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10 / 13Santo Domingo

The workshop

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The gangs, the Aldecaldo nomads and criminal families make their own weapons. At the workshop, weapon materials become a pistol, a revolver, an SMG, a shotgun and an assault rifle with no serial number, as well as ammo and vests. The materials come from Militech shipments, the scrapyards and the smuggler. Both the materials and the unmarked guns are illegal: the police seize them in a search.

#Who makes them

  • Gangs: the Tyger Claws, the Valentinos, the Mox and BARGHEST. More on the Gangs page.
  • The Aldecaldo nomads.
  • Criminal families. The administration gives a family its criminal status; an ordinary family has no workshop. More on the Families page.

In the workshop's windows your gang, clan or family is called your crew. If you're in a gang and in a criminal family too, both workbenches work for you, while at the shipments, the scrapyards and the smuggler you count as a member of your gang or clan.

  • Crafting isn't for everyone. In the gangs and the Aldecaldos the right comes with rank 3, the same ranks that take things from the stash. In a family it belongs to the Trusted, Deputy and Leader ranks, and the family's leader changes the ranks' rights: this one is called “Craft at the workbench”. Without it the workbench says “Your rank can't craft: the leader gives the right”.
  • Putting materials into the stash is open to any member of the crew, and what's made is taken out by a rank with the stash right.

#The workbench

There's a workbench by every gang's base and in the Aldecaldos' camp. Its map icon and the “Workbench: make weapons” prompt are seen only by that crew's members. Walk up to it on foot and press E: the “Workshop” opens, “Gang workbench”.

A criminal family's workshop is at its HQ, by the wardrobe. Press E there, and the stash page of the family tablet gets a button, “The workshop”: it opens the “Family workbench”.

In the workbench's window:

  • “Materials in the stash”: how many materials your crew's stash holds. The workbench takes materials from the stash only.
  • “In your pockets”: the materials on you and the “Put in the stash” button.
  • “In the trunk”: if your car stands by the workbench, within 25 m, the “Unload the trunk” button moves the materials from its trunk into the stash. The car has to be yours or one you hold a key to, and it has to stand still.
  • Recipes and the queue, and the “Made today” line.

One material weighs 0.1 kg: 1,000 materials take 100 kg of the stash. When the stash has no room, you get “The stash is full”.

#Recipes

What you getMaterialsTime
“Unmarked Liberty”: a pistol601 min 30 s
“Unmarked Nova”: a revolver701 min 40 s
“Unmarked Guillotine”: an SMG1302 min 30 s
“Unmarked Carnage”: a shotgun1603 min
“Unmarked Copperhead”: an assault rifle3005 min
“Handgun rounds”, 60 of them420 s
“Rifle rounds”, 60 of them520 s
“Shotgun shells”, 30 of them520 s
“Light vest”301 min
“Heavy vest”802 min
  • An unmarked gun is the same as the shop's gun of that model, only with no serial number. It needs no gun license, but carrying it is illegal: the inventory marks it “Illegal”. About the license: License and buying weapons.
  • Ammo and vests from the workshop are the ordinary ones the shops sell, and they're legal.

#The queue and limits

  • Pick a recipe and press “Craft it”. Its materials leave the stash at once, and the order joins the queue: “Ordered: Unmarked Liberty · 60 materials taken from the stash”.
  • A workbench's queue holds up to 5 orders, the one being made included. They're made one at a time, even while nobody is at the workbench, and a server restart doesn't break them.
  • What's made goes into the crew's stash: “Made: ...” and “It waits in your crew's stash”.
  • An order that's still waiting can be taken back with “Unqueue”: its materials return to the stash. It can be taken back by whoever placed it or by the leader. An order already being made can't be.
  • A crew makes at most 40 orders a day, the day counted by Moscow time. A batch of ammo is one order too, and orders taken back don't count.

#Where materials come from

There are three sources. Militech shipments give the most, but you have to fight for the cargo. A scrapyard is safe, but slow. The smuggler sells for cash.

