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Night City's gangs and criminal families can rob 24/7 stores, kiosks and pharmacies. A robbery raises the alarm at once: the police on duty get the signal. The robbers have to hold out at the till, take the money bag and carry it to their hideout, while the police and other crews try to stop them.
#Who and where
- The gangs: the Tyger Claws, the Valentinos, the Mox and BARGHEST.
- Criminal families: families the administration gave the criminal status. Whoever is in a gang and in a criminal family robs with the gang. Anyone else gets this answer in the store's window: “Only gangs and criminal families rob”.
- What they rob: 31 places: every 24/7 store and kiosk and every pharmacy, except those within 100 m of a spawn point in the city.
- When: only while at least one police officer is on duty in the city. Otherwise the store's window says “No police on duty: not the time for a robbery”.
- How many: at least 3 of one gang or one family at the till: on foot, conscious, not cuffed and not AFK.
#How to start
- Gather in the store: at least 3 of you in the zone at the till.
- Walk up to the seller and press E. In the store's window a member of a gang or a criminal family has a “Robbery” strip: the loot, how many of yours are in the zone (“Your people in the zone: 2 of 3”) and the “Rob the till” button. If you can't rob now, it says why.
- Confirm in the “Rob the till?” window: it shows the loot, the time and what comes next. The “Start the robbery” button starts it.
#Cracking the till
- The till takes 4 minutes to crack while at least 3 of the gang or the family are in the zone (10 m round the till). With fewer, the robbery is paused. If everyone leaves for a minute or the pause lasts 5 minutes, the robbery is off.
- The robbers see a “ROBBERY” card at the top: “In the zone: 2 of 3”, “TILL OPEN IN” and a progress bar.
- From the robbery's start the store is no green zone: weapons can be drawn. The green zone comes back a minute after the bag has left.
- The police on duty get the alarm at once: a notice “Robbery: 24/7 · Kabuki”, a “The shop's alarm” call in the 911 list and a route.
- A gang or a family robs one place at a time: “Your gang is robbing another place”.
#The money bag
- Once the till is open, a bag lies by the counter: “Pick up the bag at the till and get out”. Walk up and press E to take it.
- The bag is carried by hand: it goes neither into pockets nor into a trunk, and you can't take it into a home.
- Its carrier sees a “MONEY BAG” card on the left of the screen: the distance to the hideout and the time left. The route is on the map.
- The carrier's own people see a bag mark over the carrier's head.
- You can pass the bag to one of your own standing next to you: the G menu on them, “Hand over the bag”.
- If the carrier is knocked out, cuffed, leaves the game or switches characters, the bag drops to the ground. Their own people can pick it up, another gang or criminal family (then it's their loot) or a police officer on duty. Nobody else.
- A bag that lies on the ground for 10 minutes is lost.
#The hideout and the shares
- When someone of your gang or family first takes the bag, you learn your hideout: a stash at least 800 m from the store. It's on no map, and only your own people know it.
- The bag has to reach the hideout within 30 minutes of the till opening, or it's lost.
- At the hideout, walk up on foot and press E: “Hand in the bag”.
- The loot is 50,000 €$: a fifth goes into the gang's or the family's treasury, and the rest is shared equally in cash among those who stood in the zone for at least 30 seconds while the till was being cracked and those who carried the bag. Those who've left the game get their share too.
- If others took the bag and handed it in at their own hideout, the money goes to those of them who carried it, and your side sees “Others handed your bag in: the robbery failed”.
#Waits
- A store whose till was cracked can be robbed again only 4 hours later: “Robbed lately: again in ...”. If the robbery was off before the till was cracked, 30 minutes later.
- A gang or a family can start its next robbery 15 minutes after its last one ended.
#The police
- The robbery alarm goes to every police officer on duty: a red “ROBBERY ALARM” card, a “The shop's alarm” call in the 911 list and a route if no other route is set. When the robbers leave with the bag, “The robbers left with the bag” comes.
- An officer on duty can pick up a dropped bag: “The bag is seized”. The robbery has failed then, the robbers' card says “SEIZED BY THE POLICE” (the money goes back to the shop), and the officer gets a 5,000 €$ reward from the city.
#The store's owner
The owner of a robbed business loses nothing: they get a notice “Your shop was robbed” and “The city's insurance covers it: nothing is taken from the business”.
The rules for robbers and for the police: on the forum, in “Factions”, the topic on store robberies.
