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A DRILL UK gang gathered along a concrete wall at night, the player at the front in an orange and green jacket and sunglasses, others behind holding weapons, with fireworks bursting in the sky

DRILL UK / Gangs

Gangs run the postcode

Most servers make you hunt for a crew. Here one finds you. Gangs are the spine of DRILL UK: they hold turf, run the trap, settle scores, and give new arrivals somewhere to belong from day one.

01 / Placement

You get placed, not left to wander

Early in your first session someone will have the placement conversation with you: which gang suits you, or which job if the other side of the city is more your thing. It is a chat, not a form. By the end of it you have people, a postcode, and a reason to log back in tomorrow.

Three DRILL UK players posing against a pale stone wall at night, one kneeling at the front in a pink and white outfit and pink helmet with two stood behind in red
01Your people, day one
Three DRILL UK players in matching grey and pale blue fits against a concrete wall, the one in the middle holding a baseball bat across her shoulders
02New faces

02 / Why early matters

The city is better with backup

Alone, the city is a big place that does not know you exist. In a gang you have territory you recognise, people who notice when you are on, and a share in something that was here before you and grows while you play. Players who join a crew early stay longer and have more fun on the way up.

A masked DRILL UK gang in black streetwear against a concrete wall, five stood at the back with one holding a shotgun and four sat on the tarmac in front
03The whole block
A masked DRILL UK player in red and black checking their phone beside a white lowrider with its bonnet up at dusk, an armed player watching the road behind
04Never on your own

03 / Progression

Crews rise week by week

Crews rise by putting the work in week after week: activity on the streets, moves on the map, keeping the postcode theirs. Progress shows, and the city notices.

A DRILL UK crew in pale blue tracksuits and balaclavas lined up beside their cars at dusk, one stood on a car roof with a rifle raised
05The crew and the fleet
Three DRILL UK players in black tracksuits with purple and teal print stood around a black sports car at sunset
06Week after week

What a name is worth

Reputation arrives in the room before an established crew does, and doors open for the ones that last.

04 / Recruitment

How you actually get in

Recruitment happens in the city, face to face. Be around, be useful, be someone a crew would want standing next to them. Colours mean something here: members act together wearing their gang's clothing, so when you are in, everyone can see it.

Two DRILL UK players dancing under pink and teal club lights wearing glowing green bangles, a lit DJ booth behind them
07Be around
Two DRILL UK White Roses members against a concrete wall in matching pink and black print, one in a pink vest and dungarees and one with long pink hair in a pink and black outfit
08Matching colours, no questions

05 / Gang rules

Before your first war

These are the four gang conduct rules, word for word. They are not the whole of gang life: initiation and taxing have their own sections in the rulebook and both bind gangs, and kill on sight only exists in redzones and under gang turf rules. Read all three sections.

  1. Gang initiation covers one block and lasts two minutes, counted from each time initiation happens. Every fresh initiation restarts the two minutes, and the fight is over once two minutes pass with none.

  2. Only members of the same gang wearing two or more matching gang clothing items may act together.

  3. Allied gangs may only get involved if they are present and clearly declared together before initiation starts.

  4. Announcing allied involvement after initiation has started does not count.

Next

Pick a side.

No whitelist. If the city has a free slot, you are in, and someone has the placement conversation with you early in your first session.