#Militech shipments

  • When. Four times a day, at 14:00, 17:00, 20:00 and 23:00 Moscow time, Militech loses an arms shipment somewhere in the city. A shipment comes only if at least 2 members of gangs, the Aldecaldos or criminal families are in the city.
  • 10 minutes ahead. Every crew member gets “A Militech shipment in 10 min” with the district's name, the screen shows “MILITECH SHIPMENT” and “THE CARGO COMES IN 10:00”, and the smuggler sends a text. Only the district is known: the route leads there, and you have to find the crates yourself. The shipment's card on the left of the screen shows how far the district is and how long to wait.
  • The cargo. On time, 3 Militech crates land, each with 100 to 140 materials: “The Militech cargo is down”.
  1. Walk up to a sealed crate and press E: “Crack the crate open”.
  2. The crate takes a minute and a half to crack while at least two of your crew stand within 8 m of it: on foot, conscious and not cuffed. Over the crate there's a card, “Cracking” and “Yours at the crate: 2 of 2”. One alone can't crack it: “Paused: 1 more needed”.
  3. If anyone from another crew or a police officer on duty is at the crate, the cracking stops: “Interference: outsiders at the crate”.
  4. “The crate is open: N materials inside”. Press E at the crate, “Take the materials”: they go into your car's trunk if it stands within 10 m of the crate, otherwise into your pockets, as many as fit.
  5. Drive the materials to the workbench and unload them into the stash.
  • If nobody of your crew is at a crate being cracked for a whole minute, another crew can go on cracking it, and the time already done stays.
  • A member of any crew can take from an open crate: you'll have to guard your loot.
  • 25 minutes after landing the crates are gone: “Time's up: Militech's people took the rest of the cargo”.

#Scrapyards

  • Each of the city's four scrapyards, in Northside, Arroyo, Rancho Coronado and Rocky Ridge, has a junk pile. Its map icon and the “Junkyard: salvage the junk” prompt are seen only by crew members. Where the scrapyards are: the Places on the map page.
  • Press E at the pile and “Salvage the junk”. The salvage takes 45 seconds while you stand by it on foot, and then “Junk salvaged: N materials into your pockets”: 6 to 10.
  • Walk off, get into a car, pass out or get cuffed, and the salvage stops with no materials.
  • At most 40 materials an hour to a character, counting the last 60 minutes: “The hour's limit is reached: more in N min”.
  • The pile stands in the scrapyard's green zone: slow, but no shooting.

#The smuggler

  • Once you're in a crew, the “Smuggler” texts you: “Heard you run with ... now...”. His number appears in your contacts.
  • Text him or press the “Need materials” button in the chat. He answers with the price and how many you can take today, and sends a pin: the GPS sets a route to his man. His men are on no map. He sends a pin at most once in 2 minutes.
  • At his man press E: “Talk to the smuggler”. In the “Smuggler” window pick how many to buy and confirm in the “Buy the materials?” window. He takes nothing back.
  • The price is 300 €$ apiece, cash only. At most 100 a day to a character and 300 to the whole crew, the day counted by Moscow time. The materials go into your pockets.

#Police and contraband

  • Materials and unmarked guns are illegal. The inventory marks them “Illegal”.
  • Search. An officer on duty can search a detainee in handcuffs (“Search” in the G menu or /frisk). Every drug and all the contraband in their pockets and weapon slots go into the service's stash, unmarked guns too. More on the Police and the law page.
  • A trunk search takes any items, materials too.
  • A new character. For their first 120 minutes of play nothing is taken from them, but the officer sees what was found.
  • The marketplace doesn't take them: “Weapon materials can't go on the marketplace: it's illegal”. They can be sold only hand to hand.
  • A tip about a shipment. The police on duty learn of a shipment the same 10 minutes ahead: from an informant, with the district and a call in the 911 list, “An illegal arms shipment”. An officer on duty seizes any crate with E, “Seize the cargo”. The crate is gone with all that was in it, and the officer gets 3,000 €$ in cash from the city.

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