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Written by Ed Teixeira
© 2010 ED TEIXEIRA –6/7/2010
© 2009 ED TEIXEIRA – 8/01/2009
TABLE OF CONTENTS Prologue Introduction IGO UGO THW Reaction System Word of Advice Movement 1 2 2 2 2 Normal Movement Fast Movement Going Prone Involuntary Movement 10 10 10 10 10 Reaction How to Take a Reaction Test Taking the Tests Focus Fast Move In Sight In Sight or Not Received Fire Wanting To Charge Being Charged Recover From Knocked Down Rally Man Down Leader Lost Heroes All Reaction Tests Status and Actions Carry On Duck Back Halt Hunker Down Obviously Dead Out of the Fight Retire Snap Fire Stunned 11 11 11 11 11 11 11 11 12 12 12 12 12 12 12 12 12 13 13 13 13 13 13 13 13 Equipment Required The Dice Passing Dice Counting Successes Possibilities Reading and Adding The Dice How Many D6? 3 3 3 3 3 3 3 Figures And Terrain Basing Figures Defining Faces 3 4 4 Defining Characters Stars and Grunts Star Advantages Larger Than Life (LTL) Cheating Death Free Will Star Power Reputation Weapons Attributes 4 4 4 4 5 5 5 5 5 6 Challenge Ranged Weapons List of Weapons Outgunned Rankings Tight Ammo 13 14 14 15 15 Getting Started Recruiting The Lists Using the Lists Military Operations Military List Insurgents List Street Warfare Police List Gang List 6 6 6 6 7 7 7 7 7 7 Shooting Line Of Sight Resolving Fire Target Selection Shooting A Weapon Ranged Combat Table Determining Damage Auto-Kill or Capture Firing Two Weapons At Once Pitiful Shot Throwing Grenades Hitting With Blast Effect Weapons “Who’s Got the Grenade?” 15 15 15 15 16 16 16 17 17 17 17 17 18 Organizing Your Force Groups Leaders Replacing Leaders 8 8 8 8 Rules Of War Turn Sequence Actions Order of Activation 9 9 9 9 Flock of Seagulls 18 © 2010 ED TEIXEIRA – 6/7/2010 .
Ken Hafer.Geo “Technomancer” Gibson. The “usual suspects” on the THW Yahoo Group for contributing to the growth of CR 3. and Ronald “Baddawg” Strickland Tony Yates for the inspirational artwork. Paul Kime for the great covers and maps. “Hannuman the Monkey-God”. And to Lil. . Vehicles Using the Vehicle Getting In and Out of Vehicles Groups Types of Vehicles Defining the Vehicle Vehicle Movement Reversing Direction Turning “Bootlegger Turn” Reaction Tests Vehicles in Combat Running Down Pedestrians Ramming Vehicles Bash Table Shooting Targeting Driver or Passengers Targeting Vehicles Driver Disabled 23 23 23 23 23 23 23 23 23 23 24 24 24 24 24 25 25 25 25 The Battles Patrol Goal Forces Terrain Deployment Special Instructions 25 25 25 25 25 25 26 © 2010 ED TEIXEIRA –6/7/2010 .Melee Hand-To-Hand Weapons How to Melee Melee Combat Table Breaking Off Melee 18 18 18 19 19 Retrieving Wounded After The Battle After The Battle Recovery 19 20 20 PEF Movement Resolving PEFs PEF Composition Table How Many Of Them? Military Patrol Table Insurgents Patrol Table And What Are They? Scouting the Table Top Optional Reinforcements How the Enemy Moves NPC Force Movement Table Patrol Example 26 26 26 27 27 27 27 27 27 27 28 28 Epilogue Index SPECIAL THANKS 28 29 Fighting The Battle Setting Up Terrain Types of Terrain How Many Pieces of Terrain? Terrain and Scenery Gaming the Street Warfare Table 20 20 21 21 21 22 Buildings Building Areas Entering And Exiting Buildings Movement Inside Buildings 22 22 22 22 The Godfathers .0 and setting the course.
