The Hoodsville Heist
The Rules
Hoodsville Revised Quick Gangster Rules
by J.L.Mumford 2014
Background
These were
produced specially for public participation type games by greatly simplifying
the Hoodsville Gangster Rules. Mainly use the D6 (six sided dice) or
modifications of it.
Move Sequence
1) Move, 2) Speak, fire or fight, 3) Morale throws.
Vehicle
Movement
(in built up areas)
Safe speeds:
Straight 20", Obtuse corner 16", Right angle corner 10", acute corner 7", U turn
5"
reversing turn
takes all of move, cross country 8" D6 bog on 1. (D6 need 5+ to
un-bog, tow +1)
Speeding,
D6 -1 per inch safe speed exceeded
1+ OK, -2+ skid 2" to side, to halt sideways on Crash if anything in way,
-3- overturn, (3 needed to right) Vehicle save D6 4+ dented, 3- damaged
speed halved. Occupants saving as normal below.
Level
Crossings -3” Trying to cross rails 6” speed, D6 5+ OK, 3+ -4, 2 stalled
try again, 1 tyre burst only 3” moves in future. (5 rounds to replace a burst
tyre.) Barrier smashing D6 4+ -3”, 2+ halted, 1 KO!
Crash
situations D6 + F Impact speed 0-4” +2, 4-8” +1, 8-12” 0, 12-16” -1, 16-
20” -2, 20- 24” -3…
For chance of
evading 5+ evade, 3+ glancing blow
+2 to persons saving throws, 2- full impact strike
Vehicle save D6 +F
5+ just dented, 3+ damaged speed halved, 1+ wrecked -1 occupant save, 0-
smashed & overturned -2 occupant save.
Occupants D6 +F (pedestrians -1)
saving 5+ unscathed, 4 groggy & morale test (MT), 3 paralysed immobile a move &
MT, 2 lightly injured (LI) -1" move
-1 melee or firing & MT if not bandaged D6 each move 1- extra -1 to move
melee or firing, 1 stunned D6 each move needing 6 to recover to
groggy state & MT, 0 badly
injured (BI) needs urgent bandaging then -2" move -2 melee & MT, -1 unconscious
critically injured, -2- apparently dead.
Movement
rates marked on the character cards, men 4 > 7 (N 6”) inches, women 3>5.5 inches
(N5”), running 1st double, 2nd
double -2” 3rd double -4”. heavy load -1 inch.
Two rounds Melee or speech per move.
Obstacles
shut door -1", window or low obstacle
-2",stairs take 2.5" per floor level, bad CC
-1", High Obstacles D6
+ Obstacle (Ob) value,
= 1- use 4"
then abandon attempt, 2 fail try again next move, 3 take 4", 4 take 3", 5+ take
2".
Melees
basic
fighting strengths marked on card men -1>+2, women -3>0. 2 rounds per move
Fighting is done throwing D6 +Me
+ any weapon or other Factors each in competition.
Factors, full surprise +2, half surprise
+1 height advantage +1, shaken -1, groggy -1, enraged +1, wound deductions (-1
to -3)
Numbers the mean of the Dice +2 for
2, 3 for 3 etc to one.
1+ wins unscathed, 0 drawn no advantage,
-2+ Flinches, -4 + Staggers, -5- Downed.
Saving throws
against blows D6 +strike
Piercing
Weapons,
knives +1, pistol bullets 0, rifle bullets -1, axes -2 etc
Flinches
5+ superficial,
3+ lightly injured (LI) -1" move -1
melee or firing & MT if not bandaged D6 each move 1, extra -1 to move &
melee , 2- screams badly injured -2"
move -2 melee & MT improving 1 if bandaged.
Staggers
5+ lightly injured (LI) -1" move -1
melee or firing & MT if not bandaged D6 each move 1, extra -1 to move &
melee, 3+ screams badly injured
-2" move -2 melee & MT improving 1 if bandaged.
2- Dangerously injured -3" move -3
melee & MT (improves 1 if bandaged) D6 each move 2- collapse critically
injured.
Downed
5+screams badly injured
-2" move -2 melee & MT improving 1 if bandaged.
3+Dangerously injured -3" move
-3 melee & MT (improves 1 if bandaged) D6 each move 2- collapse
critically injured. 2- apparently
dead.
Bludgeoning
Weapons,
fists 0,
handbag 0, club -2, whip +1, brick -2,
stone -1, pistol -1, shotgun -2
Flinches
4+ superficial enraged +1 in melee,
3- hurt MT.
