Sons of the Syndicate
or, What did you do
in the Mob Wars, Pally?

Rules modifications for the Gang Wars
of the Roaring Twenties and
Ridgerunnin' Moonshiners vs. Revenuers

by Stephen Lawrence

With the introduction of a new line of figures for the Roaring 20's, I was asked to covert a set of rules for a friend to use to run games at conventions and such. Well, I tried several sets and came up with the following conversions from Desperado, and my own sets published by Old Glory called Sons of the Desert and Warpaint.

The basic movement, morale and hand-to-hand combat systems only needed changes to the names and simplification of weapons types, but the Shooting Chart had to change and I needed to add vehicles, so I set to work. I wanted to keep both simple and playable, but with a modicum of uncertainty left in them. After some work, i came up with the following charts

I added the .45 Colt Automatic Pistol, a separate line for the sawn-off shotgun, and the Tommy Gun and the BAR (a favorite of the State Police in several states, as well as local police, G-Men, and even Clyde Barrow, "Bonnie and Clyde" notwithstanding), Note in Sons of the Syndicate, that although the Tommy Gun can fire a truly deadly fusilade of shots, it is limited to a 6" spread (3" to either side of a central target figure).

As for vehicles, I broke them down into several general types-- getaway cars/G-Men cars are late model, big, have well kept engines and are well driven. Police cars are not as well kept up and have generally got more miles and not quite as good maintenance. Jallopies are the "bit o' this, and bit o' than" cars of kids and young fellows, often well driven but of dubious staying power. Older cars or Model A and Model T's, generally driven hard and by older folks or farmers. Pick up trucks are just that, solid and durable. Delivery trucks would be step vans and such, but would also include "armored cards" for the transport of large sums of money from place to place.

Driver skill is used for making turns when Flooring It, or in OffFoad Driving, and when a I is rolled for movement. Remember, the roads in this era are poor, even in larger cities, where cobblestone is the most common surface, Mix a rolling gun battle and a high speed chase and its truly a deadly mix.

Well, that's the spiel. If any questions arise, just get out your set of the rules I use as the base for the set and check what is in them. God bless and Good Gaming to all.

SONS OF THE SYNDICATE

SEQUENCE OF PLAY

1 . Dice for first move: high roll moves first (use Q-die of leader),
2. Declare vehicle speeds and Loading Up or Piling Out
3. Spotting phase: roll to spot hidden figures.
4. First fire phase - all non-moving figures may fire.
5. Normal movement takes place. Load Up or Pile Out of vehicles.
6. Second fire phase - any figures which have not fired may fire.
7. Vehicle Floor It movement phase. Roll for any driver or parts.
8. Normal melee phase - all ongoing melee combat is fought
9. Check major morale.

MOVEMENT

MovementNormal GroundRough Ground Marshy/Rugged
G-Men/Mobstersd6+4"d6+1"d6-1"*
Moonshinersd6+6"d6+3 d6-2"*
Heavy Weaponsd6+2"d6-1"*d6-2"*
Mounted Figuresd6+10"2d6"d6-1"*
Negative numbers indicate NO MOVEMENT!

Modifiers to Movement

    Gallop, run x 2
    Cross ditch, stream, or hedge -d6"
    Turn mounted 90 degrees -d6"
    Mounted jump ditch/hedge/wall-d6"
    Climb flight of stairs -2"

RANGED COMBAT

Weapon ShotsClose EffectiveLong
Pistol20-2"2-4" 4-6"
.45 Colt1/20-5"5-10" 10-24"
Muzzleloader10-10" 10-20"20-30"
Bolt-action20-12"12-24" 24-36"
Tommy gun
(6" spread)
2d6+30-10"10-20" 20-24"
BARd6+20-12"12-24" 24-36"

Modifiers to the die roll to hit

    FIRER IS:
      Stationary +1
      Running/Galloping -3
      Resting Long Gun +1
      Marksman +1
      Mounted -1
      Firing up or down -1

    TARGET IS

      Stationary +1
      Running/Galloping -2
      Obscured -1
      Behind soft cover -2
      Behind hard cover -3
      Mounted +1

Out of Ammo: If a 1 is rolled on a to hit:

    G-men/Cops 6
    Outlaws 5+
    Others 4+

HAND-TO-HAND COMBAT

Modifiers to the die roll:

    Enemy is below you * +1
    You are G-man or Pugilist +1
    Enemy is above you * -1
    You are wounded -1
    Your morale is bad -1

Hand-to-hand combat results:

    Roll a 1 (without modifications): Your figure is disarmed
    Beat your foe by 1 or 2: Foe is wounded
    Beat his roll by 3 or more: Foe is killed outright

Two wounds equals a kill. Wounded figures fight as d6 Quality die. Wounded figures may not run, and have a penalty of two to any horsemanship or driver skill rolls.

