Thug War

    Alright!  Here is the first installment of the full Thug War page.  This will be continually updated and expanded and will include full rules, pictures, and information so that you can have as much fun at three in the morning as we did.
Last Updated:  5/5/98
Step I.
You need miniatures.  This game sucks without miniatures.  Your miniatures need to resemble thugs.  If you don't have any thugs (this includes the little smiley thugs called Legos) then drink a lot and use whatever comes to hand (including the empty bottles).  Also included are rules for full scale Thug War.  This means that you can use real people.
Step II.
You need friends (or at least somebody to game with).  Is your life so pathetic that I need to write more?
Step III.
You need rules.  These will be posted shortly.
 
A Brief Word From Adam

A wargame created by Derek Kagemann, RPG Club President at about 3 am at a con here in Indiana. It's rules are simple, but fun and the minis were real cheap. (discount box 15mm minis). It's based in a modern or futuristic world where large club and pistol bearing militas attempt to destroy each other and the citizens of the era (who may slap viciously or chuck rocks in return). I'm trying to get him to finish up all the rules for it so that I can post it here. If you are interested in the game, pester him until he makes it by sending him regular email at: kagemand@coral.indstate.edu . I will pester him as well and hopefully soon we'll have the game rules, a bit of background, and some neat pictures.

Return to our games page

Return to main page


Created and maintained by Adam Sweeny


 Other Abilities

 The profile for the game pieces also lists the models weapons, armor, and equipment (if any).  It also contains a list of actions the model may make besides moving as well as a section for special notes.

 The Game Pieces

     The Psycho In the Wheelchair

 Head: 10 (He’s Psycho, he’ll never run away.)
 Hand: 6  (He’s got a steady hand...)
 Feet: ½ / 1 (He moves 1 space in his wheelchair and ½ if someone knocks him out of his wheelchair.)
 Actions: 2

Weapons:  2 .44 Magnum Revolvers with plenty of ammo.  The .44 Magnum will kill anyone who he hits
unless they have armor (in which case they get a save), and has a range of 12 spaces.  Civilians will automatically panic if anyone in an adjacent square is killed by the psycho.

 Armor:  The Psycho’s Beer Gut has a 3 in 10 chance of preventing certain death.

Equipment:  Wheelchair.  The Wheelchair allows him to move at 1 space per action.  If the psycho reaches
a ramp he may move down the ramp at no cost and automatically moves D6 spaces directly forward (with a 5 in 10 chance of killing anyone in his path).  The Psycho may not climb ramps without being pushed.
A person may also move the psycho if they are standing directly behind him (the psycho can’t turn to shoot
in this situation).  Anyone pushing the psycho loses one from their Feet score while moving him, and must spend an additional Feet point to turn.  People pushing the wheelchair may push the psycho up ramps or ride the wheelchair down them (although the wheelchair does not receive its D6 movement bonus).  If the wheelchair collides with an obstacle due to a ramp, or being pushed, the Psycho gets knocked cold for his next turn.
If a speeding wheelchair (one moving more than 2 spaces) hits a person then the person is
automatically killed and his body flies D6 spaces behind the chair, killing anyone in that space.
The psycho may be knocked out of his wheelchair if someone gets in an adjacent space and rolls
higher than their Hand score.  The wheelchair is then tossed D6 spaces in a random direction.  The psycho may then turn for free but can only move one space by spending two actions.  If the psycho reaches his wheelchair then he may get back in it and continue to move as normal his next turn.

 Actions:  The Psycho can spend an action to move one space in his wheelchair (or two actions if he has been knocked out of his chair).  He can also spend an action to fire one of his Revolvers.

 The Mall Shoppers
 Each player gets 10 shoppers.

 Head: 3  (Don’t forget to make Head checks when they are shot, an adjacent model is killed, or the Hand: 2               shopper wishes to move into a space adjacent to the Psycho or a Security Guard.)
 Feet: 3
 Actions: 3

 Weapons:  None
 Armor:  None
 Equipment:  None

 Actions
Boot & Slap:  A shopper may Boot & Slap, which has a 1 in 10 chance of killing someone.
Cower In Fear:  The shopper may  cower in fear, giving him/herself a 4 in 10 chance of surviving certain death.  A civilian must make a head check to stop cowering in fear.
Panic:  A panicking shopper moves 1D10 spaces in a random direction.  Any person the shopper runs over has a 2 in 10 chance of dying.  If the shopper runs into a wall or obstacle they are knocked cold for their next turn.  The civilian must make a head test to stop panicking.  A civilian will automatically panic if anyone in an adjacent space is killed by the psycho.

Special:  Civilians are passive and must make a head check to move into a space adjacent to the psycho or a Security Guard.

 
 Security Guards
 Each player gets two security guards

 Head: 4  (The Security Guard must roll this score when someone is shot or he Shouts & Orders.)
 Hand: 4  (This number is a 6 when Beating Mercifully)
 Feet: 2  (A little slower than a Shopper due to the weight of responsibility that rests on their
 Actions: 3  shoulders.)

 Weapons:  Nightstick.  A Nightstick has a 3 in 10 chance of killing someone in an adjacent space.
 Armor:  Shiny Badge.  The shiny badge has a 1 in 10 chance of preventing certain death.
 Equipment:  None

 Actions

 Beat Mercilessly:  A Security Guard may spend an action to beat someone mercilessly with his nightstick.
 Beat Mercifully:  A Security Guard may decide to spend an action to beat someone senseless with his nightstick.  This attack has a 6 in 10 chance of knocking the model cold.
 Radio For Backup:  A Security Guard may spend their turn trying to radio for backup.  They have a 2 in 10 chance of getting another Security Guard to show up.  If they radio for backup then they may make no other actions.
 Shout & Order:  A Security Guard may shout and order every civilian within two spaces of him to calm down and stop panicking.  If he rolls equal or under his Head score all civilians within two spaces will stop panicking
and/or cowering in fear.

Other Actions

 Pushing Over Vending Machines:  Vending machines occupy two spaces and will often times have one side adjacent to a wall.  A vending machine can be pushed, or pulled, one space for every two actions spent (but can not be pushed by the Psycho).  A vending machine can also be pushed over at the cost of one action, if a successful hand action is made.  Any model in the two squares adjacent to the front of a falling vending machine will be killed unless they can make an armor save (if they have one).

 Finding Weapons & Other Nasties:  There are several counters that may be placed before the game begins.  These counters are placed with the picture facing down inside one of the department stores.  If a model entera a department store with a counter then the counter is revealed and anyone moving into that space may retrieve the item (move the counter with the model).

 The Shotgun:  The shotgun only has a six space range but it has an 8 in 10 chance of killing anyone it hits.

 The Chainsaw:  The chainsaw has a 7 in 10 chance of killing anyone in an adjacent square.  Two actions can be spent to make a special sweep attack that will hit everyone adjacent to the model with the chainsaw and has a 6 in 10 chance of killing them.

 The Lead Pipe & Baseball Bat:  Both of these weapons have a 4 in 10 chance of killing a model in an adjacent square and require one action to use.
 
 
 

Return to our games page

Return to main page


Created and maintained by Adam Sweeny