On this page 14 sections
TL;DR
- A heist pays a base plus an amount per average crew level, ±15%, less the city's 10%, split evenly. A level 5 register run is about $510 each.
- Odds are the crew's average role fit × 1.15, from 10% to 92%. The right person in the right seat beats a higher level in the wrong one.
- Clear all three contracts every day: about a day's salary, and 20 full days makes you a Legend (+40% on every contract).
- Seasons last six weeks. Every 100 points is a tier worth $250 + $150 × the tier. Show up daily and you'll pass tier 30.
- Vacation is for real time away: you're untouchable, but rent stops.
Heists
A heist is a crew job. You need a crew with at least as many members as the job has seats, and nobody has to be online together.
Plan
A leader or officer picks a job. Register runs and armored trucks happen in the planner's current city.
Sign up
One crewmate per seat. Joining shows your fit for the role.
Wait it out
Planning takes 1 to 6 hours. After that the job stays open for 48 hours.
Launch
Every seat filled and the timer done? Anyone on the job launches it, from the job's city.
The jobs
| Job | Where | Seats | Planning | Cooldown | Pays (before split) |
|---|---|---|---|---|---|
| Register run | Any city | Planner, Muscle, Lookout | 1 h | 12 h | $1,200 + $100 per level |
| The container job | Port Marlow | Planner, Inside man, Muscle, Wheelman | 3 h | 24 h | $4,000 + $250 per level |
| Armored truck | Any city | Planner, Muscle, Wheelman, Lookout | 4 h | 36 h | $7,000 + $400 per level |
| The Golden Ace count room | Neon Bay | Planner, Face, Inside man, Muscle, Wheelman | 6 h | 72 h | $20,000 + $1,200 per level |
"Per level" means the crew's average level. Payouts swing ±15%. Your crew also rests 6 hours between any two jobs.
| Job | Crew avg. level | Take | Each |
|---|---|---|---|
| Register run | 5 | $1,530 | $510 |
| The container job | 10 | $5,850 | $1,463 |
| Armored truck | 10 | $9,900 | $2,475 |
| Count room | 15 | $34,200 | $6,840 |
- Register run
- Three stores, one night, before the shift change. The first job every crew should pull.
- Container job
- A Lady Esmeralda manifest says container 7 is empty. It isn't.
- Armored truck
- Route 9, Thursday, two guards and a driver who owes money.
- Count room
- Sable counts the house take at 4 a.m. For ninety seconds the cameras blink.
Roles and odds
Each seat leans on one stat. Your fit is that stat ÷ (stat + the job's difficulty). The crew's odds are the average fit × 1.15, between 10% and 92%.
| Seat | Stat | Best person |
|---|---|---|
| Planner | Level × 4 | Your highest level |
| Muscle | Strength | A criminal with a bench-press habit |
| Wheelman | Average of strength and defense | An all-rounder |
| Face | Level × 3 (civilians ×1.3) | A civilian |
| Inside man | Level × 3 (civilians ×1.3) | A civilian |
| Lookout | Defense | A police officer |
Difficulty: register run 40, container 70, armored truck 100, count room 150.
- Planner, level 8: 32 ÷ (32 + 40)
- 44%
- Muscle, strength 30: 30 ÷ 70
- 43%
- Lookout, defense 25: 25 ÷ 65
- 38%
- Average fit × 1.15
- 48%
- Swap in Muscle with strength 60
- 55%
Thirty points of strength is about eight bench presses. On a count room, five level 20s with strong stats land around 44%: a coin flip for about $7,900 each.
After the job
- Clean: everyone splits the take and earns 80 XP; non-civilians pick up 1.5 stars of heat.
- Botched: everyone loses 20–40 health and earns 20 XP; non-civilians pick up a star.
- Only a clean job counts toward heist contracts and earns the 20 season points.
Daily contracts
Your side's contact hands out three contracts a day, sized to your level and fixed for the day.
Rook
Burned Vale runner. Fights, robberies, hustles, runs, heists. "I need hands I can trust."
Commissioner Croft
Nation Police. Arrests, shifts, training, runs. "Keep my numbers up, officer."
