Actions & Planning
Overview
Every day you plan your runners’ actions. You have until 11:00 PM MET – after that, nothing is accepted. Anything you haven’t entered by then simply doesn’t happen.
Your goal: use every available unit effectively. An idle runner is wasted potential.
Currently 71 actions are active (as of server v1.80+). This page documents each one in detail. The full machine-readable list lives in data/actions.json; the triage history is in docs/ACTIONS_TRIAGE.md.
Action Reference: All 71 Active Actions
Street Hustle
Low-barrier crimes for quick cash. Ideal for getting started and as baseline income.
PICKPOCKET
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | – |
| Weighting | 100% STL |
| Duration | 15 min |
| Hood Heat | +3 |
| Sector Heat | +1 |
| Cost | None |
| Target | Hood / Courier (rival or neutral) |
| Income | $120 + STL x 3 |
Quick money on the streets. Your safest income for STL runners. Barely any heat, barely any risk. On critical failure: light HP loss.
MUG
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | CON |
| Weighting | 60% STR / 40% CON |
| Duration | 15 min |
| Hood Heat | +4 |
| Sector Heat | +2 |
| Cost | None |
| Target | Hood / Courier (rival or neutral) |
| Income | $180 + STR x 3 + CON x 1 |
Rob passersby or couriers. Pays better than pickpocketing but more heat. Solid side income for STR/CON runners. On failure: hood heat penalty. On critical failure: HP loss.
EXTORT – Protection Racket
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | CHA |
| Weighting | 60% STR / 40% CHA |
| Duration | 20 min |
| Hood Heat | +1 (per building) |
| Sector Heat | +1 |
| Cost | None |
| Target | Building (neutral) |
| Income | $300 + STR x 4 + CHA x 2.5 (per building) |
| Multi-Target | Yes |
| Cooldown | 24h per target |
| Skill Bonus | INTIMIDATION +20% |
Run a protection racket: your runner automatically visits all buildings in the target sector. One skill check per building. Establishes sector control – prerequisite for COLLECT. High STR + CHA = more money per stop.
COLLECT
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | STR |
| Weighting | 70% CHA / 30% STR |
| Duration | 30 min |
| Hood Heat | +1 (per building) |
| Sector Heat | 0 |
| Cost | None |
| Target | Building (own) |
| Income | $150 + CHA x 3 + STR x 1 (per building) |
| Multi-Target | Yes |
| Prerequisite | Sector must be controlled via prior EXTORT |
Collect revenue from controlled sectors. Minimal heat, solid income. Only works in sectors you’ve established control over via EXTORT. The ideal daily job for CHA runners.
VANDALIZE
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | STL |
| Weighting | 70% STR / 30% STL |
| Duration | 20 min |
| Hood Heat | +2 |
| Sector Heat | +1 |
| Cost | None |
| Target | Building (rival or neutral) |
| Multi-Target | Yes |
Damage enemy buildings. Reduces their defense value and income. Cheap preparation for future raids.
Violence
Serious crimes: high heat but high reward and strategic value.
RAID
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | CON |
| Weighting | 60% STR / 40% CON |
| Duration | 30 min |
| Hood Heat | +7 |
| Sector Heat | +4 |
| Cost | None |
| Target | Building (rival or neutral) |
| Income | $700 + STR x 5 + CON x 2 |
| Skill Bonus | SHOOTING +20% |
The bread-and-butter action for aggressors. Attack, loot, and damage an enemy business. Good payout for STR/CON runners, but you need many hoods for consistent income. On failure: HP loss and heavy heat penalty. On critical failure: severe injury.
Example (STR 45, CON 40): $700 + 225 + 80 = $1,005 at 7 hood heat.
DRIVE_BY
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | TCH |
| Weighting | 70% STR / 30% TCH |
| Duration | 20 min |
| Hood Heat | +6 |
| Sector Heat | +3 |
| Cost | None |
| Target | Hood / Building (rival) |
| Prerequisite | SHOOTING skill, Vehicle |
| Skill Bonus | SHOOTING +20% |
Quick attack from a moving vehicle. Deals HP damage to rival hoods in the same sector.
