Wars

Wars should always be the last resort for any and all organizations. Please ensure all groups have taken all other viable RP routes before resorting to a War.

Requirements for War

  • The gang leader of one of the gangs going to war MUST open a Gang ticket in the LMRP discord before a war can begin.

    • Advise the 2 groups going to war and the name of the other groups leader so they can be added to the ticket

    • The maximum amount of time a war can last is 5 days.

  • The Gang ticket will be used for the gang leaders to agree to war terms.

    • If war terms are broken by either party, this needs to be handled IN CHARACTER - staff will NOT step in unless it is a server rulebreak.

  • Once war terms are in progress and/or are agreed upon, both groups' rosters are frozen until the war is completed.

  • You MUST wear AT LEAST 3 articles of clothing (kuttes, flags, etc.) that show your groups color during war (blacking yourself out completely is not allowed).

    • YOU MUST HAVE SOME SORT OF COLOR REPRESENTING YOUR GROUP USED ON YOUR VEHICLE / BIKE.

  • Should any member of your group wish to NOT participate in the war, you are required to blackout/not wear any colors (this indicates that you are OFF LIMITS - this also means YOU cannot interact in the war ether - ex. you can pose as a lookout ONLY)

  • There will be NO “hand holding” in a war. Do not have your allies hanging out on your turf to boost your numbers. Your war is your gangs war. No one else’s.

  • During war, there is a 60 minute cool down from the time the last member went down before you can re-engage in another war scene.

  • It is considered FailRP/LQRP to have your war be shooting from vehicles only. Get out of your cars and offer more RP. (Wars where you stay in your cars the entire time are lame - don't do it).

  • Gang Leaders can break the cycle at any time during the war by requesting for peace in a face to face meeting between Gang Leader (please let staff know in your Gang ticket once the war is over).

Limits on Involvement for Wars:

  • If you are the PUSHING side, you can have up to 6 members PLUS 1 lookout (the lookout cannot engage otherwise).

  • If you are the group being pushed, you can have up to your max roster (15) on scene (this only applies when you are defending your claimed home turf - your “compound area”). BUT, if the scene has already begun, you cannot have more people join in if they are in city just not there when the push starts.

  • If the war is in or moves into a compound, you cannot lock doors to prevent people from coming in (this is powergaming).

  • If you are picked up, taken to medical, or taken away from the scene, you CANNOT return to the scene in any capacity until the scene is done.

  • Initiation is NOT REQUIRED for gang wars ONLY. If your gang has declared war, the war has been advised to staff in a Gang ticket, and you are repping colors, you should be aware of your surroundings at all times - DON’T GET CAUGHT SLACKING. (Note - shooting from a three story building to start a shootout is lame and you should feel bad for thinking of it - offer some good RP behind starting you war scene).

LEO Involvement in Wars:

  • It is important to note, just because there is a war or beef between groups does not mean police cannot intervene.

  • LEO's are trained to not shoot on site and will have SOP's (Standard Operating Procedures) in place for responding to gang violence.

  • LEO's are trained to not shoot on sight and the same must be followed by gangs as well.

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