Progression & Loadouts
Reviewed 2026-10-15
Separated solo profile progression from room-local equipment and rank.
Reviewed controls, progression and available mode rules against the current catalog, simulation and visible menus.
This page describes City Takeover ranks and catalog equipment. A fresh run resets its city and cash while retaining permanent profile progress. Online rooms have match-local rank and equipment; Base Assault upgrades do not follow this rank ladder.
City Takeover difficulty
Tough → Hardened → Wanted → Ruthless. Win at your highest unlocked tier to unlock the next; choose an unlocked difficulty before starting a fresh city. Difficulty is not a different game mode.
Higher solo difficulties increase rival reinforcement pressure. Wanted and Ruthless amplify Heat and keep a Heat floor; Ruthless also shortens ordinary rival casualty recovery. These rules do not change online modes.
Physical Training
Open Rank → Physical Training. Spend earned rank points to permanently improve solo health, damage, armor or speed; Gold Bars are optional. These upgrades do not transfer to online matches.
Run perks
In new City Takeover cities, capture 1, 10, 20, 40 distinct non-home blocks to earn perk choices. Pick one of three; read gains, drawbacks and activation conditions. New offers share one rarity; Legendary is not guaranteed and can be offered only once per city.
Watch ad to reroll is optional and costs no cash or Gold Bars: one completed rewarded ad replaces the choices once per popup, preserving rarity. If ads are unavailable, choose without one. Continue keeps chosen perks and pending choices; a fresh city resets them. Older saves without perks stay without them.
Continue keeps the saved city and its difficulty. A fresh city keeps reputation, rank, unspent rank points, permanent training, earned difficulty unlocks and permanent owned items, but resets cash, territory, businesses, crew and equipped gear. Online matches have their own progression, not your City Takeover save.
You start as a nobody with bare knuckles. Through sustained conquest and careful investment, you can build an empire and arm yourself like a Kingpin.
The Rank Ladder
A higher crew cap is permission, not free recruits. Compare hire cost and ongoing payroll in Crew & Combat before filling it. After a purchase, verify the equipped loadout; owning a weapon is not the same as selecting it. Base Assault uses its own shop.
Your Rank determines the maximum size of your Crew and the tier of equipment you can purchase. Ranking up requires accumulating Respect through combat and territorial control.
- Corner Hustler: Up to 3 crew. Nobody knows your name yet. Change that.
- Runner: Up to 5 crew. You move product and people notice.
- Enforcer: Up to 8 crew. Debts get collected because you show up.
- Lieutenant: Up to 13 crew. You hold blocks, not corners.
- Underboss: Up to 19 crew. Half the city takes your calls.
- Consigliere: Up to 27 crew. Wars start and end on your word.
- Kingpin: Up to 40 crew. The city is an address book and you own it.

Weapons & Armor
Your personal loadout defines your combat role. Ordinary cash equipment can unlock up to two tiers ahead of your current rank; premium equipment follows its own Gold Bar entitlement.
- Bare Knuckles (melee): Free, loud, and deeply unimpressive.
- Brass Knuckles (melee): Fast close-range pressure with no room for hesitation.
- Louisville Special (melee): Slower swings trade speed for reach and stopping power.
- 9mm Pistol (sidearm): Reliable damage, cadence, and accuracy at street range.
- .44 Revolver (sidearm): Slow, accurate hand-cannon shots with heavy burst damage.
- Street Sweeper SMG (automatic): High close-range output traded for accuracy and reach.
- Sawn-Off Shotgun (shotgun): Six pellets deliver a devastating 90-damage close-range burst.
- AK Pattern Rifle (automatic): Strong sustained damage with useful range and controlled spread.
- Rooftop Marksman (precision): Extreme range, accuracy, and single-shot damage at a measured pace.
- Gilded Hand Cannon (sidearm): Premium hand-cannon burst with fast follow-up shots.
- The Argument Ender (automatic): Unmatched sustained output traded for a wide bullet spread.
- RPG-7 (launcher): Exclusive warhead: rockets detonate on impact and punish clustered enemies.
Armor Is a Tradeoff in Timing
Before buying armor, compare the remaining cash with your net income. For example, a $500 reserve at net income of minus $100 per minute funds only five minutes of payroll. That is a budgeting example, not a fixed game price: use your current Empire and Crew values, and restore positive income before adding another hire.
- Street Clothes: Fashionable. Not bulletproof. It adds 0 health and reduces incoming damage by 0%.
- Leather Jacket: Takes the edge off a bad night. It adds 15 health and reduces incoming damage by 8%.
- Kevlar Vest: Standard issue for people who get shot at. It adds 45 health and reduces incoming damage by 20%.
- Tactical Rig: Plates, pouches, and confidence. It adds 90 health and reduces incoming damage by 32%.
- Ballistic Plate Carrier: You walk into rooms differently wearing this. It adds 160 health and reduces incoming damage by 44%.
- Titanium Exo-Weave: Prototype weave. Shrugs off rifle fire. It adds 280 health and reduces incoming damage by 58%.
Vehicles
Vehicles provide mobility, crew capacity, and armor bonuses:
- Candy Lowrider: Slow at stoplights, fast where it counts. It carries 1 extra crew and adds 2% armor.
- Sabre Muscle Car: Loud, brutal, gets you out of the block. It carries 2 extra crew and adds 4% armor.
- Blackout SUV: Roll deep. Four extra guns ride with you. It carries 4 extra crew and adds 10% armor.
- Armored Cash Van: A moving fortress with a payroll in the back. It carries 6 extra crew and adds 20% armor.
- Kingpin Limousine: Arrive like the verdict has already been decided. It carries 8 extra crew and adds 28% armor.
Loadout Synergy
Buy for the next problem, not just the highest tier. Close-range weapons reward controlled approaches; precision weapons need sightlines; larger vehicles trade money for escort capacity and protection. Keep enough cash after a purchase to pay crew upkeep and defend the businesses funding the loadout.