Police & jail
ROB RUN Police Guide: Enlist, Arrest, Badges and Shift Pay
Updated · RobrunCodex
Enlist at the Looty Bay Police Station when a slot is open. Basic duty supplies standard gear and a patrol vehicle without a badge. Cuff surrendered or knocked-out Criminals, complete the arrest and claim shift earnings at clock-out. Ranked equipment uses badges and repeat issues can require another badge.
Complete one basic shift before buying ranked access
The first Police objective is a complete duty loop. Buying every badge before trying the role ties up money without teaching enlistment, arrest or salary collection.
- Enlist when a slot is open
Speak to the station officer. Standard duty uses issued equipment rather than your personal criminal loadout.
- Make the Criminal arrestable
A standing, resisting Criminal cannot simply be cuffed. Surrender or knockout must come first.
- Complete the arrest
Other Criminals may rescue the target. Killing an already surrendered or arrested player provides no reward.
- Finish and claim the shift
Confiscated-goods salary is claimed at clock-out, mostly as goods. Do not equate seized catalogue value with instant cash.
Clock in at the station and use the issued loadout
Speak to the Looty Bay station officer to begin duty when a slot is open. A badge is optional for basic entry. The department provides uniform, weapons and a service vehicle; personal equipment is held until clock-out and cannot be used during the shift.
Officers retain inventory on death and may kill only Criminals. Police authority operates within Looty Bay, not settlement patrols. Party members in the city must share a role; an optional setting accepts a party Police-role request.
Recognize the duty state at the information counter
At the station officer, start duty when a slot is available. Once enlisted, the counter offers duty actions such as End Duty and equipment selection. Check the issued loadout before leaving; a ranked selection is a separate choice from basic enlistment.
Start duty at the station counter
The station counter changes to duty actions after enlistment. Ranked equipment selection is a separate choice.
Watch the interaction · 13:54–14:35
Make an arrest instead of treating every encounter as a kill
Only surrendered or knocked-out Criminals can be cuffed. Imprisonment follows a short delay that the officer can shorten. Arrest rewards more than a kill; killing someone already surrendered or arrested gives no reward.
The surrender command temporarily improves arrest rewards. Other Criminals can attempt a rescue during the sequence, so the arrest is not finished at the first cuff interaction. An accepted bank-funded bribe lets the arrested player leave with bag and equipment.
What makes a Criminal arrestable
- Surrender or knockout
The player must be in one of these states before cuffing.
- Cuff and complete
Imprisonment has a short delay; a rescue can interrupt the process.
- Reward outcome
Arrest pays more. Killing surrendered or arrested players pays nothing.
Use salary bonuses and finish the shift
Lawful activity builds earnings. Surrender commands, an active service-vehicle siren and accepted backup requests grant temporary salary bonuses. Accepted backup also guarantees free issued equipment.
Confiscated-goods salary is claimed at shift end, mostly as goods rather than direct cash. Better confiscations improve pay, but the shift has an earnings cap whose amount is not specified. A bag’s catalogue total is not an immediate salary transfer.
Finish at the station, then claim what is available
Return to the station officer and end duty, then use the salary-collection action for the available shift reward. Check the reward and inventory rather than reading a confiscated item’s catalogue value as an instant bank payment.
The recording’s earnings belong to that player’s shift. They do not establish a fixed reward for two arrests, a salary cap or income per hour.
Return for the shift reward
The example returns to the station after the shift. Its reward belongs to this recording; it is not a fixed salary or a risk-free income claim.
Watch the interaction · 15:19–15:47
Badges pay for an issue of ranked equipment
Sergeant, Lieutenant and Captain badges unlock better issued kits. A badge allows one issue of that rank’s equipment; after death and medical assistance, a replacement ranked loadout needs another badge. Badges may be found or bought after research, and Sergeant also has a barter route.
All three badge research paths total $730,000. That is research, not the full repeat-use equipment budget. Exact ranked kit contents and fixed badge-spawn pins are not listed.
Ranked equipment has repeat costs
Badges: Sergeant, Lieutenant and Captain
Know the restrictions that still apply on duty
Traffic offences still count for Police. Violation level ten causes temporary station detention, preventing role changes and personal item use. Police can ram Criminal vehicles, block bridges temporarily and confiscate bags or cargo; a service vehicle is not immunity from traffic rules.
Police Radios reveal nearby Police vehicles and the encounter feed, including uses for Criminals. The installed vehicle version survives driver death. Station room Keycard access and armory ID Card access are separate loot interactions; the armory ID has an Evidence barter route and breaching produces an announcement.
The Police Radio (and why Criminals want one)
| Item | Price | Research | Needs | District level | Jail time |
|---|---|---|---|---|---|
| Police Radio (gadget) | $10,000 | $25,000 | Nothing | II | 60 years |
| Police Radio (car upgrade) | $300,000 | $200,000 | Longhorn Titan | III | 275 years |
Worked choice: basic issue or a badge purchase?
Basic enlistment needs no badge, so it lets you learn the shift without first paying for Sergeant research and purchases. A badge permits one issue of its ranked kit. If you die and need another ranked issue after medical assistance, budget another badge rather than treating the first as permanent equipment ownership.
All three badge research paths total $730,000, but that is not a salary target or the cost of unlimited ranked lives. Try the basic shift, learn the arrest and clock-out sequence, then decide which rank you can both unlock and keep issuing.
Common questions
Why can I not use my personal gun on shift?
Personal equipment is held until clock-out. Duty uses the issued loadout, with badge conditions for ranked issues.
I used a badge once. Why do I need another?
A badge permits one issue of rank equipment. A replacement ranked kit after death requires another badge.
Why can I not cuff a standing Criminal?
Only surrendered or knocked-out Criminals can be cuffed. Complete that state change before the arrest interaction.
Why am I detained or unable to change role as Police?
Traffic violations still apply. At violation level ten, temporary station detention prevents role changes and personal item use.
Where is the cash for goods I confiscated?
Salary is claimed at shift end and mostly issued as goods. It is not an immediate catalogue-value cash payment for each seizure.
Why can I not enlist even though I reached the station?
Police duty depends on open slots. Basic gear is supplied when you enlist; buying a badge does not establish that a slot is available.