Staggers
4+ hurt MT,
3- Lightly injured -1" move -1 to
melee & MT,
Downed
4+Lightly injured -1" move -1 to
melee & MT & -1 in melee to rise, 3-
Stunned D6 each move needing 6 to recover to groggy a move & MT
Melees to
Overpower,
trying to break free +1, hands 0, rope
-1, sack -2
Each character throws
D6 +Me Factors & weapon & other Factors in competition.
Factors, full surprise +2, half
surprise +1, height advantage +1, shaken -1, groggy -1, enraged +1, wound
deductions, hands tied -3, feet tied -2.
Numbers mean of Dice +2 for 2, 3 for
3 etc to one.
Results if trying to
overpower -1- failed, 0 still
struggling, 1 still struggling but enraged +1 to next moves melee, 2+ still
struggling but MT for opponent, 3+ overpower carry out act opponent screams & MT
(gag or tie hands or force down drugged drink etc) 5+ overpower carry out act
opponent silent but MT, 7+ carry out two acts & MT.
(unopposed +2). Results if trying to break free 0- still
struggling or worse. plusses give the number of inches moved away from attacker.
Hearing Ranges
U = understood H = heard
Whispers U 2",
H 4". Normal speech U 6", H 12". Shouts U 12", H24" Screams & shots H36".
Firing rules
(noted on the cards)
It
takes 1" of normal move to reload a new bullet.
Firing takes
place after moving but opportunity shots at passing targets can be fired with an
additional deduction of 1 from the hit chance, -2 if being meleed from less than
3". Decide snap or aimed.
Then dice for
the number of shots fired during the move, (varying dice for different weapons).
Then dice for
hits on pre-stated target D6 +F (good shots +1, poor shots -1) target
behind light cover or prone-1, target behind heavy cover -2, target moved 3"+
-1, target moved 7"+ -2,
firer moved 2"+ -1, firer ran -2. rested long gun +1 Coup de grace shot within
1” +1 Snap -2 to hit chance
Basic hits 3"
5+, 7" 6+, 12" 7+, 18" 8+, 25" 9+, 33” 10.
On achieving a
hit, dice D6 (+2 if Coup de grace) 5+ Downed, 3+ Staggers, 2- Flinched.
The target
player then throws a saving throw as under
Piercing Weapons keeping secret the
result if thought desirable.(Not from the Umpire!)
Firing Weapons
SSD = saving throw strike deduction
J = Jammed , D6
5+ cleared fires next move, 3+ takes next move to unjam, 2- Useless.
Revolver,
range 18" SSD 0
Rounds fired Red Spot dice (1,1,1,2,2,3)
5 rounds
Selfloading
Pistol range 18"
SSD 0 Rounds fired Blue spot
dice (J,1,2,2,3,3) 8 rounds
Thompson SMG
range 25" SSD 0
Rounds fired Black spot dice (J,3,6,9,12,15) 50 rounds
DB Shot gun
range 25" SSD 3"-5, 8" -5,
16”-3, 22”-1, . 2 rounds fired per
move
DB Derringer
range 9" SSD 0 2 rounds fired per move
When all
rounds in weapon expended it takes 1" of the characters normal move rate to
reload one round. Firing into Melees
D6 each miss, 2- hit friend.
Throwing
Weapons
Simple hits are as for bludgeoning weapons HR= Half Range
the given
Throwing ranges are modified by characters melee factor
FR= Full Range
Stone
Range 10" SSD -1
HR hits 4+, FR 5+. {window
breaking D6+SSD
Bottle
Range 8" SSD 0
HR hits 4+,FR 5+
3+ breaks & enters
Half brick
Range 6" SSD +1 HR hits 5+, FR 6+
2 breaks but drops
Brick
Range 3" SSD +2 HR hits 5+, FR 6+
1- bounces back 1"}
Molotov
cocktail Range 8"
SSD 0 Vehicle hit HR
smashes & sets fire 3+ FR 4+
Stick of
dynamite* Range 8" SSD -1 D6 1 fails Blast weapon SSD 1”-2, 2"-1, 3" 0,
4" +1, 5" +2.
* Anyone within 1" of exploding point
can try to kick or throw away D6-3inches. For exploding point D6
(-1 FR) 5+ on spot, 3+ 0.75" away,
2- 1.5" away.
