Organized Crimes are cooperative contracts with assigned crew roles. A leader creates a lobby, recruits the required crew and starts the job once every role is filled.
Each contract has its own level requirements, roles, resource costs, duration and cooldown. The leader occupies a reserved leader role; the remaining roles must be filled by accepted applicants. You cannot run a contract solo by leaving required roles empty.
Corner Shakedown is an early example: it requires player level 5, a leader and an Intimidator, runs for one minute and has a four-hour base cooldown. Creating it costs 3 Nerve and 8 Focus; applying costs 5 Nerve and 6 Focus.
Different contracts use different numbers. Read the contract details before joining or creating a lobby.
Role contribution depends on the stats and requirements specified by the contract. Assign members to roles they can support rather than judging everyone only by overall player level.
The server requires the exact accepted crew size and valid unique role assignments before starting. It also rechecks participants when the leader starts the job.
The run timer and the participation cooldown are separate. Cooldowns are applied to accepted participants when the contract starts and can be much longer than the run itself.
Crew quality helps mitigate risk, but does not remove failure. Outcomes affect cash, XP, Heat and possible penalties. Applicable upgrades, contribution effects, family tax and outstanding default debt can affect rewards. Loot uses server-managed tables rather than a guaranteed fixed item.
Cancelling a lobby before it starts refunds the applicable paid entry resources. Unfilled lobbies expire after 72 hours and refund those costs through cleanup. This lobby refund is not a refund for a failed running operation.
Organized Crime Contracts - compare all twelve contracts and open their individual guides
Mechanics checked against the game code on 17 September 2026.