ASSASSINATE
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | STR |
| Weighting | 70% STL / 30% STR |
| Duration | 30 min |
| Hood Heat | +12 |
| Sector Heat | +3 |
| Cost | None |
| Target | Hood (rival) |
| Prerequisite | STR >= 40, target must be a known contact |
Targeted killing – bypasses medic protection (permadeath). The highest single heat cost, but the most final action in the game.
KIDNAP
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | STL |
| Weighting | 70% STR / 30% STL |
| Duration | 60 min |
| Hood Heat | +10 |
| Sector Heat | +4 |
| Cost | None |
| Target | Hood / NPC (rival or neutral) |
| Federal Heat Risk | Yes |
Kidnap a rival hood for 3 days (treated like arrest) and reduce their loyalty by 20. Prerequisite for INTERROGATE and TORTURE.
INTERROGATE
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Weighting | 70% INT / 30% CHA |
| Duration | 30 min |
| Hood Heat | +5 |
| Sector Heat | 0 |
| Cost | None |
| Target | Hood (kidnapped) |
| Prerequisite | Target must be kidnapped via KIDNAP |
Question a prisoner – delivers detailed intel about the rival organization (sectors, net worth, hoods, heat). On critical failure: prisoner escapes.
TORTURE
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | INT |
| Weighting | 70% STR / 30% INT |
| Duration | 45 min |
| Hood Heat | +7 |
| Sector Heat | 0 |
| Cost | None |
| Target | Hood (kidnapped) |
| Prerequisite | Target must be kidnapped via KIDNAP |
| Federal Heat Risk | Yes |
Extreme interrogation – forces high-quality intel AND reduces the victim’s loyalty by 30. Adds +5 federal heat. On critical failure: prisoner dies or escapes.
AMBUSH
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | STR |
| Weighting | 70% STL / 30% STR |
| Duration | Variable (lurking) |
| Hood Heat | +5 |
| Sector Heat | +2 |
| Cost | None |
| Target | Node |
| Skill Bonus | SHOOTING +20% |
Position your hood hidden at a node. The first enemy hood passing through gets attacked with initiative bonus. Damage: $25 + STL x 2.
Destruction
Heavy attacks on buildings. Extremely expensive in terms of heat but devastating.
ARSON
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | STL |
| Weighting | 70% TCH / 30% STL |
| Duration | 30 min |
| Hood Heat | +10 |
| Sector Heat | +7 |
| Cost | None |
| Target | Building (rival or neutral) |
| Prerequisite | Item: Incendiary |
| Federal Heat Risk | Yes |
Burn down a building – takes it temporarily out of operation. High defense damage (5 points) plus “on_fire” status.
BOMB
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | STL |
| Weighting | 70% TCH / 30% STL |
| Duration | 45 min |
| Hood Heat | +16 |
| Sector Heat | +12 |
| Cost | None |
| Target | Building (rival or neutral) |
| Prerequisite | TCH >= 30, Item: Explosive |
| Federal Heat Risk | Yes |
Massive explosion – destroys buildings (10 defense points damage) and kills present hoods. The most destructive action in the game. Extreme heat.
Stealth
Quiet but lucrative. Ideal for STL and TCH runners.
BURGLE – Burglary
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | TCH |
| Weighting | 60% STL / 40% TCH |
| Duration | 30 min |
| Hood Heat | +3 |
| Sector Heat | +1 |
| Cost | None |
| Target | Building (rival or neutral) |
| Income | $250 + STL x 4 + TCH x 1.5 (per building) |
| Multi-Target | Yes |
| Fail Forward | Yes (30% income on fail, 15% on crit fail) |
Crack safes or loot a building’s storage. Excellent income-to-heat ratio. Fail Forward: Even a botched burglary brings some loot – the skill check only determines how much you find.
SABOTAGE
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | STR |
| Weighting | 50% STL / 50% STR |
| Duration | 30 min |
| Hood Heat | +3 |
| Sector Heat | +1 |
| Cost | None |
| Target | Building (rival) |
Sabotage a building – reduces defense and productivity. The 50/50 weighting means both stealth runners and bruisers can reliably execute this action.
