Wiki · Crime
Gruppe Sechs trucks
Armoured trucks carry the takings from the banks and the jeweller. Stop one, get into the back, and carry the cargo off.
Opens: From the start, as a civilian
The runs
A truck goes out every 12 real minutes at most: one at a time, or two at once with 4 or more players online. It leaves the Union Depository with one or two cash duffels and calls at banks and the jeweller. At each stop the courier (the guard in the front passenger seat) walks in and comes back with a briefcase or a cash bag. Pacific Standard, Blaine County and Vangelico always send a big bag. Every other stop sends a bag or a briefcase, more often a briefcase. Pacific Standard sometimes sends a bag of gold.
The truck gets one escort car once its cargo reaches $40,000, two at $80,000. An escort car holds two armed guards.
Finding one. A civilian sees a Security Van on the map only while the truck is close enough to be in view. Officers see every run. The first time a truck is attacked, every non-officer in the city gets a chat line saying a Gruppe Sechs truck is under attack, and near which street. You can also buy a tip from the insider: see Selling stolen goods.
The crew
Every truck carries four guards.
| Seat | Guard | Weapon |
|---|---|---|
| Driver | Security | Pistol |
| Front passenger (the courier) | Security | Pistol |
| Two in the back | Armed response | Advanced rifle or pump shotgun, now and then a carbine |
- The two in the back stay sealed in the hold while the rear doors are shut. Only the driver and the courier fight from the front. The two in the back come out once the doors are blown or drilled.
- The escort cars and the backup carry armed response guards, with rifles and shotguns.
Attacking one
Shooting it, ramming it, killing a guard or setting off an explosive near it makes it run: it speeds off through red lights and skips its next errand, its escorts chase anyone near, and every guard shows as a red dot on your map. The glass and the tyres are bulletproof. Officers see the guards as blue dots.
- A truck attacked while it’s stopped at a stop drives off at once with its crew locked in. Its escorts get out and cover it.
- A courier who is out when the shooting starts runs. A shot nearby, the truck being harassed, or a gun aimed at him makes him run. The truck waits a few seconds for him while he keeps making ground. A courier who can’t get any closer to the truck in 10 seconds is left behind, and drops what he carried.
- Officers can’t hurt a run. A guard, and the truck and escorts while Gruppe Sechs still has them, take no damage from an officer, and an officer aiming at one can’t fire.
It’s stopped when nobody’s left to drive it, its engine or fuel tank is shot out, two of its tyres are burst, or it’s held still for 8 seconds while under attack. Then the crew get out and fight: the front two with pistols and, once the back doors are open, the rear two with rifles and shotguns.
After the fight, if nobody has harassed the truck for 30 seconds and no attacker is near, the surviving crew get back in and the run drives on, as long as somebody can still drive it. If nobody is at the wheel a minute later, the run is lost.
Backup: a guard radios for help (2 seconds). If no officer reaches the truck 45 seconds after the call (20 with no police online), a Granger with four armed guards drives in from about 150 m (492 ft) behind the truck. An officer within 150 m of the truck before the clock runs out cancels it. When it arrives it fights if the crew is fighting, or stays with the run as another escort. No guard alive to call, no backup.
Getting into the back
- Blow the rear doors: a sticky bomb on them, or a grenade, rocket, mine or pipe bomb at the back, right at the doors. A molotov doesn’t work. The doors come off for everybody. On a truck that is standing, the whole crew, the two from the back too, gets out and fights at once. On a truck that is moving, it keeps rushing, and the crew come out only after 8 seconds stood still under fire.
- Or drill the lock: you need a Big Rotary Drill in your pockets (the banks’ drill, sold at 24/7 and gas stations: see Banks and hacking). Stand at the rear doors with the truck standing and nobody of the crew in the cab, and press E at Drill the lock. It’s the same hold-W heat game as a deposit box. If the truck moves, the bit comes off the lock. If the bit overheats, it ends and you can try again. A drilled lock swings the doors open. It’s quiet, so dispatch hears nothing, but the crew turn on you.
Then press E at the back of the truck to take the cargo out. It has to be standing still with the doors open.
- One piece a press, a moment apart, into your hands (the depot’s duffels come out last). It goes into your hands even if you wear a bag: see Carrying things.
- One person in the back at a time. A second one is told somebody is already in there. The claim lapses shortly after the last grab.
