Heat & Law Enforcement

Heat is the manhunt pressure on you and your syndicate. The more attention you draw, the more dangerous your daily life becomes. The system has three independent levels that don’t directly affect each other — but together decide your survival.


Hood Heat (per runner, 0–100)

Each runner carries their own Hood Heat. It rises through crime and decays daily based on the current value:

Current Heat Daily Decay
60+ −3 / day
30–59 −5 / day
10–29 −8 / day
< 10 stays

Safehouse bonus: Runners in a safehouse decay 1.5× faster.

How do I send a runner to a safehouse? Plan the SEND_TO_SAFEHOUSE action (Verwaltung category, $500 clean cash). The runner immediately loses 30 Heat and stays out of action for 3 days; on the day of action the 1.5× decay bonus kicks in. Useful when a single runner has accumulated heat above 60 and you can spare them from your plan for a few days.

Hood Heat scrub via DATA_WIPE (server v1.68.0): for a $1,000 / 45 min TCH-driven hack against the police record system, −15 Hood Heat drops onto the executing runner immediately. Cooldown 48 h per player (no crew-rotation spam) and +5 Federal Heat for the digital intrusion — street-cops forget you, the FBI notices. Pairs well with CRYPTO_STEAL or HACK_SIPHON runs where Hood Heat racked up quickly.

What happens at high Hood Heat? Hood Heat is the primary factor in arrest probability. Combat-knockout arrest threshold: Heat > 60 + HP 0. Action-fail-arrest threshold: Heat ≥ 55.

Tactical tip: Rotate your runners. Let people with high heat rest while others take the hot jobs. An arrested runner is useless to you.


Sector Heat (per sector, 0–100)

Each sector has its own Heat value. It rises through fights, shootings, and open crime in the sector — and decays automatically by 5 points per day.

Sector Heat drives patrol spawns in the sector (see Law Enforcement):

Sector Heat Patrols per Sector
0–29 0
30–59 1
60–79 2
≥ 80 3

Warning: A hot sector affects all players active there — not just you. If a rival heats up a sector, you suffer too.


Federal Heat (per player, 0–100) — The RICO Counter

Federal Heat is the most dangerous of the three levels. This isn’t about beat cops — it’s about federal authorities. High Federal Heat can destroy your entire empire.

What drives Federal Heat up?

How do you reduce Federal Heat?

How do you know your Federal Heat?

Your Federal Heat is not directly visible. Other players only see vague hints in the Gazette. You yourself only learn your exact value through a Compliance Bureau contact — one of the most valuable informants in the game.


Federal Escalation

Thresholds are inclusive lower-bound: ORANGE starts at 60, RED at 75, INDICTMENT at 90.

Level Heat Impact
GREEN 0–39 No attention. You’re under the radar.
YELLOW 40–59 Cryptic hints appear in the Gazette. Other players get suspicious.
ORANGE 60–74 Elevated arrest bonus (+0.03 probability bonus on your runners).
RED 75–89 Higher arrest bonus (+0.06). Daily 15% chance of building seizure.
INDICTMENT 90–100 Indictment! See below.

INDICTMENT (90–100)

When you reach 90 Federal Heat, a 5-day countdown begins. Each day: 15% chance of building seizure.

Day 5 — FEDERAL SEIZURE:

The Second Indictment — GAME OVER

A second indictment during one season eliminates the player (indictment.eliminations_for_game_over: 2).


Strategic Tips