Bad Penny
The face. Shifts, businesses, registers, banking. "Honest money, mostly."
Each claim pays cash and 30 XP and raises your standing by one; finishing all three adds a 50% bonus and two more standing. Three contracts plus the bonus come to about one day of salary.
Standing
| Tier | Standing | Full days to get there | Contract pay |
|---|---|---|---|
| Unknown | 0 | – | Base |
| Known | 5 | 1 | +10% |
| Trusted | 15 | 3 | +20% |
| Made | 40 | 8 | +30% |
| Legend | 100 | 20 | +40% |
Seasons
A season runs six weeks; Season 1 began October 1, 2026. Almost everything earns points. Every 100 points is a tier you claim for $250 + $150 × the tier ($400 for tier 1, $1,750 for tier 10). Tiers 5, 10, 20, 30 and 50 add a profile title.
| Action | Points | Action | Points |
|---|---|---|---|
| Heist | 20 | Contract claimed | 15 |
| Bounty collected | 10 | New business | 6 |
| Daily streak | 5 | Arrest, activity, upgrade | 4 |
| Fight won, robbery | 3 | Travel | 2 |
| Shift, gym, collect, bank | 1 |
- Three contracts (45), eight activities (32), streak (5)
- 82
- A few fights, shifts, collects, a bank deposit
- +15
- Per day
- ≈ 97
- Over 42 days
- Tier 40
That's past Kingpin (tier 30) and about $133,000 in tier rewards. Legend (tier 50) needs about 120 a day: add a heist.
Titles: Up-and-Comer (5), Connected (10), Made (20), Kingpin (30), Legend (50). The season leaderboard ranks points, so a newcomer who plays daily can outrank a millionaire who doesn't.
Bounties
Post $500 or more on a player, plus a 10% fee the city keeps. Whoever beats them in the next 7 days collects it all, on a mugging or an arrest. Unclaimed, you get half back. You can't post on accounts linked to yours. Revenge is cheaper: within 24 hours, hitting back is free and 15% stronger. See the combat guide.
The player market
Sell supplies, weapons, armor and luxury items at your price. Up to 10 listings; listed items are held until they sell or you cancel. City Hall takes 5% of each sale from the seller. Unequip gear before you list it. Linked accounts can't trade.
Vacation
Going away? While you're on vacation you and your places are untouchable: no muggings, robberies or arrests.
- At least 8 hours, up to 14 days.
- Rent stops: nothing fills your registers.
- You can't leave from a jail cell or within an hour of picking a fight.
Luxury
Status items count toward net worth and the Richest board, and some come with a perk. They're tradeable on the market.
| Item | Price | Perk |
|---|---|---|
| Gold Watch | $5,000 | – |
| Tailored Suit | $12,000 | – |
| Diamond Chain | $40,000 | – |
| Sports Car | $250,000 | Flights cost half |
| Racehorse | $750,000 | – |
| Art Collection | $1.5M | – |
| Penthouse | $4M | Health refills twice as fast |
| Mega Yacht | $8M | Shelters $5M from the bank tax |
| Private Jet | $25M | Free flights |
| Private Island | $150M | The final flex |
Keep $10M banked and the yacht saves about $40,000 a day in bank tax: it pays for itself in roughly 200 days.
The Daily Ace
The Nation's paper runs the day's biggest score and heist, the busiest cop, the grand openings, the most wanted and the new arrivals. The back page is the economic report: money created (salaries, rent, referral rewards), money removed (city tax, bank tax, upkeep, fees, the casino's take, the shops) and the week's change in the money supply. Read it for targets as much as news.
Common mistakes
- Your best fighter as Planner. Planner is level, not strength. Put them on Muscle.
- Skipping the third contract. The 50% bonus and +2 standing only come with all three.
- Forgetting to claim season tiers. Points don't pay until you claim.
- Vacation every night. You lose a night of rent for protection that banking gives you free.
Pro tips
- Keep a job planned. The clock runs while you sleep, and the job stays open 48 hours after it's ready.
- Rotate jobs. Each has its own cooldown, so a register run fits between two armored trucks.
- Read the paper for marks. The most wanted list is a cop's shopping list. The grand openings are a robber's.