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STREET GUIDE/SOCIAL & COMBAT

Sabotage

Hit them where they keep it — the wallet, the garage, the armory.

Sabotage is violence against property. From level 5, you can hire a crew to hit another player's assets — their bank, their bullets, their cars, their drugs. No hospital, no jail for the victim; just a hole where their wealth used to be.

How an operation runs

Pick a target, pick a crew, pay the cash fee — and 500 $CRIME on top to stay anonymous (a gang operation pays 1,000 $CRIME from the gang treasury instead). The operation enters a planning window and executes on its own schedule. Success is a contest across all four effective stats; Gadgets and Accessories strengthen its Intelligence and Charisma legs. The Javier bodyguard sharpens everything on your side — power, planning speed, and your odds of staying unnamed. Victims with an active gang Informant Network get warned someone is coming and may identify an anonymous attacker; the fee burns whether the cover holds or not. Against anonymous gang sabotage, the small and big networks also add +5% and +10% defense respectively.

You can have only one personal sabotage job pending. After a result there is a 8-hour global cooldown before you can target anyone again — any result burns it, including one your target repelled or sat out in the safe house. A hit that actually lands also starts a 24-hour cooldown against that same victim; if they defended, you can come straight back once the global clears. An active Sabotage Den shortens both, down to 3 hours global and 12 hours for the same target at level 5.

The crews for hire

CrewOn successFee
Kid GeniusTarget loses 4–6% cash in bank.$200,000
NeoTarget loses 2–5% of their stock holdings.$400,000
Drive By CrewTarget loses 2–4% of hooker count.$200,000
Pyro PhreakTarget loses 2–5% of their bullet stockpile.$400,000
Dirty CopTarget loses 10–20% of their drug inventory.$200,000
Luxury EscortsTarget loses 10–15% of their tickets.$600,000
JohnTarget loses 1–3% of all core stats.$800,000
Chop CrewTarget loses 10–20% of their garage vehicles (randomly selected).$400,000
Demolition CrewTarget loses 2–4% of their factories (randomly selected).$400,000
For the victim
There is no insurance. Spread your wealth across asset classes — a player who keeps everything in one bank balance or one bullet pile is one Kid Genius or Pyro Phreak away from a very bad day.

Gang sabotage — the war machine

A gang with a Sabotage Den wages this at scale: team operations of 2–5 members against rival gangs, unlocked one per facility level. Higher levels also boost the team's attack and defense and shorten every cooldown — including the personal ones above.

Den levelOperation unlockedOn success
1The DrainTarget gang loses 3–5% of their gang bank balance.
2Powder BurnTarget gang loses 3–5% of their bullet bank balance.
3Chop JobTarget gang loses 5–10% of their garage cars (randomly removed).
4Honey TrapOne random active operational rental is immediately deactivated. Informant Network remains protected.
5The PhantomOne random active facility goes offline for 6 real hours.

The five escalate: money first, then ammunition, then the garage, then the rentals a family is leaning on, and finally The Phantom — which takes a rival facility offline for a full game day. A bullet factory that produces nothing during a war is how wars are won.

BeatingsKill Operations & the Safe House