H (amount of money, in
thousands) (boss #)
HIRE A HITMAN. You
take out a contract on another mob boss by hiring an out-of-town professional
hitman. He will attempt to assassinate the boss you chose. The more
you pay, the better the hitman.
A contract can last for
several weeks … and ends when the hitman makes his attempt. You may
only have one contract out at a time.
For example: H 124 656 will
have you attempt to spend $124,000 to hire a quality hitman to take
out Boss # 656.
I (gang #)
INSPECT LOYAL GANG'S
TURF. The order is similar to the gang level order, Inspect Turf.
However, it will only report the location of Mob Businesses. One
enforcer is required for every 10 blocks that the gang specified
controls.
For example: 31 blocks requires
4 enforcers.
K (enforcers)
KEEP ENFORCERS ON GUARD. This
standing order prevents some or all of your enforcers from accidentally
being allocated to your businesses. The number of enforcers you specify
will, no matter what, not be allowed to protect your businesses. If
you are assaulted, immediately following the assault, enforcers will
be pulled back from your Mob Businessess in order to protect
your boss. One enforcer will be taken from each Mob
Businesses starting with the one with most enforcers and working
down through the next most etc until either enough have been pulled
back or all enforcers have been pulled back, whichever comes first.
This will even occur between assault orders.
M (block #)
MAP AREA. See 'C'
order. This order is the same as the 'C' order but reports gang turf
instead of mob territory.
P (enforcers) (block
#)
PROTECT LOCATION. You
can assign a specific number of enforcers to protect a single mob business
with this order. The number of enforcers you specify will be assigned
to that block's business. Therefore, if the number already there is
more than you specify, the difference will be reassigned to guard you.
For example, you have 13
enforcers at block 2832 and issue this order: P 6 2832. This will have
6 enforcers guard your business on block 2832. The other 7 will return
to guarding the boss.
Note: Enforcers who return
to guard the boss are not available for use during the turn they return.
R (gang
#)
REMOVE GANG. This
order allows a mob boss to sever his ties with a loyal gang. Any enforcers
at mob businesses on this gang's turf will return at the end of your
turn to your headquarters to guard you. You see, they first gotta go
teach a lesson to the leaders of this gang and show them how unhappy
da mob boss really is!
S (boss # or gang #)
SPY ON MOB BOSS OR GANG. Your
family will try to learn what it can about the boss specified. This
includes trying to determine the location of other family's mob businesses;
but gangs that use the Inspect Turf Edge order are better at learning
such locations.
T (gang #)
TERRORIZE GANG. Five
enforcers harass and terrorise the specified gang. A wide variety of
results can occur. Don't be over-zealous, though. Too much success
against an active gang may earn that gang a Vengeance Death Mission.
When this order succeeds
against an inactive gang which is close enough to become loyal to you,
there is at least a 15% chance (and the chance increases on successive
attempts) that the inactive gang will 'give in' and become loyal to
you. In addition, all inactive loyal gangs have their 'OK' to take
block flag set to OK.
U
GO UNDERGROUND. If
you issue this order, it is the only order you can issue. You
go underground. It is extremely difficult for a hitman to make the
hit and greatly increases your chances of snaring the hitman. Also,
Assault orders will have a smaller chance of killing you. Sending in
another turn card with a normal set of orders cancels the U order.
If you wish to remain underground
but also want normal adjustments performed (such as business income
being credited to your family) and want an update of your family's
statistics, submit a turn card with just a U order again.
W (gang #)
WEALTH TRANSFER. This
order transfers $5000 to one of your loyal gangs.
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