Crime CityStreet GuidePlay Now
STREET GUIDE/ACTIONS

Specialized Crews

Heists, Organized Crime, and Mega OC: the planned jobs that pay like it.

Specialized crimes are the city's set-piece jobs: you assemble a crew, everyone commits money and equipment to a role, and the whole operation resolves in one dramatic roll. They are the biggest paydays in the game and they scale with your level, so a crew that keeps training keeps earning more from the same job. Preparation dominates — but luck always gets a vote.

The three jobs

JobCrewUnlocksCooldown
Heist2 playersLevel 33 hours
Organized Crime4 playersLevel 612 hours
Mega OC8 playersLevel 824 hours

Roles & requirements

Every job needs a leader, who fronts the planning cash, and a driver, who commits a car from their Garage & Car Theft - seats, speed, and condition all matter, and for the bigger jobs a truck beats anything on wheels. Organized Crime adds an explosive expert (buys dynamite or C4) and a weapon expert (brings bullets). Mega OC fields the full eight: two drivers, a hacker with serious computing hardware, a lookout, and hired muscle, each with their own cash and bullet stakes.

The leader assembles the crew, everyone locks in their requirements, and the job executes. What each member committed matters at payout time.

Filling the seats

When the leader plans the job they choose how it fills. An invite-only crew is the default: the leader picks names and sends inbox invites, and nobody else can see it. An open crew is listed on the public open-crews board, where any eligible player can walk up and claim a free role without waiting to be asked. Either way the seat is only yours once you accept it and pay in — the same checks apply to a stranger off the board as to an invited gang mate.

You can only hold one crew at a time. A seat you claimed yourself counts immediately, so finish a job before you plan another. An invite you haven't answered doesn't count against you — nobody can tie you up by spamming invitations.

The board won't let you claim a seat you couldn't take. If you are under the job's level floor, or still on that job type's cooldown, the crew shows you the reason instead of its open roles — a claimed seat locks that role for everyone else, so it can't be held by someone who isn't able to go.

The board is how a Mega OC actually happens
Eight seats means eight people online, off cooldown, and able to pay their role. Opening the crew to the board is usually faster than chasing that roster through the inbox.

The outcome

Every job resolves to a graded outcome — from a Disaster up to a rare Legendary result. Preparation moves the odds and nothing else does: crew stats, role equipment, the cars committed, and how far above the job's level floor the crew sits. A well-drilled crew lands in the top bands most nights.

Preparation never buys certainty. There is no readiness score that guarantees a Legendary and no crew so weak that Disaster is the only result on the table. A maxed crew will still have quiet nights, and an underdog crew can still get lucky — that is deliberate, and it is why the job is worth watching.

What it pays

The payout is absolute, not a multiplier on what you spent. It is set by the job (Mega OC pays far more than a Heist), the crew's average level, and the outcome — so the same Legendary run is worth several times more to a level-13 crew than to a level-3 one. Committing an expensive car no longer inflates the pot; it improves the odds, which is what it was always meant to do.

Costs are handled separately, and they come back before any profit does. Anything worse than a Clean result reimburses nothing; a weak Clean gives half the costs back; a solid Clean makes the crew whole. Profit only starts at Pro — a Clean job is a break-even night with some loot on it. Bullets brought to a job are reimbursed in cash at $650 each, whatever the outcome does.

OutcomeWhat you see
DisasterThe job collapses. Everything the crew committed is gone.
BotchedIt came apart. Still nothing back on the costs, and nobody profits.
CleanIt worked, but it did not pay. A weak Clean returns half the costs and a solid one covers them fully — no profit either way. Bullets and stat gains start dropping here.
ProThe first score that actually pays. Profit begins here and climbs steeply with every point, alongside bigger bullet and stat drops, the first $CRIME, Driving or Kill skill for the roles that earned it, and leader hooker loot.
EliteA big score, and the widest loot table — leader drug loot and bonus cars on top of everything above. It also makes the newspaper.
LegendaryThe top of the ladder: the largest pot, the best drug and car bands, and up to three cars for the leader on a perfect run.

Splitting it up

Cash is cost-first. Each member's reimbursement is paid before anyone profits; once that is covered, non-transferable leader loot counts as the leader's first profit share and the remaining profit is split evenly across the crew.

Bullets and $CRIME are shared transferable loot for every member. Stat gains land directly and cannot be taken. Bonus cars, drugs, and hooker loot go to the leader. Non-leader transferable loot is held until the leader distributes it.

Nightlife tickets are not crew loot
Jobs used to drop Nightlife tickets and no longer do — a ticket stack refills itself every real day whether or not anyone hands you more, so the drop rewarded nobody. Old crews that still owe you tickets pay out exactly as before.
On trust
The leader distributes the transferable loot, so the leader touches everyone's payout. That matters most on the open-crews board: joining a stranger's crew is the fastest way to fill a seat and the easiest way to get walked. Check who is leading before you claim one.
RobberiesTraining & University