Heists

Gangster Nation Guide

Heists are co-op crimes where you work with other gangsters to steal a haul.

Every heist has a leader who starts the planning in a certain city and recruits a team. The number of gangsters needed depends on the type of heist. When all positions are filled and each team member has selected their equipment, the leader can start the heist. A time is then given for the heist to occur – at this time, everyone must be in the right city for the heist attempt to go ahead.

If a gangster dies before the heist completes, or if a member is in the wrong city at the heist completion time, it's cancelled and all remaining gangsters can attempt the heist again.


Manage

When you're in a heist, you'll see a Manage button next to that heist, press this button to manage all aspects of the heist.

If you're the leader of the heist, or if the heist leader has given you Invite Access, you'll see a red button containing an X next to other members (except yourself and the leader). You can press this button to kick the member.

As the leader, there's also an orange button next to each member containing arrows. You can press this button to change someone's position.

Actions


Heist types

Name Haul Wait Limit per day
Bank Robbery Money 6 hours 3
Delivery Heist Bullets 6 hours 3
Trap House Drugs 4 hours 2

The wait timer for heists never exceeds the end of the game day. For example, if you complete a Trap House heist at 11pm, the wait timer will expire at midnight after only an hour.

Bank Robbery

If the team passes, you each earn 1 XP for every $1,000,000 taken. The vehicle will be abandoned.

The team fails, the vehicle receives a random amount of damage between 25% and 95%. If this results in your vehicle's damage reaching 100%, the vehicle is destroyed.

Delivery Heist

If the team passes, you each earn 1 XP for every 1,000 bullets taken. The vehicles will be abandoned.

If the team fails, both vehicles receive a random amount of damage between 25% and 95%. If this results in a vehicle's damage reaching 100%, the vehicle is destroyed.

Trap House

The drug taken is random, matching the availability of Police Chase.

If the team passes, you each earn 1 XP for every 10 units taken.


Accolades

The following accolades can be earned through this feature: