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Crime handbook · September 2026 edition

The city's dark side

For those who live off what never gets invoiced: how organizations, turf, robberies, drugs and weapons really work. The crime rules are in section 7 of the rulebook; each chapter tells you which one to check.

The game's numbers rule. Minimum police, tool, time and cooldown for each robbery are what the game shows you when you try. The figures in this handbook are today's and the administration can change them. The city speaks Spanish: this is a translation.

Chapter 01

Organizations

  • How one is born: organizations are assigned by the administration. They can be obtained through a donation or by staff decision based on the story; ask in a ticket. The administration creates it in game with its family (gang, mafia or cartel). See rule 7.1.1
  • A separate slot: you can have one organization and up to 3 legal jobs at once, but not a police or EMS job.
  • Joining: the boss offers it from the boss point (within 6 m; the offer lasts 30 seconds) and you join at the lowest rank.
  • Ranks: Aspirante, Miembro, Veterano, Lugarteniente and Jefe (prospect to boss). Each rank manages only those below, and higher ranks unlock with level.
  • Money: organizations draw no wages. Their money is the dirty till, with a cap that rises with level.
  • Actions in F6, no duty needed: zip-tie, escort, search, put in a trunk or vehicle.
  • Tablet (O or /orga): weekly ranking with prizes for the till, three missions per week and the turf map.
  • The leader answers for their people. See rule 7.1.2

Chapter 02

Types of organization: gang, mafia, cartel

Every organization belongs to a family, which is its tier. From lowest to highest: Gang → Mafia → Cartel. Within its family, each organization levels up on its own from I to V through reputation, and each level gives it more room.

  • Street gang: lots of people, little ceremony. Lives off its corners: small and medium robberies, street dealing, fights over the neighbourhood.
  • Mafia: few, loyal and well connected. Their thing is money: big heists, laundering, businesses.
  • Cartel: they produce and distribute. Fewer corners, more lab; they supply everyone else. Two at most in the city.

What the game gives at each level

FamilyMembers (I→V)Turf (I→V)Dirty till cap (I→V)Turf yieldWars from
Gang8 · 12 · 16 · 20 · 261 · 2 · 3 · 4 · 6150k · 300k · 500k · 800k · 1.2M×1.00 to ×1.60Level II
Mafia5 · 7 · 9 · 12 · 151 · 1 · 2 · 3 · 4400k · 800k · 1.5M · 2.5M · 4M×1.10 to ×2.10Level III
Cartel6 · 9 · 12 · 15 · 181 · 2 · 2 · 3 · 5250k · 600k · 1M · 1.8M · 3M×1.00 to ×2.00Level III

Reputation and level

Level I needs 0 reputation, II 800, III 2,500, IV 6,000 and V 12,000. You earn it collecting turf income (1 per payout), claiming free turf (15), capturing someone else's (40), defending (30) and winning a war (60). Every full week without earning loses 6%, never dropping below 400: an idle organization levels down on its own.

What each tier can do

Each family has a ceiling: a gang doesn't do bank heists or move drugs wholesale; that starts at mafia. The full table, activity by activity, is in the rulebook. See rule 7.2.1

The tier rule

An organization does not attack one of a higher tier: a gang doesn't go after a mafia, a mafia doesn't go after a cartel. Higher tiers can go after lower ones, with a reason. See rule 7.2.2 See rule 7.2.3

Moving up and down

  • Levels: automatic, through reputation. You also drop on your own through inactivity.
  • Family: through a promotion heist. The lower organization allies with one of the tier it wants to reach, and together they present the Gobernación with the plan for a heist against an organization of that tier. If it succeeds, the Gobernación approves the change and the administration makes it in game. It is the only way to attack upwards. See rule 7.2.4
  • Watch out: a mafia allows fewer members than a gang. When moving up you must fit the new cap.
  • Downwards: the Gobernación can move an organization down a family. See rule 7.2.5

Example. "Los del Canal" (gang, level IV) want to become a mafia. On their own they can't touch the Moretti mafia. They ally with the Russo mafia, who have a score to settle with the Morettis, and present the plan to the Gobernación: rob the Morettis' business and take their turf. The Gobernación approves, the heist succeeds and Los del Canal become a mafia. Without the alliance and approval, the same attack would have been an offence.

Chapter 03

Alliances

Two organizations can ally to rob, fight over turf or attack together. More than two need Gobernación approval, and a promotion-heist alliance counts within that maximum. See rule 7.3

Chapter 04

Turf

The map

The city is split into 37 territories. /territorios (or the tablet) shows who owns each one and what it yields, and when you cross into one the game tells you whose it is. Borders are only drawn on the ground during a war; there are no map markers.

