Round up a crew and pull a job β from a corner-store stick-up to the Federal Reserve β in a D&D-style survival gauntlet. Press your luck: the deeper you go, the bigger the loot, but one bad roll and the crew splits your cut.
| Job | Buy-in | Rounds | Difficulty | Requires | Prereq | Take |
|---|---|---|---|---|---|---|
| πͺ the Corner Store small-time stick-up β quick, low stakes, always open | 250 | 5 | DC 5β11 | always open | β | register |
| π° the PAT Casino the casino floor β the classic vault job | 1,000 | 10 | DC 6β20 | vault β₯ 100,000 | β | vault, up to 40% |
| π the Armored Convoy hijack a cash-transport convoy β needs a casino job under your belt first | 5,000 | 10 | DC 8β20 | vault β₯ 250,000 | a casino job | vault, up to 70% |
| ποΈ the PAT Federal Reserve the big one β needs Blueprints (found on casino/convoy jobs) | 10,000 | 12 | DC 10β20 | vault β₯ 500,000 | π Blueprints | vault, up to 100% |
Pick with !heist <job> (or !heist list). Money jobs are paced by two gates: your own personal heat meter β each job you start heats you up and cools over time, and it's yours alone, so other people's heists never block you β plus a global cooldown per job type (store 30m, casino 1h, convoy 2h, bank 3h). Each job caps how much of the vault it can crack: the casino skims at most 40%, the convoy 70%, and only the bank can clean it out (100%) β so a fat vault is worth far more to a bank crew than to casino grinders. The bank needs π Blueprints, rarely found on casino/convoy jobs.
Buy with PAT out of a heist (!shop Β· !buy <item> [qty] Β· !gear). Half of every purchase feeds the jackpot vault. It all auto-triggers during a heist β the strategy is in what you bring.
| Item | PAT | Type | Effect |
|---|---|---|---|
| π¦Ί Body Armor | 15,000 | Permanent | +2 CON, β1 DEX on every heist check AND arena clash. Permanent. |
| π« Sidearm | 15,000 | Permanent | A concealed pistol: +2 STR, β1 CHA on every check/clash. Permanent. |
| π§€ Grip Gloves | 15,000 | Permanent | Climbing gloves & soft soles: +2 DEX, β1 STR on every check/clash. Permanent. |
| π₯ Brass Knuckles | 15,000 | Permanent | +1 on physical (STR/DEX/CON) clashes, β1 on mental (INT/WIS/CHA) clashes. Permanent, arena only. |
| π©Έ Adrenaline Shot | 2,000 | Consumable | Arena/Brawl: auto re-roll a losing clash once (keep the better roll). |
| π¬οΈ Second Wind | 8,000 | Consumable | Arena: on an elimination, ~50% to survive and fight on. One-shot (used win or lose). |
| π Lockpick | 2,000 | Consumable | Auto re-roll one failed check (keep the better roll). |
| π Handcuff Keys | 3,000 | Consumable | On a pinch, ~50% to slip the cuffs and survive the round (keep held loot, no loot that round). |
| βοΈ A Good Lawyer | 4,000 | Consumable | On a pinch, 49% to keep your held loot instead of losing it to the crew. |
| π Getaway Driver | 12,000 | Crew perk | Crew perk: the first robber about to be pinched gets pulled out and survives (keeps held loot, no loot that round). One save per driver β but max 1 per round and 3 per heist. A save on the final round cashes you out without cracking the vault. |
| π‘ Police Scanner | 5,000 | Crew perk | Crew perk: +2 to the whole crew's rolls on the first tense round (DC 14+). One is enough. |
| πΊοΈ Schematics | 25,000 | Crew perk | Crew perk: β1 to every round's DC, all heist β swings the odds hard. One is enough. |
| π¨ Smoke Bomb | 8,000 | Crew perk | Crew perk: the whole crew rolls advantage on the first brutal round (DC 16+). One is enough. |
| π Body Double | 20,000 | Consumable | On a pinch a decoy takes the fall β you're GUARANTEED to survive the round (keep your held loot, no loot that round). One-shot, auto-fires. |