Social & Business
Manipulation, diplomacy, and personnel management. CHA and INT heavy.
RECRUIT
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | STR |
| Weighting | 50% CHA / 50% STR |
| Duration | 30 min |
| Hood Heat | +1 |
| Sector Heat | 0 |
| Cost | $600 (scales: +15% per existing hood) |
| Target | Building / NPC |
| Multi-Target | Yes |
| Cooldown | 24h per target |
| Skill Bonus | NEGOTIATION +15% |
| Fail Forward | Yes |
Recruit new runners in bars and on the streets. Recruits come from a generic street-level pool – you find random people, not elite operatives. What you find is what you get. Selective recruiting (keep the good ones, fire the weak) is a core part of the game.
Fail Forward: You ALWAYS get a hood – the skill check determines quality:
| Result | Attribute Range | Loyalty |
|---|---|---|
| Critical Success | Generic pool (23-47), x1.5 bonus | 50 |
| Success | Generic pool (23-47) | 50 |
| Failure | Cannon fodder (14-30) | 35 |
| Critical Failure | Absolute bottom (5-19) | 20 |
Tip: You start with 6 weak hoods (attributes 20-40). Recruiting is not a side job but essential – you need to actively search for better people and replace the weak ones later.
BRIBE
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 20 min |
| Hood Heat | -10 |
| Sector Heat | -2 |
| Cost | $1,000 |
| Target | NPC / Institution |
| Cooldown | 12h per target |
| Skill Bonus | NEGOTIATION +15% |
Buy cops, judges, or officials. Reduces hood heat AND sector heat. Lowers federal heat by 5. Expensive but essential for heat management.
SLANDER
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 30 min |
| Hood Heat | +2 |
| Sector Heat | 0 |
| Cost | None |
| Target | Hood / Player (rival) |
Spread propaganda – increases target’s federal heat (+3) and average hood heat (+5). Cheap way to pressure rivals.
POACH
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 60 min |
| Hood Heat | +3 |
| Sector Heat | 0 |
| Cost | 1.5x target’s salary |
| Target | Hood (rival) |
| Cooldown | 24h per target |
| Skill Bonus | NEGOTIATION +15% |
Lure a rival hood into your gang. Only works on hoods with low loyalty (< 40). Expensive, but you get an already trained runner.
PLANT_STORY
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 30 min |
| Hood Heat | +3 |
| Sector Heat | 0 |
| Cost | Story-dependent |
| Target | Player |
| Cooldown | 24h (global) |
| Prerequisite | NPC contact: Journalist |
Plant a manipulated story in the Gazette (SMEAR, FAKE_POLICE, FALSE_ATTRIBUTION). Increases target’s federal heat (+2) and hood heat (+3).
Logistics
Reconnaissance and defense. No income, but indispensable for planning.
SCOUT
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | STL |
| Weighting | 70% INT / 30% STL |
| Duration | 30 min |
| Hood Heat | +1 |
| Sector Heat | 0 |
| Cost | None |
| Target | Building (rival or neutral) |
| Multi-Target | Yes |
Reveal defense values and layout of enemy buildings. Delivers intel entries. Minimal heat but requires INT.
GUARD
| Property | Value |
|---|---|
| Primary Attribute | CON |
| Secondary Attribute | STR |
| Weighting | 70% CON / 30% STR |
| Duration | 60 min |
| Hood Heat | 0 |
| Sector Heat | 0 |
| Cost | None |
| Target | Building (own) |
Station a hood at a building – increases defense value against raids. No skill check, no heat. Passive defense.
PATROL
| Property | Value |
|---|---|
| Primary Attribute | CON |
| Secondary Attribute | STL |
| Weighting | 70% CON / 30% STL |
| Duration | Variable |
| Hood Heat | +2 |
| Sector Heat | 0 |
| Cost | None |
| Target | Node |
Hood patrols along a route – increases detection chance for enemy INFILTRATE, PLACE_SPY, and SHADOW attempts. Reduces sector heat by 1.
