Organized crime: plan a heist with your crew | BELLOCCO Wiki
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Organized crime: plan a heist with your crew

Plan your own heist: split the roles with your crew or hire henchmen, choose your gear and watch the heist unfold live, including a room chat.

4 min read Updated Crime

In this article
  1. Build your own heist
  2. Players or hired henchmen
  3. Choosing gear
  4. Ready up and start
  5. Success chance and reward

Organized crime (OC) is the biggest job you can pull off in BELLOCCO. Where a regular crime is a solo job, in OC you build a complete heist with a crew: a gas station robbery, a jewelry store break-in, a cash transport raid or a full bank robbery. The payout is many times higher than a solo job, but you need coordination, the right roles and a bit of nerve.

Build your own heist

As the leader you open your own room: you pick a name and the roles that belong to it. Driver is always required; besides that you freely choose from Robber, Safecracker, Lookout, Gunman, Hitman and Escape artist. The more roles, the harder (and more lucrative) the heist: difficulty, loot and duration scale automatically with the number of roles.

Players or hired henchmen

You fill the roles in two ways, and that choice is the core of the whole strategy:

  • Real players who join your room: their rank, strength and (for some roles) a vehicle or weapon of their choice count towards the success chance. A real player is always better than a henchman.
  • Henchmen you hire for a fixed price to fill an empty role: quick and easy, but a crew that mostly runs on henchmen is less reliable than real teamwork and gets a small penalty on the success chance.

Choosing gear

For the Driver your own vehicle counts (from your garage), and the Gunman and Robber can bring their own weapon: the better the performance, the higher the bonus on the success chance. For the Hitman, Escape artist and Safecracker your existing murder rank, escape rank and number of cracked vaults count instead. The Lookout has no gear of its own: it runs purely on rank and strength. Not choosing anything is never a penalty, just a missed chance at an extra bonus.

Ready up and start

Once all roles are filled, every crew member marks themselves ready. Only when everyone is ready can the leader really start the heist: a short 10-second countdown follows before the heist begins. Once started, the heist really runs (about 1 minute per role), with a live progress bar, its own room chat and now and then a surprise bonus moment for one of the real players: money in the bank, XP, respect, a vault code, a tuning part or even a vehicle.

While the room is still in the waiting room, the leader can change its name and roles. Anyone on a role that still exists keeps their seat, gear and ready status; anyone on a removed role leaves the room, and hired henchmen are refunded.

Success chance and reward

The success chance depends on the average skill of your crew against the difficulty of the heist: a heist never succeeds for sure: the chance is always at most 92%, no matter how good your crew is. The fewer real players take part, the lower the chance. Success? Then the loot is split equally over all real players and paid straight into their bank (henchmen only get their fixed hiring fee, no share), plus XP and respect. If it goes wrong, the whole crew risks being arrested together: one roll decides the fate of the whole crew, with a few minutes in jail.

The result appears on your screen right away, even when you are on another page, plus a message and a push notification. The room stays open afterwards, so your crew can easily start again. After every heist a short personal cooldown applies (5 minutes by default) before you can start a new job. You find Organized crime in the menu under Crime.

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