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Looters: Although these criminals have spent most of their time stealing from others, they occasionally put something back. In this scenario they can do that for you with highways or renewed sections of slummage. |
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Gunmen: These vigilant warriors keep tabs on your hangouts with an ADM (AttackDefenseMovement) of 1,4,1 and make sure that no opposing forces can enter without your permission. They are slow, but rarely will need to be moved. |
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Machine Gunner: Once you are capable of building the Machine Gunner after aquiring imported weaponry, you can finally get a unit on par with police units, with an ADM of 6,6,1, this unit is well rounded, but slow. Still, it can pack a huge punch. |
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Bazooka Dude: When it's time to crush police heavy units, you may find that the Bazooka Dude can do that quite well with an ADM of 8,1,1. However, you will need to keep him protected from being fired upon. |
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Dealers: The Dealers are units that have made a point of going out and getting what they want and thus treat all squares as roads. Their ADM of 4,4,1 also alows them to take and hold territory. |
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Drug Lords: Even higher up than the dealers in the criminal empire are the Drug Lords. These territorial moguls with their ADM of 1,7,1 will fiercely hold onto whatever is theirs. |
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Gun Truck: This is the upgraded version of your Driveby that packs much more of a whallop. The increased gun carriage and armor gives this unit an ADM of 6,4,4 and makes this a fast and lethal addition to your arsenal, able to crush even the best of Police resistance. |
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Homeys: Homeys love to hang out but also love to move around to scout new positions. Their ADM of 4,2,1 and their ability to treat all squares as higways allows them to do just that. |
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Murderer: The murderer is a common element of all city crime but will only work for you once you have attained the proper advance from city council. He is a one-time use weapon and has an attack of 6,1,1 but is very cheap to build. |
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Speedboat: The speedboat is your only naval unit and can compete with police patrol boats, but is totally outmatched when it comes to fighting against Coast Guard Cutters, however it can outrun all police boats easily. It's ADM of 3,2,10 make it well suited for running and hitting lighter units. |
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Raiders: Raiders are fast and nimble attackers with an ADM of 6,2,1 and they treat all squares as highways. These units are good for making quick strikes. |
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Prostitutes: Prostitutes, while not as capable as their Hooker counterparts in the Mafia, are able to steal technologies and knock down critical buildings in your enemy's territory. Beyond that we won't go into details :) |
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Driveby: Drivebys are the fastest and heaviest unit you have in the beginning of the game with an ADM of 4,2,6. They can speedily make it to any destination to attack it. |
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Shotgunners: Wielding large shotguns, these warriors leave their mark wherever they go. With their ADM of 5,5,1 they make a mess coming, going, or staying. If you look closely you can see their mess on them too! |
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Insane Bomber: These crazy zealots are determined to detonate their cargo on anything in your way. With their ADM of 36,1,2 they are only a one time use weapon, but they are the most powerful units in the game outside a certain disaster... In fact, they are the only really effective weapon on that particular disaster. |