BODYGUARD
| Property | Value |
|---|---|
| Primary Attribute | CON |
| Secondary Attribute | STR |
| Weighting | 70% CON / 30% STR |
| Duration | 480 min (full day) |
| Hood Heat | 0 |
| Sector Heat | 0 |
| Cost | None |
| Target | Hood (own) |
Assign a hood as personal protection for another. When the protected hood is attacked, the bodyguard responds first. No skill check.
Administration
Daily operations: personnel, vehicles, donations. Usually no risk but important for business.
ASSIGN_MANAGER
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 15 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Building (own) |
| Prerequisite | Building has no manager |
Install a hood as manager in a building. Without a manager, a building generates $0 income. The hood leaves their team slot and becomes stationary.
RECALL_MANAGER
| Property | Value |
|---|---|
| Duration | 15 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Building (own) |
| Prerequisite | Building has a manager |
Recall a manager – building goes idle immediately ($0 income). No skill check.
FIRE_HOOD – Fire Runner
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Weighting | 100% CHA |
| Duration | 15 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Hood (own) |
Remove a hood from the gang. Causes loyalty penalty for remaining hoods.
BUY_VEHICLE
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Weighting | 70% INT / 30% CHA |
| Duration | 30 min |
| Hood Heat | 0 |
| Cost | $5,000 |
| Target | Building (neutral) |
Purchase a vehicle from a dealer. Vehicles are prerequisites for DRIVE_BY and speed up transports.
DONATE
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 30 min |
| Hood Heat | 0 |
| Sector Heat | -3 |
| Cost | $1,000 (Clean Cash) |
| Target | Sector |
| Cooldown | 24h per sector |
Support communities and soup kitchens – builds goodwill and reduces sector heat by 3. No risk, but costs clean cash.
Real Estate
Buy, rent, sell, and develop buildings. Foundation for long-term income.
RENT_BUILDING
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Weighting | 70% INT / 30% CHA |
| Duration | 30 min |
| Hood Heat | 0 |
| Cost | Variable (rent from building catalog) |
| Target | Building (neutral) |
Sign a lease for an available building. Costs clean cash. The executing runner is automatically installed as manager.
BUY_BUILDING
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Weighting | 70% INT / 30% CHA |
| Duration | 60 min |
| Hood Heat | 0 |
| Cost | Purchase price (Clean Cash) |
| Target | Building (neutral) |
Permanently acquire a building – no ongoing rent. More expensive than renting but more profitable long-term. Owned buildings get +15% income bonus.
SELL_BUILDING
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Weighting | 70% INT / 30% CHA |
| Duration | 30 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Building (own, purchased) |
| Income | 60% of purchase price |
| Prerequisite | Building must be owned (not rented) |
Sell an owned building. Returns 60% of purchase price as clean cash.
VACATE_BUILDING – Cancel Lease
| Property | Value |
|---|---|
| Duration | 15 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Building (own, rented) |
| Prerequisite | Building must be rented |
Terminate a lease early. No skill check, immediate effect.
SETUP_FRONT – Set Up Shell Company
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Weighting | 70% INT / 30% CHA |
| Duration | 120 min |
| Hood Heat | 0 |
| Cost | $4,000 (Clean Cash) |
| Target | Building (own) |
| Prerequisite | Building has no subsidiary |
Register a building as a shell company – enables money laundering. Tiers: Kiosk ($1,500) -> Standard ($4,000) -> Shell ($10,000). Higher tiers launder more with lower fees.
Diplomacy
Cooperation and betrayal. NAP system for temporary alliances.
DECLARE_NAP
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 15 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Player |
| Skill Bonus | NEGOTIATION +15% |
Declare a ceasefire with a rival. Both sides must include it in their plan. Diplomat, EconHacker, and AggroDiplomat bots accept automatically.
CANCEL_NAP
| Property | Value |
|---|---|
| Duration | 15 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Player |
| Prerequisite | Active NAP with target |
End an active ceasefire. Takes effect next cycle. No skill check.
TRANSFER – Transfer Resources
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Weighting | 100% INT |
| Duration | 30 min |
| Hood Heat | 0 |
| Cost | None (amount is transferred) |
| Target | Player |
| Prerequisite | Active NAP with target |
| Transfer Amount | $500 x multiplier |
Transfer dirty cash to a NAP partner. Both hoods must be at the same node.
