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Overview[]

While a large part of the game is focussed on your economy, such as setting up businesses and trading via Jobs, there are numerous occasions when you'll need to get your hands dirty and take part in a combat mission.

Causes[]

Combat missions are started in many ways, most of which are a result of the actions of your henchmen...

Winning and Losing[]

You win most missions by killing all the enemies, however some require additional tasks (such as looting) and some also provide additional ways to win (such as escaping). You'll usually receive something useful such as money or resources when you win, depending on what caused the combat mission to start.

Regardless of mission type, you will always lose if all your squad members get killed. There are also some missions which impose a time limit (number of rounds) in which case you'll lose if you don't win in time! When you lose a mission, you'll end up with one or more jailed henchmen.

Preparing your Squad[]

Prepare Squad

Squad Preparation

Before entering a combat mission an autosave occurs and then a screen will display brief details about the mission.

It's here that you must choose which members of your gang will form the combat squad. Most missions allow up to 4 members to be assigned, but some (like prison breaks) restrict you to smaller squads.

Auto Resolve[]

As you build your squad, you'll see the percentage chance of success for the mission displayed on the leftmost button. This gives a good indication of how suitable the selected squad members are for the mission.

Auto Resolve

Chance to Win

On most missions the button will be enabled, allowing you to hand over control of your squad to an AI that will quickly fight the battle for you. If you are struggling to win a mission, this can sometimes be a life saver - particularly in the campaign. If the auto resolve fails to win, you can just load the autosave and try again as many times as it takes to eventually win. Obviously, if the percentage chance is less than 50% it can take a lot of attempts before it wins.

Support Roles[]

Support Chance

Support Chance

Most mission types also offer a support role; an additional gang member will perform a task to tip the odds of winning in your favour. With the exception of the Assassin role, support roles perform their task prior to combat and won't appear during the actual combat mission.

You can hover over a henchman to see their chances of success for the role. They are most likely to succeed when over 75%; below that they tend to almost always fail.

Forfeit Mission[]

If you bring up the game menu during a combat mission and choose "Forfeit Mission" you will lose the mission. In addition, each member of your squad will receive two persistent wounds and one member will be thrown in jail.

Movement and Action[]

Once the mission starts, each participant (squad member, enemies, allies) will be given a turn allowing them to move and then perform one or more attacks or talents.

Your movement and actions are limited by the number of Movement Points (MP) and Action Points (AP) remaining. In most cases, performing an action will instantly clear any remaining MPs preventing further movement.

Moving[]

Movement

Path to destination

To move the active squad member, click where you want them to go on the map to set their destination (causing a destination circle to appear). White footprints show the path they'll take to get there; if they turn red it means you don't have enough MPs to travel that far this turn. Numbers will appear showing how many MPs are required to reach certain points on the path.

Destination Circle:[]

The destination circle, which appears at the end of the footstep path, changes colour to reflect the situation:

  • Red - you don't have enough MPs to get there
  • Green - you will get defence bonus from a cover spot; or complete a task (like collecting loot)
  • White - you can reach the location, but no defence bonus

Prior to moving you can alter the destination by clicking somewhere else on the map to set a new destination. Alternatively, you can right-click to clear the current destination without setting a new one.

Cover Spots:[]

Taking Cover

Taking cover

When planning a path, you'll often see green (best) or orange (average) pads on the floor next to walls, windows or objects in the room as you move the mouse around. These are "cover spots" and will provide extra defence against enemy attacks if set as the destination.

Enemy Visibility:[]

There will usually be several enemies visible on the map (including some in distant locations depending on your squad locations and also if you've successfully used the "Scout" support role), however only some of them will be directly visible to your currently active squad member.

Visible Button

Eye Button

The Eye button in the left corner of the screen tells you how many enemies your active squad member can see from their current location. Each time you click the button, the map will scroll to center on the next visible enemy.

Visible Off Screen

Small arrows at the edge of the screen indicate visible enemies that are off-screen (you need to scroll the map in the direction of the arrow to see them).

