Fence Run
Buy hot goods cheap, move them across town, sell before the heat catches up. 5 Nerve per try. Pick a route.
- Nerve per try
- 5
- Unlock
- Crime Rank 3 (Hustler)
- Enhancer
- Long Coat +5%
- Targets
- 4
How it works
Pick a route. You pay for the goods up front; the payout covers it and more if you make it. Patrol sweeps on your route districts make it much harder.
The buy-in is paid when you set off, whatever happens. A patrol sweep in any district on your route costs 15% success per district, and a block party on the route adds +6%. See patrols.
Routes
| Target | Skill | Base odds | Critical fail | Buy-in | Route | Payout |
|---|---|---|---|---|---|---|
| Saltmarsh to the Stacks Short hop, cheap goods. | 1 | 72% | 5% base: jail 10 min to 20 min | $400 | Saltmarsh to The Stacks | $650 to $950 cash (100%) |
| Old Docks to Ironworks Container goods to the chop shops. | 10 | 64% | 5% base: jail 15 min to 30 min | $1,500 | Old Docks to Ironworks | $2,300 to $3,200 cash (85%), 4 to 8x Copper Fittings (15%) |
| Airport Flats to Neon Mile Duty-free electronics, delivered to the clubs. | 25 | 58% | 5% base: jail 20 min to 40 min | $4,000 | Airport Flats to Old Docks to Neon Mile | $6,000 to $8,200 cash (80%), Sundar Chipset (20%) |
| The Glass Quarter loop Stolen art across the richest blocks in town. | 45 | 50% | 5% base: jail 30 min to 1h | $12,000 | Cathedral Hill to Glass Quarter | $17,000 to $24,000 cash (100%) Unique: Rhinestone Tiara: 0.6% per success from skill 50, once per player |
Odds, critical fails, skill XP and Crime Rank work the same for every crime: see how crimes work. The Long Coat only has to be in your inventory to count.