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Gang Missions

Each gang takes one mission per week. You can give different gangs different jobs, or assign several gangs to the same job. They still act as separate crews: one gang does not lend its members, scouting, or combat strength to another.

Gangs do not have personal treasuries. You pay each gang’s mission wage from your main treasury at the start of the weekly gang update. Gold recovered by a mission goes back to that same treasury.

Other rewards go to the system that owns them. Captured workers go to the dungeon, recovered items go to your inventory, and businesses taken under your control become part of your wider operation. A controlled business normally produces 10 gold each week until a rival takes it away.

Mission What it does
Guarding Protects your operation from rival attacks, thieves, and violent customers.
Sabotage Scouts a rival organization, fights its defenders, and damages or loots its holdings.
Spy on Girls Watches your workers and catches people skimming money from you.
Recapture Girls Hunts workers who recently ran away and attempts to bring them back.
Take Over Businesses Pressures neutral businesses into paying you, then contests businesses controlled by rivals.
Petty Theft Mugs people in the street for smaller payouts. It can cost lives and raises suspicion.
Grand Theft Robs banks and other guarded targets for larger but less predictable payouts.
Kidnapping Looks for vulnerable or lost workers and tries persuasion before using force.
Explore Catacombs Searches below the city for treasure, captives, and beasts. It is one of the most dangerous assignments.
Training Spends the week improving the gang’s abilities.
Recruiting Tries to talk replacements into joining, up to the gang limit of 15.
Community Service Helps around town and gradually improves your standing.

Combat missions use the surviving members who actually enter the fight. Their Combat, Agility, Constitution, Health, Mana, and Magic determine how they perform. The leader is always included in the fighting group.

Intelligence has several jobs outside combat. It helps a gang find a Sabotage target, estimate the resistance, discover skimming workers, damage rival holdings, and turn up a rival’s concealed cache. Charisma matters most when a gang tries to bring someone in without a fight, and it leads the Recruiting odds. Training improves the gang over time; Recruiting restores its headcount rather than making it better at a particular task.

Sabotage attacks a rival organization, not a named persistent gang. A rival owns one shared treasury and several abstract holdings: brothels, businesses, bars, gambling halls, workers, and a count of defending gangs. Those holdings produce income and cost money during the rival’s weekly update.

If the chosen rival has gangs available, one temporary defending crew meets your gang. Destroying that crew reduces the rival’s gang count by one. The individual defenders do not persist as a named roster after the fight.

Every assigned gang plans its own raid. The leader’s Intelligence counts twice, and the gang’s average Intelligence counts once:

scouting = round((2 × leader Intelligence + gang-average Intelligence) / 3)

Without a leader, the gang average is used by itself. The resulting chance to find a target is limited to 40-90%. The mission preview shows that chance and, when the scouting is good enough, what level of resistance the gang expects. Looking at the preview does not consume a roll.

At weekly resolution, the gang makes one scouting roll. On success it chooses uniformly from rival organizations that still have something worth attacking. It cannot be ordered to choose a particular rival.

Whatever the crew scouts about the organization it actually raided goes into your files on the Factions and Rivals screen: a good scouting week records exact holdings and a wealth estimate, a fair week only coarse counts, a poor week nothing beyond the fight itself.

Several gangs assigned to Sabotage do not combine. Each one scouts, chooses a target, fights, and settles its own raid before the next gang acts. Later gangs see damage caused earlier in the same week, and may hit the same rival again if it still qualifies as a target.

A wealthier rival with more holdings can field stronger defenders. Winning the fight opens the way to the rival’s assets. The gang can destroy businesses, steal gold, wreck bars and gambling halls, and sometimes burn a brothel. A failed fight ends that gang’s raid; survivors return without reaching the payout stage.

Bars and gambling halls are worth wrecking twice over. A smarter crew both hits them more reliably and can take down more bars in one raid, and every establishment that falls yields salvage from its tills, stock, and fittings: 500 gold per bar and 3,000 gold per gambling hall. Salvage joins the rest of the take before the trip home, so a haul swollen by salvage faces the same complications as stolen coin.

The rival is more than a combat target. Lost businesses stop producing income, lost gold limits what the organization can buy, and destroyed gangs reduce its remaining protection. Rivals still run their economy later in the weekly update, so a surviving organization can earn money and rebuild over time.

A rival organization is eliminated only when all six pillars of its operation are gone: gold, gangs, brothels, businesses, bars, and gambling halls. As long as any one of them still stands, the organization survives, keeps running its weekly economy, and can rebuild. Losing all of its workers is a setback, not a death sentence: a rival with no workers simply earns nothing from them until it hires again.

The same rule applies whether a raid strips the last pillar or a bad week finishes the job, and the city hears about the collapse either way. Wearing a rival all the way down usually takes sustained pressure across several raids, and since a raiding gang picks its target from every rival still worth hitting, you cannot concentrate every raid on one chosen organization.

The initial take after a successful fight is:

one tenth of the rival's current gold + 75 gold per surviving gang member

It cannot exceed the gold the rival actually has. The headcount is read after combat, so casualties reduce how much the gang can carry away.