As you move squad members, the enemies that are visible to them will change. There are three different scenarios:

  • Visible Eye

    Eye Icon

    Current Location – enemies visible from your current location (prior to defining a movement path to a destination) will have an eye icon floating above them.
    Path Visibility

    Target Marker

  • Movement Path – known enemies that will become visible along the path to your destination will cause a target marker to appear under the footsteps; when the marker is reached at least one new enemy will be in visual range of the person being moved.
  • Destination – when a destination circle is placed, the eye icons will depict only the enemies visible from that destination circle. This is really useful as you normally want to complete all movement before taking actions, so you need to know there are targets available once you reach the destination.

Note: If an enemy is visible, it does not necessarily mean the enemy can see your squad member, or that you will be within range to attack the enemy (which depends on equipped weapon, perks and talents).

Attack Indicators:[]

Melee Attack Distance

Melee Range

There are two other indicators that might appear under the footsteps of a movement path.

  • Melee Range – If your squad member is using a melee weapon, a jagged star will appear under the footsteps to indicate the point at which they'll be close enough to an enemy to attack them. In the case of Bats and Katanas this point is usually the most effective location to attack from.
    Attack Warning-0

    Attack Warning

  • Attack Warning – An exclamation mark indicates the point on the path where your squad member will be immediately attacked by an enemy. This happens when the enemy is equipped with a Knife or a set Machine Gun – both these weapons attack as soon as an opponent comes within range.

Note: Sometimes both indicators appear on the same spot, if you are moving a melee attacker next to an enemy Knife or Machine Gun combatant.

Starting and Stopping Movement:[]

When you're ready to move, click the current destination circle a second time and your gang member will start travelling there.

While moving, your squad member will stop immediately if they detect a new enemy, or you can manually stop movement by clicking with either mouse button.

Once stopped, you can either click on the current destination to continue, or mark a new destination and send them there instead.

Actions[]

Once you've moved in to position, it's time to take action. The actions available are depicted as buttons on the status panel (you can hover over them to get a pop-up description and AP cost for the action).

Actions-0

Actions Toolbar: Aim; 3 x Weapon Attack; 1-3 Talents

The available actions are determined by the weapon your squad member is equipped with, and any special talents they have; click those links for more information. A red slash indicates the action is not available (either due to lack of AP for weapons, or requiring recharge for talents).

If you have sufficient AP, you can perform multiple actions in the same turn (although most talents will usually need one or more turns to 'recharge'). As mentioned earlier, most actions will instantly clear any remaining Movement Points (MP) so make sure you've finished moving before performing an action.

Moving after Acting[]

There are several ways to continue moving after performing actions:

  • Weapons:
    • Knuckles and Flamethrowers – their attacks don't end movement
    • Katana – the '?' attack causes your character to run to their target
  • Talents:
    • Booby Trap – placing a trap doesn't end movement
    • Side Step – instantly add 2 MP per use, does not end movement
    • Sprint – instantly add 10 MP, does not end movement
  • Perks:

With the exception of the special Katana attack, all of the other methods facilitate "hit and run" style attacks.

End Turn[]

End Turn Button

End Turn Button

When you're done moving and acting, click the End Turn button to finish with the current squad member and allow the next person in the Turn Bar to take their turn.

Tip: There are two Perks that can transfer up to 3 unused APs or MPs in to the next turn: Action Transfer and Movement Transfer.

Battles[]

There are usually one or more battles during a combat mission. A battle starts as soon as an enemy becomes "Aware" of your presence – either due to close proximity to one of your squad members, or nearby gun fire or explosions.

Most combat missions start with the enemy being unaware of your arrival, allowing you to move your squad around (for example, getting them to cover spots) before starting a battle. In some missions, however, the enemy will already be aware and you'll have no choice but to start fighting straight away.

Even when a battle starts, there might be some enemies further away who don't realise you're attacking their team mates; these enemies won't engage in the battle until they become aware of it. You can use this to your advantage by picking of enemies in small groups that are easier to handle.

Reaction & Initiative[]

The Reaction value determines how fast participants will get their first turn when they join a battle; the higher their Reaction the sooner they'll get their first turn.

The Initiative value determines how often a participant is given a turn; the higher their Initiative the more turns they'll get. For example, if one of your henchmen has double the initiative of one of the enemies, they'll get twice as many turns.

Turn Bar[]

A bar at the top of the screen shows who's currently active, and the order in which they'll take their turns. The person at the start of the bar is taking the current turn, the person after them will take the next turn and so on.

Note: Enemies who are not aware of your presence will not appear in the turn bar, even if they are visible on the map.

