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Useful first commands:
Useful first commands:


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! Command or key
! Command or key
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== Law jobs ==
== Law jobs ==


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! Job
! Job
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| [[Police Detective]]
| [[Police Detective]]
| `LSPD`
| `LSPD`
| Unlocks at `150` arrests. At `100,000` Arrest Points, use `/go Police Detective`.
| Unlocks at Police `Level 3` (`150` arrests). Once unlocked, use `/go Police Detective`.
|-
|-
| [[Bomb Disposal]]
| [[Bomb Disposal]]
| Inside `LSPD`
| Inside `LSPD`
| Unlocks at `300` arrests. At `100,000` Arrest Points, use `/go Bomb Disposal`.
| Unlocks at Police `Level 4` (`300` arrests). Once unlocked, use `/go Bomb Disposal`.
|-
|-
| [[Police Medic]]
| [[Police Medic]]
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== Limits and important rules ==
== Limits and important rules ==


* The `/go Police Officer` GUI does not open if a wanted criminal is too close.
Police have an hourly earn limit of `$600,000`, or `$690,000` with VIP. VIP adds a fixed `$90,000` to the limit. Hourly Double Earnings or a Double Earnings token doubles the limit, to `$1,200,000`, or `$1,380,000` with VIP. The hourly earn counter is shared across teams, but the limit that applies depends on your team when you are paid. The payment that takes you over the limit is cut to the amount still left under the limit. After that, jail pay and other cash payments give `10%`, and drug and resource rewards stop until the next real-life hour.
 
* The `/go Police Officer` GUI does not open if a wanted criminal is too close. You can go cop with this command only once every `5` minutes.
* Cops spawn with free armor only when danger level is `2` or higher.
* Cops spawn with free armor only when danger level is `2` or higher.
* Cops in the main dimension are auto off duty after more than `10` minutes AFK.
* Cops in the main dimension are auto off duty after more than `10` minutes AFK.
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== Quick navigation ==
== Quick navigation ==


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! Looking for
! Looking for
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== How to start ==
== How to start ==
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! Goal
! Goal
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== What police do ==
== What police do ==


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! System
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Police can also receive <code>Press K</code> missions. In the police variant, the kill pays $30,000 ($36,000 with VIP).
== Arrests and jail ==
== Arrests and jail ==


The police nightstick arrests non violent wanted players. Hit the target `3` times, then take them to the nearest police station unless they use `/surrender`.
The police nightstick arrests non violent wanted players. Hit the target `3` times, then take them to the nearest police station unless they use `/surrender`.


Police can also kill wanted criminals. Killing a wanted criminal counts the same as arresting them.
Police can also kill wanted criminals. Killing a wanted criminal counts the same as arresting them; a non violent criminal needs at least `30` Wanted Points for a kill arrest.


Jail fine cost per second remaining is based on minutes played divided by `3000`, with a `$10` minimum and a `$100` maximum per second. The maximum is reached at `5,000` hours of play time. `/payjailfine` needs cash in hand. [[Bank]] money does not work for that fine.
The manual jail fine per second is minutes played divided by `3000`, rounded down, with a `$10` minimum and a `$100` maximum reached at `5,000` hours. `Automatically Pay Jail Fine` does not apply that maximum and can charge more than `$100` per second above `5,000` hours. `/payjailfine` needs cash in hand. [[Bank]] money does not work for that fine.


== APB ==
== APB ==
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== Kill and arrest payout ==
== Kill and arrest payout ==
Typical kill-arrest payments are around $11,000 for the killer and $4,700 for a helper before the earn limit. Most kills are shared. At low police-level bonuses without VIP, the killer's typical amount is around $7,400-$8,000; these are examples, not fixed payouts.
Killing a criminal currently robbing a store or ATM adds $3,000 ($3,600 with VIP) to normal kill-arrest pay. The bonus doubles during hourly Double Earnings and falls to 10% above the earn limit.
A separate <code>Killed &lt;name&gt;</code> cash reward sometimes pays $1 per full hour of the cop's own playtime, reduced to 10% above the earn limit. VIP does not increase it. Criminals can get this reward too, but their amount does not follow their own playtime. This is separate from the normal kill-arrest calculation below.


GIU cannot arrest or interact with wanted suspects and earns no ordinary police kill or arrest money or wanted level credit. Shared turf rewards are separate.
GIU cannot arrest or interact with wanted suspects and earns no ordinary police kill or arrest money or wanted level credit. Shared turf rewards are separate.
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For one normal cop with no assists, no taser split, no police level bonus, and danger level `1.0`:
For one normal cop with no assists, no taser split, no police level bonus, and danger level `1.0`:


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! Wanted Points
! Wanted Points
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|}
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The cap means high wanted payouts stop at `$50,000`.
These examples exclude VIP. The normal jail payout is capped at `$50,000` per cop after that cop's police-level bonus. The `20%` VIP bonus is added after the cap, allowing `$60,000`, or `$120,000` during hourly Double Earnings. The same cap and VIP bonus apply to the payments for a kill arrest, a jailed quitter, a dead person, a water kill and a nearby surrender.


