| Special Cargo Warehouse | An executive office, then a warehouse | Crates sourced a few at a time and sold in bulk. Payout scales with warehouse fullness. |
| Vehicle Cargo Garage | An executive office, then a vehicle warehouse | Stolen cars sourced on demand and exported. Top range vehicles pay far more than standard ones. |
| Clubhouse Ventures | A motorcycle club clubhouse | Cocaine, meth, weed, counterfeit cash and forged documents. Supplies tick down whether or not you are online. |
| Bunker | A bunker property | Manufactured weapon stock plus a research tree that unlocks upgrades available nowhere else. |
| Nightclub | A nightclub with technicians assigned | Passive accrual. Technicians pull goods from your other ventures into one warehouse while you play. |
| Hangar | An aircraft hangar | Air freight cargo. Slow per run with long sale legs. It suits players who enjoy flying. |
| Kosatka | A submarine | The island heist. The only one a single player can run start to finish with no crew. |
| Agency | An agency building | Security contracts, payphone hits and a longer storyline with its own finale. The steadiest mid-size income. |
| Acid Lab | The First Dose missions, then a truck upgrade | A mobile production line inside a truck. Low attention, steady output, and it travels with you. |