Heist System
Form a crew, pick a target, and execute multi-phase heists for massive payouts. Manage heat, reputation, and risk across 10 escalating tiers.
System Overview
The heist system is a crew-based, multi-phase activity where members team up to execute increasingly daring heists. Each member picks a specialized role that affects phase outcomes, and the entire crew shares the risk and reward. Your heist skill level (1-100) determines which targets you can attempt, and your work level provides a bonus to your effective heist level.
Every heist generates heat, tracked per member. Higher heat makes future heists harder but can also increase rewards at the legendary tier. Failed heists result in jail time for the entire crew.
How a Heist Works
Plan the Heist
The leader uses /heist plan <tier> to create a crew for a specific target tier (1-10). A plan card appears with role selection buttons.
Recruit Crew Members
Other members click the role buttons (Driver, Hacker, Muscle, Lookout, Mastermind) to join the crew. Each role provides bonuses to specific phases.
Execute the Heist
Once the crew meets the minimum size, the leader clicks Start. The heist runs through multiple phases (Approach, Breach, Grab, Escape, Finale). Each phase rolls per-member success checks.
Collect Rewards or Face Jail
If all phases pass, loot is split among the crew. If any phase fails, the entire crew is jailed and gains extra heat. Jailed members can snitch to reduce their own sentence.
Commands Reference
/heistDescription: Browse all heist targets across 10 tiers with a paginated canvas card
Alias: /heist list
Shows: Target name, required level, crew size, base reward, phase count, and difficulty rating per tier
/heist plan <tier>Description: Create a crew for a specific heist target tier (1-10)
Parameters:
tier- Target tier number (1 = Convenience Store, 10 = Vault of Gods)
Requirements: Must be high enough heist level, not in jail, not already in a crew, heist cooldown must be clear
Interactive: Displays a plan card with 5 role buttons and Start/Disband buttons. Members have 180 seconds to join.
/heist join <role>Description: Join an active crew in the current channel with a specific role
Roles:
driver- +20% bonus to Escape phasehacker- +25% bonus to Breach phasemuscle- +15% bonus to Grab phaselookout- +18% bonus to Approach phasemastermind- +5% bonus to ALL phases
Note: Can also join via interactive buttons on the plan card
/heist startDescription: Execute the heist (crew leader only)
Requirements: Crew must meet the minimum crew size for the target tier. Only the leader who planned the heist can start it.
Effect: Runs all phases sequentially. Distributes coins and XP on success, or jails the crew on failure.
/heist profileDescription: View your heist statistics, heat level, reputation tier, and effective level
Shows: Heist level, XP progress, effective level (heist + work bonus), heat gauge (0-100), reputation badge, successful/failed heist counts, snitch count
/heist statusDescription: Check the current crew status
Shows: Crew roster with member names and roles, target info, phase progress, and crew status (forming/executing/completed)
/heist snitchDescription: Snitch on your crew while jailed to reduce your sentence
Effect: Reduces your jail sentence by 50%, but extends all other crew members' sentences by 25%. Increases your personal heat by +10 and increments your snitch count.
Requirement: Must be in jail from a failed heist
/heist disbandDescription: Cancel a forming crew before the heist starts (leader only)
Requirement: Must be the crew leader and the crew must still be in "forming" status
Crew Roles
Each crew member selects a role that provides bonuses to specific heist phases. Choosing the right mix of roles is critical for success.
Driver
Specializes in the Escape phase. Provides a +20% success bonus during escape and an additional scaling bonus based on work level (0.15x work level). Best for ensuring clean getaways.
Hacker
Specializes in the Breach phase. Provides a +25% success bonus during breach and scales at 0.20x work level. Essential for targets that require electronic access (Tier 4+).
Muscle
Specializes in the Grab phase. Provides a +15% success bonus during the loot grab and scales at 0.10x work level. Ensures you get maximum loot before alarms trigger.
Lookout
Specializes in the Approach phase. Provides a +18% success bonus during the approach and scales at 0.12x work level. Critical for scouting and avoiding early detection.
Mastermind
A versatile role that provides +5% bonus to ALL phases and scales at 0.25x work level (highest scaling). Best for experienced players who want consistent contribution across the whole heist.
Heist Targets (10 Tiers)
Targets scale in difficulty, required crew size, reward, and number of phases. Higher tiers unlock at higher heist levels.
Tier 1: Convenience Store
Level 1-4 | Crew: 2 | Reward: 500c | 3 Phases | 95% Base Success
Tier 2: Gas Station
Level 5-9 | Crew: 2 | Reward: 1,200c | 3 Phases | 88% Base Success
Tier 3: Jewelry Store
Level 10-19 | Crew: 2-3 | Reward: 3,000c | 3 Phases | 80% Base Success
Tier 4: Art Museum
Level 20-29 | Crew: 3 | Reward: 8,000c | 4 Phases (+Breach) | 72% Base Success
Tier 5: Bank Branch
Level 30-39 | Crew: 3-4 | Reward: 18,000c | 4 Phases | 65% Base Success
Tier 6: Casino
Level 40-49 | Crew: 3-4 | Reward: 40,000c | 4 Phases | 55% Base Success
Tier 7: Mega Casino
Level 50-59 | Crew: 4 | Reward: 80,000c | 4 Phases | 45% Base Success
Tier 8: Federal Reserve
Level 60-69 | Crew: 4-5 | Reward: 150,000c | 5 Phases (+Finale) | 35% Base Success
Tier 9: Shadow Syndicate HQ
Level 70-84 | Crew: 4-5 | Reward: 300,000c | 5 Phases | 25% Base Success
Tier 10: The Vault of Gods
Level 85-100 | Crew: 5 | Reward: 500,000c | 5 Phases | 20% Base Success
Heist Phases
Each heist consists of multiple phases that execute sequentially. A phase passes if at least 50% of the crew members pass their individual rolls. If any phase fails, the entire heist fails.
