This server is not affiliated with Take-Two, Rockstar Games, or GTA. All content is original, fictional, and created solely for immersive roleplay.

Rules of Engagement

Guidelines for conflict and interactions between factions, with flexibility for unique scenarios.

The Los Santos Country Rules of Engagement are meant to govern interactions between hostile factions while leaving a reasonable amount of flexibility for unique scenarios to unfold on the server. These rules of engagement cover both hostile actions from other factions and hostile actions from within a faction (coup attempts).

Faction Management is always available to help assist and guide your faction. Each interaction between factions may be different and we acknowledge that no one rule can cover all scenarios. This is why many of the rules we have implemented are flexible and include the option to request temporary changes to the rule pending approval from an Administrator or Faction Management team member.

Faction Attacks

An attack is automatically recognized when a faction member is killed or placed into death mode. Additionally, attacks include the following:

  • If a faction or member commits a hostile act in another faction’s turf that leads to death, death mode, or the use of weaponry, it will be considered an attack.
  • Tagging, vandalizing, and breaking into cars (unless done solely to enter the turf) will be considered a faction attack if the attacking faction creates a generally hostile environment between both factions, resulting in death or death mode.
  • If a faction member escalates a hostile interaction within their own faction, they must face the consequences of their actions. Civilians who become involved in an attack, fight, argument, or interaction, whether inside or outside faction territory, and suffer fatal consequences are responsible for their own involvement with the faction.
  • If any faction member is placed into death mode within their own turf due to these actions, it will be considered a faction attack attributed to the initiating faction.
  • All faction attacks must involve a minimum of two and a maximum of four player(s).
  • Factions may launch an attack against each individual faction once every eight (8) hours.
  • Factions have up to 96 hours (4 days) to retaliate after being attacked. If no response occurs within this window, the conflict is considered resolved and must be reinitiated through roleplay
  • Factions must not provoke or instigate conflicts with rival factions that were attacked in their own turf once the initial eight-hour (8) cooldown begins. Cooldowns apply individually to each faction, though defensive actions are permitted.
  • Faction members are prohibited from scouting before an attack, and any faction caught doing so may face a faction strike.
  • Faction members must be connected to the server for at least 30 minutes before participating in an attack and must remain connected for at least 45 minutes afterward, as early disconnects may result in a faction strike.
  • Fist fights including instances where an individual is jumped or outnumbered by an opposing faction do not qualify as faction attacks, even if they occur in enemy territory. However, if the attacked individual enters death mode as a result, the altercation will be considered an attack.
  • If a faction initiates a brawl within their own turf for a valid reason, it will not be considered an attack from the rival faction. However, if a defending faction member enters death mode as a result, the altercation will be classified as an attack.
  • Solo attacks are only permitted in cases of personal conflict between individuals from different factions, requiring a minimum of four documented negative interactions, while attacks on opposing faction turf are prohibited and all related interactions must be logged in the faction’s records.
  • Only one vehicle may be used per attack. Motorcycles (unless roleplay-justified), bicycles, boats, trucks, electric vehicles, bulletproof vehicles, and exotic/luxury cars are prohibited.

Factions Attacks Summarized

  • As a faction or faction member, if you enter another faction’s turf and engage in any of the previously mentioned actions or contribute to a generally hostile environment between both factions, it will be recognized as an act of aggression.
  • An attack conducted outside a faction's turf is only considered an official attack if someone is killed, shot at, or consequently placed into death mode as a result of the conflict.
  • If you are shot or placed into death mode within another faction’s turf, it will be considered a faction attack initiated by them, provided you were not the aggressor.
  • After initiating a faction attack, you should not remain in the opposing faction's turf for an extended period with the sole intent of hunting individuals down to place them in death mode.

Miscellaneous Faction Rules

  • Faction members are prohibited from loitering near or within enemy turf without roleplay justification, particularly for gangs operating in residential zones.
  • Ordering a player to raise their hands or freeze and then immediately killing them is considered powergaming and strictly prohibited.
  • Factions must dress appropriately for serious criminal activity, avoiding outfits associated with “shooting and scenes” or “100k or die”, while ensuring they wear a mask (ski mask, balaclava, or bandana), gloves to prevent fingerprints, and a hat or hood for concealment; additionally, shirtless outfits and neon or bright colors are strictly prohibited.
  • The following modifications are prohibited: graphic packs themed after “100k or die”, crosshairs or tracers, FOV changers (including Flawless Widescreen), stretched resolutions outside of the 16:9 aspect ratio, AI folders or x64 tweaks, and visual packs that remove map props, vegetation, or tints. Additionally, third-person abuse—using third-person camera angles for unfair advantages—is strictly punishable.
  • Male players using female characters may not participate in attacks or carry weapons. Violations result in faction strikes.
  • Any modifications to a faction’s card, concept, or title require approval from Faction Management. Unauthorized changes may result in immediate closure.
  • Factions are prohibited from moving turf without approval. Unauthorized turf relocation may result in closure. If turf is lost due to server issues, contact Faction Management for assistance.
  • Factions in a 1-week probation period may not carry weapons or harmful items. This phase is for development only.
  • Factions may request a ceasefire if supported by proper roleplay justification. All requests must be backed by solid roleplay, as must be backed by solid roleplay, as arbitrary or out-of-character reasons will not be accepted.
  • Players may join up to two illegal factions (no restriction for legal). If both factions are hostile, the player must pick one to prevent metagaming.
  • Issues older than 3 days may not be reported. Serious matters that are over one week old may also be excluded from reporting.
  • Retaliatory reports or reports due to a failed plan are not permitted to include loss of assets.
  • All interactions, including robberies, turf tagging, social media provocations, brawls, and fistfights, must be documented with a properly formatted 3-minute video, and if one faction initiates more than 50% of interactions, they do not count toward escalation; failure to properly log interactions may result in disciplinary action. Additionally, all attacks must be backed by clear screenshots or logs, as inability to provide proof may result in penalties.