0 free to the masses. play the game a few times and if you‟ve got a taste for a specific period come visit the website and the Yahoo Group.0 it‟s become obvious that the rules were reaching a much larger audience than before. What also became equally apparent was that gamers wanted bigger battles with more and more figures. CR 3. here‟s a little history. The cover of the rules (two young ladies in bikinis. The rules are called Guns and Girls and they debut with a News Item on The Miniatures Page. as well as fantasy and sci-fi titles. by some. right?). and automatic weapons) is taken as a sign of the Apocalypse.0 PROLOGUE CHAIN REACTION 3. Seeing how there was minimal book keeping in CR it was obvious that the mechanics would be where the ease of play would come from. Chain Reaction 2. That was the main reason for CR 2. What Chain Reaction has become is an introduction to the Reaction System and all the other mechanics used in current THW products. But the jump in © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 1 . “What a long strange trip it‟s been” 2002 Two Hour Wargames makes its first foray into providing rules for man-to-man skirmish games.0 was a generic set of rules that covered many periods in a light way the other titles are detailed and focused specifically to bring the flavor of that period to life.0: Fully Loaded.0.groups.0 needed a facelift. and much more.yahoo. and police actions were common but there were also the American Civil War games.com/group/twohourwarga mes/ 2008 By now Two Hour Wargames is up to twenty plus titles covering a variety of periods from ancient warfare to the conflict in Vietnam. battle reports began coming in about the games that people were playing with CR. As the saying goes….0 Many of you have probably heard of Chain Reaction but for those of you that haven‟t. hard core sci-fi. It quickly became apparent that you could adapt CR for almost any period where modern firearms were used.CHAIN REACTION 3. give the game a read. 2004 As word spread via the Internet. Anyway. Be sure to check out the Two Hour Wargames Yahoo Group linked below for answers to questions and free downloads for other THW games.0 delivered. 2009 With all the exposure and questions generated by CR 2. So I decided to make CR 2. But with bigger battles came the need for smoother mechanics and less bookkeeping. gangsters of the „20s. mechanics from CR 2. Star Wars (you all understand I didn‟t write Star Wars.0 is a THW lite version given to the gamer at no cost. high heels. thanks for the interest. http://games. causing a change of title to Chain Reaction and a new cover depicting a target riddled with bullet holes. dark future. Whereas CR 2. World War 2. So after five years I‟ve upgraded to CR 3.0 to present day THW products was so dramatic that it became apparent to me that CR 2.
You either get hit or not. fire. I immediately react and this may cause you to react in kind. Maybe you don‟t shoot at me. If you get hit I see how bad the damage is. The big thing is I get to move and shoot at you and you can’t do anything about it.0 THW REACTION SYSTEM Our figures start on opposite sides of a building and are out of sight of each other. CR 3. Or maybe I run away. IGO UGO Our figures start on opposite sides of a building and are out of sight of each other. Games are usually finished in two hours or less. I move my figure around the corner and your figure can see me.0 is a great way to learn the Reaction System used by Two Hour Wargames. runs out of ammo. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 2 . Maybe I shoot you. THW uses what is called the Reaction System. or runs away. I move my figure around the corner and see your figure. WORD OF ADVICE Be sure to read all of the rules before trying to play CR 3.INTRODUCTION CHAIN REACTION 3. Here‟s an example of both systems using one figure on each side. The big thing is you get to react to what I do just like in real life. After a few turns you‟ll have them memorized and will rarely refer to the rules. In this system your side activates and you move part of your force. It‟s my turn and I move first. There are a variety of Reaction Tests in CR 3. If you hit me I see how bad the damage is. Maybe I duck back for cover. Now it‟s my turn again. Maybe you shoot at me. hence the company name. ducks back behind cover. Traditional games use a turn sequence known as “IGO. If you stay where you are you shoot at me. You either hit me or not. It‟s that simple. But if you miss I take a Received Fire Reaction Test. and maybe you do a morale test or two. When all the reactions are finished it‟s your turn. Or maybe I‟m knocked out of the fight or worse. I activate and I move first. we do some melee. That triggers a reaction from parts of my force. I shoot at your figure. Maybe you shoot at me but rush your shot. If I don‟t get hit I take a morale test and stay where I am or maybe runaway.0. And if you have a question about the rules just keep reading as the answer will be coming along shortly. We continue to fire back and forth at each other until either one of us gets hit. If I get hit you see how bad the damage is. Now it‟s your turn. Maybe I‟m only stunned. CR 3. If you don‟t get hit you take a morale test and stay where you are or maybe runaway.0 but you‟ll be using only two of them 95% of the time. This means that I move my figures. You take an In Sight Reaction test. If you shoot me either you hit me or miss.0 is a skirmish set of rules that can be played with any figures you may already have. UGO”.