Turn Bar

Turn Bar

If you hover the mouse over a participant in the bar, a pop-up appears showing more information about them:

  • The weapon they are using
  • Their name (and whether they are an enemy or ally)
  • In red text, the percentage chance for the currently active participant (at the start of the bar) to hit them or "Can't see" if they are not visible to them
  • Any conditions (showing number of turns they will last for) or persistent wounds they are suffering
  • Their current Health Points (HP; brown bar) and Courage Points (CP; blue bar)

If you click on someone in the turn bar, one of two things will happen:

  • If you don't have a weapon shot or talent selected, the map will scroll to their position; but only if they are visible on the map already (regardless of whether any of your squad members can see them or not)
  • If you have a weapon shot or talent selected, it will be applied to them; but only if they are within range and visible to your active squad member

Also, you can hover over any participant on the map and they will be highlighted in the turn bar (if they appear on it) – this comes in handy when working out who to attack next; it's always a good idea to take out enemies before their turn!

Assassins[]

Assassin

If you've assigned an Assassin as a support role, the assassin's turns will be indicated on the turn bar.

Unlike all other human participants during combat, you can't control them in any way and they don't appear on the map. When their turn is reached, they will attack one random enemy with a single shot from their weapon.

Grenades[]

Grenade-0

If someone uses the Grenade talent, you will see the grenade's "turn" on the turn bar.

When its turn is reached, the grenade will explode causing damage to all people within its blast radius.

If there are flammable or destructible objects within the blast radius they will also be affected.

Time limit (rounds remaining)[]

Rounds1

Time limit

Some missions have a time limit imposed on them; if you don't complete the objectives within the time you'll fail the mission.

An indicator in the turn bar shows how much time is remaining. Each time the indicator reaches its turn, the number remaining will be reduced; when it gets to zero you fail the mission.

Depending on initiative, which determines how often combatants get turns during combat, it's possible that some combatants will have two or more turns per 'round'.

Attack Types[]

There are several ways to attack opponents during battles, ordered by effective range:

  • FireFires require direct contact in order to cause damage, making them the shortest ranged attack method in the game. However, fires can cover a large area and spread over time. Combatants will suffer injuries if they start a turn within a fire, and also if they run through fire (each step causes a small amount of damage).
  • MeleeBats, Knuckles and Katanas require direct contact with the target, and as such are very short range. While they are primarily used to attack a single enemy, they can sometimes be used to hit several enemies in a circle or arc around the attacker.
  • TrapsBooby Traps have similar range to melee weapons when triggering, but cause damage over a slightly bigger area and harm anyone caught in the blast.
  • ExplosionsFlammable Objects will explode when attacked or burnt, harming anyone caught in the blast or coming in to contact with the resulting fire. Bombs (see later) can also create explosions, but won't usually create a fire.
  • Short RangedFlamethrowers have roughly 3–4 times the range of a melee weapon. They fire in an arc, allowing multiple enemies to be toasted if positioned correctly.
  • Medium RangedPistols and Revolvers can actually be used at fairly long range, but they are far more effective at medium to short range. They get a hit chance and damage bonus when used at point blank range.
  • Long RangedShotguns, Tommy Guns, Rifles and Machine Guns are capable of long range attacks, although the percentage hit chance decreases with distance. With the exception of Rifles (which target a single person or object), they can hit any of the enemies or objects in their attack cone/arc.
  • BombsGrenades, Fire Bombs and Poison Bombs have an extremely long range. Their effectiveness remains the same regardless of the distance thrown.

Tip: You can use indirect weapons – such as traps, explosions and bombs – to attack enemies even if your gang member can't directly see them (no eye icon over them). In fact, indirect weapons will also harm enemies that are completely invisible to your squad, sometimes without the affected enemy even becoming aware that they are being attacked (in the case of fire spreading to their location).

Health and Courage[]

When someone is attacked, they will lose some Health Points (HP) and/or Courage Points (CP), depending on the weapon or talent being used.

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The more HP someone has, the more damage they can sustain. When they run out of HP, they will die (in the case of enemies) or be incapacitated (in the case of your squad or allies). Incapacitated participants can be revived with the Bandage talent, but they'll suffer a persistent wound.