Rival organizations keep hidden stashes. After a successful raid that leaves the rival with gold still in its treasury, your gang may discover one of these concealed caches. A cache is not a permanent object and not a treasury owned by a particular defending crew: each find is a one-off stash, emptied by the raid that discovers it. The same rival can still lose another cache during a future raid.

Whether the gang finds a cache depends on the same scouting quality the mission preview shows. Better scouting means a clearly better chance: a poorly prepared crew stumbles onto one only rarely, while the sharpest planners find one in almost a third of successful raids.

What a cache is worth depends mostly on how rich the rival still is. The extra gold moves out of the rival’s remaining treasury, never from nowhere, so a nearly broke rival yields a thin stash and a wealthy one can yield a heavy strongbox. Good scouting and the crew’s Magic, both measured before the fight, moderately improve the take on top of that. Magic already contributes to the gold recovered at every level. At higher Magic, the report explicitly describes the crew breaking the cache’s wards; crossing that wording threshold does not apply a second bonus. Magic does not guarantee any particular contents.

A cache also holds valuables: one named item, or sometimes two. They go to your inventory like other recovered items. If your stores cannot take everything, the report says exactly what the crew carried off and what had to stay behind; it never claims an item arrived when it did not.

Cache gold joins the rest of the take before the trip home, so the complications below can still eat into it.

Several gangs on Sabotage still act separately. Each raid makes its own discovery attempt; there is no combined operation and no shared cache.

The trip home may reduce the take:

  • At 4,000 gold or more, one tenth of the take is lost with worthless notes.
  • There is a 50% chance that a split sack loses one quarter of what remains.
  • At 2,000 gold or more after earlier losses, the watch takes 15-30%.

The report names the starting take, losses, and final amount whenever a complication costs money. The final amount is paid directly into your main treasury.

Guarding is the default standing duty. A guarding gang can intercept attacks on your operation. If nobody is guarding, rival attacks can reach your assets without a defending gang in the way.

The gang watches workers for theft. Intelligence and headcount help the gang notice what is happening; a clever target is harder to catch.

The gang searches for recent escapees. Finding someone can lead to surrender, capture with a net, or a fight. A badly beaten gang may return without its target or be destroyed. With the net locker empty, keeping nets stocked lets the crew improvise one on the spot for 5 gold, paid before the capture counts; with no gold in the purse the runaway slips away again, and the report says why.

While neutral businesses remain, the gang pressures some of them into paying you. Once the town’s unclaimed supply is exhausted, expansion means taking a business from a rival. If that rival has defenders, the takeover becomes a gang fight.

Both jobs pay gold directly into your treasury and increase suspicion. Petty Theft has smaller targets and smaller rewards. Grand Theft offers larger payouts but encounters guarded targets more often. Either job can run into a rival gang.

Charisma can end the encounter without violence. If persuasion fails, a net may secure the target before a fight begins. Successful captures are sent to the dungeon. Nets follow one rule on every mission: the shared gang supply is used first, and a crew caught short improvises a net for 5 gold only while you keep nets stocked. The improvised net has to be paid for; with an empty purse the target escapes into the crowd.

The gang searches for treasure, items, captives, and beasts while facing dangerous encounters. Netting a beast uses one net from the shared gang supply. A crew caught without one improvises a net at the same 5-gold price every mission’s nets use: only while you keep nets stocked, and only if the gold is there. Otherwise the beast tears free and the report says so.

The standing capture order on the Gangs screen applies to every catacomb crew, gangs and workers alike: All living captures keeps captives and beasts, Beasts only nets beasts but takes nobody, and No living captures leaves everything living behind. Gold and items always come home under every setting. Reports state when the order changed what came back.

Training improves the gang’s abilities without sending it into danger. It is useful before assigning a new crew to combat-heavy work.

Recruiting is persuasion, not paperwork. The crew finds one to six people willing to listen, capped by the gang’s open places, and talks to each of them once. Whether someone signs on depends mostly on the gang’s Charisma, with some help from Intelligence and Combat: a likeable, capable, dangerous crew is easier to say yes to. Your own reputation matters too: a name near neutral reassures recruits, while notoriety at either extreme scares some of them off. A storied gang also draws volunteers on its record alone, judged by everything it has brought home over its lifetime.

The odds per candidate always stay between 20% and 90%, so recruiting is never hopeless and never a formality. Expect roughly one recruit a week from a weak crew, about two from an average one, and close to three from a genuinely good one; even an elite gang filling six places in a single week is a story, not a schedule.

The weekly report separates how many were found from how many actually joined, and names everyone who signed on. A recruiting gang does not receive the passive weekly replacement that other non-combat gangs get: the persuasion is the whole week’s intake. The roster never exceeds 15, and both the Gangs screen and Gang Detail show a week-ahead outlook with the same odds the mission will use. Undersized gangs that switch themselves to recruiting follow these same rules.

The gang spends the week helping around town. It does not produce loot, but it gradually improves how the town sees you.