Compare the twelve available Organized Crime contracts below. All require a Leader and the listed total number of accepted crew members. Player level determines access; role contribution and current restrictions still matter.
| Contract | Required level | Total crew | Base run duration | Base participation cooldown |
|---|---|---|---|---|
| Corner Shakedown | 5 | 2 | 1 minute | 4 hours |
| Dock Raid | 10 | 2 | 2 minutes | 6 hours |
| Car Theft Ring | 12 | 2 | 90 seconds | 6 hours |
| Warehouse Lift | 15 | 3 | 3 minutes | 8 hours |
| Armored Car Ambush | 20 | 3 | 150 seconds | 10 hours |
| Pharmacy Heist | 22 | 2 | 110 seconds | 10 hours |
| Factory Heist | 25 | 5 | 5 minutes | 12 hours |
| Evidence Locker Job | 28 | 3 | 220 seconds | 14 hours |
| Casino Night | 33 | 4 | 270 seconds | 18 hours |
| Port Seizure | 38 | 4 | 6 minutes | 24 hours |
| Museum Heist | 42 | 4 | 7 minutes | 36 hours |
| City Hall Job | 50 | 5 | 10 minutes | 48 hours |
Each contract has separate create and applicant Nerve and Focus costs. Open its dedicated guide for those amounts and its roles. The leader occupies the reserved Leader role; every other required role must be assigned to an accepted applicant.
Crime XP and the role's supporting secondary progression contribute to crew scoring. Leadership supports the leader; Charisma, Labor or Shooting support applicable crew roles. Drivers use Racing skill.
Run duration is not the same as participation cooldown. The OC Mastery duration modifier affects the cooldown assigned at start. A high-level contract can keep your crew unavailable for another participation much longer than its run lasts.
Use the lobby preview for the current crew's risk. Cash and item rewards are uncertain and subject to the outcome and applicable modifiers. Cancelling before start and waiting for an unfilled lobby to expire are separate from failing an already-started contract.
Contract definitions checked against the game code on 17 September 2026.