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📜Laws of the Underworld

🏴‍☠️ Section 1: Hierarchy & The Ascension Protocol

The path from the Streets to the Throne is built on numbers and money.

1.1. Tier 2: The Families (The City)

  • Definition: Criminal syndicates operating in the Urban Zone.
  • Base: City Hideouts (Warehouses, Offices, Motels).
  • Roster Limit: UNLIMITED. Families are encouraged to recruit endlessly.
  • Objective: Build an army, secure street turf, and form alliances to survive against Gangs.

1.2. Tier 1: The Gangs (The Badlands)

  • Definition: The Sovereign Powers. They control the North and the heavy weapon trade.
  • Base: Fortified Mansions / Estates.
  • Ascension Requirements (To Upgrade): To move from Family to Gang, you must petition the High Table with:
    1. Manpower: Minimum 25+ Active Members online simultaneously.
    2. Wealth: Payment of the Dirty Money Fee (Dynamic Market Price set by High Table).
    3. Political Backing: A confirmed alliance with a registered Political Party.
  • Maintenance & Drop (The Death Line):
    • Warning Zone: If a Gang drops below 15 Active Members (Roster inactivity), they enter “Collapse Protocol.”
    • 7-Day Timer: They have 1 week to recruit back to 25+. Failure results in eviction from the Mansion and demotion to Tier 2.
    • Tax: Weekly Upkeep Tax is decided by the High Table based on server economy.

⚔️ Section 2: Combat Protocols & Numbers

Defining the difference between a Skirmish and Total War.

2.1. Standard Hostile Situations (Skirmishes)

Applies to: Street fights, Police chases, Random encounters, Turf disputes. To prevent chaos in daily RP, strict limits apply:

  • Family Squad Limit: Max 12 Members active in the situation.
  • Gang Squad Limit: Max 20 Members active in the situation.
  • Backup: You may call reinforcements only if you are below this limit.

2.2. Total War (Raids & Sieges)

Applies to: Hideout Raids, Mansion Sieges, Money Wash Defense. 🔴 COMBAT LIMITS ARE REMOVED.

  • The “All-In” Rule: When a base is being raided or defended, ALL online members may participate.
  • If a Gang has 40 members online during a Mansion Defense, they can use all 40.
  • If a Coalition raids a compound, they can bring their full combined army.

🤝 Section 3: The Alliance System (The Coalition)

Strength in Unity. You cannot fight a superpower alone.

3.1. Family Alliances

  • Unlimited Alliances: Families are REQUIRED to form alliances. You cannot fight every other family; you must pick sides.
  • No Mergers: Families must keep their own names and leaders. You fight together, but remain separate entities.

3.2. The “Coalition Protocol” (Gang vs. Family)

A single Family is naturally weaker than a Gang.

  • The Rule of 4: To declare war on or attack a Tier 1 Gang, Families must form a Grand Coalition.
    • Requirement: Minimum 3 Separate Families allied together.
    • Combined Force: Minimum 30+ Active Players online at the time of war declaration.
  • Negotiation Clause:
    • If a Gang pressures a Family (kidnapping/tax) and that Family does NOT have a Coalition ready, they cannot fight back.
    • Mandatory Negotiation: The Family must pay the ransom or negotiate. Suiciding into a Gang without a Coalition is NVL (No Value of Life).

📢 Section 4: Raiding & Notifications

Strict timers to ensure fair preparation.

4.1. Family vs. Family (Hideout Raid)

  • Objective: Attacking a Hideout or seizing a stash.
  • Notification: You must inform the High Ranking members of the target Family and Admins 15 Minutes prior.
    • Method: In-Game Anonymous Message AND Discord Ticket.

4.2. Gang Operations (Mansion Siege)

  • Objective: Attacking a Tier 1 Gang Mansion.
  • Notification: You must inform the Gang Leaders and Admins 45 Minutes prior.
    • Method: In-Game Anonymous Message AND Discord Ticket.
    • Reasoning: Gangs are massive. They need time to rally their 25+ members and set up defenses for a server-wide event.

🏗️ Section 5: Economy & Politics (Dependencies)

The Supply Chain.

5.1. Wholesaler vs. Retailer

  • Gangs (Wholesalers): Only Gangs can craft/import Class-2 Weapons and Bulk Drugs.
    • Restriction: Gangs CANNOT sell “Street Retail” (small amounts). They must sell in bulk to Families.
  • Families (Retailers): Families control the Street Corners. They buy bulk from Gangs and sell to NPCs/Players.
    • Dependence: Families need Gangs for guns. Gangs need Families for cash flow.

5.2. The “Shadow Backer” (Politics)

  • Mandatory Alliance: Every Criminal Org must financially support a Politician/Party.
  • Benefits of Alliance:
    • Gangs: Can bribe the Government to delay Military Police raids or lower their Mansion Tax.
    • Families: Can bribe Politicians to pressure the LSPD to focus on rival families.
  • The Risk: If you have no Political Ally, the Government/DOJ will target you with harsher sentences and higher taxes. You need a Politician to protect you.

5.3. The Money Wash

  • The Money Wash is a designated Red Zone (KOS).
  • Combat Limits do not apply here. It is a constant battleground for control.
  • Taxation: Gangs often fight to “Own” the Money Wash. If a Gang holds the Wash, Families must pay them a tax to clean their money.

🎒 Section 6: Looting & Pocket Wiping

Standardized theft rules.

6.1. The “Illegal Only” Clause

When robbing a player (Pocket Wiping), you may ONLY take:

  • ✅ ALLOWED: Weapons, Ammo, Drugs, Dirty Money, Masks, Armor, Lockpicks.
  • ❌ BANNED: Legal Cash (Bank funds), Food, Water, ID Cards, Personal Vehicle Ownership or Personal Ownerships.

👮 Section 7: Law Enforcement & Judicial Dynamics

The Balance of Power between Crime and the State.

7.1. LSPD Supremacy (City)

  • Fear RP: The LSPD is NOT afraid of Families (Tier 2).
  • Power Dynamic: Families are considered “Street Criminals.” LSPD officers have the training and numbers to crush unorganized families. Families must fear the Police inside the city limits.
  • Limitations: The LSPD is NOT equipped to fight Tier 1 Gangs. If a situation escalates to Military-Grade weaponry (Class 2), the LSPD must retreat or call the Military Police.

7.2. Military Police Supremacy (Badlands)

  • The Counter-Force: The Military Police (MP) is the Main Power designated to fight Tier 1 Gangs.
  • Warzone: Gangs in the Badlands are treated as Insurgents. The MP will use heavy vehicles and air support to combat them.

7.3. Joint Operations (Task Force)

  • Total Force: While jurisdictions are usually separate, the LSPD and MP can authorize Joint Operations.
  • Scenario: If a Family becomes too dangerous for the LSPD, they can call the MP for a raid. If a Gang invades the City, the LSPD and MP will fight side-by-side.

7.4. Judicial Authority (The Court)

  • Supreme Law: ALL Criminal Organizations (Family Leaders and Gang Warlords included) are subject to the Department of Justice (DOJ).
  • Court Summons: If a Judge issues a Court Summons for a Gang Leader, they MUST appear in court to face the case.
    • No Immunity: Being a “Warlord” does not grant immunity. Refusing to attend court is a “Fugitive Act” and authorizes the entire State to hunt you down until captured. No one is above the Court.
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