Armed Robbery
Solo hits on progressive targets. Equip a weapon (or Trigger Fingers), take heat, spend the gun on the attempt.
Armed robbery is higher-stakes solo work than street crimes - businesses and locations, bigger payouts, weapon gates. Not a crew job. Not the job board.
Targets
Targets unlock in a progressive chain (corner shop up through casino-tier). Each one lists a base success rate, wait time, and unlock requirement. Start where you can actually win - burning heat on a locked-out target wastes the cooldown.
Story Missions can add a temporary Story target (for example Mickey's Tip). Those only appear while the matching mission is active, may require an equipped firearm, and usually do not consume that gun.
Weapon choice
Before you pull:
- Pick Trigger Fingers or one weapon from your equipped loadout (primary, sidearm, or melee).
- Weapons sitting unequipped in inventory are not options - equip first: Loadout & Armor.
Success chance = target rate + weapon modifier, capped at 90%. Better metal helps; it does not guarantee the take.
Item weapons are consumed on the attempt - win or lose, that gun is gone. Don’t bring your only keeper unless you can replace it.
Cost
- Every attempt raises heat and counts toward armed-robbery missions.
- Cooldown between pulls. Adrenaline Shots (Credit Shop) can skip the wait when you’re willing to spend.
Cool heat at the Legal Office when you’re free - not from a cell: Legal System & Jail. Street crimes and the job board are separate loops: Crimes & Heat, Illegal Jobs.