| π Presidential Pardon | 100,000 | One-shot | Wipes YOUR heat meter straight to 0 the moment you buy it β line up another big job right now. One-shot. |
| π§³ Burner Identity | 40,000 | One-shot | Ditch a hot identity β knocks 40 off YOUR heat meter the moment you buy it. One-shot. |
| π© Alibi | 50,000 | Consumable | Auto-fires on your next casino/convoy/bank job β it's off the books, you gain NO heat from it. Stay ice-cold after a big score. One-shot. |
| π Forged Papers | 3,000 | One-shot | A fresh identity from the counterfeiters β knocks 20 off YOUR heat the moment you buy it. One-shot. |
| πΎ Bottle Service | 100,000 | One-shot | Ball out at the club β Pepe drops the anthem, throws you a shout-out and 10K XP. Pure flex. |
| π¦ Black-Market Crate | 5,000 | One-shot | Pay the fence and crack the crate β you get one random heist consumable. A gamble. |
| π« Extra Clip | 2,500 | Consumable | Auto re-roll one more failed check (stacks with your Lockpick). One charge. |
| π©Έ Hollow Points | 3,000 | Consumable | Arena/Brawl: roll ADVANTAGE on one clash. One charge. |
| 𧨠Breaching Charge | 4,000 | Consumable | Blow the door β auto-fires on a failed check for a flat +4 to your roll. One charge. |
| π₯ Thermite | 6,000 | Consumable | Melt any obstacle β GUARANTEES you pass a round you'd have failed. Auto-fires. One charge. |
| π Uppers | 2,000 | Consumable | Pop one for an edge β roll ADVANTAGE on a round you're not already sharp for. One charge. |
| π Painkillers | 3,500 | Consumable | On a pinch, ~50% to shrug it off and stay in (keep held loot, no loot that round). One charge. |
| π Ghost Plates | 5,000 | Consumable | Cloned plates from the chop shop β when you BAIL you vanish clean with +20% on your payout. One charge. |
| π¨ Nitrous | 2,500 | Consumable | Arena/Brawl: +2 on one clash. One charge. |
Can't be bought β these only turn up when you get deep into a casino, convoy or bank job. Use π² Loaded Dice with !reroll <stat> and π Kingpin's Ring with !ring <stat>; The Fence and Mastermind are permanent the moment you find them.
| Drop | What it does |
|---|---|
| π Vault Blueprints | Required to plan the Bank job. Rarely found on casino/convoy heists β not for sale. |
| π² Loaded Dice | Rare heist score. Reroll one of your six stats β a gamble, it can go UP or DOWN: !reroll <stat>. Not for sale. |
| π Kingpin's Ring | Rare heist relic. Permanently raise one stat by +1 (up to 20): !ring <stat>. Not for sale. |
| π§ Mastermind | Rare permanent relic: you roll ADVANTAGE whenever a round tests either of your two best stats. Not for sale. |
| π The Fence | Rare permanent connection: +10% on ALL your heist payouts. Not for sale. |
| Round | Difficulty | Base loot |
|---|---|---|
| 1 | DC 6 | 500 Γ |
| 2 | DC 7 | 1,000 Γ |
| 3 | DC 9 | 1,500 Γ |
| 4 | DC 11 | 2,000 Γ |
| 5 | DC 13 | 2,500 Γ |
| 6 | DC 15 | 3,000 Γ |
| 7 | DC 17 | 3,500 Γ |
| 8 | DC 18 | 4,000 Γ |
| 9 | DC 19 | 4,500 Γ |
| 10 | DC 20 | 5,000 Γ |
Other jobs shift this curve up or down β see the difficulty column above.
| # | Robber | Total looted |
|---|---|---|
| 1 | tricon | 8,823,093 |
| 2 | moxier | 8,602,493 |
| 3 | plantbaked | 4,241,450 |
| 4 | i_alex | 3,960,631 |
| 5 | jordanjroc | 3,621,595 |
| 6 | ~NeenerNeenerNeener~ | 3,380,351 |
| 7 | -Wattz- | 3,267,875 |
| 8 | trulyscrumptious | 2,507,514 |
| 9 | tatybish | 2,024,281 |
| 10 | antiantiantifa | 1,796,288 |
| # | Robber | Deepest |
|---|---|---|
| 1 | tricon | R12/10 |
| 2 | trulyscrumptious | R12/10 |
| 3 | DoG | R12/10 |
| 4 | ~NeenerNeenerNeener~ | R12/10 |
| 5 | moxier | R12/10 |
| 6 | -Wattz- | R12/10 |
| 7 | pabloescobram | R12/10 |
| 8 | slacker_ | R12/10 |
| 9 | b3_d33 | R12/10 |
| 10 | karluh | R11/10 |