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Playing a criminal

This guide is for the criminal side of the club’s law-enforcement system. (Running police instead? Read Serving as police.)

Hauling illicit cargo (money pallets, moonshine, cocaine, ganja and friends) builds your criminal score. Deliveries can trigger a random Wanted status, police will chase and try to arrest you, and an arrest means jail plus confiscation. Escape, and your wanted status decays — pulling it off while cops are on duty earns an evasion bonus.

Every illicit delivery payment adds 100% of the payment to your criminal score. Your criminal level is derived from it: level = score / 50,000 + 1 (floored). Level shows your rank among criminals — check the /criminals leaderboard in game.

Score decays over time: 48 hours after your last illicit delivery nothing happens, then the score halves every 7 days, down to a $5,000 floor — below that it clears to zero and you have a clean slate.

Delivering illicit cargo can trigger a random Wanted status:

  • The chance grows with the size of the delivery relative to your criminal score — big hauls on a fresh record are risky, a kingpin’s small run is nearly safe.
  • The chance sits between a 5% floor on every illicit delivery and a 50% ceiling for huge hauls relative to history.
  • Camping delivery points doesn’t help police — the closer an officer is when the roll happens, the lower the chance (down to the 5% floor).

When a trigger fires you get a 30-second grace period: a private popup asks you to switch to a suitable vehicle. You are not wanted yet — no chase, no tracking. But logging out during those 30 seconds is an unconditional arrest.

Chance table (base odds, before cop attenuation)

Section titled “Chance table (base odds, before cop attenuation)”

Real delivery window: typical 100k–500k hauls, absolute max ~1.5M.

Score \ delivery 10k 50k 100k 300k 500k 1M 1.5M
fresh (<100k) 9.5 38.1 46.3 49.6 49.8 50.0 50.0
1M 5.2 8.6 16.7 39.2 45.4 48.8 49.4
5M 5.0 5.4 6.4 14.9 24.8 39.1 44.4
20M (kingpin) 5.0 5.0 5.2 6.5 9.0 17.7 26.1
50M 5.0 5.0 5.0 5.4 6.1 9.1 13.2

Heat fades as the record builds — that’s the rank protection at work: repeated 100k runs see the chance fall 46% → 41% → 27% → 17% → 10% as your score grows.

You always spawn at 5 stars. Stars are a countdown display only — they don’t change any mechanic. Severity lives in your bounty, which is set once at the trigger: 10% of your criminal score, and it stays frozen for the whole chase.

How wanted decays:

  • Speed matters most. Driving keeps heat up; keeping your speed under ~50 km/h decays the wanted timer fastest.
  • Distance helps. Far from any cop, hiding decays much faster than point-blank.
  • With no pressure, the timer clears in roughly 10 minutes.

If your wanted status runs out while cops are on duty, that’s a successful evasion: you get a bonus of 10% of your score added to it.

Time to clear while hiding (minutes, from 5★)

Section titled “Time to clear while hiding (minutes, from 5★)”
Hide speed ≤500 m from a cop 1 km 2 km 3 km 5 km 10 km
0 km/h 10.0 7.1 5.4 4.7 4.2 3.8
25 km/h 20.0 14.3 10.8 9.5 8.4 7.5
45 km/h (creep) 100.0 71.4 53.8 47.4 41.9 37.7

Creeping at 45 km/h stays terrible at every distance — don’t creep, stop and hide, or run.

There is no handcuff mechanic — arrests happen through four paths:

  • Traffic-stop pull-over: a police officer pulls you over. Possible whenever you are wanted — and even when you’re not wanted but have criminal score, though a not-wanted arrest is jail only (no money or score loss).
  • Logging out within 2 km of an on-duty officer.
  • Going underwater while wanted.
  • Entering a teleport portal while wanted — instant arrest.

Teleporting away mid-chase (/tp, /tp2marker) is currently allowed, but that rule is under review.

An arrest means:

  • The bounty is confiscated from your wallet — and the same amount is taken off your criminal score. Your rap sheet and your money bite identically.
  • The money goes to the treasury, with the arrest reward split among all on-duty police.
  • Jail: a real 60-second hold. Leaving the jail perimeter teleports you straight back.
  • Modded vehicles: getting into a modded vehicle while wanted despawns it. Illicit profit from a modded vehicle or on-foot delivery is zeroed.
  • Suspect costumes (Butcher, Werewolf) are cosmetic only — they don’t make you arrestable.
  • The boss tax: on every illicit delivery, the highest-scoring player on the server takes a cut of 5–25% (progressive — the closer your level is to the boss’s, the more you pay). It’s transferred through the bank, works while they’re offline, and arrives as a private popup.