Raid a rival business from PvP. Success puts a share of its uncollected cash into your pocket. Every attempt costs 10 energy, and failure brings heavy penalties.
- Raid power = STR × 1.0 + SPD × 0.6 + CUN × 0.8 (with gear; active effects do not count), times the residence bonus (+5% in a tier 2 district, +10% in tier 3). Chance = power ÷ (power + the shop's security), clamped between 5% and 95%. A typical mid-game raider has about 120 power.
- Success steals 50% of pending cash, capped at $500,000. A personal business loses its pending accrual; a gang business loses only the stolen amount and keeps its stock.
- Failure: jail for 15 minutes + 5 minutes per defense on the target, −30 HP (and 10 minutes in hospital if that knocks you out), a fine of 10% of your pocket cash (at least $1,000), the owner learns your name, and THAT target is closed to you for 4 hours — every other one stays open.
- Cooldowns. 10 seconds between your raids; each shop can only be hit once every 60 minutes.
- Targets. Personal owners need level 5+ and an account older than 24 hours. Gang businesses have no personal owner and do not use that owner protection. You cannot raid your own gang. Search by business, owner or gang; war rivals appear first. Targets are never a member of your own gang or a business owned by your gang. The list can be sorted by Biggest loot, which searches the whole city for the most uncollected cash.