The more CP someone has, the less likely they are to panic during combat. When CP gets low, it can cause loss of Action Points (AP) and Movement Points (MP). If CP gets very low, it can cause Panic condition causing the affected person to flee the battle (they'll start running away in a random direction).

Wounds and Conditions[]

If one of your squad members gets killed in battle they will receive a persistent wound, even if you revive them with the Bandage talent. These wounds can have a major impact on the ability of that person's fighting ability, and will persist even after the combat mission ends. They will eventually heal after a long time, but it's best to build a Clinic to help them heal faster.

If you assign a support role, and the henchman fails in that role, they will also receive a persistent wound. Also, if you trade with Charlie Luciano and run in to complications that you can't handle, the henchman responsible for the job will get a persistent wound.

Conditions are temporary positive or negative effects that are usually limited to a few turns, and they always clear up once the combat mission ends. Negative conditions are usually caused by being attacked, while positive conditions are usually caused by the Talents of your squad members.

Obstructions & Fires[]

Obstructions

Obstructions

When attacking with ranged weapons, anything between the attacker and target can potentially block the shot. You'll see the percentage chance of something blocking the shot show in white text over the object.

Different things happen depending on the type of obstruction you hit:

Flammable

Flammable

  • Person – they will take HP and/or CP damage, often lots! If it's one of your squad members, they'll usually be quite annoyed and shout at you!
  • Small objects -– crates, barrels and chairs, etc., will either soak up the shot or be destroyed (grenades obliterate such objects). If someone was using them as a cover spot they will suddenly find themselves exposed making them an easier target to hit.
  • Flammable objects – anything with a flammable sign will instantly explode like a bomb and also start a fire. If you have allies / reinforcements, they can sometimes go a bit crazy shooting at flammable objects, injuring your squad members in the process!
  • Large objects – building structures (walls, windows, fences, etc.), cars and trees will soak up the shot, but they can't be destroyed.

Fires:[]

In addition to shooting flammable objects, Fire Bombs and Flamethrowers can also be used to start fires.

A fire lasts for several turns, slowly spreading to cover a larger area before shrinking back and eventually going out. If it comes in to contact with any flammable objects, well, you can guess what happens!

Fire effects are greatly improved after installing The Japanese Incentive DLC (which also makes Flamethrowers available).

Mission Objectives[]

Looting

Task

Every mission has one main objective – to win – but some may require you to complete additional tasks before you can win.

These additional tasks are usually indicated by a white spanner icon on the floor with a yellow exclamation mark above it, the notable exception being Escape tasks which are indicated by green squares.

Looting[]

Loot Destination

Loot

Some missions require you to collect bags of loot (money) whereby one of your henchmen must move on to the loot to collect it (the destination circle will go green when you've selected the correct location).

After collecting the loot, the henchman will get a yellow exclamation mark above their head indicating they are carrying the loot. If they are incapacitated, they'll drop the loot and another henchman will have to recover it.

Loot Carrier

Carrier

In most cases, you'll need to collect two bags of loot and once you've collected all the loot additional enemies usually appear near the exits (or escape zones, see later). It's a good idea to position your other squad members near the exit so you are ready for them prior to collecting the last bag of loot.

In most cases, killing all enemies on the map will also win the mission, even if there are some uncollected bags of loot.

Escaping[]

Escape Route

Route

Normally you need to kill all enemies to win a mission, but there are some mission types that also allow you to win by reaching an escape zone. Escape zones usually become active after completing some other task (such as looting), at which point small icons at the edges of the screen will indicate the escape route.

Escape Pad

Zone

The escape zones themselves are shown as big green patches on the ground, usually near building exits or stairs. In many cases, there will be more than one escape zone in different locations – some of which will be undefended, although usually a few extra enemies show up to make life difficult!

To succeed in escaping you have to get all your remaining henchmen on to an escape zone; they don't need to use the same zone so just get them to what's nearest or easiest for them.

In most cases, killing all enemies on the map will also win the mission, even if your gang members haven't all reached an escape zone.

Placing Bombs[]

This task usually arises from complications when you are firebombing a criminal business – such as a nightclub, casino or hotel – in order to make the construction lot available for building.

To win the mission you must fight your way past the enemies and place one or more firebombs, then escape (which usually means killing the enemies).

