🏴 Gang Rules🧾 Vendor Rules & Declaration

🧾 Vendor Rules & Declaration

Vendor and blueprint access is restricted based on your crew’s tier, and misuse will result in serious consequences.


🛒 Who Can Hold What?

  • Crews
    • May hold a Tier 1 Vendor
  • Organisations
    • May hold either one Tier 2 vendor or one Tier 3 vendor
  • Syndicated
    • May hold both Tier 2 and Tier 3 vendors at the same time

🏪 Vendor Claiming Rules

📸 Gather Evidence

Evidence can include:

  • Sufficient photographic evidence of crew members approaching and interacting with the vendor, such as knocking on the vendor’s door.
  • Photographing players at the vendor while the NPC is conducting a transaction.

The evidence must clearly identify the gang and demonstrate ownership/use of the vendor.


📑 Submit Evidence

Present all evidence to Madrazo for review and approval.

A Vendor War cannot proceed until Madrazo has signed off on the evidence.


🤝 Declaration Meeting

Once the evidence has been approved, both gangs must attend a non-hostile meeting.

The terms of meeting should be done in front of at least 1 Hierarchy Madrazo to ensure the meeting flows and reaches a result.

During this meeting:

  • The declaration will be formally confirmed.
  • Both parties will discuss and agree on the terms of the conflict.
  • Any questions or concerns should be addressed before hostilities begin.

⚔️ Street War Phase

Following the declaration meeting, the gangs will enter a Street War period lasting 0–2 days, as agreed during the meeting.

If no-one can decide on a timeframe for the Street Wars, the default is 0, and the declaration will proceed straight to the Vendor Claiming Script.


🎯 Vendor Claiming Phase

At the conclusion of the Street War, the conflict will transition into the Vendor Claiming Script, where ownership of the vendor will be contested under the server’s Vendor War mechanics.


🚩 Vendor Claiming Event

Both gangs will be placed into the Vendor Claiming Script.

The vendor NPC (ped) at the vendor door is the claim objective.

Defending Gang

  • Spawns at their compound/area.
  • Will start the claiming at the vendor door and begin collecting claim progress immediately.
  • Respawns will be at their compound/area.

Attacking Gang

  • Spawns at their compound/area.
  • Must push to contest the claim.

👥 Hostile Caps

Each gang will bring their hostile cap based on their gang type:

Gang TypeHostile Cap
Crew12 Players
Organisation16 Players
Syndicate20 Players

🛡️ Vendor Defence

If the defending gang successfully holds the vendor:

  • The vendor door will be moved that night by staff; or
  • The vendor cannot be declared on again until staff have moved the door.

❌ Failed Attack

If the attacking gang loses the claim:

  • They may not declare on the same vendor again for 3 days.
  • The vendor door will also be moved.

✅ Successful Attack

If the attacking gang successfully claims the vendor:

  • The vendor door will be moved that night by staff; or
  • The vendor cannot be declared on again until staff have moved the door.
  • Once the door has been moved, a 5-day hostile cooldown begins for that vendor.

💰 Vendor Sales

If a vendor is sold to another gang:

  • The new owner receives a 3-day hostile protection period before the vendor can be declared on.
  • The cooldown begins from the day the vendor door is moved.
  • A vendor that has been sold cannot be sold again for 10 days.
  • This timer also begins from the day the vendor door is moved.

🏳️ Forfeiting a Vendor

If a gang voluntarily gives up a vendor:

  • They will not be eligible to participate in the next Vendor Claiming Event for that vendor.
  • Gang Management may also impose a stand-down period before the gang is permitted to own another vendor.
  • The length of this stand-down period will be determined on a case-by-case basis by Gang Management.

Vendor Door Location Guidelines

To ensure vendor conflicts remain fair and enjoyable for all groups, all vendor door locations must meet the following requirements:

Ground Level Only: The vendor door must be located at ground level and be directly accessible without requiring players to use stairs, ladders, elevators, or other elevated access points. No Interior Locations: Vendor doors cannot be placed inside buildings or enclosed interiors. The door must be located in an open, exterior location. Minimum Distance from Compound: Vendor doors must be positioned at least 500 metres away from your gang’s primary compound, headquarters, or regular hangout location. Fair and Contestable: Vendor door locations must not provide an unreasonable defensive advantage during vendor wars. Locations that create narrow choke points, heavily fortified positions, or areas that are excessively difficult to assault may be rejected by Gang Management. The intention is for both the attacking and defending groups to have a fair opportunity during a vendor declaration.

Gang Management reserves the right to reject or require the relocation of any vendor door that does not meet these guidelines or is deemed unfair to the overall balance of conflict.


Vendor Rules

  • Once you have secured a vendor you will have 10 days to operate it without challenge or raid

  • All Vendor access MUST be done in your appropriate Org Identifiers and treated with HOSTILE ROLEPLAY not KOS

  • All Vendor activity inlcuding but not limited to - staking out, ambushes, kidnapping, raids , investigations must be done in the correct identifiers

  • Undercover Detective and Uniformed Detective roleplay will have requirements to make their investigation valid

Vendor access isn’t permanent — it’s earned and maintained. Abuse it, and you’ll lose it. Respect it, and you might just control the city’s supply line.