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.
Criminal score
Section titled “Criminal score”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.
Getting wanted
Section titled “Getting wanted”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.
While wanted
Section titled “While wanted”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.
Getting arrested
Section titled “Getting arrested”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.
Other things to know
Section titled “Other things to know”- 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.