Jimmy, a charismatic sociopath, is the leader. Mickey, whose memories of Vietnam torture him daily, is his enforcer. Together they make brutality their trademark, butchering bodies or hurling them out the window. Born in Castellammare del Golfo, Sicily, Joseph Bonanno found his future amid the whiskey-running, riotous streets of Prohibition America in , when he illegally entered the United States to pursue his dreams.
By the age of only 26, Bonanno became a don. By providing a penetrating look into the mean streets of mids South Boston, the author shows how two kids from the neighborhood cross paths again years later, ending in the biggest informant scandal in FBI history.
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Vincent "Chin" Gigante. He started out as a professional boxer - until he found his true calling as a ruthless contract killer. His doting mother's pet name for the boy evolved into his famous alias, "Chin", a nickname that struck fear throughout organized crime as he routinely ordered the murders of mobsters who violated the Mafia code. Alfonso "Little Al" D'Arco, the former acting boss of the Luchese crime family, was the highest-ranking mobster to ever turn government witness when he flipped in His decision to flip prompted many others to make the same choice, including John Gotti's top aide, Salvatore "Sammy the Bull" Gravano, and his testimony sent more than fifty mobsters to prison.
At age 35, he was number 18 on Fortune Magazine's list of the 50 most wealthy and powerful Mafia bosses in America. But then he did the unthinkable. He quit the mob. Franzese met Camille Garcia, who turned his world upside down with her innocent beauty.
He fell in love with her, married her, and began a new life that didn't include the Mafia. In a remarkably personal and intimate story, Jerry Tillinghast talks about his life and the choices he made. Jerry discusses battling alongside his brothers on the streets of Providence, enlisting in the United States Marine Corps, fighting in Vietnam and becoming a victim of the politics of that war, returning to Providence as an angry young man, and his choice to hang with the wise guys.
For years, the DeCavalcantes, the most powerful Mob family in Jersey, labored in the shadows of the more famous families in New York - the likes of the Gambinos and the Columbos. Dismissed by the big-city capos , the DeCavalcantes finally came into their own when they found their lives mirrored in the television hit, The Sopranos. Overnight it legitimized the made men of the Garden State. Now they were a familia to be reckoned with.
Unfortunately with high profile came high risk. Frank DiMatteo was born into a family of mob hit men. His father and godfather were shooters and bodyguards for infamous Mafia legends, the Gallo brothers. His uncle was a capo in the Genovese crime family and bodyguard to Frank Costello. Needless to say, DiMatteo saw and heard things that a boy shouldn't see or hear. He knew everybody in the neighborhood. And they knew him And does he have some wild stories to tell Bench McCarthy is a thug's thug, a hitman, an underworld jack-of-all-trades running his own mob out of Winter Hill in Somerville while simultaneously handling "wet work" for Sally Curto, a half-demented, totally obscene mob boss.
After years of gangland peace, Bench and Sally suddenly find themselves clay pigeons for unknown hit crews coming at them from every direction. Even in Chicago, a city steeped in mob history and legend, the Family Secrets case was a true spectacle when it made it to court in A top mob boss, a reputed consigliere, and other high-profile members of the Chicago Outfit were accused in a total of 18 gangland killings, revealing organized crime's ruthless grip on the city throughout the s, s, and s. Painting a vivid picture of murder, courtroom drama, family loyalties and disloyalties, journalist Jeff Coen accurately portrays the Chicago Outfit's cold-blooded killers.
They prey upon anyone foolish enough to stray into their hunting grounds, screaming out of the dark on plumes of fire to blast apart their foes. When an enemy vessel is crippled or foolishly tries to surrender, the Freebooterz will smash their way on board, killing anything that moves and stealing anything that doesn't. The Freebooterz will then haul their booty back to their hidden bases and count their ill-gotten gains.
When a Warboss wants to invade a planet, he calls on fleets of Freebooterz to see off enemy ships and clear the way for the Orks to get down to the surface.
For this service Freebooterz claim exorbitant scavenging rights as well as a fortune in teef, and a Warboss has little choice but to pay up if he wants their help, as Freebooterz that don't get their price often simply vanish into the void in search of more loot. Even if a Freebooter's terms are met, he might still get distracted by better prospects, the lure of easy plunder enough to sway most kaptins.
Arrogant and boorish, a Nob who fancies himself a Flash Git will normally alienate himself in short order from the rest of his tribe. Whether because of his grating self-aggrandisement, eating the local Big Mek's favourite Grot oiler without permission, or committing the cardinal sin of strutting about with a bigger, shinier Shoota than the Warboss, a Flash Git will normally find himself ejected from his tribe.
