Heists
Faction heists: roles and role fit, the success formula, vault share and every scenario with its payout, tools and materials.
- Base chance
- 25%
- From role fit
- up to +60%
- Every role covered
- +10%
- At a time
- 2 per faction
Heists are planned faction jobs. A member with the heists permission picks a scenario; members sign up for its roles; the armory supplies the tools (kept) and materials (used up); planning runs for a set time; then the crew goes in.
Success chance
Each role asks for a stat. A member's fit is their stat divided by the role's requirement (counted up to 100% for the odds).
chance = 0.25 + 0.6 x average fit + (0.1 if every role is at 100%)
kept between 5% and 95%Payout
On success the take is rolled from the scenario's range. The planner sets a vault share (20% by default, up to 50%) that goes to the faction vault, and the rest is split evenly among the crew. The faction also gains the scenario's respect. On failure each crew member has a 50% chance of being arrested.
Scenarios
Pawnshop Pickup (tier 1)
The Saltmarsh pawnbroker keeps the good stuff in a back room with a cheap lock.
| Planning | Payout | Respect | If it fails | Tools (kept) | Materials (used) |
|---|---|---|---|---|---|
| 2h | $12,000 to $20,000 | 15 | 50% jail 15 min to 30 min | None | 1x Burner Phone |
| Role | Stat | Needs |
|---|---|---|
| Lookout | Finesse | 150 |
| Driver | Agility | 150 |
| Muscle | Power | 150 |
Container Swap (tier 2)
Swap one shipping container's paperwork for another before the morning shift.
| Planning | Payout | Respect | If it fails | Tools (kept) | Materials (used) |
|---|---|---|---|---|---|
| 6h | $60,000 to $110,000 | 60 | 50% jail 30 min to 1h | Headlamp | 3x Spray Can, 2x Burner Phone |
| Role | Stat | Needs |
|---|---|---|
| Crane Operator | Labor | 120 |
| Hacker | Intellect | 150 |
| Lookout | Finesse | 1,200 |
| Muscle | Power | 1,200 |
Armored Car Job (tier 3)
The Glass Quarter cash run takes the same bridge every Thursday.
| Planning | Payout | Respect | If it fails | Tools (kept) | Materials (used) |
|---|---|---|---|---|---|
| 18h | $250,000 to $400,000 | 200 | 50% jail 1h to 2h | Sawn-off Twelve | 2x Flashbang, 1x Trauma Pack |
| Role | Stat | Needs |
|---|---|---|
| Driver | Agility | 5,000 |
| Gunner | Power | 5,000 |
| Tank | Guard | 5,000 |
| Hacker | Intellect | 500 |
| Medic | Endurance | 350 |
Glass Tower Vault (tier 4)
Forty floors up, a private vault with no windows and too many secrets.
| Planning | Payout | Respect | If it fails | Tools (kept) | Materials (used) |
|---|---|---|---|---|---|
| 36h | $1,200,000 to $2,000,000 | 600 | 50% jail 2h to 4h | Foil-lined Tote | 3x Flashbang, 2x Pepper Bomb, 2x Trauma Pack |
| Role | Stat | Needs |
|---|---|---|
| Mastermind | Intellect | 1,200 |
| Safecracker | Lift crime skill | 45 |
| Infiltrator | Finesse | 20,000 |
| Driver | Agility | 18,000 |
| Muscle | Power | 20,000 |
| Tech | Intellect | 900 |