Use 6 sided
dice with arrows on it for direction from aim point.
Morale Testing
(MT)
Morale is
thrown for when injured (as above), when an initial shooting is within 12" A
scream from a non -enemy within 6", When a friend routes within 6", Friend seen
surrendering or Leader gone
D6
+ Factors Armed +1, each controlled comrade within 3" +1, Groggy -1, LI -1, BI
-3
Each comrade
downed or surrendered within
6"-1.Each comrade seen apparently dead -1 during action.
Results as
marked on back of card. C= Controlled, S= Shaken, P= Panicked T=Terrified,
Controlled
means will do as player wishes Leaders +1
Shaken means
will not move and is -1 in melee and firing hit chances for next move.
Panicked means
stands screaming a move and dices for MT again for the next.
Terrified
means will run to safety if able or cower down or surrender if not.
Table drawn
from Vn= Veteran, Ex=
Experienced, Nv= Novice
Vn Hero
C 1+, S -2+, T-3- Ex C
2+, S-1+, P-2, T-3-. Nv
C 2+, S 1, P -1+, T -2-.
Vn Brave
C 2+, S-1+, T-2-
Ex C 3+, S 0+, P-1, T -2-
Nv C 3+, S 2, P 0+, T -1-.
Vn Normal
C 3+, S 0+, T-1-
Ex C 4+, S 1+, P 0, T-1-
Nv C 4+, S 3, P 1+, T 0-.
Vn Cautious C
4+, S 1+, T 0-
Ex C 5+, S 2+, P 1, T 0-
Nv C 5+, S 4, P 2+, T 1-.
Vn Coward
C 5+, S 2+, T 1-
Ex C 6+, S 3+, P 2, T 1-
Nv C 6+, S 5, P 3+, T 2-.
Forcing or
breaching Doors padlocks etc: One attempt per move
Forcing means
overcoming the locks, bolts or hinges on a door. Breaching means smashing a hole
large enough to allow access. Each door thus has a forcing strength (FS) and a
Breaching Strength (BS) the exceeding of either allows entry.
Locked Shed
door type BS 4. FS small padlock 2, FS medium padlock 3, FS large padlock 4
+1 if other
side from padlock.
Locked
Windowed door BS 5. FS 4 plus 1 per extra lock or bolt.
Normal
internal door BS 6. FS 4 plus 1 per extra lock or bolt.
Normal
external door BS 7. FS 4 plus 1 per extra lock or bolt.
Metal
reinforced door BS 8. FS 4 plus 1 per extra lock or bolt.
Hand Forcing
with shoulder or foot, only possible if character has Melee +1 or more
D6
-1 -FS of door, = +! forced, 0 weakened -1 to FS, -3+ door holds, -4 hurts self
unable to try again, -5- lightly wounds self -1" to move -1 to melee and firing
unable to try again.
Tool Forcing
with implement D6 +Tools Force Strike (TFS) -FS of door
= +1+ forced,
0 weakened -1 to FS, -3+ door holds, -4- tool broken.
Forcing Tool
Factors, hammer -1, axe -1, fireaxe 0, screwdriver -1, jemmy +2, tyre lever +1
dagger -1,
knife -2, sledgehammer 0.
Tool Breaching
with implement D6 + Tools Break Strike (TBS) - BS of door
= +1+
breached, 0 weakened -1 to FS, -3
door holds, -4- tool broken
Breach Tool
Factors, Hammer 0, axe +1, Fireaxe +", jemmy 0 dagger -2, sledgehammer +2
Lock shooting
dice as normal for number of aimed shots within 1" from lock
D10
+Round Strike RS) = 4+ lock disabled, 2+ lock weakened +1 next shot, 1-
unaffected
Round strikes,
Target -1, Parabellum 0, Magnum +1, rifle +2, shotgun +3
Money carried
dicing
For
random amounts.
Poor civilians
& PC's D6 -3 dollars, if not -$ D% cents.
Average
civilians & Sergeants D6 -1 dollars, D% cents
Gangsters,
Police Luitenants & middle class civilians D10 dollars D% cents
Gangster squad
leaders & prosperous civilians 2xD10 dollars D% cents
Capo Gangsters
& rich civilians 2xD10 dollars D% cents
Jumping out of
Windows D6 thrown
Ground floor,
3+ move normal, 2 stumble deduct 2" from move, 1 stumble & stop
1st floor, 5+
-2 to move, 3+ stop, 2- sprain ankle stop & -2" to further moves
2nd floor, 5+
stop, 3+ sprain ankle stop & -2" to further moves, 2- break ankle & can
only crawl at half move rate.