Spionage (Spy Cluster, v1.64.0)
Information warfare. Five distinct flavours of “get eyes on a rival” — they trade duration, cost, heat, and persistence.
INFILTRATE
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | INT |
| Weighting | 70% STL / 30% INT |
| Duration | 45 min |
| Hood Heat | +5 |
| Cost | None |
| Target | Player |
One-shot break-in. Gathers detailed intel on the target’s net worth and sector control. Heat from the noise of forcing entry.
SHADOW
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | INT |
| Weighting | 70% STL / 30% INT |
| Duration | 60 min |
| Hood Heat | 0 |
| Cost | None |
| Target | Player |
Subtle tail. Same intel payload as INFILTRATE but no heat — pure shadowing, no contact.
BUG
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | TCH |
| Weighting | 60% STL / 40% TCH |
| Duration | 30 min |
| Hood Heat | +2 |
| Cost | $800 (device) |
| Target | Player |
Persistent listener. Passive heat trickle from the device left in place.
PLACE_SPY
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | CHA |
| Weighting | 60% STL / 40% CHA |
| Duration | 30 min |
| Hood Heat | 0 |
| Cost | $400 |
| Target | Player |
| Lockout | Hood locked 1 day post-place |
Stationary observer. Hood committed to the observation post for a day after placement.
UNDERCOVER
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Weighting | 70% CHA / 30% INT |
| Duration | 60 min |
| Hood Heat | +3 |
| Cost | $1500 (cover identity) |
| Cooldown | 168h (1 week) per hood |
| Target | Player |
| Lockout | Hood locked 3 days post-embed |
Long-term embed. CHA-primary (cover identities lean social). The week-long cooldown + 3-day lockout means this is a high-commitment intelligence move.
Hacking
Pure-digital crime. TCH-primary across the cluster.
HACK_RECON (v1.65.0)
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | INT |
| Duration | 30 min |
| Hood Heat | +1 |
| Cost | None |
| Target | Player |
Passive scan. Detailed intel without paying — the price is the small attributable heat. Fizzles in EMP-disabled sectors once that mechanic lands.
HACK_AUDIT (v1.65.0)
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | INT |
| Duration | 45 min |
| Hood Heat | +3 |
| Federal Heat (self) | +3 |
| Cost | $1000 |
| Target | Player |
Digital alternative to AUDIT_PRESSURE. Pushes target’s audit risk +0.08. Weaker push (0.08 vs 0.12) but no NPC-contact requirement.
DOXX (v1.65.0)
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | INT |
| Duration | 45 min |
| Hood Heat | +5 |
| Federal Heat (target) | +8 |
| Cost | None |
| Target | Player |
Public-leak paper trail. Adds detailed intel AND bumps the target’s federal heat — the leak is public, the feds notice.
CRYPTO_STEAL (v1.65.0)
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | INT |
| Weighting | TCH×40 + INT×30 attr-scaled |
| Duration | 60 min |
| Hood Heat | +8 |
| Cooldown | 72h |
| Cost | None |
| Target | Player |
Bank-account drain. steal_cash with field: clean since v1.69.0 — pulls clean cash from the rival’s wallet, clamped to their available balance.
MALWARE (v1.65.0)
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | INT |
| Duration | 45 min |
| Hood Heat | +4 |
| Cost | $500 |
| Target | Building (rival) |
Software sabotage. Damages building DefenseValue base=30, TCH-scaled. Pairs with RAID — soften before assault.
DATA_WIPE (v1.68.0)
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | INT |
| Duration | 45 min |
| Hood Heat | -15 |
| Federal Heat (self) | +5 |
| Cooldown | 48h (per player) |
| Cost | $1000 |
| Target | Police record system |
Police-record erase. Local heat goes down hard (-15 hood), federal heat goes up (+5) — street-cops forget you, FBI notices the intrusion. Per-player cooldown to prevent crew-rotation spam.
