Kills & Assassinations
Lethal PvP with a price - detectives, ammo, return fire, hospital risk. On a kill, cash and owned shops, casinos, and dealerships can change hands.
A kill is lethal PvP against a tracked target. It costs prep, ammo, and risk. Done right, it can take more than a wallet - owned assets can move to the killer.
Requirements
- Same city as the target. You must be alive and not in jail or hospital.
- You cannot attack someone who is in hospital.
- Active detective tracking on the target - no intel, no shot: Detectives & Tracking.
- Equipped loadout with ammo for any firearm that fires. Combat is a back-and-forth by weapon slot (below).
- Shooting cooldown between attempts.
- New-player kill protection: characters stay protected from being killed until they reach Muscle (configurable). Hiring detectives or attempting a kill ends protection immediately.
Combat
The fight runs weapon slot by weapon slot until someone hits 0 HP:
- Your primary fires first.
- If the defender survives, their primary returns fire.
- If you survive that, your sidearm fires, then theirs.
- Melee for both sides is last resort.
Backup weapons only enter if the fight still needs them. Firearms need matching ammo.
- Damage scales with shooting accuracy, health, bullets fired, weapon type, and target rank.
- The defender returns fire after each of your weapon exchanges if they survive it. Return fire spends their ammo but does not consume their weapons. Defenders can set a preferred return-fire bullet count in Settings → Combat (still capped per weapon type).
- Your attack spends ammo from every firearm that fired and consumes the lead weapon.
- Stacked armor reduces incoming damage; armor takes wear and can break at 100%: Loadout & Armor.
- If both survive and either fighter is left critically wounded, they can land in hospital for a gunfight recovery timer: Energy & Health.
- On a successful kill, nearby characters may get witness statements - and you’re told who saw it.
Accuracy grind: Shooting Practice.
On kill - the stake
Kill has a price for both sides.
- Loot a percentage of the victim’s cash and ammunition.
- Complete any active hitlist on them for the bounty: Hitlist & Contracts.
- Ownership transfer: casinos, shops, dealerships, and other owned assets may transfer to the killer. That is the real empire stake - assets other players use are worth something, and dying can hand them over.
Protect what you own, or accept that a better-prepared player can take it. Death and recreate rules: Death & Recreation.