ORDERS
A (enforcers) (boss #)
ASSAULT ENEMY FAMILY. This
is very dangerous. Your enforcers will attempt to kill the enemy boss
and as many of his family as possible. This usually results in an all-out
war between the two families, as your enforcers try to assault his
headquarters. Regardless of the success, both families can lose a lot
of enforcers in the attempt. An attempt on the boss's
life will only occur if you can overcome the enforcers
defending
the
house. The estate gives a bonus to the defending enforcers. The larger
the estate, the better the bonus.
Enforcers from unsuccessful "minor
bosses" often have little chance to defeat the enforcers of a
highly successful Mob Boss.
You may issue this order
many times per turn, however the only one that will happen is the first
one that passes the checks for enough enforcers available and the enemy
boss is still alive.
This order is not effective
until the beginning of week 26 (it takes that long for your staff to
locate the headquarters of the other bosses) unless a boss declares
as godfather before week 26 in which case they can be assaulted immediately.
B (enforcers) (gang #)
BLANKET PROTECT BUSINESS. This
order sends enforcers to your businesses. The number of enforcers specified
is the number of enforcers you want at each business controlled by
this loyal gang.
Unless zero enforcers are
specified, it will not decrease the number of enforcers already present.
(Also see 'P' order.)
If you specify '0' for
gang #, enforcers will be sent to all of your businesses (should you
have enough enforcers).
If you specify '0' for
enforcers, all enforcers at that gang's businesses will return to protect
you (they arrive at the end of the turn).
If you specify '0' for
both enforcers and gang #, you are recalling all enforcers at your
businesses.
C (block #)
CHECK OUT BOSS MAP. This
order gets you a 15 x 15 block map of mob boss territory. The map is
centred on the block # you specify. This order requires 12 enforcers
to perform the mission and may be issued just once per turn. This order
can be safely issued if the block # you specify is controlled by one
of your loyal gangs. Otherwise …
D (block #)
DISRUPT BLOCK. Two
enforcers "cause problems" on the block you specify. If
there are defending enforcers at the Mob Business a fire fight
will ensue. Where there are defending enforcers, the odds strongly
favour the defenders. If a block with a Mob Business is successfully
disrupted, the Mob Business will be shut down for a few weeks.
Disrupted Mob Businesses do
not count towards the required 80 needed to declare for Godfather.
E (enforcers) (pimps)
EMPLOY/HIRE: This
order hires additional enforcers and/or pimps. It costs $1000 to hire
your first enforcer, $1200 for your second, and continues to increase
by $200 for each additional enforcer you hire on the same turn. Each
enforcer comes equipped with his very own submachine gun. Pimps cost
$600 each - the price does not increase like enforcers because there
are plenty of slimes waiting to pimp for you.
For example: E 3 7 would
hire 3 enforcers and 7 pimps at a cost of $7,800 (i.e. 1000 + 1200
+ 1400 + 600 x 7)
Note: Enforcers and Pimps
are each paid $300 per turn, including the turn they are hired. Newly
hired enforcers are assigned to guard the boss but can be used elsewhere
immediately.
G (boss #)
GET LIST. This order
sends three of your enforcers to get you a list of all the gangs loyal
to the mob boss you specify.
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