HACK_SIPHON (v1.69.0)
| Property | Value |
|---|---|
| Primary Attribute | TCH |
| Secondary Attribute | INT |
| Weighting | TCH×30 + INT×20 attr-scaled |
| Duration | 45 min |
| Hood Heat | +6 |
| Federal Heat (self) | +3 |
| Cooldown | 72h |
| Cost | $1500 (gear) |
| Prerequisite | TCH ≥ 60 |
| Target | Building (rival’s wash pipeline) |
Wash-pipeline drain. Pulls clean cash from the rival AND damages the targeted laundering building (DefenseValue base=25). Slightly smaller TCH-scaling than CRYPTO_STEAL (30/20 vs 40/30) — pays for the double effect.
Note (Server v1.70.0 pause): DRONE_STRIKE + INTERCEPT_DRONE were temporarily disabled pending a proper drone-engagement subsystem. See
docs/DRONE_SUBSYSTEM.md. HACK_FREEZE, HACK_REROUTE, EMP, TRACE_HACK remain gated pending hack-defense-layer design.
Violence (Wave 4, v1.65.0)
SNIPE
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | STL |
| Weighting | 60% INT / 40% STL |
| Duration | 45 min |
| Hood Heat | +15 |
| Cost | $2000 (equipment) |
| Cooldown | 48h |
| Target | Hood (rival) |
Precision hit. INT/STL-scaled, ignores proximity (works any sector). damage_hp base=80 + INT×2 → near-instant kill. Heat from the gunshot noise, even without witnesses.
INCITE_RIOT
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | STR |
| Duration | 60 min |
| Hood Heat | +5 |
| Sector Heat | +20 |
| Cost | $200 (dirty — ringleader bribe) |
| Cooldown | 72h per player |
| Target | Sector |
AOE crowd control. damage_all_in_sector base=15 hits every hood in the sector regardless of owner. Useful as a distraction (massive sector heat draws police) or area denial.
Audit & Federal Pressure
White-collar warfare. Don’t shoot the rival — get their books seized.
BRIBE_AUDITOR
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Duration | 45 min |
| Cost | $1500 |
| Target | Self (own audit risk) |
| Prerequisite | NPC contact: Auditor |
Cancels an incoming audit on the caller. Reduces own AuditRisk by 0.25. The Auditor contact is mandatory — scout one first via SCOUT_CONTACT.
COOK_BOOKS
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Duration | 60 min |
| Cost | $800 |
| Target | Self |
Accounting fraud. Reduces own AuditRisk by 0.15, no NPC contact required. Smaller swing than BRIBE_AUDITOR but no prereq.
KIDNAP_AUDITOR
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | STL |
| Duration | 90 min |
| Hood Heat | +20 |
| Federal Heat (self) | +10 |
| Cost | None |
| Cooldown | 168h (1 week) |
Nuclear option. Cancels pending audit, BUT high heat consequences. Use only when corruption channels are exhausted.
AUDIT_PRESSURE (v1.62.0)
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Duration | 60 min |
| Federal Heat (self) | +4 |
| Cost | $2000 |
| Target | Player (rival) |
| Prerequisite | NPC contact: Auditor |
Inverse of BRIBE_AUDITOR. Push rival INTO the audit-trigger zone. Adds +0.12 to rival’s AuditRisk. Same Auditor contact powers both directions — the contact you bribed can also be the one you pay to look the other way at your rival.
Counter-Investigation (#226-2 Layer 2)
Tools for managing active investigations against you. Reachable only when an Investigation is actively running on a Player.
WITNESS_INTIMIDATION
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | CHA |
| Duration | 45 min |
| Hood Heat | +5 |
| Target | Sector (active investigation) |
Suppress witness Evidence accrual. Slows the investigation’s stage-progression timer.
BRIBE_COP / BRIBE_DETECTIVE
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Secondary Attribute | INT |
| Duration | 30 min |
| Cost | Varies by stage |
| Target | Investigation |
Pay off the lead investigator. BRIBE_COP works at Beat-Cop stage; BRIBE_DETECTIVE is the Detective-stage equivalent. Successful bribery pauses Evidence accrual for the case (bribed: true).
DISCREDIT_INVESTIGATOR
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Duration | 60 min |
| Cost | $3000 |
| Target | Investigation |
| Prerequisite | Investigation stage ≥ Detective |
Drop the investigation one stage on success. Critical reset path for cases that escalated past Beat-Cop.
