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Armed Robbery

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Armed Robbery

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

Drug Shipment Armed Robbery location
Drug Shipment Armed Robbery location.
Armed Robbery fight at Marina Office entrance
Armed Robbery fight at Marina Office entrance.

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 3 minutes after a CE is initiated.
  • AR participants have a 20 second projectile cooldown for Teargas, Molotov, and Flashbang.
  • New players under 20 hours see an AR start tip. /disturbance and wanted by aiming are disabled within 200 meters of an AR.
  • Cops entering an Armed Robbery area while using Jetpack are 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 1 minute after criminals. Civilians have the same delay through /arl and /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 50 meters of an active AR.
  • A cop who enters the area with a jetpack is frozen for 3 seconds.
  • 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 15 seconds left counts as completed.
  • Damaging cops removes 6 seconds for every 100 damage. A kill removes 60 seconds and an assist removes 30 seconds.
  • 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.

See also