What a territory gives

  • Money: every 15 minutes, between $800 (Harmony) and $3,500 (Rockford Hills) of dirty money into the till, multiplied by family and level, capped at $25,000 per payout. It only pays if 2 members are online.
  • Reputation: 1 point per payout.
  • Better drug prices: on your own turf pedestrians pay 30% more and rarely call the police (see drugs).
  • Graffiti: only painted on your own turf, up to 8, with a spray can from the 24/7 ($150). Anyone can erase them.

What the owner sees

  • If someone from another organization sells drugs on their turf, the owner gets an alert.
  • If someone burgles a house there, online members will most likely get an alert, with a map marker for 4 minutes.
  • Turf is never lost just through time, and it doesn't alert the police.

Claiming free turf

  • You need 2 members inside. With 2 it takes 30 minutes, and each extra member cuts 5, down to a minimum of 10.
  • It resets if 2 or more from another organization enter. The dead, the cuffed and those being carried don't count.
  • No police need to be online.

War

  1. The attacker's highest rank declares it, if their family has reached war level (table above).
  2. There must be 2 members online on each side, the owning boss online, and no other war over that territory in the last 6 hours.
  3. The owning boss has 120 seconds to accept or reject.
  4. If accepted, the war lasts 20 minutes. Every 10 seconds each member inside scores 1 point (up to 6), and each rival killed inside is worth 5. A tie goes to the owner.

The turf rules (reason, cap, how often a war can be rejected, defending with a warning, inactivity, hours): See rule 7.4

Chapter 05

Robberies

  • Requirements: what the game shows when you try: minimum police, tool, weapon in hand if needed, time and cooldown.
  • Police: the game counts only on-duty officers at the moment you start. See rule 6.1.9
  • The alert goes out when you start (sometimes after a few seconds' delay) with your position, and the marker stays 6 minutes on the police map. Only one alert per target goes out every 6 minutes.
  • The tool is used up when you finish, success or not; abandoning counts as failing. After failing or abandoning, you wait 2 minutes before trying that target again.
  • The target's cooldown only starts if the robbery succeeds, and survives restarts.
  • The loot is dirty money.

Sizes, how many take part, when a player hostage is needed and which tier can do each robbery: See rule 7.5.2. Hostages: See rule 7.6

Chapter 06

Multi-step heists

A heist is a chain of robberies done in order. If the total deadline runs out, you go back to step 1. The same person doesn't need to do every step, but the final loot goes only to whoever completes the last one: splitting it is up to you. Today's values:

HeistStepsPoliceDeadlineCooldownFinal loot
Fleeca4: door (lockpick) → panel → vault (blowtorch) → deposit boxes3 per step15 min3 h$25,000–60,000 dirty
Jewellery store3210 min2 hWhatever the administration loads

They are big robberies: See rule 7.5.2

Chapter 07

House burglary

City houses can be burgled; the game doesn't allow burgling players' homes. Once you force the door you enter an interior made for the robbery.

LevelToolTime insideAlarmSafe
LowLockpick (used up)5 minno$400–1,200
MediumAdvanced lockpick (used up)6 min35% · 25 s to cut it$1,500–4,000
HighDrill (not used up)8 min80% · 20 s to cut it$4,000–9,000
  • Up to 4 burglars inside. You search drawers, wardrobes, electronics, kitchen and decor; some are empty. The safe opens with the dial minigame.
  • If the alarm goes off, the police get an alert and you have 2 minutes left inside at most. The alarm is cut with a sequence minigame by the door.
  • Police only enter on duty.
  • Each burglar waits 10 minutes between houses. See rule 7.5.5
  • Stolen goods are sold for dirty money at the pawn shop (Compraventa), with a daily cap per item: luxury watch $1,500, painting $1,800, diamond necklace $2,500, gold bar $3,000.

Chapter 08

Vehicle theft

  • Street cars are locked. /ganzua picks the lock and /puentear hotwires it; each needs a lockpick (24/7 or black market). It is a pin minigame, harder on supercars and emergency vehicles.
  • In 70% of cases the police get an alert, which lasts 5 minutes.
  • The lockpick is used up when the lock opens. If you fail, it breaks 35% of the time, the alarm goes off and you wait 5 seconds before trying again. Hotwiring breaks it 25% of the time.
  • On-duty police, EMS and mechanics open and start any car in 3 seconds, with no lockpick or minigame.
  • The game doesn't tell NPC cars from players' cars. See rule 4.7
  • There are no fake plates; plate changes are a garage service for supporters.