Some very nice paper terrain is available online that will work just fine. The Berber will roll 4d6 while the Legionnaire will roll 5. plastic figures.CHAIN REACTION 3.0. the quicker games will play. POSSIBILITIES You may see numbers in parenthesis such as (1-2). I use eBay as one source for terrain. HOW MANY D6? How many d6 do you roll? This is found by looking in the upper left corner of each table. Any combination of metal. 1. you can find them in gaming stores. Example – Jim Bob Joe (Rep 4) must take a Received Fire Test. at conventions. This will usually be 3. He rolls 2d6 and scores a 1 and a 5. Figures may pass 2. Something to represent buildings and other terrain features. 3. COUNTING SUCCESSES Another way to use the dice is by rolling them and counting successes. also known as d6. or even paper figures. When taking a test that uses this method a success is any score of 1.0. READING AND ADDING THE DICE And sometimes you simply read the result of the d6 for what it is and add the scores together. It is best to have at least six of these. or 0d6 when the dice are rolled this way. If you don‟t already have figures.0. There aren’t any official figures so play with what you already have. There will be a number that tells you how many d6 should be rolled. That means roll 3. and 4. or 6 is a failure. 3. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 3 . Example: The native dancing girl enters melee and rolls 4d6. 2. Sizes range from 6 mm to 54 mm and everything in between. If the score is equal or less than the Rep then the figure has passed that die. or 1 or maybe a word like Rep or Target. This means that there is a chance of an event happening based on a d6 roll. Note that there will be times when the figure may roll more or less than 2d6 but the player can never score better than pass 2d6. The best part is that you can use any of them and still play CR 3. Example – The gang member may be armed with a pistol (1). FIGURES AND TERRAIN Literally hundreds of figures can be used with CR 3. This translates into three successes. Finding terrain can be handled the same way or you can build it from scratch. They are: Six-sided dice. THE DICE During the game you will be required to roll dice in a variety of ways. and the more you have. or 1d6 or 1d6 for each point of whatever word it is. The Legionnaire must roll an In Sight Test so tosses 2d6. A flat surface at least 3'x3' with larger usually being better. or online. One ruler or measuring device. They later go into melee and see the word Rep on the Melee Table so they each roll 1d6 per point of Rep. or 3. If the score is higher than the Rep then the figure has failed that die. Example – On the Terrain Generator Table I roll a 3 and a 6 for a total of 9. 2. They are: PASSING DICE This way to use the dice is to roll 2d6 and compare each result individually to the Reputation or Rep of each figure taking the test. plastic or paper figures in a consistent scale of your choice. Example – A Berber Horseman (Rep 4) is approaching a French Legionnaire (Rep 5). 2. She scores a 1. ideally one device per player. it is also a good way to find painted figures. A score of 4.0 EQUIPMENT REQUIRED You will need a few things to play Chain Reaction 3. You can choose from metal figures. This means that on a result of 1 when rolling 1d6 the ganger has a pistol. He has passed 1d6. 5.
