Armed Robbery
Armed Robbery
Armed Robberies, usually called ARs, are fixed location robberies. Criminals rob the location while police try to stop them.


ARs are different from Criminal Events. ARs start by aiming at the robbery ped. Criminal Events use /ce.
How to find and start an AR
AR means Armed Robbery. Use /arl, /gps, or the red money bag on F11 to find the active AR. Aim at the robbery ped to start it. Armed Robbery peds show the label Aim at me to rob the place.
The /gps Armed Robberies category lists the AR spots. Open /gps, open Armed Robberies, and double click a spot to mark it on your map. For example, DPD: Dillimore PD is the AR spot in Dillimore. See GPS for the full list.
All Armed Robberies have a second ped you can aim at to start the robbery. /arl update pins live AR info on your screen.
AR vs CE
AR is a robbery at a fixed location that starts by aiming at a robbery ped. CE is a public criminal event checked with /ce.
Rules and limits
| Rule | Value |
|---|---|
Anti rush when danger is under 1.2
|
120 seconds
|
Anti rush when danger is 1.2+
|
60 seconds
|
Anti rush when danger is 1.6+
|
10 seconds
|
| Projectile cooldown | 20 seconds for Teargas, Molotov, and Flashbang
|
| Return time after leaving area | 5 seconds
|
| Disabled near AR | /disturbance and wanted by aiming within 200 meters
|
An AR will not start when a CE is due within 4 minutes. After a CE begins, an AR can start 3 minutes after the CE is initiated. An AR also stays blocked while Van Heist is active or due within 3 minutes. The AR ends after half the time if no armed robbers are alive.
Rewards
The standard AR completion reward is 500 RP, 100g of one random drug (Crack, God, LSD, Speed, Steroids, or Weed), and cash from these steps:
| Reward step | Cash | Cash with VIP |
|---|---|---|
| 1 | $30,000 | $36,000 |
| 2 | $31,500 | $37,800 |
| 3 | $33,000 | $39,600 |
| 4 | $34,500 | $41,400 |
Your reward moves up the steps in order, never down. VIP does not increase the drug or resource amounts.
Some locations replace cash with resources, still giving the random drug. Resource amounts vary with a moving conversion price and your cash step; these are usual amounts at the top cash step:
| AR | Completion resource reward |
|---|---|
| LSO / Oil Platform | About 388 Oil, up to 454, plus drugs |
| IS | Half cash ($17,250, or $20,700 with VIP) and about 353 Iron (345 to 393) |
| CPD | About 35 Engine Parts, up to 37 |
| NCC | 18 or 19 Engine Parts and 6 or 7 Jerry Cans |
| NRH | 173 Weed |
| HJ | 50 to 63 Gold |
| FS | Iron, usually about 353, plus half cash ($17,250, or $20,700 with VIP) |
At a lower cash step resources are lower; examples at $33,000 are 371 Oil, 337 Iron, 34 Engine Parts, or 165 Weed. NRH Weed doubles to 346 during hourly Double Earnings and is not awarded over the earn limit.
An AR pays full completion rewards without damage to cops. Rare half rewards affecting cash, drugs, and Iron can still occur, including just after a server restart.
Every rewarded kill gives drugs, not a chance:
- A robber's solo cop kill gives 15 of one random drug; with an assister, the killer gets 10 and the assister 4. Three 5% bonus steps raise these to 17 solo, or 12 and 5 at the top step.
- A cop's solo robber kill gives 50 of one random drug; with an assister, the killer gets 35 and the assister 15.
- Only one assister is paid, and killer and assister each receive their own random drug: Crack, God, LSD, Speed, Steroids, or Weed. VIP does not change the amounts. Hourly Double Earnings doubles them; over the earn limit none are paid.
Over the earn limit, completion cash is 10% ($3,450 at the top step, or $4,140 with VIP) and no drugs are paid. The AR that takes you over the limit pays only part of the cash but still gives the drug. Hourly Double Earnings doubles finishing cash ($69,000 at the top step, or $82,800 with VIP) and the completion drug to 200g.
North Rock Hut Armed Robbery happens 50% less often.