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! Rule
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|-
|-
| Normal payout cap
| Normal payout cap
| `$50,000`
| `$50,000` per cop before VIP; `$60,000` with VIP or `$120,000` with VIP during hourly Double Earnings
|-
|-
| GIU pay
| GIU pay
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Police level can multiply the payout before the cap:
Police level can multiply the payout before the cap:


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! Police Level
! Police Level
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After that, the result is capped at `$50,000`.
On a shared kill, split the base payout first. Each cop's share gets that cop's own police-level bonus, then the `$50,000` cap is checked separately for each cop. Each step is rounded down, and the `20%` VIP bonus is added last. A helper with a higher level can earn more than the killer for the same `50%` share.


If the payout is split by damagers:
If the payout is split by damagers:


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! Situation
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== Police locations ==
== Police locations ==


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! Location
! Location
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== Specialist jobs ==
== Specialist jobs ==


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! Job
! Job
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|-
|-
| [[Police Detective]]
| [[Police Detective]]
| `150` arrests, or `/go Police Detective` at `100,000` Arrest Points
| Police `Level 3` (`150` arrests); `/go Police Detective` works once unlocked
|-
|-
| [[Bomb Disposal]]
| [[Bomb Disposal]]
| `300` arrests, or `/go Bomb Disposal` at `100,000` Arrest Points
| Police `Level 4` (`300` arrests); `/go Bomb Disposal` works once unlocked
|-
|-
| [[Police Medic]]
| [[Police Medic]]
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* Cops can use silent red and blue sirens on any vehicle they drive.
* Cops can use silent red and blue sirens on any vehicle they drive.
* Cops have <code>45</code> seconds to land <code>3</code> baton hits and make the arrest.
* Cops have <code>45</code> seconds to land <code>3</code> baton hits and make the arrest.
* Cops can get paid for jailing the same player twice, but not a third time.
* The same cop is paid for the first <code>2</code> consecutive jails of the same player. A third is unpaid only if the cop made at least <code>2</code> other jails in the preceding <code>5</code> minutes. A different cop breaks the sequence, and active event exceptions can still pay.
* Police stingers are removed if the officer goes too far away.
* Police stingers are removed if the officer goes too far away.
* An arrested player is released if the arresting cop parachutes.
* An arrested player is released if the arresting cop parachutes.
* Police Chiefs, Criminal Bosses, State Officials, and staff can remove obstructive vehicles.
* Police Chiefs, Criminal Bosses, State Officials, and staff can remove obstructive vehicles.
* Police can enter a locked house if a wanted criminal is inside.
* Cops only spawn with free armor when danger level is <code>2</code> or higher.
* SWAT Tank has <code>60%</code> bullet resistance, increased max speed, and allows <code>/stinger</code> inside the vehicle.
* SWAT Tank has <code>60%</code> bullet resistance, increased max speed, and allows <code>/stinger</code> inside the vehicle.
* Police Detective gives <code>70</code> to <code>120</code> arrest points per solved case, depending on job level.
* Police Detective gives <code>70</code> to <code>120</code> arrest points per solved case, depending on job level.
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* Cops entering an <code>Armed Robbery</code> area while using <code>Jetpack</code> are frozen like when removing Jetpack near a wanted player.
* Cops entering an <code>Armed Robbery</code> area while using <code>Jetpack</code> are frozen like when removing Jetpack near a wanted player.
* Police can damage each other in <code>Law Farm</code>.
* Police can damage each other in <code>Law Farm</code>.
* A non violent criminal needs at least <code>30</code> wanted points for kill arrest.
* A stinger appears after the deploying cop finishes the animation.
* A stinger appears after the deploying cop finishes the animation.
* If a gangster kills a wanted gangster, the nearest cop within <code>30</code> meters gets the arrest kill.
* If a gangster kills a wanted gangster, the nearest cop within <code>30</code> meters gets the arrest kill.
