The Fixer's next job

The Big Score: five roles, one city-wide heist

One target puts the whole city to work. The Big Score brings five-person syndicates, paid intel work and a shared prize pot to Street Crime, with decisions that follow you home after the getaway.

The Fixer has a target, and every syndicate in Street Crime wants a piece of it. You need the right people, enough intel to choose an approach and a plan that survives contact with the job. Then you have to get your share home and turn it into money you can use.

The Big Score arrived on 31 August as a recurring heist event in Street Crime's browser crime RPG. It gives players a job to prepare together, while the contracts board also gives solo operators a reason to get involved. Here is where your character can fit into the next score.

A cargo ship at a rain-soaked dock under cranes, from The Big Score target artwork
Cargo-ship target artwork used in The Big Score. The current announcement names the target and city.

One target, five seats

When The Fixer announces a Big Score, the target belongs to the whole game. Separate syndicates prepare their own run at the same job, with every successful take drawing from a shared pot. Your crew gets one attempt. There is more to think about than beating another team to a finish line: you need a plan your people can actually carry out.

A syndicate has five core seats: mastermind, wheelman, muscle, ghost and face. The mastermind puts the plan together and agrees the cuts. The other seats give players different responsibilities, from getting the crew out to dealing with locks or talking past the people in the way. A strong character is useful; a player who turns up for their part matters too.

Big Score syndicate screen showing the five crew roles, example cuts, readiness and preparation supplies
The current syndicate interface with an example crew. Check each seat, cut and readiness before locking in; these players and amounts are illustrative.

Your syndicate screen puts those decisions in front of everyone. Each seat shows its cut and whether the player has locked in, with the crew's intel, bribe fund and vehicles underneath. In this example, the wheelman and face still need to lock in. The nearest-plan checklist names the gaps and points you towards the work that remains.

Scout before you commit

Preparation starts in the target city. Scouting gathers Routes, Schedules and Personnel intel, and the intel your syndicate assembles determines which approaches it can choose. Divide the legwork, agree what everyone gets and check the job clock before the plan locks. On the night, the action opens in timed beats for the players holding the relevant seats.

A cargo ship and an armoured convoy give the city different jobs to plan around. The useful question for your syndicate is what it can prepare properly: which intel it has, which approach that opens and who is available to carry out each part. Agree those things while there is still time to change the plan.

Big Score intel screen with a personal notebook, unhanded intel and the syndicate progress against Routes, Schedules and Personnel requirements
The current intel interface with example scouting progress. The notebook and crew totals show what you hold and where the syndicate still needs work; use the live event for its current limits.

The intel board separates your notebook from what the whole syndicate knows. Its bars measure the crew against the plan it is nearest to on intel, so you can see which gaps still stand in the way. You can see unhanded intel in the notebook and contribute it to the crew. That gives your next scouting run a purpose: help fill a gap instead of guessing which preparation matters.

The getaway is not the end

Getting paid is another decision. A take can include marked money that needs to be fenced or washed before it becomes spendable cash. Evidence and hot goods can keep the aftermath uncomfortable after the main job has ended. The escape is only part of the story; keeping what you brought home takes attention as well.

That aftermath makes the cut you agree before the job more than a number on a crew sheet. Think about the work involved in handling the take as well as the run itself. Keep an eye on the event after execution so you can deal with what your syndicate brings back.

The contracts board gives players outside a syndicate a way into the event. While crews are still forming, you can sell scouted intel to one that needs it. The Fixer pays favours for the points supplied. His own scouting jobs give the city work to contribute to, and masterminds can post contracts for help with their preparations.

Those favours can be spent at The Fixer's store, with unspent favours paid out in cash when the job closes. You can take part without organising five people's schedules or winning a seat in an established group. Check what the board is buying while the preparation phase is open.

Find your part in the next score

  • Want a syndicate seat? Read the full Big Score guide, find people who can turn up and agree your role and cut before committing.
  • Prefer working alone? During preparation, scout the target city and check the contracts board for crews buying intel.
  • Coming back after a break? Follow The Fixer's current announcement and read the changelog before relying on an old plan.

New to Street Crime? Create a free character and start with the getting-started guide below. Build your connections, learn your way around the city and watch for The Fixer to put the next target on the board.