Approach
The crew scouts and approaches the target. Lookout role gets +18% bonus here. All heists start with this phase.
Breach
Breaking into the target's security systems. Hacker role gets +25% bonus. Appears in Tier 4+ heists.
Grab
Collecting the loot. Muscle role gets +15% bonus. Appears in all heists.
Escape
Getting away clean. Driver role gets +20% bonus. Appears in all heists.
Finale
The climactic final challenge. Only appears in Tier 8+ heists. No specific role bonus, but Mastermind's +5% all-phase bonus applies.
Per-Member Roll Formula
Each member's roll = Base Success Rate + Role Bonus + min(Effective Level x 0.5, 25) + Server Success Modifier - (Heat x 0.3). A phase passes if 50%+ of the crew pass.
Heat & Reputation System
Every heist generates heat, tracked per member. Heat affects your success rates and jail penalties. Higher heat means more risk but can lead to greater notoriety rewards.
Unknown (Heat 0-9)
No penalties. You're flying under the radar.
Rising (Heat 10-29)
-5% success rate on all heist phases. Law enforcement is starting to notice.
Notorious (Heat 30-69)
-15% success rate, +50% jail time on failed heists. You're a known criminal.
Legendary (Heat 70-100)
-25% success rate, +100% jail time, but +20% rewards on successful heists. You're a criminal mastermind with a massive target on your back.
Heat Changes
Successful heists add +5 heat. Failed heists add +15 heat. Snitching adds +10 heat. Heat decays at a configurable rate (default: 5 per day).
Effective Level & Work Integration
Your effective heist level combines your base heist level with a bonus from your work skill:
Effective Level =
Heist Level + floor(Work Level x 0.2)
This means a player at heist level 60 with work level 80 would have an effective level of 60 + 16 = 76, unlocking higher-tier targets. A maxed work skill (level 100) provides up to +20 effective heist levels.
Max Work Bonus
+20 levels
Level Cap
100
XP per Level
80 + level x 20
Snitch Mechanic
When jailed after a failed heist, crew members face a moral dilemma: serve the full sentence or snitch on their crew.
Using /heist snitch
Reduces your jail sentence by 50%, but extends all other crew members' sentences by 25%. Also increases your personal heat by +10 and permanently increments your snitch count.
Reputation Consequences
Your snitch count is visible on your heist profile. Other members can see how many times you've snitched, which may affect whether they want you on their crew.
Rewards & XP
Rewards scale with tier and are split among crew members. XP is granted regardless of success.
Coin Rewards
Base reward is divided equally among crew members, then multiplied by the server's reward scaling modifier (default 1.0x). Legendary heat adds a +20% bonus.
XP Gains
Success: 100 x tier XP per member. Failure: 25 x tier XP per member. Level-ups grant a bonus of level x 25 coins.
Jail on Failure
Failed heists jail the entire crew. Sentence duration scales with tier. Bail cost = sentence base x the server's bail multiplier (default 2.5x). Heat-based reputation can increase jail time by 50-100%.
Server Configuration
Server administrators can customize the heist system through the dashboard under Economy settings:
Heist Enabled
Toggle the entire heist system on/off
Cooldown (seconds)
Time between heists per user (default: 3600s / 1 hour)
Min/Max Crew Size
Minimum and maximum crew members allowed (default: 2 min, 5 max)
Heat Decay Per Day
How much heat decays per day (default: 5 per day)
Bail Multiplier
Multiplier for bail cost calculation (default: 2.5x, range: 1.0-5.0)
Reward Scaling
Global multiplier for heist coin rewards (default: 1.0x, range: 0.5-3.0)
Success Modifier
Additive modifier to all phase success rolls (default: 1.0, range: 0.5-2.0)
Snitch Penalty
Multiplier for snitch-related sentence extensions (default: 2.0x, range: 1.0-5.0)
Strategy Tips
Level Your Work Skill
Your work level contributes up to +20 effective heist levels. A high work level can unlock higher-tier targets earlier and improve your phase success rates.
Manage Your Heat
Take breaks between heists to let heat decay. The "Notorious" and "Legendary" tiers carry severe penalties. Heat decays daily, so patience pays off.
Choose Roles Wisely
Match roles to phases your heist will encounter. A Tier 1-3 heist doesn't need a Hacker (no Breach phase), but a Tier 8+ absolutely does. Masterminds are always useful.
Think Before Snitching
Snitching saves you time but burns bridges. Your snitch count is permanent and visible. Future crew leaders may not want a known snitch on their team.