- You need empty hands. With your hands full you’re told to put it in a boot, on a seat, or down first. Left Alt puts a piece down; E at a car boot stows it.
- The prompt at the back says Sealed until the doors are open, then Take cargo with how many pieces are left, and Empty when it’s done.
- The grab is the robbery. The crew radio it in, and dispatch hears a robbery in progress.
- A run’s truck has no boot you can use. The back is the hold, and its boot is sealed.
Opening it, or not
Cargo is sealed. A briefcase or bag opens with any blade or a crowbar anywhere in your weapons, whether or not you hold it, or with a drill in your pockets. The blades are a knife, switchblade, dagger, machete, either hatchet, a battle axe or a broken bottle. You can’t do it in a vehicle or while cuffed.
- It takes 8 seconds standing still: moving stops it. Do it from your inventory, or with Y on the piece where it lies (Force the case open or Cut the bag open).
- It pays its cash in hand, and the case or bag is gone. Some pieces hide a dye pack, which spoils part of the cash.
- A gold bag gives you its bars. If you can’t carry that many, it stays shut.
- A depot duffel is cut open on the ground, with a blade only; a crowbar won’t do, and it takes about a second longer. From your inventory it is put down in front of you first. Then E on it takes the whole sum in one press, less a dye pack share. While somebody is opening it nobody can pick it up, and a second person is told so. An open duffel can’t be picked up.
- Officers get no prompt on cargo: it is evidence, and an officer picks it up and books it. See Police.
Opening cargo is Possession of Stolen Property if somebody phones it in. Or sell it sealed to the G6 insider: see Selling stolen goods.
What you’re charged with
| What you did | Charge |
|---|---|
| Attacked a truck | Attempted Armed Robbery, 3 stars |
| Took cargo out of it | One more star (Armed Robbery) |
| Drove the truck off | Theft, 2 stars |
You’re charged if an officer nearby sees you, or a passer-by phones it in.
- The crew’s radio call charges nobody on its own. It tells dispatch what happened: shots fired, an explosion, a disturbance for a ram, a robbery in progress, or the theft of the truck, each once a run. The charge only lands when a passer-by’s call gets through or an officer is there.
- A passer-by may spot you every so often while you keep at it. If one does he phones for a few seconds, and you’re told somebody saw you and is on the phone to the police. Aiming at him, shooting him or shoving him stops the call. A mask lowers the odds, as with any crime.
A lost truck
When none of the crew are left in the truck, it unlocks for anyone.
- Getting into the driver’s seat of a truck like that counts as taking it: the crew radio the theft, any crew left chase you, and it’s Theft. A medic, an officer or somebody on a job at the wheel takes nothing.
- A lost truck fades off the map after 1 minute, but it stays where it is and can be looted. It’s cleaned up a while after nobody is near it.
- A wreck says so in red at its back: the money burned with the truck, and how many bags.
Pay
| Cargo | Worth |
|---|---|
| Briefcase | $5,000 to $10,000 |
| Cash bag | $12,000 to $22,000 |
| Big bank bag (Pacific Standard, Blaine County, Vangelico) | $40,000 to $70,000 |
| Depot cash duffel | $10,000 to $18,000, one or two a truck |
| Gold bag (Pacific Standard) | 4 to 7 gold bars |
A briefcase weighs 3 kg (6.6 lb), a cash bag 6 kg (13.2 lb), a gold bag 7.5 kg (16.5 lb) and a duffel 12 kg (26.5 lb).
There’s no XP for the attack itself; the insider pays 10 Robbing XP a piece.
Tips
- Selling sealed to the insider never pays less than opening it yourself, and he already knows which pieces carry dye.
- Blow the whole truck up and the briefcases and gold are thrown clear, but the bags of money burn.
- Kill a guard carrying a case out of a bank and he drops it; hit him and he runs.
- Buy the insider’s tip and wait in his circle: the truck drives in. You can hold five tips at once, and a sixth pushes out the oldest. He won’t sell you a tip on a run you’re already robbing, or one you already have, and he won’t talk to a uniform.
- The two guards in the back are the dangerous ones, and they stay in the hold until the doors open.
- Empty your hands before you reach the truck. Cargo comes out into them one piece at a time.
For officers: every run is on your map, and you can escort one. See Police.
Related: Selling stolen goods · Banks and hacking · Wanted level and heat · Groups and parties · Carrying things · Police
Something wrong or missing? Suggest an edit. Staff review it on Discord.