AR codes
| Code | Meaning |
|---|---|
GY
|
Graveyard Mortuary
|
CC
|
Country Club
|
LSA
|
LS Airport Storage (LSA Storage)
|
PCB
|
Palomino Creek Bank
|
CPD
|
Car Parts Dealer
|
DTY
|
Docks Train Yard
|
NRH
|
North Rock Hut
|
SPF
|
Sprunk Factory
|
FS
|
Freight Station
|
CS
|
Construction Site
|
IS
|
Iron Storage
|
GT
|
Ghost Town
|
DS
|
Drug Shipment
|
DPD
|
Dillimore PD
|
OF
|
Oil Factory
|
BB
|
Blueberry
|
MV
|
Magneto's Villa
|
LSO
|
LS Oil
|
NCC
|
Nuko's Car Center
|
HJ
|
Happy Jewellers
|
AM
|
Abandoned Mall
|
VH
|
Vagos House
|
LSJ
|
Junkyard
|
MO
|
Marina Office
|
SDC
|
Safe Deposit Center
|
SI
|
Santos Investments
|
WG
|
Willowfield Garages
|
USFY
|
Unity Station Freight Yard
|
Join and Track
| Need | What to use |
|---|---|
| Check the current AR | /arl
|
| Keep AR info on screen | /arl update
|
| Find an AR | /arl, /gps, or the red money bag on F11
|
| Start the robbery | Aim at the robbery ped |
| Cancel the robbery | Leave the area for 5 seconds
|
/arl shows the current AR, time left, and how many criminals and cops are there.
Code notes
| Code | Robbery |
|---|---|
GY
|
Graveyard Mortuary
|
CC
|
Country Club
|
LSA
|
LS Airport Storage (LSA Storage)
|
PCB
|
Palomino Creek Bank
|
CPD
|
Car Parts Dealer
|
DTY
|
Docks Train Yard
|
NRH
|
North Rock Hut
|
SPF
|
Sprunk Factory
|
FS
|
Freight Station
|
CS
|
Construction Site
|
IS
|
Iron Storage
|
GT
|
Ghost Town
|
DS
|
Drug Shipment
|
DPD
|
Dillimore PD
|
OF
|
Oil Factory
|
BB
|
Blueberry
|
MV
|
Magneto's Villa
|
LSO
|
LS Oil
|
NCC
|
Nuko's Car Center
|
HJ
|
Happy Jewellers
|
AM
|
Abandoned Mall
|
VH
|
Vagos House
|
LSJ
|
Junkyard
|
MO
|
Marina Office
|
SDC
|
Safe Deposit Center
|
SI
|
Santos Investments
|
WG
|
Willowfield Garages
|
USFY
|
Unity Station Freight Yard
|
Reward notes
Completion rewards and resource ranges are listed in Rewards. Kill rewards are fixed for each rewarded kill, with separate killer and assister amounts.
When an AR ends, cops and robbers also receive damage cash, always a multiple of $4. It is unchanged by VIP, hourly Double Earnings, and the earn limit. A random drug reward accompanies damage cash strictly above $4,000, $8,000, $12,000, or $16,000: 10, 20, 30, or 40 units respectively. Damage drugs exclude Weed, double during hourly Double Earnings, and are not given over the earn limit.
The top 3 damagers on each side receive $9,000, $6,000, and $3,000. VIP and hourly Double Earnings do not increase this bonus; it remains payable in full over the earn limit.
Anti Rush
Anti Rush is the cop entry delay.
| Danger level | Delay |
|---|---|
Under 1.2
|
120 seconds
|
1.2+
|
60 seconds
|
1.6+
|
10 seconds
|
North Rock Hut Armed Robbery happens 50% less often.
Related notes
- An AR can start
3minutes after a CE is initiated. - AR participants have a
20second projectile cooldown forTeargas,Molotov, andFlashbang. - New players under
20hours see an AR start tip./disturbanceand wanted by aiming are disabled within200meters of an AR. - Cops entering an
Armed Robberyarea while usingJetpackare frozen like when removing Jetpack near a wanted player.
Related commands
| Command | Use |
|---|---|
/arl
|
Checks current Armed Robbery information. |
/arl update
|
Toggles the bottom right Armed Robbery updater. |
Current area and timing restrictions
Vehicle recovery and Jetpack use are disabled inside an Armed Robbery area. Vehicle recovery is blocked within 40 units of an AR.