Boost: contract car theft

With /boost, if you have access: class D to S contracts to steal a car and deliver it to the chop shop, up to 8 per day, paying $7,000 to $130,000 clean. Some cars carry a tracker and give you GTA wanted stars. Today they don't alert the server's police. See rule 7.5.7

Chapter 09

Kidnappings

With the organization's actions (F6): zip-tie, escort and put in the trunk or a vehicle. Escorting and the trunk only work on someone tied up or unconscious; the trunk takes one at a time. Someone tied up can't be carried over the shoulder. Reason, maximum time and who can't be kidnapped: See rule 7.7. A kidnapping never has a sexual component, and graphic violence fades to black if anyone asks: See rule 3.7

Chapter 10

Drugs

Production

  1. Gather cannabis or coca leaves at their spot.
  2. Process at another spot: cannabis with baggies makes bags of marijuana, and cannabis alone, joints; coca leaves, petrol, chemicals and baking soda make coca paste; paste, chemicals and baggies, with scales, make cocaine; ten cocaines and a cloth, with a press, make a brick.
  3. Ingredients: chemicals, baggies, scales and press at the black market; baking soda, petrol and cloth in shops.
  4. You stay within 1.5 m while it processes. Meth and pills are not produced: they come from third parties.

Spots are on no map: you discover them by playing. See rule 7.8.1

Street sales

  • E in front of a pedestrian, within 3 m. Paid in dirty money. You don't need to be in an organization.
  • Each pedestrian buys once every 15 minutes. 8 seconds between offers and a cap of 40 units per hour.
  • With an on-duty officer within 40 m you can't sell.
  • Each offer may send the police a "suspicious sale" alert with an approximate location.
Where you sellPriceThey buyPolice alertOwner alerted
Own turf×1.3080%5%
Free turf×1.0065%15%
Someone else's turf×0.8555%40%Yes
ProductPrice per unit todayMax per saleEffect when used
Bag of marijuana$240–3603
Joint$100–1605"High", 2 minutes
Cocaine$600–8802Euphoria, unlimited stamina and +15% speed, 90 s
Meth$480–7202+20% speed and the odd fall, 2 minutes
Pills$160–2804+20 health and dizziness, 1 minute

There are no overdoses. In jail all drugs and their ingredients are confiscated. Street dealing or wholesale, by tier: See rule 7.8.4. Camping, defending spots and selling on others' turf: See rule 7.8

Chapter 11

Weapons

Legal

At Ammu-Nation, with a gun licence: SNS pistol ($1,800), bat ($150) and light vest ($350); ammo at $5 a round. That is all that is legal for a civilian. See rule 7.9.1

Black market

You have to find it. It serves anyone, takes dirty money and has a daily cap per person and item. Everything from there is illegal to carry.

ItemPrice today
Machine Pistol · sawn-off shotgun · AP Pistol · Micro SMG$8,500 · $9,000 · $12,000 · $18,000
Suppressor (2 per day)$20,000
Knuckle duster · knife · machete · molotov · smoke$400 · $600 · $900 · $700 · $500
Vest$500
Ammo (9 mm, shotgun, rifle)$30 to $120
Lockpick · advanced lockpick · drill$450 · $1,200 · $8,000

In jail you lose all weapons and ammo, legal ones included. Who may sell weapons to others: See rule 7.9.2

Chapter 12

Money laundering

Money from robberies, drugs and turf is dirty. To clean it there is a laundering system at a business's boss point: the highest rank uses it, it moves money from the dirty till to the clean one and 70% comes out clean (minimum $100 per go). Today it is enabled for no organization: the administration enables it, with Gobernación approval. See rule 7.10

Chapter 13

Dying and getting caught

If you go down

  • You have 10 minutes to be revived. After the first minute you can respawn at the hospital for $2,500.
  • If you respawn without being revived, you lose everything you carry: cash, dirty money, weapons, drugs, items. The bank is untouched.
  • Your character forgets the scene and stays away for 15 minutes. See rule 2.6
  • Logging off while dead doesn't help: you come back still dead with the time left.

If you get caught

  • They read you your rights: silence, knowing the charges, a lawyer, a call, a medic and a trial.
  • The sentence comes from the penal code. Heists, jewellery stores, banks, kidnappings, murders and trafficking are class A: they go to trial.
  • In jail they confiscate drugs, ingredients, spray paint and all weapons. If you escape, the system doesn't send you back, but the police get an alert. See rule 7.11
  • Losing is roleplay too: the sentence is part of your character's story.