ELIMINATE_INVESTIGATOR
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | STL |
| Duration | 90 min |
| Hood Heat | +25 |
| Federal Heat (self) | +15 |
Lethal removal. Resets the investigation but at massive federal heat cost — the FBI doesn’t ignore a dead detective.
RAID_PRECINCT
| Property | Value |
|---|---|
| Primary Attribute | STR |
| Secondary Attribute | TCH |
| Duration | 120 min |
| Hood Heat | +30 |
| Federal Heat (self) | +25 |
Burn the case file. Drops investigation by one stage AND clears stored Evidence. Highest-heat counter-action.
RELOCATE_OPS
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Duration | 90 min |
| Cost | $5000 |
| Target | Self |
Move operations away from the investigated sector. Resets the investigation’s sector lock. Player must re-establish operations in new sector.
CLEAN_UP
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Secondary Attribute | TCH |
| Duration | 45 min |
| Hood Heat | -8 |
Sweep evidence from a crime scene. Reduces hood heat retroactively. Different from DATA_WIPE — physical cleanup, not digital.
Personnel Management
Long-term roster investments.
TRAIN_HOOD (v1.63.0)
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Duration | 480 min (full day) |
| Cost | $500 |
| Cooldown | 24h per runner |
| Target | Self |
Train your runner’s currently-highest attribute by +1 (or +2 on crit). Soft-capped at 80. Specialist arc — strong gets stronger. See Runners for the full attribute-progression note.
SEND_TO_MEDIC (v1.60.0)
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Duration | 60 min |
| Cost | $300 |
| Target | Self (own injured hood) |
Restore HP to an injured runner. There is no passive HP regen — without SEND_TO_MEDIC, damaged runners stay damaged until they die. See Runners — Healing.
SEND_TO_SAFEHOUSE (#578)
| Property | Value |
|---|---|
| Primary Attribute | STL |
| Duration | 30 min |
| Lockout | 3 days (default) |
| Target | Self |
Retreat a runner to safehouse for N days. While in safehouse: hood inactive, but heat decays at the safehouse-multiplier rate for the entry day. Last-resort heat-cooldown for hot runners. See Heat — Safehouse.
MAINTAIN_CONTACT (v1.66.0)
| Property | Value |
|---|---|
| Primary Attribute | CHA |
| Duration | 30 min |
| Cost | $500 |
| Cooldown | 12h |
| Target | Lowest-loyalty active Payroll contact (auto-pick) |
Bump loyalty on your lowest-loyalty NPC contact by +10 (clamped 0..100). Counters the C3 daily loyalty decay. Repeated calls cycle through the whole payroll roster automatically — Contact has no NodeID so you can’t pick one explicitly.
BLACKMAIL
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Secondary Attribute | CHA |
| Weighting | INT×30 + CHA×20 attr-scaled |
| Duration | 60 min |
| Hood Heat | +3 |
| Target | Player |
| Prerequisite | NumIntel ≥ 1 (must have gathered intel first) |
Spend one piece of intel for a one-shot cash extraction. steal_cash (default dirty) from the rival’s wallet, clamped to their balance. Cycle: HACK_RECON / INFILTRATE → BLACKMAIL → repeat.
Real Estate (Upgrades)
UPGRADE_BUILDING (v1.61.0)
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Duration | 60 min |
| Cost | BuyPrice × 0.5 × (tier+1) × 0.7 |
| Target | Self (owned building) |
| Prerequisite | Building owned (not rented), tier < max |
Lift an owned building’s tier by 1. Each tier adds +50% laundering throughput on top of the base +20% front-co bonus.
UPGRADE_FRONT (v1.64.0)
| Property | Value |
|---|---|
| Primary Attribute | INT |
| Duration | 45 min |
| Cost | (next_tier.Setup - current_tier.Setup) × 0.7 |
| Target | Lowest-tier active subsidiary (auto-pick) |
Tarnfirma tier-shift: Micro → Standard → Shell. Refreshes Cap + DailyFee from params on success. Auto-picks the lowest-tier subsidiary — repeated calls escalate the whole roster.
