This is from Thurston Hunt and, as unlikely as it seems from how everyone's just standing around here (or as unlikely as an action hero named Thurston), something exciting just happened. His captured informant opened a phony wristwatch that contained a poison pill. Poison pills are already in Book II: Mobsters & Trophies, but a phone wristwatch would be a new trophy item.
As if Thurston Hunt wasn't an odd enough name, this is Geo Poe (or Powell, as he's called in the last panel).
How experience point distribution originally worked in Hideouts & Hoodlums was that everyone involved in a fight got the same XP award. I later changed this to a total that has to be shared between all participants just to avoid scenes like this, where the Hero cowardly charges in with 20 supporting cast members in tow!
No, Geo didn't shoot the house with really explosive bullets; he was targeting a box of TNT inside. What this panel does is serve as a reminder, to Editors, that hideouts had better have more than one way in or out, because you never know when your players will want to bury the way in under rubble.
(Deja vu -- I already shared this page here!)
This is from a complete story called "Snatch-Racket" and this page contains some good advice for H&H players. Asking the Editor questions about what suspects are wearing, or how they are dressed, might net you some clues. Also, when approaching a hideout that consists of a modern-style house, remember that there are many ways of getting inside other than the front door.
From the same story, more evidence that hit point recovery should only take "minutes" -- or at least the first hit point after being at zero.
This is Rocky Baird, who we haven't seen in awhile. Rocky just got lucky -- his chance of a wandering encounter on this joy ride was probably 1 in 6, unless the biker patrol happened to be a set encounter.
(Scans courtesy of Digital Comic Museum)
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