NCRP NIGHT CITY RP

Night City Wiki

Guides for every part of life in the city.

Heists

In Night City you can't just walk up to an ATM or a bank vault and start drilling. Every heist is set up by its own contact: someone standing around somewhere in the city with no blip and no sign. Each contact only deals in their one heist, and they move every few hours (and soon after someone takes their heist).

Walk up to a contact and press E Talk. They tell you about their heist, what it pays and what to bring.

The heists

HeistContactRep levelCostCrewBring
ATM RobberyByte1Free1-2Drill, or Laptop + Trojan USB
Store RobberyCorner Joe1Free1-4A gun, Zip Ties, Duct Tape
House RobberyThe Fisherman1Free1-4Lockpick (or Advanced Pick Set), Screwdriver Set, UV Torch
Armoured TruckThe Teller210 credits2-4A gun, C4, Signal Jammer
Jewellery StoreMadame Facet215 credits2-6A gun, Duffel Bag, Gas Mask
Savings BranchThe Accountant320 credits2-4Electronic Kit, Trojan USB, Drill, Hacking Device
Paleto Bay SavingsThe Miller435 credits3-6A gun, Security Card A, Thermite, Lighter, Drill, Rope
Night City ReserveThe Architect550 credits4-8A gun, Security Card B, Electronic Kit, Trojan USB, Thermite, Lighter, Drill, Bank Decryptor

Nobody tells you where the contacts are. Ask around.

How to take a heist

  1. Find the contact and press E Talk.
  2. The list shows a green tick or a red cross for every tool, for the police in the city and for your crew.
  3. When everything is green, pick Take the heist. Any credits are paid and the clock starts. A small timer shows at the top right of your screen.
  4. Everyone standing within 10 m of you (up to the crew size) joins your crew.
  5. Pull it off before the clock runs out. When it pays out, every crew member gets their credits and rep, and you have 15 more minutes to clear out.

ATM, store and house heists give you 3 tries: a failed hack or a broken pick uses one.

Credits and rep

  • Heist credits pay for the bigger heists. You earn them by finishing heists (the free ones pay 2-3 credits each).
  • Rep unlocks the bigger heists: level 2 at 50 rep, 3 at 150, 4 at 350, 5 at 700.
  • Running out of time, walking away or getting cancelled pays nothing.
  • After a heist ends you lay low for 10 minutes before you can take another.
  • The big heists have a city-wide cooldown, and only one crew can run each at a time.

Tips

  • Contacts don't talk to on-duty police.
  • Talk to the contact again to walk away. If the leader walks away, the whole crew is off it.

Staff commands

  • /heistnpcs [contact] lists where every contact is right now. With a contact id (byte, joe, fisher, teller, facet, accountant, miller, architect) it also sets your waypoint.
  • /heistmove [contact|all] sends contacts to another of their spots.
  • /heistreset [heist|all] clears heist cooldowns and every lay-low timer.
  • /heistcredits [id] [amount] adds credits (use a minus to take them).
  • /heistcancel [id] ends that player's heist for the whole crew.
  • Website Staff panel → Heists (needs the Heists permission): change the items each heist needs, firearm yes/no, cost, rep level, police, crew, time, cooldown, payout, open/close a heist, and add / edit / switch off / delete each contact's spots, Move now or Randomise (3 new random spots). The game picks changes up within 20 seconds, no restart.
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