0 is 1 figure on a round or square base as either style will work.0 Perhaps the best form of guidance will come from joining the Two Hour Wargames Yahoo Group and asking your questions there. Figures previously mounted for other rule systems will also work.CHAIN REACTION 3. They may be friends or foes and will come and go as the game progresses.com/group/twohourwarga mes/ BASING FIGURES Each figure represents one real man.0 is played with individual figures referred to as characters. the player. To qualify as a rear attack the attacker must begin and end its movement behind the front facing of the target. STARS AND GRUNTS There are two types of characters. We suggest your Star begin with a Rep of 5. The easiest way to base your figures for CR 3. DEFINING CHARACTERS Chain Reaction 3. Cheating Death Free Will Star Power LARGER THAN LIFE (LTL) CR 3. STAR ADVANTAGES Being a Star in CR 3. They are Stars and Grunts. This is represented in the following way. Stars may not recruit Grunts with a higher Rep than themselves. GRUNTS – These are the non-player characters (NPC) or characters that do not represent a player. NPCs are controlled by the game mechanics.0 has four important advantages.groups.yahoo. STARS – Characters that represent you. These are: Larger Than Life. For each point of Rep the Star has he may recruit one Grunt. Characters are defined in the following ways. Stars may recruit Grunts to form their force. This is done by rolling on the appropriate force List. Is it a Star or a Grunt? What is its Reputation? What type of weapon does it have? Does the character have any Attributes? DEFINING FACES Charging onto the rear of an enemy or shooting to its rear depends upon the actual physical location of the attacker. http://games. The front facing is defined as 90 degrees to the left and right of the way the figure is facing. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 4 .0 can be used to capture the cinematic flavor of modern action movies where the Star is a larger than life character.
Reputation 5 . CHEATING DEATH A Star can be killed by anyone with an equal or higher Rep. Your average K-Mart shopper would be considered Rep 2. Reputation 4 . © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 5 . Stunned goes to no damage taken. FREE WILL Each time a player must take certain Reaction Tests he may choose which of the three possible results he wants to do without rolling dice. Instead the worse result a Star could receive would be Out Of The Fight. He chooses to pass 2d6 and return fire. and motivation and is an expression of a character‟s overall fighting quality. etc.These are veterans of numerous successful encounters.These are green or poor quality targets with little motivation or desire for combat. Star Power is the ability of a character to ignore normally disabling damage. or 3 reduces the damage by one level. He is now a Rep 4. o o Out of the Fight goes to Stunned. One has a pistol. Example – I choose three figures. Weapons are covered in more detail in the appropriate sections entitled Ranged Combat and Melee. Low ranking gang members would have a Reputation of 3. Also confirmed cowards. When a player chooses to cheat death his Rep is immediately reduced by one level. 2. Whenever a character with Star Power takes damage from ranged fire or in hand-to-hand combat it will roll 1d6 equal to its Star Power. REPUTATION Reputation or Rep represents a combination of training. The stuff of legends. Damage reduces as follows – o Obviously Dead goes to Out of the Fight WEAPONS Most characters are assumed to have a ranged weapon whether pistol.These are reliable men and women of some experience. character remains on feet and may function normally. Reputation 1 – Usually reserved for the extremely old or young or those that are sick or infirm. one a shotgun. I decide to play the figures with the weapons that they have. Example. morale. Delta Force or SAS members would have a Reputation of 5. Any result of 1. STAR POWER Usually reserved for Stars but sometimes found in Grunts. Reputation 2 . Players are encouraged to count the figure to be armed with the weapon it has. Stars start with Star Power equal to their Rep.Billy Pink (Rep 5) is shot by a Rep 4 gang member. and the third an assault rifle. and children often do not. It is possible for a character to have more than one weapon such as a rifle and pistol. submachine gun. experience. The gang member scores an obviously dead result so Billy should be dead.0 Stars cannot be killed by anyone with a Rep lower than the Star. Any result of 4 or 5 means the damage stays but the d6 is retained for future use. The gang member scores an obviously dead result but Billy Pink is out of the fight instead. Reputation 3 – These are guys of unknown quality who have seen little or no action. hostages. Instead he uses the Cheating Death rule and leaves the game. He is a Star so can choose his reaction on the Received Fire Test. Some characters such as civilians.CHAIN REACTION 3.Billy Pink (Rep 5) is shot by a Rep 5 gang member. This is noted on the test by an *. There are six possible levels of Reputation Reputation 6 – These action heroes are few and far between. Example. When this occurs the Star may declare that he is cheating death. Any result of 6 means the damage stays but that die is removed from the character‟s Star Power for the rest of the scenario. Example – Billy is shot at by the enemy. Undercover cops are examples of Rep 4. He is immediately removed from the game and whisked safely home.
