Gang HQ
Crew jobA house that belongs to the gang, not to one player. A shared safe, a respawn point for everyone, and a target for the gangs across town.
Buying the HQ#
At the door of a property for sale, the boss of a gang without an HQ picks who it's for: themselves, or the gang. The boss pays out of pocket, bank first. An HQ doesn't take one of their 4 home slots. A gang only has one HQ: to switch, sell the old one first.
The HQ belongs to the gang: if the boss changes, it stays. The whole gang sees it on the map and gets a message when it's bought.
What it gives you#
- A shared safe: cash, weapons, ammo, drugs, consumables, with the space of the property's tier. Every member can store and take, even when the boss is away.
- Respawn: each member can choose to respawn there, on login and after dying, as long as they're in the gang. Set it inside or in the Home app.
- Gang contract rewards, paid straight into the safe, as far as there's room.
- A hideout: like your own place, going in makes the cops lose your trail, with the same limits (no more than ★★, not mid-fight).
Who put in or took out what shows up in the Gang app history.
Who runs it#
The boss and the lieutenant change the decor and install upgrades, at their own expense (no kennel at the HQ). Only the boss sells the HQ, with an empty safe: they get 50% of the price and upgrades in the bank.
A member who leaves the gang (or gets kicked) loses access right away, and is put outside if they were in. What they stored stays with the gang.
If the gang is dissolved, the HQ is sold automatically. Whoever closes the door (the boss who dissolves it, or the last member to leave) gets 50% of the price and upgrades in the bank, plus the cash in the safe. Weapons, ammo and drugs are lost.
Raids#
A rival gang can come and clean out your HQ safe. Never a personal safe.
- ScoutingIn the Contracts app, a group of at least 2 (henchmen included) scouts an HQ. A member of the target gang has to be online and the safe has to hold at least $30,000, cash and drugs counted. The app shows the safe's size and the security installed.
- Break the door25 s without upgrades. The whole target gang is alerted at the first hit, and the raiders get ★★.
- Get inThe door stays open for 5 min. Raiders land in the same instance as the defenders. Things will get loud.
- Grab30% of the cash and drugs in the safe, $150,000 of cash max. The cash is split between raiders, the drugs go to whoever empties the safe. Then get out fast.
The raid falls through if nobody from the target gang is online anymore. A raided HQ is left alone for 2 h. To defend it better: security upgrades and the panic room. A successful raid goes into both gangs' history and counts toward the raiding gang's contracts and ranking.
Raiders have between scouting and the door: plenty of time to rally everyone. And one player can only raid . Until the door gets hit, .