escalation or other footage needed to assess the incident.

Low-quality roleplay voids the basis for hostilities and may result in a separate punishment. Disengage and report the dispute to staff.

8. Participants & outside personnel

Only registered members of the two Groups may take part in their hostilities, within each Group's roster cap.

  • Outside help: Affiliated Groups, associates and other outsiders cannot fight or provide armed backup.
  • Combined numbers: Groups cannot combine rosters to increase their participant limits.
  • Body collection: The only outside-personnel exception is unarmed body collection under section 8.1.

8.1 Body picking

An outsider may help collect bodies only while meeting all of these requirements:

  • Clothing: Wear a neon suit.
  • Weapons: Carry no weapons.
  • Conduct: Value your life under Rule 8 (FailRP).
  • Role: Collect bodies without fighting or providing armed support.

Do not use a body picker to bypass the participant limit.

9. Conflict cooldowns

After a street conflict or formal war ends, the two Groups must wait 7 full days before starting or resuming street hostilities or a formal war against each other.

  • Start of the timer: The moment that conflict or war ends.
  • Who it affects: Only the two Groups involved. Either may have a separate, valid conflict with another Group.
  • Circumvention: Do not continue the same conflict through allies, replacement Groups or a name change.
  • Districts and markets: These follow their own declaration and protection rules. Their contests do not reset or bypass the street-conflict cooldown.

10. Vehicles during conflict

Vehicles used during conflict must comply with Rule 14 (VDM).

  • PIT manoeuvres: Only the single controlled PIT allowed by that rule is permitted. A conflict declaration does not authorise one or allow repeated contact.
  • Helicopters and motorbikes: Do not use either to PIT or ram.
  • Restricted vehicles: Bulletproof vehicles and vehicles with mounted GTA weapons are banned from conflict.

11. Safe zones

Hospitals, police stations and whitelisted businesses are off-limits to Group conflict.

  • Hostile actions: Do not start or continue attacks, robberies, kidnappings or other hostility there.
  • Boundaries: Do not fire into or out of these locations.
  • Escaping: Do not enter to avoid an active scene or its consequences.
  • Abuse by others: Disengage and report it. Another player's breach does not permit you to attack inside.

Rule 12 (Safe Zones) applies throughout.

12. Group events

Keep event hostilities inside the designated red zone.

  • Immediate continuation: You may continue the same encounter just outside the zone only if you personally saw that player leave and the pursuit is immediate and continuous.
  • End of the exception: Once you lose the player or the encounter ends, you cannot use that event encounter as permission to attack outside the zone.
  • Pursuit limits: Do not chase someone far from the zone to kill them.
  • Other conflicts: An event does not authorise a street conflict. Safe zones and NLR still apply.

13. Conflict outfits

Your Group must be identifiable during conflict and events.

  • Required clothing: Wear identifiable clothing in your Group's colours for the whole encounter, including while dead.
  • Driving: Put the clothing on before driving with hostile intent.
  • Concealment: Do not remove or change it to hide your involvement or Group identity.

14. Kidnapping

A kidnapping needs a clear in-character reason, which you must explain to the victim.

  • Maximum hold: 30 minutes of active roleplay.
  • AFK time: If the victim is AFK when detained, counting starts when they return. Later AFK time pauses the count.
  • No timer reset: Moving the victim or handing them to another captor does not restart the 30 minutes.
  • Release: Leave the victim somewhere they can leave on foot.
  • Repeat kidnapping: Wait at least 1 hour from release before kidnapping the same person again. Another member acting for you does not bypass this wait.

15. Police numbers & engagement

Group hostilities require at least 1 police officer to be online and on duty before they begin. There is no maximum police count.

  • Police interactions: Value your life under Rule 8 (FailRP). A declaration does not excuse ignoring police or breaking another rule.
  • Rule disputes: Continue the scene and report an officer's alleged breach privately through a ticket. Do not retaliate or argue out-of-character.

16. Robbing

Rule 16 (Robbing) applies during and after conflict, including the minimum of 1 on-duty police officer.

  • Roleplay first: Have a valid reason, interact with the victim and safely detain them before taking anything.
  • Permitted items: Visa holders may take illegal items and Dirty Money. Without a visa, take only Dirty Money.
  • No intermediaries: Do not use another player to take items you cannot take yourself.
  • During combat: Do not loot during a shootout or kill someone during a robbery.
  • Repeated robberies: Cuffing and looting without interaction is banned. Do not turn a conflict into a run of repeated robberies.

17. Weapon safeguards

Lending a weapon is a decision you make at your own risk.

  • Unreturned loans: These are normally in-character disputes. Staff do not guarantee that a lent weapon will be recovered.
  • Deliberate deception: Borrowing with the intention of stealing the weapon is still a breach of Rule 15 (Scamming). The loan-risk rule does not create an exception to the scam ban.

18. Combat logging & disconnections

A crash or disconnect does not end an active scene. Follow Rule 17 (No Combat Logging).

  • Immediate response: Open a ticket and explain what happened. Reconnect as soon as you can.
  • Avoiding consequences: Do not use the interruption to escape roleplay or refuse to resume it.
  • Staff action: Failing to report the disconnect or using it to avoid consequences may lead to a wipe of the items on your character and further punishment. Staff assess the incident; a disconnect log is not an automatic item wipe.

19. Death timers & New Life Rule

After respawn or EMS revival from a conflict-related death, Rule 9 (NLR) applies.

