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Hitmen: These troops are fairly evened out with an ADM (AttackDefenseMovement) of 4,3,1. That makes them slow but average, plus they have extra hitting power with a firepower of 2 instead of 1. |
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Smuglers: Hardened by years of trafficing illegal items, once you have aquired these powerful agents of crime, you will be able to produce a cheaper, albeit, less powerful unit, but 2 smuglers can do more damage than 1 hitmen unit. With an ADM of only 3,3,1, should you find you are being overwhelmed, perhaps this unit is for you. |
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Launderers: Fiercely territorial launderers have learned to keep their money to themselves and refuse to share it with anyone, even the police! The unit's ADM of 1,6,1 helps it to hold its ground remarkably well. |
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Gunship: Once you have aquired the Gunship, you can really begin to put the squeeze on your enemies. With an ADM of 12,4,12 the imported Gunship can be bought from foreign governments to increase your arsenal. |
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Hookers: Uh, we won't be going into specific details, but I can tell you that the hooker is the equivalent of a Spy for the Mobsters. She can steal technologies from the fast advancing Police or destroy the barracades of Gang holdouts. :) |
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Nuke Terrorist: These guys give new meaning to the word BIG BANG. They may be slow in delivering their cargo, but their smuggled-in nuclear weapons can level fortified areas in seconds. |
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Terrorist: These hard core fanatics are bent on blowing themselves up for the good of your criminal empire. Feel free to let their ADM of 26,1,2 free itself upon your enemies. No, they're not invisible, just hard to see in the dark. |