Wars

Player Kill Wars – A player-kill war may be initiated following multiple negative interactions between opposing factions, subject to the approval of Faction Management. Once approved, any attack on the opposing faction officially enters both parties into a PK war. These wars can stem from various in-character developments such as turf disputes, breakdowns in diplomatic relations, and other escalating conflicts.

Character Kill Wars - Any war can turn into a character-kill war if all factions involved agree. Characters killed during a character-kill war are permanently killed and can not come back.

Factions must submit a roster of active members to Faction Management at the start of any character-kill war. This list must be provided as soon as possible and will serve as the final roster of members for the duration of the war. Only invited members may be included. When a member is killed, proof must be submitted to Faction Management for record-keeping. Both factions are expected to act in good faith and immediately report when a member is removed from the war.

Players killed at any point during the war must roleplay as if they have no memory of the attack or the events leading up to it. Once deceased, they may no longer participate in the war, except when defending their own territory.

Players who have been incarcerated and are active members of a faction roster participating in a character kill war can still continue the war while in prison. If the “non-incarcerated" character kill threshold is met while the losing faction member is incarcerated, that player will be deemed “dead” if there is no opposing faction member incarcerated as well.

Players rescued by the fire department are still considered alive and may continue participating in the war. However, they must realistically roleplay their injuries. Any player who is downed and then revived will have an 8-hour cooldown during which they may not initiate or participate in any attacks.

Explanation of Attacks

An attack is immediately recognized when a faction or its member enters another faction's turf and engages in any of the previously mentioned actions. Attacks occurring outside a faction's territory are only considered valid if someone is killed during the conflict or placed into death mode as a direct result. Additionally, if you are shot or placed into death mode within another faction's turf, it will be considered an attack initiated by them, provided you were not the aggressor.

Deaths, Participation, & Cooldowns

The cooldown period for any attack is set at eight (8) hours unless a mutual agreement is reached between both factions' leadership and approved by Faction Management. If a faction attacks you, you must wait 30 minutes before retaliating against the faction that initiated the attack.

The purpose of a Long-Term War is to ensure it remains primarily player- and faction-controlled, with Faction Management stepping in only as a last resort. Faction Management logs these wars for moderation purposes.

All mutual agreements, including roster changes (deaths), must be submitted to a Faction Management Council member for tracking. Players should also retain evidence and agreements in the form of screenshots. Proper documentation is essential for refund requests, reporting incidents, or handling reports filed against you.

  • The maximum number of participants allowed in an attack is four (4) people.
  • The maximum number of participants permitted in a brawl is eight (8) people per faction, including allies.

Ending Conditions

  • Mutual Agreement by both factions must be negotiated and finalized by Faction Management before war initiates.
  • One faction closes during the war.
  • Disbandment of one faction. 60–75% of a faction’s roster being characters killed.

Alliances

Alliances may be defensive, offensive, or tailored to suit specific situations. If an allied faction is involved in a war, you must provide evidence of an established in-character relationship. Faction Management will thoroughly investigate alliances to ensure they were formed organically and in a realistic manner. Alliances based on out-of-character relationships will not be tolerated.

The same rules apply to allied factions. While there is no limit on the number of allied factions aiding in an attack, the total number of participants per attack is capped at eight (8) members. Exceeding this limit requires explicit permission from admins.

Character Kill (CK) Regulations

Agreements Players are subject to character kill and immediately forfeit their character-kill rights after either actively participating in the faction for two weeks or posting on the faction’s thread. Faction leaders or high-ranking members must provide proof of the player’s participation via a screenshot—demonstrating at least two weeks of roleplaying as a faction member—and submit it to the faction team for validation before carrying out the character kill.

Note: Any attempt to forge or falsify character-kill claims will result in severe repercussions.

IC/OOC Reasoning Character kills must be based solely on in-character reasoning. Out-of-character motivations for character kills are strictly prohibited.

Coup d'état/Leadership Changes

  • Peaceful transitions can be performed at will. Factions must inform Faction Management of any leadership changes.
  • All coups or hostile takeovers must be approved by Faction Management. There must be a very strong reason to overthrow the leader of a faction, and the movement must be supported by over 50% of the current faction members. Faction leadership can change if the leader is observed to be inactive; the aforementioned applies.