Skip to content

alt text

MC (Motorcycle Club) Rules

Club Establishment and Membership

Establishment and Joining the Group

1. To establish a club, all members must come to the Admin office and undergo a preliminary examination.

2. To establish a club, the names of all members must be submitted.

3. Club establishment fee is $1,000,000.

4. Adding and removing people from the guild can be done any day.

  • If there is an active storyline, members cannot be added or removed.
  • Must not have any active cooldowns. Leaving the guild also incurs a cooldown. Cooldown: 7 days.

Club Dissolution and Leaving the Club

1. If club dissolution occurs, a processing fee of $500,000 per person must be paid.

2. If the guild is dissolved, everyone in the guild must return all Dog Tags within 7 days.

3. Those who leave the club will have a 7-day cooldown.

  • The cooldown period can be reduced by paying $100,000 per day (can be reduced by up to 6 days, or $600,000, equivalent to reducing the cooldown to 1 day).

Changing Club / Guild Leader

1. Service fee for changing Club / Guild Leader is $500,000 per time.

2. The club president or guild leader can open a Ticket on the country's Discord and pay the service fee.


Protect Status Regulations

1. If any member in the club is not wearing Protect, the entire guild and civilian group is considered to not have Protect status.


MC Main Storyline Rules

The following storyline rules are specific to MC vs MC play only. In case of disputes with other guilds or any civilians, refer to the national rules for gameplay procedures.

Important Main Rules

1. MCs can carry out main storylines and any mini storylines according to the role, except for kidnapping mini storylines.

2. In case of being summoned to the High Agent's office, individuals or guilds must arrive within 15 minutes.

Penalty: Fine of $5,000,000

[ All Staff Admin decisions are final ]

3. MC roles are open to various storyline developments.

  • If events escalate and become difficult to control during a main or mini storyline, the High Agent can order an immediate halt.

Opening Storylines and Reporting Incidents

1. MCs can have storylines at any time, but there must be sufficient cause and reasoning, with artful storyline opening. (Subject to the discretion of the MC High Agent)

2. Storyline receiving hours are from 18:15 to 23:45.

3. Any matter can be used to initiate a storyline, regardless of how much time has passed.

  • It must be related to individuals in that club and must carry sufficient weight to be played. (Subject to the discretion of the MC High Agent)

4. Storyline discussions can use Overlays, F12 screenshots, or phone photos to submit to the High Agent for storyline decision.

5. Every event must involve a storyline discussion before combat begins.

  • If there is no discussion before starting the storyline, the High Agent will reject the storyline.

6. When combat occurs, the opposing party can be brought to the High Agent immediately. (But must not conflict with Rule 5 of this section)

7. The High Agent acts as a mediator to decide and settle cases where negotiations fail. (If the High Agent makes a decision, it must be accepted immediately)

8. For storylines directly managed by the High Agent, normal High Agent services can be used up to 1 hour before the storyline starts. Afterward, High Agent services cannot be used.

9. Clubs alternate choosing fight locations. The side being challenged has the first choice, with the High Agent acting as a mediator.


Storyline Formats and Negotiations

1. MC main storylines are direct fights only.

  • The country is open to playing storylines in various formats, which can be discussed further with the High Agent, such as playing for a set number of days or until one side yields, subject to mutual consent of both parties.

2. Stake values can be agreed upon, but must be settled at the time of discussing the storyline.

  • Both clubs must pay 50% of the stake to the High Agent immediately, starting at $1,500,000.

3. The fight must have at least 70% of the club's members present.

  • If combat occurs but club members present are under 70%, that fight is forfeited. If forfeited for more than two fights, the storyline is lost.

4. Other clubs are not allowed to pick fights or buy storylines while those clubs have an active storyline, counting from the High Agent's announcement.

Penalty: Fine of $5,000,000

[ All Staff Admin decisions are final ]

5. If a club has a storyline, members are prohibited from joining Airdrop, Flag Capture, Training activities, and AFK areas during the storyline period.

Penalty: Yellow Card 🟨

[ All Staff Admin decisions are final ]

6. Matters stemming from activities in the country can be bought, but there must be roleplay story development within the MC role before combat starts.


Preparation Before Combat

1. After the High Agent announces the main storyline in the magazine (Discord), backup and main slots cannot be swapped.

Penalty: Yellow Card 🟨 + Fine of $2,000,000

[ All Staff Admin decisions are final ]

2. Clubs with active main storylines are strictly prohibited from bringing outsiders not listed in the club slots (Main Slots) to participate.

Penalty: Fine of $5,000,000 + Orange Card 🟧 for the outsider

[ All Staff Admin decisions are final ]

3. After the High Agent announces the start of the main storyline in the magazine (Discord), club uniforms must be worn at all times until the storyline ends.

Penalty: Fine of $5,000,000

[ All Staff Admin decisions are final ]

4. Clubs must arrive at the agreed fight location within 15 minutes.

Penalty: Forfeit of that fight

[ All Staff Admin decisions are final ]

5. In direct fight storylines, do not stand too close to the opposing side (maintain a distance of 1 bus length).

  • Must clearly separate into your own side before starting, no hiding, and identity must be shown clearly.