  • Memory: Forget the 15 minutes before your death. Do not rejoin the incident or seek revenge.
  • Return timer: Stay away from the scene for 10 minutes after respawn or EMS revival.
  • Protection while leaving: Others must not rob, kidnap or kill you during that timer while you disengage and follow the rules.
  • Combat sling: This has a separate 10-minute timer from death and blocks weapons while active. Its expiry does not end your NLR obligations.
  • Misuse: Do not use either timer to provoke people, stay near a hostile Group or return to the fight.

If you start a new hostile interaction, you must play it out. Opponents still need a valid response under Rule 13 (RDM). A rule breach does not give unrestricted permission to kill you.

20. Sanctions & Group strikes

Group strikes are separate from individual player punishments.

  • Strike 1: A 1-week event ban.
  • Strike 2: A 2-week event ban.
  • Strike 3: Disbandment.

Staff decide strikes based on the offence and may act outside this sequence for serious or repeated breaches.

21. Reporting another Group

Finish the scene before reporting another Group.

  • Where to report: Submit a staff ticket or raise the issue in your own Group's Leader chat.
  • What to include: A clear account, the players involved, the time and evidence meeting section 7.6.
  • Direct messages: Do not message staff directly unless they have invited you to.

22. Disbandment

Staff may disband a Group. The decision is final, and inactive Groups receive one warning before disbandment.

  • Membership cooldown: Every form of disbandment starts the 48-hour cooldown in section 2 for every member, including the leader.
  • No bypass: Creating a new character or changing the Group's name does not remove that cooldown.

23. Group workbenches & progression

Research Points (RP), researched blueprints and crafting allowances belong to the Group.

  • Who may act: Only officers and leaders with the Group job active may research, craft or buy from the RP store.
  • Location: Use the Group's physical workbench. Visitors and associates have no workbench access.
  • Normal crafting: You need the blueprint, materials, full crafting time, daily crafting access and 1 token for every item made.
  • Market attachments: Ownership replaces research and token requirements, as set out in section 7.3.1. Other crafting requirements still apply.
  • Progression abuse: Do not farm repeated rewards, manipulate membership or exploit errors for RP, tokens or stock. Stop and report unexpected extra rewards.

24. Daily crafting & shared limits

Daily activity unlocks crafting, while weekly and bonus tokens limit normal production. These allowances are shared by the Group.

  • Daily access: Complete at least 1 Group daily objective to unlock crafting until midnight Sydney time. Research and store purchases do not need a daily objective.
  • Weekly tokens: The allowance is 1 token per registered member. It resets on Monday at midnight Sydney time. Unused weekly tokens expire.
  • Daily bonus: Completing all 3 daily objectives grants 1 shared bonus token, once per day. That token expires 7 days after it is earned.
  • Exclusions: Market attachments do not spend tokens, and associates do not increase allowances. Material upkeep and weekly objectives have been removed.
  • Store resets: Daily store limits reset at midnight Sydney time. Weekly store limits reset on Monday at midnight Sydney time.

Do not use restarts, member swaps or character changes to obtain extra rewards or purchases.

25. RP store

The RP store spends Group RP and Dirty Money from the Group stash. You do not need to finish the research tree to use it.

  • Access: An officer or leader with the Group job active must buy at the physical workbench. Purchases are delivered to the Group stash.
  • Daily case: 1 rotating case per Group each day. The rotation includes SMG, Pistol, Hardened and Basic; a Hardened Case is not available every day.
  • Weekly cases: 3 Material Cases and 3 Drug Cases per Group.
  • Weekly ammunition: 5,000 rounds of 9mm per Group.
  • Weekly supplies: 50 armour and 50 medkits per Group.

Shared limits: These amounts are per Group, not per member. Unused allowances do not carry over. Section 24 sets the reset times. Do not use roster changes, another character or an exploit to exceed a limit.

26. Territory conduct

Territory ownership and selling benefits do not give a Group permission to start hostile roleplay.

  • Encounters: Ownership, influence and selling alerts do not authorise attacks, robberies or demands. Normal escalation and declaration rules apply.
  • Members: Have the Group job active to receive its territory selling benefits.
  • Associates: Eligible associates may receive their employer crew's selling benefit, but their sales do not add Group influence.
  • Participation: Association does not grant ownership or a right to join hostilities.

27. Affiliations & associates

Affiliation links Groups without combining their rosters or progression. Associate employment is a separate arrangement available only to crews.

Group affiliations

  • Leadership: Only active Group leaders may arrange and accept affiliations.
  • Hierarchy: A crew may affiliate with a gang or organisation. A gang may affiliate with an organisation.
  • Separate limits: Each Group keeps its own roster, RP, research, tokens and allowances.
  • Changing parent: After leaving or removal, the child Group must wait 24 hours before joining a different parent.

Associates

  • Eligibility: An associate cannot belong to a registered Group, work for two crews or hold a police job, including an inactive one.
  • Invitations and removal: Crew members may invite an associate, who must accept. Only officers and leaders may dismiss them.
  • Access and allowances: Associates have no number cap, workbench access or contribution to RP progression or token allowances.
  • Changing employer: Leaving or dismissal starts a 24-hour wait before joining a different employer. This is separate from the 48-hour Group membership cooldown.

Neither affiliation nor association overrides section 8's participant limits.

28. Group access

Access to the Group network depends on your membership, rank and the action you are taking.

  • Members: View Group information.
  • Officers and leaders: Invite players and remove regular members.
  • Leaders: Remove officers, change ranks and transfer leadership.
  • District actions: Have the Group job active. District sales require the defending and challenging leaders.
  • Physical actions: Research, crafting and RP-store purchases require the physical workbench. Market contests require a visit to the market display.

A tablet, phone or available menu option does not exempt you from these rules.

Keep the story going.

Rules can change. Staff have final discretion, and every player is responsible for staying informed.

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