Destroying Evidence[]

If you've gained too much heat, resulting in a police investigation, one of the ways to deal with that problem is to destroy the evidence!

You'll have to break in to a police station, find the evidence to destroy it, and then escape (police reinforcements usually show up to make life difficult).

In many cases you'll be able to complete the mission using escape zones (after destroying the evidence) but you can also win by killing all enemies on the map (even if you've not destroyed all the evidence).

Jail Breaks[]

Prison Cell

Cell

You can perform combat missions to free jailed henchmen via jobs on the Special tab of the Jobs screen.

After fighting your way past prison guards, find the cell where your henchman is and release them, then fight your way out again. These missions are unusual in that your combat squad will be limited to three people, and the jailed henchman joins as the fourth member of the squad after you release him.

Escape zones usually appear once you've unlocked the cell, but they are often accompanied by police reinforcements – in most cases it's quicker and easier to just kill all the enemies.

Campaign Missions[]

There are additional and often unique tasks and objectives for certain campaign missions, such as protecting allies or assassinating an enemy crime lord. For more information, refer to the mission guides in the Campaign section.

Mission Types[]

Note: This list is incomplete and does not cover campaign-specific combat missions.

Army Bonds[]

"The army's payroll comes through Atlantic City with an escort of soldiers every month. Ambush the convoy as they travel along their route."

  • Support role:
    • Assassin (attack random enemies during combat)
  • Opponent: Army
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning

A Safe Bet[]

"A boxing arena is staging a prize fight. They've guaranteed a huge win in their favor. We'll go in after the match, take out the guards and take the winnings for us."

  • Suport role:
    • Free whiskey (send a crate of whiskey to get some of your enemies drunk)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • The boxing ring obscures visibility more than you would expect
    • The gangster enters from the back of the building

Bloody Justice[]

"There's a bounty on a gang of thieves that's been pestering the town. Two of our guys will storm the lowlifes' hideout, while the other two will go from the back to make sure no one escapes."

  • Support role:
    • Free whiskey (send a crate of whiskey to get some of your enemies drunk)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning

Bolshevik Traitors[]

"Alexy has been ambushed by the men who made the order for his [Beer/Liquor]. Help him get his revenge."

  • Support role:
    • Driver (your reinforcements arrive sooner)
  • Opponents: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • You will receive 5 firearms if you win
    • This mission type results from complications when trading alcohol with Alexy Lieven.

Brotherhood Funding[]

"The KKK held a large fundraiser today. Sneak in, take out the KKK guards an steal their newfound wealth."

Easy Come, Easy Go[]

"A group of smalltime hustlers scored big in a recent con. They are holed up in a small hotel in Northside. Take them out and take their money."

  • Support role:
    • Assassin (attack random enemies during combat)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • There isn't any money to actually 'pick up' on the map, just enemies to kill
    • Assassins can sometimes make enemies aware of your presence sooner than you'd desire

Hired Guns[]

"Somebody wants the boss of a small gang dead. He's willing to pay good money for that. Go in, take out the boss and escape."

  • Support role:
    • Assassin (attack random enemies during combat)
  • Opponent: Criminal Gang
  • Win criteria:
    • Eliminate target, then escape via green exit zones; or
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning

Lock, Stock and Two Blazing Guns[]

"Some two-bit thugs have made a lot of money from their homemade moonshine. They are only a handful of guys. Taking their money will be a child's play."

  • Support role:
    • Free whiskey (send a crate of whiskey to get some of your enemies drunk)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning

Lunch is Served[]

"Two gangs are doing some shady deal in a small restaurant. I've bribed the owner to sneak us in. All that's left is to grab the money and make it out of the restaurant alive."

  • Support role:
    • Assassin (attack random enemies during combat)
  • Opponent: Criminal Gang
  • Win criteria:
    • Get the money and escape via exit zones; or
    • Kill all enemies
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • The exit zone appears at the opposite end of the building from where you enter

Money Grab (Car Crash)[]

"I can almost smell the money. We just have to shoot a few bullets and bust a few heads to get the dough."

  • Support role:
    • Driver (reinforcements arrive sooner)
  • Opponent: Police
  • Win criteria:
    • Get all bags of money and escape via exit zones; or
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • Henchmen carrying loot will drop it if incapacitated, requiring another henchman to recover it

Money Grab (Carpark)[]

"I can almost smell the money. We just have to shoot a few bullets and bust a few heads to get the dough."