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* <code>GIU</code> skin IDs are <code>285</code>, <code>1042</code>, <code>287</code>, <code>1014</code>, <code>1115</code>, <code>1120</code>, <code>1121</code>, and <code>1122</code>.
* <code>GIU</code> skin IDs are <code>285</code>, <code>1042</code>, <code>287</code>, <code>1014</code>, <code>1115</code>, <code>1120</code>, <code>1121</code>, and <code>1122</code>.
* The police job GUI will not open if a wanted criminal is too close.
* The police job GUI will not open if a wanted criminal is too close.
* Police get <code>$1</code> for every meter travelled when responding to a call and attending the scene.
* Police get <code>$1</code> for every meter travelled when responding to a call and attending the scene. Payment arrives when the call clears a few seconds after the suspect is killed, or when you die while attending it.
* An <code>APB</code> who enters <code>LV</code> is removed from <code>LV</code>.
* Aiming at a cop gives wanted only after more than half a second.
* Wanted players cannot enter vehicles driven by police.
* <code>/res</code> responds to the last call.
* <code>/res</code> responds to the last call.
* Cops get Arrest Points equal to <code>10%</code> of their damage in Armed Robberies and <code>20%</code> of their damage in Criminal Events.
* <code>Bomb Disposal</code> gives law points, also called arrest points, when missions are completed.
* <code>Bomb Disposal</code> gives law points, also called arrest points, when missions are completed.
* Cops cannot go AFK when a wanted player is within <code>100</code> meters.
* Arrested players have an <code>[Arrested]</code> notification above their head with the cop name.
* The <code>[Arrested]</code> text above the head with the cop name is separate from the hands behavior.
* An arrested player's hands are behind their back.
* An arrested player's hands are behind their back.
* Prison fences are electrified. This is separate from criminals opening the prison gate to help prisoners escape.
* Prison fences are electrified.
* Criminals can open the prison gate to help prisoners escape.
* Criminals can open the prison gate to help prisoners escape.
* APBs show as a star blip on the map.
* APBs show as a star blip on the map.
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* APBs can enter a Criminal Event even when the criminal team is full.
* APBs can enter a Criminal Event even when the criminal team is full.
* Once a [[Criminal Event]] has started, players cannot leave it normally, whether or not they are wanted.
* Once a [[Criminal Event]] has started, players cannot leave it normally, whether or not they are wanted.
* Arrested player indicators include the <code>[Arrested]</code> text above the head with the cop name and hands behind the back.
* F5 Police Computer extra stats include arrests, law points, law points per arrest, heisters killed, total arrest kills, Bomb Disposal Level, and Law Points Earned Today.
* F5 Police Computer extra stats include arrests, law points, law points per arrest, heisters killed, total arrest kills, Bomb Disposal Level, and Law Points Earned Today.
* Current APB visibility through <code>/apb</code> for cops and criminals and the star blip on the map.
* F5 Police Computer police level info includes <code>Level</code>, <code>Points till next level</code>, and <code>On Duty Units</code>.
* F5 Police Computer police level info includes <code>Level</code>, <code>Points till next level</code>, and <code>On Duty Units</code>.
* <code>/trackapbs</code> for cops to track current APBs and use it again to disable tracking.
* <code>/trackapbs</code> for cops to track current APBs and use it again to disable tracking.
* Police Detective level affects arrest points earned when solving a case.
* Prison fences are electrified and criminals can open the prison gate to help prisoners escape.
* <code>/dispatch <text></code> for Police Chiefs, sending a dispatch message like <code>/e</code> and also to team chat.
* <code>/dispatch <text></code> for Police Chiefs, sending a dispatch message like <code>/e</code> and also to team chat.
* APB Criminal Event entry rules include indoor CE entry, the full criminal team exception, and the rule that wanted players cannot leave after entering.
* Arrested players are released if the arresting officer glues to a vehicle.
* Arrested players are released if the arresting officer glues to a vehicle.
* The Enforcer can deploy a stinger like the Advanced Hummer.
* The Enforcer can deploy a stinger like the Advanced Hummer.
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== Law job location quick lookup ==
== Law job location quick lookup ==