Penalty: Fine of $1,000,000

[ All Staff Admin decisions are final ]

6. In main storylines, only motorcycles, pickup trucks, and vans can be used.

Penalty: Fine of $5,000,000

[ All Staff Admin decisions are final ]


Rules Inside the Fighting Area

1. During round-based storylines, combat is prohibited before the High Agent announces the start of each round.

Penalty: Fine of $1,000,000

[ All Staff Admin decisions are final ]

2. Vehicles are prohibited from entering the fight circle after the High Agent announces the start of combat, and sitting in the driver's seat or front passenger seat in a ready-to-drive status is prohibited under all circumstances.

  • However, standing on the roof of the vehicle is allowed.

Penalty: Forfeit of that fight

[ All Staff Admin decisions are final ]

3. Any action to obstruct or interfere with either side entering the fight circle is prohibited.

Penalty: Forfeit of that fight

[ All Staff Admin decisions are final ]

4. During active storylines, speaking while knocked unconscious is strictly prohibited, unless the opposing side gives permission to speak.

Penalty: Yellow Card 🟨 + Fine of $1,000,000

[ All Staff Admin decisions are final ]

5. Carrying bodies onto vehicles or throwing bodies into the water is prohibited under all circumstances.

Penalty: Fine of $1,000,000 per body

[ All Staff Admin decisions are final ]

6. All types of weapons can be used. If without weapons, only proper boxing is allowed (hold right-click); Wing Chun punches are prohibited.

Penalty: Fine of $5,000,000

[ All Staff Admin decisions are final ]


Rules After Fights and Point Counting

1. After the fight ends, the High Agent will announce to leave the area. Both sides must leave the area immediately.

Penalty: Fine of $1,000,000

[ All Staff Admin decisions are final ]

2. After all members of either guild are knocked out, it is counted as 1 point.

  • The High Agent will enter the area 1 minute after the last person from either side is knocked out.
  • After the High Agent enters the area, further bluffing is strictly prohibited.

Penalty: Fine of $1,000,000

[ All Staff Admin decisions are final ]

3. In active storylines, camping at the hospital entrance and pursuing while wearing hospital clothes are prohibited.

  • The opposing party must be allowed to reset themselves.

Penalty: Fine of $1,000,000

[ All Staff Admin decisions are final ]

4. Fight cooldown is 15 minutes.


MC Motorcycles

1. A club member can own a maximum of 2 motorcycles.

Penalty: Fine of $500,000 per exceeding vehicle

[ All Staff Admin decisions are final ]

2. Forwarding vehicles to non-MC group members is prohibited.

Penalty: Yellow Card 🟨

[ All Staff Admin decisions are final ]

3. Motorcycles can only be purchased from the High Agent.

4. If the club is dissolved, any owned vehicles must be returned to the High Agent in all cases.

Penalty: Yellow Card 🟨

[ All Staff Admin decisions are final ]

5. Vehicles can only be used for drug selling illegal work.


MC Mini Storyline Rules

The following mini storyline rules are specific to MC vs MC play only. They are strictly prohibited from being played with other roles.

Kidnapping Mini Storylines

1. Kidnapping mini storylines require an agreement before carrying, and the victim must be aware and play along.

2. The victim must be wearing their club uniform to start a kidnapping mini storyline.

3. Maximum mini storyline value is $50,000 per time (cash only).

4. Kidnapping does not require rendering the victim unconscious. The victim must value their life and cooperate with the storyline initiator.

5. During a kidnapping storyline, if knocked unconscious, calling for medics is prohibited. If a medic is called, the mini storyline is void.

Penalty: Fine of $50,000

[ All Staff Admin decisions are final ]

6. Kidnapping must involve exactly as many people as the vehicle's seating capacity (including the victim).

  • Example: Motorcycle = 1 perpetrator + 1 victim / Van (4 seats) = 3 perpetrators + 1 victim.

Penalty: Fine of $50,000

[ All Staff Admin decisions are final ]

7. Kidnapping mini storylines cannot become main storylines.

8. Playing is prohibited 15 minutes before the start of every guild airdrop.

Penalty: Fine of $100,000

[ All Staff Admin decisions are final ]

9. Each club can play kidnapping mini storylines no more than 2 times per day.

OUTLAW NIGHT Mini Storyline

1. On Friday nights, each club can have storylines at any time, regardless of location and method (except if there are no weapons, proper boxing must be played), and all types of weapons can be used.

2. When combat occurs, all parties are prohibited from calling for medics until there is only one winning club remaining.

3. Playable from 18:00 to 23:45 on every Friday.

4. Friday night mini storylines cannot become main storylines under any circumstances.

5. If any club does not wish to participate in the OUTLAW NIGHT mini storyline, they must remove their club uniform during the mini storyline period. If there is physical assault on a member of another club who is not wearing a club uniform, a fine of $500,000 per club will be imposed.

6. Only motorcycles, pickup trucks, and vans can be used.