  • Support role:
    • Scout (start in better positions)
  • Opponent:
  • Win criteria:
    • Eliminate target and escape via green exit zones; or
    • Kill all enemies on the map after eliminating target
  • Fail criteria:
    • Your squad dies before winning
  • Notes:

Money Grab (Mansion)[]

"I can almost smell the money. We just have to shoot a few bullets and bust a few heads to get the dough."

  • Support role:
    • Diversion (some enemies will not be able to participate in combat)
  • Opponent:
  • Win criteria:
    • Locate and steal two bags of money, then escape via green exit zones; or
    • Kill all opponents after collecting all bags of loot
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • Additional combatants arrive near exit zone after all bags of loot are collected
    • Henchmen carrying loot will drop it if incapacitated, requiring another henchman to recover it

Money Grab (Penthouse)[]

"I can almost smell the money. We just have to shoot a few bullets and bust a few heads to get the dough."

  • Support role:
    • Assassin (attack random enemies during combat)
  • Opponent:
  • Win criteria:
    • Kill Target and escape; or
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:

Money Grab (Suburbs)[]

"I can almost smell the money. We just have to shoot a few bullets and bust a few heads to get the dough."

  • Support role:
    • Abduct the Driver (additional combatants will arrive later)
  • Opponent: Klu Klux Clan
  • Win criteria:
    • Eliminate target and escape via green exit zones; or
    • Kill all opponents, including the additional combatants
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • KKK Fanatics have firebombs making indoor combat risky
    • The additional combatants appear at the exit zone closest to the initial combatants

Money Grab (Train Station)[]

"I can almost smell the money. We just have to shoot a few bullets and bust a few heads to get the dough."

  • Support role:
    • Diversion (some enemies will not be able to participate in combat)
  • Opponent:
  • Win criteria:
    • Locate and steal two bags of money, then escape via green exit zones; or
    • Kill all opponents after collecting all bags of loot
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • Additional combatants arrive near exit zones after all bags of loot are collected
    • Henchmen carrying loot will drop it if incapacitated, requiring another henchman to recover it

Police Ambush (Train Station)[]

"Deputy Kingsley has organised an ambush. In order to get your [Beer/Liquor], you will have to fight the cops."

  • Support role:
    • Bribe (the police will arrive later)
  • Opponent: Police
  • Win criteria:
    • Escape via exit zones; or
    • Kill all enemies
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • Additional combatants will show up near escape zones after a few rounds
    • This mission type results from complications when buying alcohol from Deputy Kingsley
    • If you win, you get:
      • Heat reduced by 2 stars
      • Your originally agreed alcohol
      • You also find some additional alchohol
    • If you lose:
      • Heat is increased by 2 stars

Prison Break (Small Prison)[]

"The Sheriff's locked up one of our own. We make our way to the prison, bust our way in to the cell where our friend is being held, and then get out. Blast any copper that tries to stop us."

  • Support role:
    • Free whiskey (some opponents get drunk)
  • Opponent: Police
  • Win criteria:
    • Rescue the prisoner and escape via green exit zones; or
    • Rescue the prisoner and kill all enemy combatants
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • The initial squad is limited to 3 members, as the prisoner will become the 4th member
    • Additional combatants appear near exits after opening the prison cell

Rain Day Heist[]

"The plan is simple: We go in, we take the money and we get out. If anyone tries to stop us we'll take him out."

  • Support role:
    • Assassin (attacks random enemies during combat)
  • Opponent: Criminal Gang
  • Win criteria:
    • Get the bag of money (instant win); or
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • This is the only mission where you will instantly win when you collect the bag of money

Royal Flush[]

"Several prominent gangsters meet up for a high-stakes poker game each month. The event will be well guarded, but the prize is well worth the risk. We can't leave any witnesses or the attack may be traced back to us."

  • Support role:
    • Assassin (attacks random enemies during combat)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • The Mugger will almost certainly use their Fire Bomb talent; avoid clustering your squad members

Rum & Money[]

"This gang of rumrunners is sitting on a large stash of cash. Storm their hideout and wipe them out to take the money for yourself."