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== Related commands ==
== Related commands ==


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! Command
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The first job milestones are `50` arrests for Traffic Officer, `150` for Police Detective, and `300` for Bomb Disposal. Reaching `10,000,000` Arrest Points unlocks a custom kill-message font in `/weaponskin`.
The first job milestones are `50` arrests for Traffic Officer, `150` for Police Detective, and `300` for Bomb Disposal. Reaching `10,000,000` Arrest Points unlocks a custom kill-message font in `/weaponskin`.
Today's Tops includes <code>Top Cop</code>, <code>Top Arrest Killer</code>, <code>Threw the Most in Jail</code>, <code>APBs Jailed</code>, <code>Top Killer of Heisters</code>, <code>Top Speeding Fine Issuer</code>, <code>Top Detective</code>, and <code>Top Bomb Disposal</code>.
For law Battlepass challenges that ask you to kill or arrest players, your own kill arrests add progress. An assist on another cop's kill arrest does not, and a criminal who surrenders to you does not either. One of these challenges is about Armed Robberies and Criminal Events. Kill arrests made there count for it.


== Owned Police vehicles ==
== Owned Police vehicles ==
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As a Police Officer, use `/highlight` and open the `Players` tab. Wanted players are highlighted automatically, the list shows their Wanted Level, and it updates when wanted levels change.
As a Police Officer, use `/highlight` and open the `Players` tab. Wanted players are highlighted automatically, the list shows their Wanted Level, and it updates when wanted levels change.
The window opens with the <code>Players</code> tab in front. Its wanted list is written in green and has a <code>Search</code> box under it.
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== Current arrest and taser rules ==
== Current arrest and taser rules ==


* The nightstick arrests non violent wanted players. It cannot arrest a player inside a vehicle.
* The nightstick arrests non violent wanted players. It cannot arrest a player inside a vehicle, but a cop entering the driver seat arrests a wanted passenger.
* Cops who hit unwanted players or their vehicles with the nightstick take damage themselves.
* Cops who hit unwanted players or their vehicles with the nightstick take damage themselves.
* A cop cannot arrest if hurt in the last <code>3</code> seconds and cannot use the taser if hurt in the last <code>5</code> seconds.
* A cop cannot arrest if hurt in the last <code>3</code> seconds and cannot use the taser if hurt in the last <code>5</code> seconds.
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An APB can only be hurt by cops and can only hurt cops. Criminals who are already wanted can become wanted for assisting a nearby APB. Unwanted players do not. The <code>APB Assist</code> setting controls whether you can be wanted and paid for nearby APB assistance.
An APB can only be hurt by cops and can only hurt cops. Criminals who are already wanted can become wanted for assisting a nearby APB. Unwanted players do not. The <code>APB Assist</code> setting controls whether you can be wanted and paid for nearby APB assistance.
Cops who damaged the APB can also receive a flat `$20,000` `APB assist bonus`; the killer can receive this on top of the killer bonus. APB money is additional to normal jail pay and is not increased by VIP. The `$150,000` for becoming an APB is not doubled during hourly Double Earnings. APB money counts toward the hourly earn limit; over the limit only `10%` is paid (`$15,000` for becoming APB, `$10,000` for a shared-kill killer and `$5,000` for the helper).


== Law rewards in AR and CE ==
== Law rewards in AR and CE ==
A cop who kills a robber at an Armed Robbery with nobody assisting gets <code>50</code> units of one random drug. If another cop assisted, the killer gets <code>35</code> and the assister gets <code>15</code>. Only one assister is paid. VIP does not change these amounts. Hourly Double Earnings doubles them. No drugs are given above the earn limit.


* Cops receive arrest points equal to <code>10%</code> of their damage in an Armed Robbery.
* Cops receive arrest points equal to <code>10%</code> of their damage in an Armed Robbery.
* Cops receive arrest points equal to <code>20%</code> of their damage in a Criminal Event.
* Cops receive arrest points equal to <code>20%</code> of their damage in a Criminal Event.
* When a Criminal Event ends, cops receive <code>$5</code> for every point of damage they dealt. Criminals do not receive this damage payment.
* When a Criminal Event ends, cops receive $5 for every point of damage, plus 10 units of one random drug per full 1,000 damage, capped at 40. The drug is Crack, God, LSD, Speed, or Steroids. Criminals do not receive damage cash.


== Police vehicles and Predator mission ==
== Police vehicles and Predator mission ==

Revision as of 00:29, 12 October 2026


Police

Police is one of the main CIT sides. Police track wanted players, arrest or kill criminals, defend robberies and Criminal Events, and use law tools such as the Police Computer, taser, nightstick, APB system, AI partner, and spike strips.

Police responding to CnR combat outside.
Police responding to CnR combat outside.

Quick start

Police is the law side. The basic loop is:

  1. take a law job
  2. open Police Computer with F5
  3. track wanted players
  4. send them to Jail by killing them or arresting them with the nightstick

Useful first commands:

Command or key Use Notes
F5 Opens the Police Computer Shows wanted players, filters, tracking, and law stats.
/wl Shows wanted stars and the top 3 most wanted players Useful for checking wanted status.
/apb Shows current APB targets and locations Cops and criminals can both use it.
/trackapbs Tracks current APBs Use it again to stop tracking.
/e <message> Emergency Chat Law side coordination.

Law jobs

Job Where to take it Fast access
Police Officer LSPD, SFPD, or Law Farm Players under 20 hours can warp to LSPD with /lspd, then take the blue law job marker. At 100,000 Arrest Points, use /go Police Officer.
Traffic Officer LSPD Unlocks at 50 arrests. At 100,000 Arrest Points, use /go Traffic Officer.
Police Detective LSPD Unlocks at Police Level 3 (150 arrests). Once unlocked, use /go Police Detective.
Bomb Disposal Inside LSPD Unlocks at Police Level 4 (300 arrests). Once unlocked, use /go Bomb Disposal.
Police Medic Inside LSPD Use /go Police Medic at 100,000 Arrest Points.
Gang Intervention Unit Inside LSPD Use /go giu at 100,000 Arrest Points.