MORALE

    Roll Q-die of leader. G-men pass on 4+, others pass on 5+. Test whenever:
    A figure is wounded, or a group sustains casualties.
    A figure or group comes under fire from a Tommy gun or BAR.
    A unit is surrounded or cut off from their escape route.
    A group reaches 20%, 30% or 50% losses.
    Any one attempting to close into hand-to-hand combat.

Modifiers to the Base Number

    Low on Ammo -1
    Group is cut off or surrounded -1
    Each casualty +1
    Getaway car crashed -2
    Losses exceed 25% +1
    Outlaws defending a solid structure -2
    Losses exceed 50% +2
    Civilians entering hand-to-hand +1
    Unit is outnumbered +1

Results of a morale failure:

    1. Seek cover further back, Move to the rear one move.
    2. Run for cover. Full move away until no longer fired upon.
    3. Figure panics and will fire as d6 man next round.
    4 Unit retreats as full speed until rallied.
    5. Does not close with enemy.

DYNAMITE

One figure can light one dynamite fuse or bundle per turn. Roll a d6 as follows: 1-4 ignites the explosives, 5 all lit but roll for dud, 6 fuses won't light, try again next turn,
To throw the dynamite: use hand-to-hand Q-die +2" for distance.
Explosive effect: Each explosive charge starts with 3" radius. A two stick bundle is 4", a three stick bundle is 5" and a four stick bundle is 6"+ Roll d12 to hit as small arms fire/close for all in radius.
Dud! Roll a d6 as follows: 1-5 = dud, 6 = short fuse, explodes early: 1/2 distance thrown or with lighter only 2d6" away!

Structures vs TNT:

Roll a d 12 to equal or beat the following numbers.

StructureBlow a holeDestroy
Wooden structure36
Small brick or stone structure47
Stone or brick house48
Large stone or brick structure510
+1 for each stick after the first.

HAND GRENADES

Throw Q-die +2" for distance. Roll of 1 is a PROBLEM. Burst radius is 2". 6+ on d10 for wound. 9+ is a kill. +1 to the roll if grenade explodes inside a building+ Collapses wooden building on a roll of 10+

PROBLEM: Roll a d6, 1-5 = dud. 6 - dropped, explodes 1" from thrower.

SONS OF THE SYNDICATE
Gang Record

Character name:
Skills:
Pistol Type
Long gun Type:
Handgun/Throw: Ammo Low/Out
Long gun skill: Ammo Low/Out
Hand-to-hand:
Driver skill:

Wounds:

    L L = S
    L L = S
    L L = Dead

Mortal Wounds

    Groin
    Chest
    Femoral

Morale (Guts): No handgun/no long gun

Vehicle:
Parts:

Cars of the Roaring 20's

VehiclesBasicFloored*Offf-road * Driver (3+)Parts (3+)
Getaway carsd6+8"24+2d6"3d6" d12d12
Police carsd6+8"20+2d6"3d6" d10d10
G-man carsd6+8"21+2d6"3d6" d12d12
Jalopiesd6+6"20+2d6"3d6" d10d6
Old model cars2d6"12+2d6" 2d6" d8d8
New model carsd6+8"18+2d6"3d6" d8d10
Pick-up trucksd6+6"16+2d6"3d6" d10d12
Delivery trucksd6+6"12+2d6"2d6" d6d10

Any time a roll of 1 (s) comes up, that vehicle must roll on the Driver Parts Chart. If the roll is equal to or higher than the number listed, no problems. If the roll is lower, the vehicle rolls against the appropriate chart. The first 1 is driver, the second 1 is parts, and three 1's are rolled, subtract one from each die roll, including the roll.for any failures!

Driver failures:

1 . Car crashes and rolls over. All occupants roll on crash chart.

2. Car crashes. All occupants make a roll on crash chart.
3. Driver loses control. Lose half speed and roll against driver next turn.
4. Driver loses control. Lose half speed.
5. Swerve, lose 2d6" speed
6. Swerve, lose 2d6" speed

Parts failures:

1. Tire blown. Car crashes. All occupants roll on crash chart.
2. Steering damaged, Roll against driver each turn except for basic speed
3. Bent rod. No floored speed. Roll on parts if moving off road.
4. Overheating! -d6" and roll on Parts each turn.
5. Swerve, lose 2d6" speed
6. Swerve, lose 2d6" speed

Crash Chart:

1 D-E-A-D, Dead!
2. Severely injured, no movement, stunned.
3. Injured, -1 to shooting and hand-to-hand, no running. stunned.
4. Injured, -1 to hand-to-hand, -1 to shooting (except pistols),
5. Stunned.
6. Stunned.

Desperado Modifications

The following charts are for the Sons of the Syndicate version of the Desparadoes rules.

