The OC Heist — short for Organised Crime — is the biggest operation MafiaKill has to offer. Six players, six roles, a 3-hour cooldown and a payout multiplier of ×280. It is the endgame multiplayer job: expensive to gear for, demanding to run, and spectacular when it pays off.
Everything about the OC Heist is bigger. Every player brings a weapon and a tool, and can optionally bring explosives. Only certain cars count as 'OC enabled' for the crew. This guide covers every role, every piece of gear, and the strategy that turns six players into a well-oiled machine.
The Six Roles
An OC Heist fills six seats, and each role has its own payout multiplier. The Leader drives the operation at ×1.0, the Shooter follows at ×0.85, the Code Cracker at ×0.8, Demolitions at ×0.75, the Driver at ×0.7 and the Lookout at ×0.65.
The multipliers are a map of how much each role matters to the payout. But note that the Leader — despite the ×1.0 — is the coordinator, and a good Leader is worth more than any multiplier difference. Assign your sharpest mind to leading, then slot everyone else by strength.
| Role | Multiplier |
|---|---|
| Leader | ×1.0 |
| Shooter | ×0.85 |
| Code Cracker | ×0.8 |
| Demolitions | ×0.75 |
| Driver | ×0.7 |
| Lookout | ×0.65 |
Pro Tips
- The best Leader is your most organised player — coordination beats a better multiplier.
- Shooter and Code Cracker pay the most after Leader; give them to your top earners.
- Never launch an OC Heist with fewer than six players if you can help it — every seat is a multiplier you are leaving on the table.
Weapons and Tools
Every player on an OC Heist brings a weapon and a tool. The weapon roster runs from the Compact Pistol at 8,000 up to the Heavy Machine Gun at 40,000, with the Submachine Gun (18,000), Shotgun (20,000), Combat Shotgun (25,000), Assault Rifle (25,000) and Sniper Rifle (35,000) in between.
Tools are the specialists' kit: Military Binoculars at 3,000, Advanced Lockpick at 8,000, RF Scanner at 12,000, Encryption Cracker at 15,000 and Night Vision at 20,000. Between weapons and tools, a fully kitted six-man crew is a serious upfront investment — which is exactly why the ×280 payout exists.
| Weapon | Cost | Tool | Cost |
|---|---|---|---|
| Compact Pistol | 8,000 | Military Binoculars | 3,000 |
| Submachine Gun | 18,000 | Advanced Lockpick | 8,000 |
| Shotgun | 20,000 | RF Scanner | 12,000 |
| Combat Shotgun | 25,000 | Encryption Cracker | 15,000 |
| Assault Rifle | 25,000 | Night Vision | 20,000 |
| Sniper Rifle | 35,000 | — | — |
| Heavy Machine Gun | 40,000 | — | — |
Pro Tips
- The Compact Pistol keeps the cost of entry low, but upgrade your Shooter's weapon first for the biggest effect.
- Tools are cheaper than weapons — make sure nobody turns up without at least the Advanced Lockpick.
- Match the tool to the role: a Code Cracker with an Encryption Cracker is a combination the game clearly rewards.
Explosives and the Crew's Cars
On top of weapons and tools, players can optionally bring explosives. Incendiary Devices cost 18,000, C4 Explosives 20,000, and the Demo Pack 25,000. They are optional for a reason — they add to an already expensive loadout — but for a crew chasing maximum payout, they are the edge that separates a good run from a great one.
The crew also needs the right rides. Only certain cars are 'OC enabled' — vehicles approved for the operation. Before you gather six players, check that every car on the crew is OC enabled, because a single non-compliant vehicle can stop the whole heist from launching.
- Incendiary Devices — 18,000 — the entry-level explosive.
- C4 Explosives — 20,000 — the standard demo charge.
- Demo Pack — 25,000 — the premium option for a full-send crew.
- OC enabled cars only — check every vehicle before you launch.
Pro Tips
- Make the OC-enabled car check part of your pre-run routine; a disqualified car cancels the heist.
- Explosives are optional — skip them on your first few runs while you learn the flow.
- Budget the full loadout before the run so nobody is caught short on a 40,000 weapon.
Planning a Successful OC Heist
A successful OC Heist starts long before the run. Six players, three cooldown hours, and a serious per-player budget in weapons, tools and possibly explosives. That is a big commitment, which is why the OC Heist is a gang activity at heart — it needs a roster you can trust to show up geared and ready.
With a ×280 multiplier and a 3-hour cooldown, the heist is worth scheduling. Pick a fixed time, assign roles in advance, confirm weapons, tools and cars, and only then launch. A crew that treats the OC Heist like a weekly appointment will quickly see why it is called the biggest operation in the game.
Pro Tips
- Schedule OC Heists on a fixed cadence — a 3-hour cooldown rewards planning, not spontaneity.
- Confirm gear ahead of time so the run does not stall while someone scrambles for cash.
- Start without explosives, then add them as the crew's budget grows — reliability first, margin later.
Pro Tips
- 1.The ×280 multiplier is why the OC Heist is worth its heavy entry cost — treat it as an investment.
- 2.Assign roles before the run and keep your sharpest player as Leader; coordination wins heists.
- 3.Check every car is OC enabled before launch — one bad vehicle wastes the whole crew's time.
- 4.Weapons and tools stack: the more of the top gear the crew brings, the smoother the run.
- 5.Explosives are the margin for established crews, not a beginner purchase — earn them first.
Related Pages
The Syndicate guide — MafiaKill's 4-player co-op operations. The four roles and their multipliers, the random targets from the bullet factory to the stock market, and the weapons and equipment that raise your odds.
The weapons guide — the basic, advanced and premium weapon tiers, how weapons and bullets feed your combat power, and the special equipment used in multiplayer heists.
The complete car theft guide — the four theft tiers, car categories from low to exotic, the garage system, smuggling capacity and the best value rides in MafiaKill.
The full 25-rank mafia ladder in MafiaKill — every rank from Street Rat to Ultimate Godfather, how XP and levelling work, and how combat power is calculated.
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