Limits and important rules

Police have an hourly earn limit of $600,000, or $690,000 with VIP. VIP adds a fixed $90,000 to the limit. Hourly Double Earnings or a Double Earnings token doubles the limit, to $1,200,000, or $1,380,000 with VIP. The hourly earn counter is shared across teams, but the limit that applies depends on your team when you are paid. The payment that takes you over the limit is cut to the amount still left under the limit. After that, jail pay and other cash payments give 10%, and drug and resource rewards stop until the next real-life hour.

  • The /go Police Officer GUI does not open if a wanted criminal is too close. You can go cop with this command only once every 5 minutes.
  • Cops spawn with free armor only when danger level is 2 or higher.
  • Cops in the main dimension are auto off duty after more than 10 minutes AFK.
  • Cops cannot go AFK when a wanted player is within 100 meters.
  • Cops who enter an Armed Robbery area while using Jetpack are frozen.
  • Wanted players cannot enter vehicles driven by police.
  • Police can enter a locked house if a wanted criminal is inside.
  • Police cannot place Stingers within 50 meters of an active Armed Robbery.
  • Police cannot teleport to the Criminal Villa. If no wanted criminals are there and criminals ask police to leave, police must leave.

Quick navigation

Looking for Go to Notes
Start law gameplay Police Officer Main law side entry point.
Track wanted players Police Computer F5 police tools and filters.
Handle APBs APB High wanted player system.
Understand jail Jail Arrests, jail, and jail fine notes.
Use law support areas Law Farm Law travel and preparation area.

How to start

Goal What to use
Join Police Job markers at LSPD, SFPD, or Law Farm. /lspd warps players under 20 hours to LSPD.
Open the Police Computer F5
Check wanted players F5 or /wl
Check APB targets /apb
Talk to law players /e <message>
Leave the job /quitjob

At 100,000 Arrest Points, /go Police Officer can switch you to Police Officer.

What police do

System What police do Main page
Wanted players Track them, kill them, or arrest them with the nightstick. Wanted Points
Police Computer View wanted players, distance, city, team, transport type, filters, and law stats. Police Computer
Jail Send wanted players to jail. Jail
APB Track very wanted criminals. APBs start at 1000 Wanted Points. APB
Armed Robbery Defend the robbery area against criminals. Armed Robbery
Criminal Event Defend the event objective against criminals. Criminal Event
Traffic Officer Speed enforcement, camera fines, and /stinger. Traffic Officer
Police Detective Murder investigation job. Police Detective
Bomb Disposal Defuse bombs and clear hostile enemies. Bomb Disposal
Gang Intervention Unit Law role for LS turf conflicts. Gang Intervention Unit

Police can also receive Press K missions. In the police variant, the kill pays $30,000 ($36,000 with VIP).

Arrests and jail

The police nightstick arrests non violent wanted players. Hit the target 3 times, then take them to the nearest police station unless they use /surrender.

Police can also kill wanted criminals. Killing a wanted criminal counts the same as arresting them; a non violent criminal needs at least 30 Wanted Points for a kill arrest.

The manual jail fine per second is minutes played divided by 3000, rounded down, with a $10 minimum and a $100 maximum reached at 5,000 hours. Automatically Pay Jail Fine does not apply that maximum and can charge more than $100 per second above 5,000 hours. /payjailfine needs cash in hand. Bank money does not work for that fine.

APB

APB means All Points Bulletin.

An automatic APB starts at 1000 Wanted Points. There is no fixed limit of 3 active APBs. The threshold rises by 100 Wanted Points for every APB already active, so it continues through 1000, 1100, 1200, and higher values as needed. Both cops and criminals can see APB alerts. /apb shows the target, location, and whether the target is inside an Armed Robbery. An APB is removed when the target is arrested, dies, or quits while a cop is nearby.

Kill and arrest payout

Typical kill-arrest payments are around $11,000 for the killer and $4,700 for a helper before the earn limit. Most kills are shared. At low police-level bonuses without VIP, the killer's typical amount is around $7,400-$8,000; these are examples, not fixed payouts.

Killing a criminal currently robbing a store or ATM adds $3,000 ($3,600 with VIP) to normal kill-arrest pay. The bonus doubles during hourly Double Earnings and falls to 10% above the earn limit.

A separate Killed <name> cash reward sometimes pays $1 per full hour of the cop's own playtime, reduced to 10% above the earn limit. VIP does not increase it. Criminals can get this reward too, but their amount does not follow their own playtime. This is separate from the normal kill-arrest calculation below.

GIU cannot arrest or interact with wanted suspects and earns no ordinary police kill or arrest money or wanted level credit. Shared turf rewards are separate.

The bounty or hit amount is counted separately from the normal police payout.

