Illegal
Crime & Robberies
This section focuses on the non-drug crime layer: robberies, boosting, money movement, and other higher-risk systems that rely on preparation and escalation discipline.
Subpages
Drill into the part of this system you actually need
Crime Overview
How illegal content is layered, how to approach it responsibly, and what separates casual crime from organized crime.
Robberies
The broad robbery layer across stores, houses, jewelry, trucks, and other targets.
Store Robbery
Entry-level robbery content that still demands timing, pressure handling, and an exit plan.
ATM Robbery
A tighter illegal loop focused on access, tools, and keeping your exposure low.
Jewelry Robbery
A higher-profile hit that pushes players into faster scenes and more obvious police pressure.
House Robbery
A more cautious crime route that leans on timing, stealth, and reading the moment.
Truck Robbery
A moving-target crime loop where setup and route control matter more than brute speed.
Armored Trucks
A more serious robbery layer that rewards planning and crew discipline.
Car Boosting
A custom boosting system with contracts, progression, and crew identity built into it.
Fraud
A different style of illegal play built around scams, systems abuse in-character, and quiet profit loops.
Money Wash
How dirty money is cycled back into usable value without exposing exact hidden methods.
Black Market
The general underworld supply layer players touch once they move past small-time crime.
Resource Coverage
Server systems grouped into this section
These are the live resource folders that informed this category, grouped at a player-facing level so the wiki stays accurate without dumping raw developer detail onto readers.
- qb-storerobbery
- pl-atmrob-main
- qb-jewelery
- qb-houserobbery
- qb-truckrobbery
- HH_qb-armored-trucks
- HH_carboosting
- pl_fraud
- qb-moneywash-main
- hh_chemical_robbery
- HH_qb-airdrops