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Heist • 4P

Series A Funding

Five setup jobs collect separate shipments for Trevor, followed by a warehouse defence and two-vehicle delivery finale.

Dedicated artwork for Series A FundingSERIES / A
Required purchaseHigh-end apartment
Entry cost$200,000
Possible GTA$$353,500–$1,325,625
Possible RP2,000 RP–3,000 RP
Cooldown48 min
01

Complete financial model

ADJUSTABLE CUT

Manual finale split

Set every player's cut. The minimum is 15%, adjustments use 5% steps, and the total always remains 100%.

Cut total100%

Team gross$707,000min: $707,000 · typical: $707,000 · max: $707,000
Setup / supply cost$25,000min: $25,000 · typical: $25,000 · max: $25,000
Fees and commissions$0min: $0 · typical: $0 · max: $0
Team net$682,000min: $682,000 · typical: $682,000 · max: $682,000
Host / owner$363,850min: $363,850 · typical: $363,850 · max: $363,850
Partner 1 • 15%$106,050min: $106,050 · typical: $106,050 · max: $106,050
Partner 2 • 15%$106,050min: $106,050 · typical: $106,050 · max: $106,050
Partner 3 • 15%$106,050min: $106,050 · typical: $106,050 · max: $106,050
Host / owner $/h$198,464min: $198,464 · typical: $198,464 · max: $198,464
Partner 1 • $/h$57,845min: $57,845 · typical: $57,845 · max: $57,845
Partner 2 • $/h$57,845min: $57,845 · typical: $57,845 · max: $57,845
Partner 3 • $/h$57,845min: $57,845 · typical: $57,845 · max: $57,845
Team $/h$372,000min: $372,000 · typical: $372,000 · max: $372,000
Full-cycle timefast: 1 hr 20 min · typical: 1 hr 50 min · beginner: 2 hrs 50 min
Cooldown
48 minGroup heists have a 48 min wait after the finale.
First weekly cycleThe host's state for this activity determines the first weekly finale; the pool increase covers every player.
Verified permanent rules

Gross finale pool — Series A

  • The host's per-activity state determines first-weekly finale eligibility; the increase covers every player. Unofficial partner rates are labelled separately in the model.
Gross finale pool — Series A
Payout targetRepeat — NormalRepeat — HardFirst weekly — NormalFirst weekly — Hard
Finale$707,000$883,750$1,060,500$1,325,625

Easy: $353,500 repeat / $530,250 first-weekly. Cuts and the setup fee are separate.

ranking baseline: the host takes the maximum cut and every partner gets 15%; the guide supports individual cuts, while the host pays the setup cost

02

Complete step-by-step operation

OPERATIONS GUIDE V2QUATRO

Five setup jobs collect separate shipments for Trevor, followed by a warehouse defence and two-vehicle delivery finale.

Start here

Exact requirements
  • Buy a High-End apartment through Dynasty 8 and complete Lester's introduction to the original heists.
Purchase / contact / menu

Enter the planning room and select “Series A Funding — complete flow” from the available heist sequence.

Starting location

The heist planning room in the host's High-End apartment.

Board or marker

The original heist planning board.

Purchases not required
  • Extra garage space, apartment décor and personal vehicles can help travel but do not unlock the heist.

First run and replay

These are two persistent story instructions. They are not the finance calculator's weekly-variant switch.

01

First story playthrough

The first playthrough takes the host through the required “Series A Funding — complete flow” setups in order before the finale unlocks.

02

Story replay

After completion, return to the planning room or accept Lester's contact; a replay again requires the selected heist's setups.

Official mission order

  1. 01
    setup

    Coke

    Recover the shipment from the yacht and the Fratelli club.

  2. 02
    setup

    Trash Truck

    Collect the marked packages using the garbage truck.

  3. 03
    setup

    Bikers

    Infiltrate the Lost MC and extract the product vans.

  4. 04
    setup

    Weed

    Steal the truck and Technical from the Ballas convoy.

  5. 05
    setup

    Steal Meth

    Steal the tanker and deliver it to the lab.

  6. 06
    finale

    Series A Funding

    Defend the warehouse, extract both vehicles and deliver the shipment to Trevor.

Strategies that genuinely change the route

sectors and convoy

Warehouse defence, then two vehicles

When
After all five supply setups and finale sectors are assigned.
Plan
Defend the warehouse without chasing waves, then transition to the Technical and second vehicle and drive as one convoy to the lighthouse.
Trade-off
Fixed sectors limit blind spots; in convoy the Technical needs sight of pursuit without abandoning the second transport.