Movement (6 sider)

    Crawling 1d6"
    Walking 2d6"
    Running 3d6"
    Trot [Mtd.] 3d6"
    Gallop [Mtd] 5d6"

Modifiers to Movement:
Mount/Dismount -1
Reload pistol 1 turn
Window/Door -1
Reload rifle 2 turns
Jump fence/low wall - 1
Encumbered - 1/2 turn
Light wound - 1
Brokelegs crawl
Take careful aim -2"
Shot dead no move

Hand-to-Hand Combat:
Modifiers:

    Edged Weapon +2
    Clubbing +1
    Jump down on foe +1
    Unconscious - 3
    Lightly wounded -1
    Moderately wounded -2
    Badly wounded -3

Final Die Roll : Effect

    0-1 Run Away
    2 No effect, fight on
    3 Knocked back 2" (2DP)
    4 Knocked down (2DP)
    5 Knocked out (5DP)
    6 Knocked out/bad (10DP)
    7+ Killed

Protected: When a target is in hard cover (i.e., a wall, window, or doorway), all shots which would strike a body part in cover ore No Effect, as follows: WALL - only head, shoulder, chest, and arms/hand hits count. WINDOW - only head, shoulder, and hand/arm hits count DOORWAY - only head, arm/hand (and exposed side of body count if using a rifle or shotgun).

Opportunity Fire:

A character may withhold fire as follows

    1. The character must not have moved or fired this turn.
    2. The target must be to the character's frontal view (180 degrees).
    3. The character's card must already be drawn and opportunity fire declared.
    4. No aimed or multiple shots (except Tommy gun on auto).

Firing

Weapons (Rds)Up & CShortMediumLong Extreme
Pistols (2)1"/80%6"/60%12"/40% 18"/30%24"/10%
.45 Auto (4)1"/80%6"/60%12"/35% 18"/25%24"/5%
Greener(2)1"/120%3"/90%6"/50% 9"/10%-
Sawn-off (2)1"/90%7"/70%10"/40% 15"/20%-
Tommy Gun
(single shot) (2)
1"/85%6"/75%10"/40%18"/20% 36"/10%
Tommy Gun
(auto) (9)
1"/80%6"/70% 10"/35%18"/15%-
Rifle (2)1"/75%15"/65%30"/50% 35"/40%60"/10%
Knife (1)1"/80%3"/50%5"/30% 8"/5%-

Tommy gun split: 2", Autofire: -20%
Shotguns split: 2", Greener split: -3"

Modifiers to Hit:

FIRER

    Moving x50%
    Mounted x50%
    Bad wound x50%
TARGET IS
    prone x25%
    Light cover x25%
    hard cover Spcl.
    Revenuer +10%
MULTIPLE SHOTS
    Second shot -10%
    Third shot -20%
    Fourth shot -30%
.45 CAL HITS
    Knocked down
AIMED SHOT:
    +/- 5% on results

Fire Effect Chart: Red die =10's, white die = 1's

Die RollHit is to:Wound PtsEffects
1-5% HeadFatalAll Eat lead, G-man!
6-10% Rt ArmLight1/2 roll Ya rurnt my shirt!
11-15%ChestBadFull* Dat's fer Guido
16-20%GroinBadFull* Singin' soprano
21-25%Left legBrokeFull Crawl only, copper
26-30%L. shoulderLight1/2 roll Close but no cigar
31-35%Left armBroke FullKnocked down
36-40%StomachBadFull* Gut shot, Ma!
41-45%HeadGrazed 5 ptsDa next Scarface
46-50%ChestFatalAll Drilled 'em, Ness!
51-53%Left footLight1/2 rollGimp (1/2 move)
54-55%Right footLight1/2 rollFour-toed Eddy (1/2 move)
56-60%Right legBroke FullCrawl only, cockroach
61-65%SideGraze5 Pts Out of uniform
66-70%Left legLight1/2 rollNo running, ya scum
71-75%Right armBroke FullKnocked down again
76-80%ChestGraze5 PtsDented badge of courage
81-85%Right legLight 1/2 rollNo running, ya bum
86-88% Left handGraze5 Pts Drop yer weapon
89-90%Right handGraze5 Pts Drop yer weapon
91-95%Left armLight1/2 roll . Edgar'll replace it
96-97%SideBadFull* Just lie dere and wait
98-00%WeaponBrokeNone Weapon damaged beyond repair!
*Bleeding/Full % every turn intil gone.

Character Chart

Revolver 0000000000
Shotgun 0000000000
Rifle 0000000000 0000000000
BAR 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000
Thompson 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000

Body Points: 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 0000000000 000000000 0000000000
Broken: RA LA RL LL
No Run
1/2 Movement
Crawl Only
Bleeding
Immobile


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