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Base Raids

Configure organization bases, raid requirements, breach targets, loot access, vehicles, cooldowns, and recovery.

Base Raids lets a Crime organization or an authorized police unit attack another configured organization base. The server validates membership, duty, defender count, items, cooldowns and every looted target.

Base Raids is enabled by default, but a base cannot be raided until its organization has a valid Mainbase / baseZone. Do not invent placeholder coordinates on a live server.

Required base setup

Open /jobconfig → Crime System → Jobs, select the organization and configure its Mainbase. The zone needs a center, radius and height that cover the intended building without including unrelated businesses or streets.

Only these targets inside the base zone participate in a raid:

TargetShipped behavior
Organization storageLootable
Personal lockersLootable
Heist equipment storageLootable
Drug laboratoriesLootable
Police organization vehiclesIncluded
Crime organization vehiclesExcluded
Vehicle trunks and gloveboxesLootable when their vehicle is included
A storage point outside the base zone remains protected even when it belongs to the raided organization. Check every facility position after moving the zone.

Items and requirements

AttackerRequired itemAdditional default rule
Crime organizationbaseraidkitTarget must have at least 3 eligible defenders
Policepolice_raidram and search_warrantPolice must be on duty; a valid start always consumes the warrant

Register all three items through Inventory Items and make them obtainable through an intentional server route.

The shipped breach uses normal difficulty, requires 3 successful hits, has a 120-second breach timeout and uses a 3-metre interaction distance.

Run a first raid

Verify both organizations

Use a regular attacker and defenders from the intended organizations. Confirm the target base zone and the default minimum of three defenders.

Supply the correct items

Give a Crime attacker baseraidkit, or give an on-duty officer both police_raidram and search_warrant.

Open the raid tablet

Use /raid to open the shared raid interface. /raid start <organization> starts a direct test against the specified organization when every requirement passes.

Breach a target

Complete the breach minigame before the timeout. A successful breach unlocks only the selected, server-approved target.

Inspect and take loot

Open each intended storage or vehicle inventory. Confirm that every removed item appears once in the attacker inventory and disappears from the original target.

Finish and verify protection

Complete or stop the raid through its interface. A started session that ends with at least one unlocked target applies the shipped 24-hour protection. A started session that ends without an unlocked target uses the 15-minute cooldown. A validation failure before the session is created does not set a cooldown.

Persistence and restart behavior

Active raid state and cooldowns are saved. If the resource restarts with an active raid, the runtime closes that session and applies protection rather than reopening an unsafe partial raid.

The raid passes when an eligible attacker can breach only configured targets, protected targets remain unavailable, every item transfer is single-use, and a second attempt is blocked by the correct cooldown.

See Gangs and Membership, Permissions, and Troubleshooting.