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"Suggestions for HTH street fighting rules" Topic


9 Posts

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897 hits since 17 Jan 2017
©1994-2024 Bill Armintrout
Comments or corrections?

Wolfhag17 Jan 2017 8:33 a.m. PST

Does anyone have any suggestions for rules to game the scenario in this video? What attributes and values would you give each side? At what point do you think the losers failed their morale check?

YouTube link

Thanks,
Wolfhag

Weasel17 Jan 2017 12:31 p.m. PST

Start with 3 dice.

Add +1 if your side is drunk.
Add +1 if you brought more mates with you.

Every 4+ inflicts a hit causing one guy to be beaten to a pulp.

There are no saving throws and no initiative.

Keep going until one side scores 2+ hits above their opponents in a round.
Then the opposing side breaks up with half running and the other half being stomped by the winners.

If all 4 dice score hits, the popo shows up and you all get arrested on charges of hooliganism.
Roll 3+ to avoid learning the tender love of a 7 foot tall felon from Krasnoyarsk.

Weasel17 Jan 2017 12:32 p.m. PST

Actually, if every one of you took your shirts off before a fight, I don't think you'll be rolling to AVOID the Krasnoyarsk guy.

Weasel17 Jan 2017 12:38 p.m. PST

Factions:

*True believers (jihadists, fascists, skin heads) can reroll 1's but if two or more dice roll a 6, someone has knifed an opponent.

Roll 5+ to be arrested a week later or murdered in a back alley (even chance).

*Ethnic groups with strong family ties may add 1D3 mates as their uncle "knows a guy".

*Anarchist "black bloc" reroll 1's but if they are fighting fascists, add 1D6 police officers to the opposing group.

*Biker gangs get a 6+ save because of their leathers.

*Hippies only get a single attack die in the first round of combat, then they scamper.
Roll 6+ for one of them to have a rich uncle who gets 1D3 members of the opposing group arrested the following week.

*If the gang fight takes place in modern day Afghanistan or anywhere in the Balkans, resolve one round of brawling, then switch to Ambush Alley to play out the remainder of the 17 year conflict.

*If either player has an appropriately painted figure, they may include one Australian.
Gain +1 attack die but on a roll of 1, Australian and 1D3 members of the gang have gotten too wasted to keep fighting and will sit out the fight.

Steve Wilcox17 Jan 2017 1:08 p.m. PST

*If the gang fight takes place in modern day Afghanistan or anywhere in the Balkans, resolve one round of brawling, then switch to Ambush Alley to play out the remainder of the 17 year conflict.
LOL! :)

Wolfhag17 Jan 2017 3:03 p.m. PST

Weasel is on a roll! I like it.

For every 5 years a Russian spent in a Russian prison or the gulag he should get a +2 for knowing some extremely dirty tricks.

Any KGB experience gets a free surprise attack.

When a Muslim hits the deck he should take a "Will of Allah Check" and if he fails it was Allah's Will he gets his ass kicked and stays on the ground. From the looks of the video at the end many failed the check.

If the Russians win there is a 10% chance the local Imam will put out a Fatwa (death sentence) on him.

Wolfhag

Howler21 Jan 2017 10:18 a.m. PST

Armchair General had a rule set called B'Hoys. Might work.

Dobber21 Feb 2017 12:20 a.m. PST

Is this a serious question?
I have some thoughts on game rules for street fights I can give if its a serious question

Joe Rocket21 Feb 2017 1:15 p.m. PST

Fairy Meat-Kenzer & Co.
Great set of rules.

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