Plan for the selected team: QUATRO

Selected in the calculatorQUATRO for “Series A Funding — complete flow”: Warehouse lead; Technical driver; Technical gunner; Second-vehicle escort.

Concrete roles

Warehouse lead

Assigns sectors, protects stock and calls the move to vehicles.

Technical driver

Keeps a stable route and presents pursuit to the mounted weapon.

Technical gunner

Prioritizes vehicles threatening either transport.

Second-vehicle escort

Drives the second transport within the Technical's cover range.

Actions, risk and run recovery

  1. 01
    setupCoke
    Action
    Split into Boat and Helicopter Teams, board the yacht, collect every cocaine package from its decks and escape by sea or air.
    Tip
    On the yacht assign one Coke collector and two players to hold the return route.
    Risk / failure condition
    A scattered crew leaves packages or the objective player trapped below deck.
    How to recover the run
    Return to the last stairwell, collect packages by sector and leave on the cleared route.
  2. 02
    setupTrash Truck
    Action
    Steal the Trashmaster, assign Operators to cover and Collectors to load all four sets of pill-filled bags at the Vagos pickup points.
    Tip
    Position the Trash Truck so two players can load bags without crossing the street.
    Risk / failure condition
    Poor truck placement extends the stop and brings police onto collectors.
    How to recover the run
    Back the truck to the bags, clear the nearest street and finish one stop at a time.
  3. 03
    setupBikers
    Action
    Approach the Lost MC camp at night, remove targets quietly before the alarm is raised, then steal the two product vans.
    Tip
    In Bikers secure the vans first, then move them as one convoy.
    Risk / failure condition
    A lone van can be destroyed before the second leaves the area.
    How to recover the run
    Hold the lead van behind cover, wait for the second and only then resume delivery.
  4. 04
    setupWeed
    Action
    The Ground Team clears the Paleto Forest sawmill and takes two Bensons while the Lookout Team secures the Technical used to escort them.
    Tip
    For Weed split collection from cover and confirm every package before leaving.
    Risk / failure condition
    A missed package forces a return under renewed fire.
    How to recover the run
    Do not leave the field; check the final marker, collect the missing item and depart as one convoy.
  5. 05
    setupSteal Meth
    Action
    Equip masks, clear the O'Neil farm, hook up the chemical tanker and protect it on the drive to Ace Liquor.
    Tip
    In Steal Meth one pair protects the tanker while the other opens the delivery route.
    Risk / failure condition
    A destroyed tanker fails the setup regardless of cleared enemies.
    How to recover the run
    Hold the rig outside fire, remove blocking vehicles and resume under full cover.
  6. 06
    finaleFinale positions
    Action
    At the TPI warehouse, split between the north and south sides; each sector must keep the incoming gangs away from the stored product.
    Tip
    Before the finale name warehouse defenders, two drivers and two gunners.
    Risk / failure condition
    No assignment causes seat swapping during the first wave and exposes the product.
    How to recover the run
    Hold at the positions, fill roles and only then start the defense.
  7. 07
    finaleWarehouse defence
    Action
    Defeat the Vagos, Lost, Ballas and O'Neil waves while keeping Trevor and both delivery vehicles safe.
    Tip
    Defenders do not leave the warehouse until the final wave is confirmed.
    Risk / failure condition
    Chasing one vehicle opens the other entrance and lets enemies destroy stock.
    How to recover the run
    Return to the assigned entrance, rebuild crossfire and finish the nearest wave.
  8. 08
    finaleVehicle assignments
    Action
    Once the warehouse is clear, crew both product vehicles while the remaining players take the armed Technical to escort the convoy.
    Tip
    Drivers take one vehicle each and gunners stay with them to the lighthouse.
    Risk / failure condition
    Seat swaps split the convoy and leave one shipment without its gunner.
    How to recover the run
    Stop both vehicles in a safe pull-off, restore pairs and resume together.
  9. 09
    finaleRun to the lighthouse
    Action
    Keep the vehicles together, prioritize helicopters and roadblocks, and avoid rolling or losing either truck.
    Tip
    The lead chooses one lighthouse route and slows at roadblocks for the second vehicle.
    Risk / failure condition
    A large gap lets attackers focus on the rear shipment.
    How to recover the run
    The lead stops at the next cover, gunners clear the roadblock and regroup the convoy.
  10. 10
    finaleDelivery
    Action
    Deliver both shipments to the buyer at El Gordo Lighthouse; the finale completes only when the required vehicles arrive intact.
    Tip
    Bring both vehicles into the delivery zone before anyone leaves their seat.
    Risk / failure condition
    One delivery does not finish the finale and leaves the second vehicle exposed.
    How to recover the run
    Hold the zone, cover the delayed vehicle and finish only after both confirmations.