When a whole band of Nobz get ideas above their place in the order of things within the tribe all at once, it can lead to bloody infighting. This will usually end up with the departure -- at gunpoint or otherwise -- of a whole mob of newly freebootin' Flash Gitz. However they find their way into this new situation, Flash Git mobs will quickly take to the Freebooter life. Fighting as mercenaries allows successful Gitz to accumulate vast sums of wealth in a short space of time.
Even better, they can gleefully spend it all on themselves without a Warboss around to take his cut. With teef galore flowing into their coffers, successful mobs of Flash Gitz will soon be riding through the void in their very own Kill Kroozer while wielding the kind of firearms that Deathskulls Lootas can only dream of stealing. They bedeck themselves with natty finery, and even their Grot minions get stuffed into gold-buttoned frock coats and brag loudly of their masters' wealth.
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Flash Gitz also sport profusions of piercings, furs, glyph-plates, brightly coloured pirate garb and extravagant hats. All of this showy nonsense does absolutely nothing though to hide the hulking, muscular bulk and bestial lethality of the Flash Gitz themselves. If Orks were just single-minded killing machines they would be dangerous enough, but they would be unable to sustain the level of technology required to ply the stars. Gretchin, though obedient if beaten with sufficient regularity, are not inventive enough to maintain the advanced weaponry that the Orks possess, nor to patch up casualties when the going gets tough.
These highly technical demands are met by a caste of Orks known as Oddboyz. Although it may seem strange to humans, these "Oddboyz" all possess an innate understanding of their fields of expertise without having to be taught. A Mekboy knows how to create engines and plasma generators even though he has never been taught to do so, and a Painboy instinctively knows which squirty tube connects to which wriggly bit when he is delving into some unfortunate patient's abdomen. If asked where this knowledge comes from, an Oddboy might reply that it was in his blood all along. It seems possible that the abilities of Orks to build machines, practise medicine or even use psychic powers are passed down through Ork society on a primordial, biological level.
No Imperial studies of the Greenskins have ever successfully determined how this process works. Yet it seems most likely that the knowledge is genetically hardwired into the very cellular make-up of the Orks, perhaps a legacy left to them by their legendary Brainboyz.
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However he comes by his latent knowledge, as an Ork matures it will start to make itself apparent, leading him to assume the role in Ork society for which he is best suited. Should he lack any genetic specialist knowledge, the Ork will happily join the vast throng of Boyz at the heart of each tribe and content himself with a life of murder and mayhem. The following is a list of the most common Oddboyz found within Ork society:. Feral Orks armed with Shootas. An Ork Runtherd with pet Squiq.
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A group of Speed Freeks in battle. Orks are green-skinned and red-blooded, a side effect of their symbiotic physiological and genetic relationship with fungi.
Orkoid physique itself is so robust that it can withstand tremendous punishment. Orks feel surprisingly little pain, even from the most grievous of wounds, enabling them to fight on whilst horrifically injured and even for a short while after being technically dead. It is most fortunate for the Orks that they can withstand such brutal physical punishment, since their Painboyz operate on a generally nineteenth-century ca. M2 level of surgical knowledge; unlike humans, though, Orks are quite capable of being beheaded, having the head sewn onto a different body, and surviving the experience to fight again.
It is believed by some who study these brutes, albeit from afar, that this goes some way to explaining the Greenskins' ultra-violent sense of humour.
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As pain and fear mean little to them, they are highly curious and amused by the reactions of their weaker foes as they hack them apart, the screams of terror contrasting with a deep throaty rumbling that, on occasion, could be mistaken for laughter from the Orks and their snickering brethren. The Greenskin regenerative process itself is so powerful that an Ork who has been hacked to bits can simply be stitched back together, bewildered but ready to fight once more.
Nothing but the most grievous wounds will put an Ork down for long, and burning them to ash is reputed to be the only way to make absolutely sure that they are gone for good. A typical Ork stands around the same height as an average human male, though he would be much taller were he to stand up straight instead of being hunched over, as is his normal stance, and his frame is extremely muscular and solid.
An Ork's arms are long and heavily thewed, knuckles almost scraping the floor as he lopes around, and his gnarled hands end in taloned fingers capable of tearing an enemy's throat out with ease. The skin of an Ork is green and leather-tough, and his body is dotted with scars, scabs, pockmarks and parasites. His skull is extremely thick, able to absorb impacts that would cave in a human head.