  • No support role
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • Two opponents are usually outside the house (either back garden or side of house)

Slay the Dragon[]

"There's a large price on the head of one of the KKK leaders. Go in to their headquarters and collect the bounty."

  • Support role:
    • Inside man (grants visibility in several locations of the battlefield)
  • Opponent: Klu Klux Clan
  • Win criteria:
    • Kill the Grand Wizard and escape via green exit zone; or
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • You enter the warehouse through a narrow passage and end up surrounded very quickly; this is not a trivial mission for an inexperienced squad!
    • The green exit zone is at the far side of the building, directly opposite where you enter from.
    • Send in a melee unit (with a Bat or Katana) to take out their melee units quietly, then send in your other troops to take up positions around the main room and any emptied rooms – they need to be far enough apart so that a single shotgun or tommy gun attack can't hit more than one of them at the same time.

The Bag Man[]

"A local gang's bagman makes his daily round with a single bodyguard. Ambush them and snatch the money from their cold, dead hands."

  • Support role:
    • Scout (start in more advantageous positions)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • If scout is successful, you will start much closer to enemy combatants – this can actually make the mission harder for low level squads.
    • The decking on the pier is not flat and sometimes becomes an obstacle for ranged attacks.

The Casino Heist[]

"Here's the plan, fellas. We'll knock over our rival's casino. First, we'll wait until morning when there are only a few guards left. Then we'll go in, grab the money and get the hell out."

  • Support role:
    • Diversion (some enemies will not participate in the combat)
  • Win criteria:
    • Locate and steal the bag of money, and escape via green exit zones; or
    • Kill all enemies on the map
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • The enemy will likely use a fire bomb during this mission

The Third Man Wins[]

"Several New York gangsters have come to Atlantic City to buy some booze. We'll sneak in to their hotel and waste them. We have to move quickly so no one can trace the attack back to us."

  • Support role:
    • Inside Man (grants visibility in several locations)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill opponents within four rounds
  • Fail criteria:
    • Failure to kill all enemies within 4 rounds; or
    • Your squad dies before winning
  • Notes:
    • Mixture of ranged weapons and melee troops recommended, you have to go hunting for some of the enemies which uses up available rounds

Thief (Construction Site)[]

"The Kingsley's boss is trying to sell the [Beer/Liquor] Kingsley sold you. Attack the cops and get your [Beer/Liquor]."

  • No support role
  • Opponent: Police
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • If you win, the heat will be reduced by 2 stars and you'll get your resources.
    • This mission type is a result of complications when trading with Deputy Kingsley

Thief (Junk Yard)[]

"The Kingsley's boss is trying to sell the [Beer/Liquor] Kingsley sold you. Attack the cops and get your [Beer/Liquor]."

  • Support role:
    • Scout (start in more advantageous positions... debatable!)
  • Opponent: Police
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • If you win, the heat will be reduced by 2 stars and you'll get your resources.
    • This mission type is a result of complications when trading with Deputy Kingsley

Two by Two[]

"Here's how it's going to go down, boys. Two of us will go in and take the money, while the other two remain behind to cover our escape and take care of enemy reinforcements."

  • Support role:
    • Diversion (some enemies will not be able to participate)
  • Opponent: Criminal Gang
  • Win criteria:
    • Get all bags of money (usually 2) and escape; or
    • Kill all enemies
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • Additional combatants appear near building entrance after a few rounds, be ready for them!
    • Henchmen carrying loot will drop it if incapacitated, requiring another henchman to recover it

Under Siege[]

"Getting in and taking the money was a cinch. However, someone ratted us out to the police and now the coppers are blocking our escape. We'll have to fight our way out."

  • Support role:
    • Driver (reinforcements will arrive earlier)
  • Opponent: Police
  • Win criteria:
    • Escape via exit zones; or
    • Kill all opponents, including the additional combatants
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • Additional combatants will appear near an exit zone after roughly 4-5 rounds

Unreliable[]

"Eliza's client has proven unreliable. Attack his warehouse to get your money back."

  • Support role:
    • Diversion (some enemies will not be able to participate)
  • Opponent: Criminal Gang
  • Win criteria:
    • Kill all opponents
  • Fail criteria:
    • Your squad dies before winning
  • Notes:
    • This mission is a result of complications which arise from trading with Eliza Jackson
    • Some combatants are immediately "aware" to your presence
    • $600 if you win
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