A fight in this game is decided in about forty seconds, and almost all of the preparation for it happens before those forty seconds begin. This chapter is the reference: the two people who run a fight, what you set up in advance, how to read the code when it comes, and how much you are expected to send. The story version, for a first raid, is in Your first raid.
- The RL builds the raid. The Caller does all the talking.
- The code is three digits: knives, guns, bikes, in tens of percent.
- Easy fight: 100k from everyone. Hard fight: the priority applies.
- The Caller says which of the two it is, every single time.
Two jobs, and they are never the same person
The Raid Leader opens the raid and thinks about one thing only: the configuration of that raid. Nothing else reaches him — not questions, not reports, not chat. An RL who is also answering the room is an RL who loses the raid.
The Caller is the coordinator of the fight. Announcements before it, control of the chat during it, the priorities, who sends what, the timings and the troop amounts — all of that is the Caller's, and the Caller informs the room at every battle.
There is always more than one Caller. The list of RLs is published, so you always know whose raid you are joining.
During a fight, the chat belongs to the fight
Follow the R4s, the Caller and the RL, and nobody else. Concretely, while a fight is running:
- Do not flood the chat, and do not drop gold boxes in it.
- Do not post locations unless somebody asked you for one.
- Do not open raids on police stations or anything else on the side.
- Park your other activities. They will still be there in ten minutes.
The reason is narrow and practical: the Caller is reading that chat to run the fight, and every line you add is a line between the Caller and the thing they needed to see.
Be ready before the raid opens, not after
Once the call goes out you will have seconds, not minutes. So the setup happens earlier:
- Anti-recon on, so the other side cannot read your crew before hitting it.
- A crew UB set, so your support account is already behind you.
- Combat gear on — not the gear you gather in.
- Combat specialties set, for both UB and GW.
- Parked near the team. Distance is march time, and march time is the fight.
The code is three digits, and the digits are tens of percent
They always come in the same order — knives, guns, bikes — and each digit is that many tens of percent of what you send. So 334 is 30% knives, 30% guns and 40% bikes. Once you see that, most codes read themselves.
| Code | Knives | Guns | Bikes |
|---|---|---|---|
| 334 | 30% | 30% | 40% |
| 343 | 30% | 40% | 30% |
| 442 | 40% | 40% | 20% |
| 055 | — | 50% | 50% |
| 046 | — | 40% | 60% |
Four codes break the rule and have to be known by heart. Three of them use an X, which simply means "all of it":
| Code | Means |
|---|---|
| 333 | one third of each — the digits do not add up to ten here |
| X00 | full knives |
| 0X0 | full guns |
| 00X | full bikes |
If a code arrives that you cannot read, send anyway in whatever mix you have and look it up afterwards. Late is worse than wrong.
Easy fight and hard fight ask for two different things
An easy fight asks the same amount of everyone: 100k, in the mix the code names. Nobody is held back and nobody is special.
A hard fight is where the priority applies. It is a sending order, not a ranking of people: against a target that hits back, the raid has to be built out of troops that are still standing after the first exchange, so the crews that take that exchange best go in first.
| Priority | Who |
|---|---|
| P1 | troop Star 10 |
| P2 | troop Star 9 |
| P3 | everyone else |
The Caller says which of the two it is, before the first troop moves, every time. You are never expected to guess, and if it was not said, ask in one line.
What actually leaves your hand
Three things, and always the same three: one knife, one luxury car — never the mortar car — and the troops in the mix the code asked for.
Send when and as requested. Never earlier, never in a different mix, and never "a bit more because it looked close". A raid is a shape the RL built, and a crew that arrives off-plan costs more than a crew that stayed home.
RJB — the buff that decides how much your troops are worth
RJB is the Raid Join Buff, and it is the number an officer looks at first when reading a roster. You raise it in the Investment Center, under Equipments, and its level follows your King and Godfather combat gear.
There are three values it can hold — 5%, 8% or 20% of crew ATK — and which one you have depends on that gear. 8% is the bar a new member is asked to clear before joining; nobody already inside is measured against it.
It also carries 20% HP and 20% DEF, and the buff stacks across the crews that join a raid up to a ceiling of 100%. That is the whole reason the faction cares about your RJB rather than about your own power score: yours is added to everyone else's.
The old printed name for it was "RJA". That name is dead — it is RJB.
Send what was asked, when it was asked