Leaving the AR area cancels the robbery after 5 seconds outside and shows You fled the robbery with nothing but wanted level.
An AR cannot start when a Criminal Event is due within 4 minutes. After the CE begins, an AR can start 3 minutes after CE initiation.
Current start and HUD
Armed Robberies take place at fixed locations. Aim at the robbery ped to start. Starting gives Felony Armed Robbery, 60 Wanted Points, and hides the current vehicle automatically.
/arl, /arl update, and the bottom right display show the AR name, overall time left, criminal and cop counts, and the participant's Remaining timer. Press N to mark the AR through the prompt.
Completion cash ranges from $30,000 to $34,500 before VIP, plus 500 RP and 100g of a random drug. See Rewards for resource substitutions and earn-limit exceptions.
Police response and law rewards
- Police see the AR map blip
1minute after criminals. Civilians have the same delay through/arland/arl update. - The Anti Rush timer must finish before cops enter.
- Driving directly into an AR removes a cop from the vehicle. Aircraft are exempt.
- Cops cannot arrest or tase armed robbers. The robbers must be killed.
- Police cannot place stingers within
50meters of an active AR. - A cop who enters the area with a jetpack is frozen for
3seconds. - Armed helicopters deal
80%less damage to AR participants. - Cops receive arrest points equal to
10%of their AR damage.
During the first minute, civilians see Restricted Information when trying to locate the robbery with /arl.
Current timing and participation rules
Armed Robberies rotate through their locations in a random order while keeping location appearances balanced. Each Armed Robbery stays open for 420 seconds (7 minutes) in total. Your own robbery inside it takes about 3 minutes, and danger level makes it up to 30% faster or slower.
- Cops and criminals cannot sprint inside the active AR. Medics and civilians can sprint there.
- Animations are enabled in ARs. Armor pickups are available.
- Hit targets cannot enter or remain in an AR.
- Criminals receive full payment even without damaging cops.
- An AR ending with less than
15seconds left counts as completed. - Damaging cops removes
6seconds for every100damage. A kill removes60seconds and an assist removes30seconds. - Kill assisters receive
30%of the rewards. Only one kill assister is paid for each kill. The drug amounts are in Rewards. - Pickpocketing is allowed during an AR.
- Criminals must not announce the AR name or location before police receive it.
- Vehicle recovery and Jetpacks are disabled in the AR area. A height limit prevents helicopter camping above it.
- Gangsters participating in an AR do not affect turf control. Only the parts of a turf inside the AR area are removed when the robbery begins.
The start message gives the full duration for that robbery, not a separate defend phase. The possible full times are 126, 144, 162, 180, 198, 216, or 234 seconds.
The Sprunk Factory (SPF) Armed Robbery happens twice as often. Back-to-back ARs normally end 430 seconds apart. When a CE starts between them, the next AR usually ends 10 to 14 minutes after the preceding one, most often 13 minutes. An AR can also end early, before half of the 420 seconds have passed. An early end can come as little as 140 seconds after the preceding AR ended.
Repeating a robbery
After a successful robbery, you can rob the same Armed Robbery again until the activity ends.
Border display and event results
When an Armed Robbery ends, chat shows Armed robbery ended. Top killers: with names and kill counts, then Top Damagers and Healers:.
Set Display Armed Robbery Borders to Yes under /settings > Interface > HUD - 3D / DYNAMIC to draw lines around Armed Robbery areas, helping you avoid accidentally leaving them. The default is No. These lines may lower FPS, so you can disable them if needed.
Criminal event / Riot Top Damage/Killers, under /settings > Interface > CHAT BOX TEXT, controls end of event chat messages for Criminal Events, Armed Robberies and riots. These list the top 3 damagers and top 3 killers on both sides, plus the top 3 medics. Choose Yes, No, or Yes when outside LV. The default is Yes. If you are a top player in those results, you still see the message even when the setting is disabled.
GIU and unwanted gangsters
In Armed Robberies and riots, GIU officers and unwanted gangsters cannot hurt each other, but can damage each other's vehicles.