3rd floor, 5+
sprain ankle stop & -2" to further moves, 3+ break ankle stop & can only crawl
at half move rate, 2- stunned and badly injured.
4th floor, 5+
break ankle stop & can crawl at half move rate, 3+ stunned & badly injured
2- apparently dead.
Bribes
D6 + Going Bribe Rate (GBR) – Factors Nasty -1, Illegal -2, Evil -3
Double Rate +1, Treble rate +2
Low Class GBR
2$, L. Working Class 4$, L. Professional 6$, U. professional 8$, Merchant 10$.
= 4+ Yes, 3
will if money raised a level, 2- No!
Charming
D6 – Factors: Nasty -1, Illegal -2, Evil -3
= 4+ Yes, 2+
Dither another move 1- No!
Coercing
D6- Factors: outnumbering 2+ to 1 +1, Nasty 0, Illegal -1, Evil -2, V
Coward +2, V Cautious +1, V Brave -1, V Hero -2
= 4+ Yes 3
dither another move 2- No!
Quick Reference Sheet
Two rounds firing or meleeing per move
Move Sequence 1) Move,
2) Speak, fire or fight round, 3) Morale throws. 4) second round speak fire or
fight. 5) Morale throws.
Moves
Men 6”, Women 5”, Running 1st
double, 2nd double -2” 3rd double -4”. heavy load -1 inch.
Bullion Crate two men 4” or one man dragging 2”.
Crossing railway –1”,
crossing between two wagons -2”
Vehicles safe speeds,
see card 18” or 20” straight right angled turn halved U turn or reversing
quartered. Reverse 6”
Firing per round
D6
for number of shots fired (snap or aimed) D10 for hit chances as listed.
For each hit D6 adding missile strike = 5+ downed, 3+ staggered, 2-
flinched. The victim then has a D6 saving dice. SSD = saving throw strike
deduction
Flinches
5+ superficial,
3+ Flesh wound -1" move -1 melee or
firing & MT if not bandaged D6 each move 1, extra -1 to move & melee ,
2- screams wounded -2" move -2 melee
& MT, improving 1 if bandaged.
Staggers
5+ Flesh
wound -1" move -1 melee or firing & MT if not bandaged D6 each move 1,
extra -1 to move & melee, 3+ screams
wounded -2" move -2 melee & MT
improving 1 if bandaged. 2- crippled
-3" move -3 melee & MT (improves 1 if bandaged) D6 each move 2- collapse
critically injured.
Downed
5+ screams wounded
-2" move -2 melee & MT improving 1 if bandaged.
3+ crippled -3" move -3 melee & MT (improves 1 if bandaged) D6 each
move 2- collapse critically injured. 2-
apparently dead.
Spotting Pinkerton padlocks automatically seen within 4” unless moving 8” or
more, must D6 4+ to spot. To force entry D6 pick lock 6, Jemmy 4+,
placed dynamite automatic but 5”
D6
1 fails Blast weapon SSD 1”-2, 2"-1, 3" 0, 4" +1, 5" +2.
Controlled means will do as player wishes Leaders +1
Shaken means will not move and is -1 in melee and firing hit chances for next
move.
Panicked means stands screaming a move and dices for MT again for the next.
Terrified means will run to safety if able or cower down or surrender if not.
Table drawn from Vn=
Veteran, Ex= Experienced, Nv= Novice
Vn Hero C
1+, S -2+, T-3- Ex C 2+,
S-1+, P-2, T-3-. Nv C
2+, S 1, P -1+, T -2-.
Vn Brave C 2+,
S-1+, T-2-
Ex C 3+, S 0+, P-1, T -2-
Nv C 3+, S 2, P 0+, T -1-.
Vn Normal C 3+, S 0+,
T-1- Ex C 4+, S 1+, P
0, T-1- Nv C 4+,
S 3, P 1+, T 0-.
Vn Cautious C 4+, S 1+, T 0-
Ex C 5+, S 2+, P 1, T 0-
Nv C 5+, S 4, P 2+, T 1-.
Vn Coward C 5+, S 2+,
T 1- Ex C 6+, S 3+, P
2, T 1- Nv C 6+,
S 5, P 3+, T 2-.