The base police kill or arrest payout formula is:

floor(wantedPoints * 70 * dangerLevel) + 5000

At danger level 1.0, this is $70 per Wanted Point plus $5,000, before police level bonuses, assist splits, taser splits, and the payout cap.

For one normal cop with no assists, no taser split, no police level bonus, and danger level 1.0:

Wanted Points Formula Payout Effective per point
30 30 * 70 + 5000 $7,100 $236.67
100 100 * 70 + 5000 $12,000 $120.00
500 500 * 70 + 5000 $40,000 $80.00
1000 capped $50,000 cap $50.00

These examples exclude VIP. The normal jail payout is capped at $50,000 per cop after that cop's police-level bonus. The 20% VIP bonus is added after the cap, allowing $60,000, or $120,000 during hourly Double Earnings. The same cap and VIP bonus apply to the payments for a kill arrest, a jailed quitter, a dead person, a water kill and a nearby surrender.

Rule Value
Normal payout cap $50,000 per cop before VIP; $60,000 with VIP or $120,000 with VIP during hourly Double Earnings
GIU pay No ordinary police kill or arrest pay or credit
GIU effective max payout Not applicable to GIU
Taser split Taser officer gets 50%, capped at $25,000

Police level can multiply the payout before the cap:

Police Level Multiplier
> 51 1.40x
> 41 1.30x
> 31 1.20x
> 21 1.10x
> 11 1.05x
<= 11 1.00x

On a shared kill, split the base payout first. Each cop's share gets that cop's own police-level bonus, then the $50,000 cap is checked separately for each cop. Each step is rounded down, and the 20% VIP bonus is added last. A helper with a higher level can earn more than the killer for the same 50% share.

If the payout is split by damagers:

Situation Killer gets Assistant gets
Killer is only damager 100% n/a
2 total damagers 50% 50%
3 total damagers Killer 50% each non killer 25%
4+ total damagers Killer 50% each non killer 17%

Only players currently in Police Service get the assist payout. Non police damagers can still reduce the percentage paid to police.

Police locations

Location Use
LSPD Main Los Santos police headquarters, police jobs, law tools, yard utilities, and vehicle spawns.
SFPD San Fierro police headquarters and Police Officer job marker.
Law Farm Law job area.
Law Dimension Law training and vehicle testing dimension.

Specialist jobs

Job Unlock or entry
Traffic Officer 50 arrests, or /go Traffic Officer at 100,000 Arrest Points
Police Detective Police Level 3 (150 arrests); /go Police Detective works once unlocked
Bomb Disposal Police Level 4 (300 arrests); /go Bomb Disposal works once unlocked
Police Medic Police station or /go Police Medic if police side is unlocked
Gang Intervention Unit Inside LSPD, or /go giu if you have law /go access

GIU details

Gang Intervention Unit officers claim LS turfs for Government. GIU cannot arrest or interact with wanted suspects, cannot tase unwanted gangsters, and cannot use jetpacks while in the GIU job. GIU and gangsters can damage each other's vehicles. Unwanted gangsters do not get RP for killing GIU.

The rules about gangsters not being able to hurt each other in ARs and riots also apply to unwanted gangsters and GIU.

Main detail pages

Use these detail pages for exact rules, commands, limits, and tables: Police Officer, Police Computer, APB, Wanted Points, and Jail.

