Translations:Alte sisteme:Rob/11/en

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Versiunea din 24 septembrie 2016 22:01; autor: AlexCez (Discuție | contribuții)

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  • Now, the team leader must appoint a certain role to each member, using /rob.

Available roles:

  1. Airplane Loaner - is entrusted with going to an airport and burrowing an aeroplane, which will later be used to flee the scene after committing the robbery.
  2. Gold Melter - has the important mission of finding and renting a location where the jewellery is going to be stored and later melted and sold. This location is chosen by the Gold Melter and will be set as your vehicles' destination when leaving the robbed store.
  3. Scout - must go to a fixed location where they will acquire weaponry. Afterwards, they must move to the soon-to-be-robbed store, climb to a nearby rooftop and disable 4 surveillance cameras.
  4. Gas Man - their mission is to travel to a fixed location and acquire tear gas. When the time is right, they will be told to throw approximately 10 grenades in from of the shop.


  • When all members have had their roles appointed, the team leader can move to the next step (by typing /rob). Now, everyone must successfully complete their missions. Moreover, each team-member loses 3 Rob Points.
  • Once everyone has fulfilled their duties (the 4 roles), all team-members are allowed to enter the shop and commence the robbery. Each member can steal only a certain amount of jewellery, depending on skill:
  1. Skill 1: 25 pieces of jewellery.
  2. Skill 2: 30 pieces of jewellery.
  3. Skill 3: 35 pieces of jewellery.
  4. Skill 4: 40 pieces of jewellery.
  5. Skill 5: 45 pieces of jewellery.


  • There are 15 tables in the store, each housing 40 pieces of jewellery, which rise to a total of 600 pieces.
  • To steal as much as possible, robbers must store the stolen goods in their vehicles. These vehicles are to be prepared prior to the robbery and can only be personal cars owned by team-members, rental cars, or simply civilian cars.
  • Aeroplanes, helicopters, boats, bicycles, motorbikes, factions vehicles etc. cannot be used. A single car can transport an unlimited amount of jewellery. If one of the vehicles participating in the robbery is destroyed, all of the jewellery stored inside is lost. When a robber dies, they lose their sack of jewellery, if there is one.


  • Every player participating in the robbery shall receive Wanted Level 6, 30 seconds after the first piece of jewellery has been taken from the shop.
  • Each vehicle that reaches the location previously chosen by the Gold Melter can safely deposit the amount of jewellery its carrying, inside that building.
  • Since the first vehicle arrives, all of the other vehicles have a deadline of 5 minutes before the profit is split. If all vehicles arrive within 5 minutes, the money is split right away.


  • Your paycheck is calculated based on how much you've stolen. Each piece is worth $626. From the total value of the stolen jewellery, the sum of $20.000 is deducted, in order to cover expenses (weaponry, aeroplane, tear gas).
  • The profit will then be shared equally between all members left alive. If there is no profit (not enough pieces stolen) everyone gets $0 . After having received the money, regardless of the amount, team-members will lose another 7 Rob Points and gain 1 Skill Point.


  • When you are finished depositing the jewellery from inside the vehicles, you will get a red checkpoint on the map, marking the airport. The first member to enter the checkpoint with a valid flying license shall become the pilot, while the other members become passengers.
  • The pilot can take off at any time. They will receive a mid-air checkpoint that, if crossed, will clear the wanted level of everyone inside the plane.


  • If the pilot dies, leaves the plane or loses the plane in any other way, everyone inside will be teleported outside and the aeroplane impossible to recover. The players are brought to the plane's crash site with their wanted level unchanged.
  • If one of the roles becomes available (the member appointed to that role leaves the group for various reasons) and the objectives for that role have not been completed, the robbery is cancelled.
  • A robbery can last for one hour at most, afterwards it is automatically cancelled.
  • An alarm sound will be heard during shop robbing. It will start the moment the first jewelerry is stolen and will stop after 3 minutes.