We move into October 1938 now and start with this offering from Dell. I don't actually have a lot to say about it, but I'm going to share some of it anyway.
Among the gag filler is this panel -- I'm really surprised it took this long to see the cliche of the "Indian rope trick". Still...Hideouts & Hoodlums is going to need a Rope Trick spell.
I like this Shark Egan; it's got dynamic art and a fast-paced story. We also learn why it's not always a good idea to keep a crate full of grenades in your plane -- because someone else might find their way into your plane.
We also see that it's awful hard to hit even a target the size of a boat with a grenade, when thrown from a fast moving plane. This matches up with the penalties to hit at high speeds given in the vehicular combat rules of Book III: Underworld and Metropolis Adventures.
And I'm sharing this page only because I think it's funny. I would not expect any Editor to ever let this work in H&H, no matter how light the mood of the campaign was. Now, in a game like Toon, then this could work...
(Scans courtesy of Comic Book Plus)
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