Extra police notes

  • Police Chiefs can place barriers without cost.
  • The JFM entrance restriction checks the last weapon fired in the last 8 seconds.
  • While the Bomb Disposal GUI is open, you only take 5% damage.
  • The Police Computer only shows a wanted player's name if a police officer is within 100 meters.
  • An unwanted criminal aiming at a cop gets wanted and the cop takes 80% damage from that criminal for 5 seconds or until the cop returns fire. This reduction does not apply when either player is within 70 meters of the Van Heist.
  • Cops can use silent red and blue sirens on any vehicle they drive.
  • Cops have 45 seconds to land 3 baton hits and make the arrest.
  • The same cop is paid for the first 2 consecutive jails of the same player. A third is unpaid only if the cop made at least 2 other jails in the preceding 5 minutes. A different cop breaks the sequence, and active event exceptions can still pay.
  • Police stingers are removed if the officer goes too far away.
  • An arrested player is released if the arresting cop parachutes.
  • Police Chiefs, Criminal Bosses, State Officials, and staff can remove obstructive vehicles.
  • SWAT Tank has 60% bullet resistance, increased max speed, and allows /stinger inside the vehicle.
  • Police Detective gives 70 to 120 arrest points per solved case, depending on job level.
  • There is a Rapid Transport marker at SFPD.
  • Players who were APB in the last 30 minutes cannot join Police Service.
  • Cops AFK for over 5 minutes do not count for danger level.
  • Car taser duration is 15 seconds.
  • Players with under 900 minutes (15 hours) of playtime are hidden from the Police Computer. They still appear if they have over 500 wanted points.
  • Cops and gangsters have a 30 second wait before equipping Jetpack after being damaged.
  • Cops entering an Armed Robbery area while using Jetpack are frozen like when removing Jetpack near a wanted player.
  • Police can damage each other in Law Farm.
  • A stinger appears after the deploying cop finishes the animation.
  • If a gangster kills a wanted gangster, the nearest cop within 30 meters gets the arrest kill.
  • A cop kill assister gets arrest points equal to 50% of what the killer gets.
  • A criminal who assists another criminal in killing a cop gets 50 reputation points.
  • /lawblip map for Police Chiefs to place a law blip with the F11 map.
  • GIU skin IDs are 285, 1042, 287, 1014, 1115, 1120, 1121, and 1122.
  • The police job GUI will not open if a wanted criminal is too close.
  • Police get $1 for every meter travelled when responding to a call and attending the scene. Payment arrives when the call clears a few seconds after the suspect is killed, or when you die while attending it.
  • /res responds to the last call.
  • Bomb Disposal gives law points, also called arrest points, when missions are completed.
  • Arrested players have an [Arrested] notification above their head with the cop name.
  • An arrested player's hands are behind their back.
  • Prison fences are electrified.
  • Criminals can open the prison gate to help prisoners escape.
  • APBs show as a star blip on the map.
  • APBs can enter indoor Criminal Events.
  • APBs can enter a Criminal Event even when the criminal team is full.
  • Once a Criminal Event has started, players cannot leave it normally, whether or not they are wanted.
  • F5 Police Computer extra stats include arrests, law points, law points per arrest, heisters killed, total arrest kills, Bomb Disposal Level, and Law Points Earned Today.
  • F5 Police Computer police level info includes Level, Points till next level, and On Duty Units.
  • /trackapbs for cops to track current APBs and use it again to disable tracking.
  • /dispatch <text> for Police Chiefs, sending a dispatch message like /e and also to team chat.
  • Arrested players are released if the arresting officer glues to a vehicle.
  • The Enforcer can deploy a stinger like the Advanced Hummer.


Law job location quick lookup

Job Location
Police Officer LSPD, SFPD, or Law Farm
Traffic Officer Inside LSPD
Police Detective Inside LSPD
Bomb Disposal Inside the LSPD interior, at the blue marker next to the bomb suit ped
Police Medic Inside LSPD

Related commands

Command Use
/bk Police can use it to call for backup at their current location.
/calls Police can use it to view all calls to active crimes.
/codes Opens a panel with all dynamic and static police codes.
/cres Cancels responding to your current call.
/lspd Warps you to Los Santos Police Department if you have under 20 playtime hours.
/mp <message> Uses the megaphone in a police vehicle.
/partner Cops can use it to get an AI partner if the danger level is high enough.
/res <call ID> Responds to a call shown in /calls.
/sirens Police can use it to customize emergency lights on their vehicle.
/stinger Deploys a spike strip if you have the right job.

GIU quick note

GIU Unit is listed under Police in F3 Opportunities. Players with law /go access can use /go giu.

Police level progression

Police Levels lists the current Level 2 through 60 job, vehicle, payment, title, clothing, shield, siren, and emoji unlocks.

The first job milestones are 50 arrests for Traffic Officer, 150 for Police Detective, and 300 for Bomb Disposal. Reaching 10,000,000 Arrest Points unlocks a custom kill-message font in /weaponskin.

Today's Tops includes Top Cop, Top Arrest Killer, Threw the Most in Jail, APBs Jailed, Top Killer of Heisters, Top Speeding Fine Issuer, Top Detective, and Top Bomb Disposal.

For law Battlepass challenges that ask you to kill or arrest players, your own kill arrests add progress. An assist on another cop's kill arrest does not, and a criminal who surrenders to you does not either. One of these challenges is about Armed Robberies and Criminal Events. Kill arrests made there count for it.

Owned Police vehicles

The Police vehicle list is Police LS, Police Ranger, Police SF 2, HPV1000, Police SF, Undercover Police, Enforcer, FBI Truck, Barracks, MPCC Truck, FBI Rancher, S.W.A.T., and Police Maverick.

A purchased Police vehicle is managed like a normal owned F2 vehicle. It can be selected, recovered, locked, hidden, sold, and repaired with a Repair Kit. Police vehicles are protected from /rob; that command applies to robbable static vehicles. Hummer and Advanced Hummer have no Police-level purchase requirement.

Taser timing

The same target cannot be tazed again for 10 seconds. This cooldown is per target, so another player can be tazed during it. A normal tase slows the target for 5 seconds, although equipment and drug modifiers can change the duration.

Quick duty requirement

Police Medic and Gang Intervention Unit require 100,000 Arrest Points for their /go quick duty commands.