Fail Forward Mechanic (v0.30)
Selected core actions produce a reduced result even on failure. The skill check determines quality, not whether the result happens at all. Heat and arrest penalties still apply normally.
| Action | On Failure | On Critical Failure |
|---|---|---|
| RECRUIT | Hood with weak stats (14-30), loyalty 35 | Hood with minimal stats (5-19), loyalty 20 |
| BURGLE | 30% of normal income | 15% of normal income |
Why? Without fail forward, offensive and technical archetypes are punished in the early game – 2-3 failures in a row and the player has no runners, no money, and no way out.
Action Results: 4 Tiers
Every action has one of four possible outcomes:
| Result | Threshold | Meaning |
|---|---|---|
| Critical Failure | roll < 12 | Worst consequence. Double heat. |
| Failure | roll < 24 | Standard consequence. 1.5x heat. |
| Success | roll < 50 | Goal achieved. Normal heat. |
| Critical Success | roll >= 50 | Bonus effect: 1.5x income, half heat. |
Formula: roll = (primary_attr x weight1 + secondary_attr x weight2) x random(0.8 - 1.2)
Skill Bonus: If the runner has a matching skill (e.g. SHOOTING for RAID), the roll is multiplied by the bonus percentage.
Crit Upgrade: On success, there’s a chance to upgrade to critical success: (STR + STL) / 200. Strong, stealthy runners crit more often.
Heat Scaling
The heat cost of an action depends on the result:
| Result | Heat Multiplier |
|---|---|
| Critical Failure | hood_heat_delta x 2.0 |
| Failure | hood_heat_delta x 1.5 |
| Success | hood_heat_delta x 1.0 |
| Critical Success | hood_heat_delta x 0.5 |
Tip: Critical successes halve your heat. Invest in runner training to increase crit chance.
Failure Types
Not every failure is equal. Each action defines a type for normal and critical failure:
| Type | Name | What Happens |
|---|---|---|
| a | Null Result | Nothing. The action fizzles without consequence. |
| b | Heat Penalty | Someone saw something. Heat increases. |
| g | Traceback | Your opponent learns who attempted the action. |
| d | Escalation | Authorities become aware. Arrest risk increases. |
| e | Blowback | Your runner takes damage – HP loss or worse. |
Multi-Target Actions
Certain actions are multi-target – the runner automatically visits all relevant buildings in the target sector.
Affected Actions: EXTORT, COLLECT, VANDALIZE, BURGLE, SCOUT, RECRUIT.
How it works:
- The runner starts at their current position in the sector
- The engine orders all buildings by shortest travel distance (Dijkstra)
- Per building: travel time + action time is deducted from the time budget
- Each building gets its own skill check
- On failure: the runner continues (heat still applies)
- On arrest: the entire chain is aborted
- After 4 consecutive failures: Smart Retreat – the runner aborts
STL Bonus: Higher STL reduces travel time between buildings – up to 50% faster at STL 100. A fast runner visits more buildings per day.
Footprint Scaling: Larger buildings (2x1, 2x2) cost more time per stop.
Disabled Actions (Alpha)
The following actions are disabled for the alpha phase and will be unlocked later:
SNIPE, DRONE_STRIKE, INFILTRATE, SHADOW, BUG, SMUGGLE, PLACE_SPY, FLEE_TO, HACK_RECON, HACK_AUDIT, HACK_FREEZE, HACK_REROUTE, SKIM, EMP, DATA_WIPE, DOXX, CRYPTO_STEAL, MALWARE, TRACE_HACK, BLACKMAIL, INCITE_RIOT, UNDERCOVER, EXTORT_RIVAL, HACK_SIPHON, AUDIT_PRESSURE, INTERCEPT_DRONE, PRODUCE_DRUGS, BREW_ALCOHOL, MANUFACTURE, UPGRADE_BUILDING, UPGRADE_FRONT, TRAIN_HOOD, SEND_TO_SAFEHOUSE, MAINTAIN_CONTACT, HIRE_MEDIC, FORTIFY, INSTALL_SURVEILLANCE, CLEAN_UP, PREP_VEHICLE, TRANSPORT_GOODS, SUPPLY_ILLEGAL.