Common mistakes

Warehouse defence gap

Consequence
An abandoned sector lets a wave enter the warehouse and damage the stock.
Correction
Return to inner cover, call the open sector and move the nearest player to close it.

Chaotic vehicle transition

Consequence
One vehicle leaving early strands the other without a gunner or warehouse cover.
Correction
Hold the first vehicle behind nearby cover, fill every seat and start the route only as a complete four.

Broken convoy

Consequence
Too large a gap sends every wave onto the unprotected transport and can destroy the delivery.
Correction
The Technical slows on a safe straight, the gunner clears the tail and both vehicles resume together.

Pre-launch checklist

  • Four warehouse sectors and the vehicle-transition call are set.

  • The Technical driver and gunner keep the second transport in view.

  • Assign four sectors and do not chase one enemy beyond the stock line.

  • After the final wave, the lead calls a synchronized move into the Technical and second transport.

  • The Technical keeps enough spacing for the gunner to see both pursuit and the second vehicle.

03

Expanded informational overview

Guide scopeThis section organizes the complete cycle: requirements, phases, figures and dependencies. The detailed operation flow is in the walkthrough above.

Activity formatMulti-stage heist for 4 players
Payout modelThe post-fee pool uses manually adjustable cuts. Rankings use the preset where the host takes the maximum and every partner gets 15%; only the host pays the setup cost.
04

How the full cycle works

This section complements the walkthrough with full-cycle dependencies: unlock, preparations, finale, settlement and the next available attempt.

01

Unlock

Base requirement: High-end apartment. Minimum entry cost is kept separate from the setup fee.

02

Plan configuration

Available approach, target, difficulty and team choices determine later costs and payout distribution.

03

Preparations

The model's full time includes required preparation; optional items trade extra time for a safer run.

04

Finale

The result depends on target or pool value, participant count, possible losses and bonus conditions.

05

Settlement and replay

After deductions, the pool is distributed using the payout model. Group heists have a 48 min wait after the finale.

05

What affects the result

Target value

The min–typical–max range accounts for a variable target, loot or difficulty where applicable.

Setup cost

The setup fee is deducted before the net result is calculated.

Cuts and NPC crew

Player count and NPC crew fees can change the host and each partner's payout.

Complete cycle time

The model compares 1 hr 20 min / 1 hr 50 min / 2 hrs 50 min, not the finale alone.

Main strengths

  • High payout per completed cycle.
  • Clear split between preparation, finale and settlement.

Constraints

  • Entry and setup costs reduce the first return.
  • The result depends on team size, cuts and cooldown.
06

Solo / Duo / Trio / Quatro variants

Every supported team size shows its host, partner and team model; unofficial figures carry a clear source label, while lower-confidence payouts stay outside calculators.

QUATRO4P

Quatro: the default ranking model is 55% for the host and 15% for every partner; the guide lets you set individual cuts, while the setup cost is deducted only from the host.

Host / owner
$363,850
Each partner
$106,050
Team net
$682,000
Cooldown
48 min
07

Complete figures by team

Typical values for the selected cycle; every cell also contains a min–max range.

TeamCooldownTeam grossCosts + feesHost / ownerEach partnerTeam netHost / owner $/hTeam $/h
QUATRO48 minCooldown$707,000min: $707,000 · typical: $707,000 · max: $707,000$25,000min: $25,000 · typical: $25,000 · max: $25,000$363,850min: $363,850 · typical: $363,850 · max: $363,850$106,050min: $106,050 · typical: $106,050 · max: $106,050$682,000min: $682,000 · typical: $682,000 · max: $682,000$198,464min: $198,464 · typical: $198,464 · max: $198,464$372,000min: $372,000 · typical: $372,000 · max: $372,000

CALCULATOR

Custom scenario calculator

Enter your own pool, costs and fees, then set every player's cut.

ADJUSTABLE CUT

Manual finale split

Set every player's cut. The minimum is 15%, adjustments use 5% steps, and the total always remains 100%.

Cut total100%

Team net$682,000
Host / owner$363,850
Partner 115%$106,050
Partner 215%$106,050
Partner 315%$106,050
Host $/h$198,464
Partner 1 • $/h$57,845
Partner 2 • $/h$57,845
Partner 3 • $/h$57,845
Team $/h$372,000
Cooldown48 min
08

Key facts

Full-cycle time1 hr 20 min / 1 hr 50 min / 2 hrs 50 min
Team4 players
Cooldown48 min
VIDEO

Video walkthrough