Wanted-player highlights

As a Police Officer, use /highlight and open the Players tab. Wanted players are highlighted automatically, the list shows their Wanted Level, and it updates when wanted levels change.

The window opens with the Players tab in front. Its wanted list is written in green and has a Search box under it.

Current arrest and taser rules

  • The nightstick arrests non violent wanted players. It cannot arrest a player inside a vehicle, but a cop entering the driver seat arrests a wanted passenger.
  • Cops who hit unwanted players or their vehicles with the nightstick take damage themselves.
  • A cop cannot arrest if hurt in the last 3 seconds and cannot use the taser if hurt in the last 5 seconds.
  • For a nightstick arrest, land 3 hits within 45 seconds, then stay near the player for 3 seconds per wanted star.
  • A newly spawned wanted player has 4 seconds before an arrest can begin.
  • The taser only works on moving players. It does not work on someone standing still or walking while aiming.
  • A tased player cannot shoot or take damage while stunned.
  • The same target has a 10 second tase cooldown. A normal tase lasts 5 seconds before equipment or drug modifiers.
  • The taser is disabled for hit targets, Armed Robbery participants, Criminal Events, and the Jefferson Motel.

Wanted player restrictions

  • Aiming at a cop for more than half a second gives wanted unless a hit target is nearby.
  • If the cop is within 15 units, an unwanted criminal who aims at the cop is frozen briefly. This freeze does not apply when the Van Heist is within 50 meters.
  • Players with 4 or more wanted stars cannot enter LV to evade arrest. An APB who enters LV is removed from LV.
  • Cops cannot quit their job within 50 meters of a wanted player or hit target.

APB rewards and combat

Becoming an APB awards $150,000. A cop who kills the APB receives $150,000. If another officer assists with the kill, the killer receives $100,000 and the assister receives $50,000.

An APB can only be hurt by cops and can only hurt cops. Criminals who are already wanted can become wanted for assisting a nearby APB. Unwanted players do not. The APB Assist setting controls whether you can be wanted and paid for nearby APB assistance.

Cops who damaged the APB can also receive a flat $20,000 APB assist bonus; the killer can receive this on top of the killer bonus. APB money is additional to normal jail pay and is not increased by VIP. The $150,000 for becoming an APB is not doubled during hourly Double Earnings. APB money counts toward the hourly earn limit; over the limit only 10% is paid ($15,000 for becoming APB, $10,000 for a shared-kill killer and $5,000 for the helper).

Law rewards in AR and CE

A cop who kills a robber at an Armed Robbery with nobody assisting gets 50 units of one random drug. If another cop assisted, the killer gets 35 and the assister gets 15. Only one assister is paid. VIP does not change these amounts. Hourly Double Earnings doubles them. No drugs are given above the earn limit.

  • Cops receive arrest points equal to 10% of their damage in an Armed Robbery.
  • Cops receive arrest points equal to 20% of their damage in a Criminal Event.
  • When a Criminal Event ends, cops receive $5 for every point of damage, plus 10 units of one random drug per full 1,000 damage, capped at 40. The drug is Crack, God, LSD, Speed, or Steroids. Criminals do not receive damage cash.

Police vehicles and Predator mission

Police vehicles can only be used while employed as a Police Officer. Purchased Police vehicles are managed through F2 like other owned vehicles. They cannot be robbed with /rob. A destroyed Police vehicle can be repaired with a Repair Kit, while the basic police department repair does not consume a Repair Kit.

The Police Predator Mission is a police boat mission against AI smugglers:

  1. buy a Predator at any of the four boat shops
  2. enter it and press N
  3. go to Ocean Docks by following the blue shield and distance display
  4. follow the red shield blips, destroy the smugglers' boat, and kill the two AI smugglers
  5. take the drug crate back to Ocean Docks

The mission pays $15,000, or $18,000 with VIP, and can also give 30 hits of a random drug worth up to $15,000. It fails if you go too far from your boat, die, or hide the boat.

Weapons and spawn armor

Police Officers buy weapons, for example at Ammunation. Free spawn armor requires danger level 2 or higher.

Danger Level conversion

Danger Level is a converted value based on the ratio of active cops to wanted criminals, not the raw ratio itself. For example, 5 active cops per wanted criminal gives Danger Level 0.6, not 5.

  • Cops can check it in F5; everyone can use CITPhone > Event Times, /dangerlevel, or /dl.
  • It affects AR anti rush and can make an Armed Robbery run up to 30% faster or 30% slower.

Law leaderboards

Top 100 Police at https://cit.gg/index.php?page=topcops has six leaderboards: Most Arrests, Most Arrest Points, Crim Event Kills, Best Detectives by solves, Top Bomb Disposers by defusals, and APBs Jailed.

The Law section of the CIT Stats Menu on cit.gg has:

See also