ContentsYour phone and friends · Crews

Your phone and friends

Roll with a crew

Your friends, under one name. A has its own in front of every member's name, runs gigs, contracts and gun runs together, and fights for the crew boards. It lasts until you leave it.

  • Up to 25 members
  • 4 count on a run
  • A tag on every plate

Your crew

Start one, or get the call

Open the phone's Crews app (V, then Crews), or go to /crews in your browser. One crew each.

  1. 01Start it

    Anyone signed in who isn't in a crew can start one.
  2. 02Name and tag

    A name of 3 to 24 characters, a tag of 2 to 4 letters or digits, and a colour from the crew palette. Names and tags are one of a kind: no lookalikes, nothing that poses as staff.
  3. 03Invite

    Ask any friend who has you as a friend too, online or not. An invite waits 7 days.
  4. 04Run together

    Gigs, contract races and gun runs, below. Your crew is saved: a restart forgets nothing.
  • Up to 25 members. On any one run, 4 count: the runner and the mates who spent the most time on it.
  • The leader renames the crew or its tag once every 24 hours (the first rename after starting it needs no wait), changes its colour any time, kicks, hands over the lead, or disbands.
  • Leaving: anyone can leave. A leader who leaves hands the lead to the longest-standing member; the last one out ends the crew, and its name and tag are free again.
  • Mid-run: leave or get kicked during a run and it's saved at once, but you stay on that run until it's paid. Nobody gets put out at the door.
A sample crew. Up to 25 members; 4 of them count on any one run.

Fly the colours

Your tag, everywhere

The street reads a crew before it reads a name.

  • On your plate: [TAG] in the crew's colour, in front of your name, over your head.
  • In chat: the same tag on every line you send.
  • Crew chat: a Crew tab in chat, beside Friends, while you are in a crew. A line there goes to every crew-mate who is online; you see the last 24 hours when you open it.
  • Crew-mates see each other's heads on the map in the crew's colour.

Turf

Crews on the map

Everyone's map shows where the crews are rolling, without giving anyone away.

  • A marker shows when two or more of one crew are within 150 m of each other on one server: "[TAG] Name · 3 together".
  • The block, not the spot: it sits at the middle of the square they're in, never on a member.
  • Never on a hot load: no marker while one of them is on an underworld run.
  • Only members who share their activity are counted, as on the friends map.
Two or more of a crew within 150 m of each other show as one marker, at the middle of the 250 m square they're in: you know the block, not the spot.

Crew runs

Three ways to run together

A is the same run as alone: the same route, the same police, the same pay. The crew just does it together.

QuestionGigsContract racesGun runs
Who runsThe crew's lead takes a courier or air cargo gigEvery crew-mate who wants in joins the race, as a runner of their ownThe crew's lead takes the run; the crew gets the call to escort
Together howRide along, escort in your own car, or keep watch on foot near the runnerThe first of you to deliver wins it for the whole crewEscorts block hunters, as the Burner's crews always have
ChipsWhat the gig pays alone, shared equallyThe contract's pay plus the crew win bonus, shared equallyNone: runs pay Rep and XP
XPThe runner's as alone; each mate a share as crew XPCrew XP for the winner and every mate who countsThe escorts' share of the run's XP and Rep
Board dailies aren't crew runs: your daily is your own (the Crew daily's ride along is how a friend helps). Drug runs stay solo.
  • Who counts on a gig or gun run

    A mate on the runner's server, within 150 m of the runner, actually playing and not on a run of their own, for at least 60% of the run from its start. Joining for the last few seconds counts for nothing.

  • Who counts on a team race

    A crew-mate whose own run is live in that race, who is driving or riding (not parked at the pick-up), for at least 60% of their own run, and well on the way: a drop made, or past half way from the pick-up to the next drop. Or who delivered it.

  • Counts for the split, not the boost

    A mate on your home connection, or one you've already run 8 runs with today, still gets their share of the chips, but adds nothing to the XP boost or the crew win bonus.

  • Counts for nothing

    A crew-mate busy with another contract (holding one, or in another contract's race), or already at their day's limit for that size of contract, gets nothing from this one and adds nothing to it.

The pay

Shared, boosted, and a bonus for the win

Nothing is made out of thin air: a crew splits what the run pays, and the bonus comes out of the contract's own pot.

XP boost+10% a matefor every crew-mate who counts, up to +30%
Crew XP a day1,500the most crew XP one player earns in a UTC day
Crew win bonus+10% a mateof a contract won as a team, up to +30%
Daily wagesEveryone'sa race's crew-mates each earn its whole ; a gig's riders half
Worked out at today's rates: 10% for each crew-mate who counts, up to 30%. The bonus comes out of that contract's own pot.
  • Equal shares: the chips split evenly among everyone who counts, to the last chip; any remainder goes to the runner who delivered.
  • The bonus is paid only on a contract race won as a team. It comes from the contract's own pot of its company's takings: when that pot holds less, the bonus shrinks, and the contract's own pay is never touched.
  • Why bother? A team of three has about three times the chance of winning a race, and splits it three ways. What the crew buys is the company, the XP boost, the bonus, and a place on the boards.

How contracts and their races work: contracts. How a day's wages are paid: daily wages.

/crews

The crew boards

The crews page at /crews ranks every crew, this week and all time, on what its members do while they're in it.

EarnedWeek · All time

Chips paid for work: contracts, jobs, gigs, prizes.

Chips playedWeek · All time

Chips played at the tables.

Races wonWeek · All time

First home against a rival from outside the crew.

ContractsWeek · All time

Contracts delivered.

Team racesWeek · All time

Contract races won as a team.

Crew runsWeek · All time

Gigs, team races and gun runs paid.

XPWeek · All time

XP earned while in the crew.

Time togetherWeek · All time

Time on crew runs, every member's.

The best all-round crew: its places on six of this week's boards (earned, chips played, contracts, crew runs, XP and time together) added up, lowest wins, among the crews that did at least one crew run this week. A tie goes to the crew that earned more. Last week's stays up, settled.

It's a title, not a prize: nothing is paid for it.

  • What counts: only what a member did after they joined, and only from members who share their activity. What they did in the crew stays the crew's when they leave.
  • What never counts: tower yield and dividends (that's holding, not doing), and chips sent between players.
  • The bankroll: every crew also shows the chips its members hold right now, added up (every kind, as each one's top bar shows them). Only the crew's total, never a member's: members who keep their activity to themselves are not in it, and a crew shows it from two members who share theirs.