Colonials.0 for World War 2. 12 Nerves of steel: Not subject to Duck Back. RECRUITING The first thing that has to be determined is what your force consists of. 3 Poser: Will roll only 1d6 when taking the Received Fire Test. These are general army lists and if you desire more detailed lists then see the THW website for rules that go into more depth for each period or genre. or series of connected battles. Using Attributes is strictly optional but will greatly enhance your games. 6 Brawler: Adds 1d6 when in melee. each with a variety of Reps. If you are playing a campaign. and increasing the weapons range to 60”. 5 Slow: Treats a result of pass 2d6 as if pass 1d6 when taking the Fast Move Test. Once you have learned the game mechanics you can easily play much larger games of upwards of fifty figures per player and all in a manageable two hours or less. Any friendly character within 4” of him will react as the Born Leader does regardless of what their reaction would have actually been. He recruits two Grunts. You could also use CR 3.0 ATTRIBUTES CR 3. For each figure in your force roll 2d6. Example – Billy Pink is a Star and chooses the following Attributes. If firing from a prone position he then receives a third d6. 9 Runt: Minus 1d6 when in melee. No matter the time period the link to all of them is CR 3.CHAIN REACTION 3. as it could require too much bookkeeping. 8 Athlete: Adds 1d6 when taking the Fast Move Test. 4 Agile: When the character is fast moving he does not suffer any shooting penalties. To do this simply allow the Star to recruit Stars equal to his Rep instead of Grunts and let each recruited Star recruit Grunts. But the choice is yours. GETTING STARTED This section will explain some of the games that CR 3.0 uses Attributes to further define characters. Grunts have their initial Attribute determined by rolling 2d6 on the Attributes Table. Add the scores. Feel free to mix and match or create your own lists as you see fit. THE LISTS Here‟s a list of force types that you can use in CR 3.0 can be used for. Char rolls an 8 so is an Athlete while Dez rolls an 11 and is Clumsy. 11 Clumsy: When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned.0. 7 Slow to React: -1 to Rep when taking the In Sight Test. and other periods. Agile and Born Leader. USING THE LISTS Here‟s how to use the lists. As for who is armed with what we provide general information. Look down the Recruit column for each total to determine the character‟s Type and Rep. Follow the general guidelines in each list to see what each figure is armed with. Char and Dez. If you choose to use Attributes it‟s best to limit them to your force and not use them for the non-player enemy characters. counting the best score. 10 Marksman: Will roll 2d6 instead of 1d6 when using a bolt-action rifle. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 6 . When first starting our we recommend using from three to ten figures per player.0 is a game about firepower. the Star is allowed two Attributes chosen from the lists. 2 # ATTRIBUTES TABLE 2d6 added together ATTRIBUTES 2 Born Leader: Adds 1d6 to all personal Reaction Tests except for the In Sight and Recover From Knock Down Tests.
Each officer will be armed with a BA Pistol and have access to a shotgun in his cruiser. One Team Leader is the overall Leader of the squad. These squads are further broken down into three man teams or groups consisting of one Team Leader and two other soldiers.0 MILITARY OPERATIONS In this section we cover operations involving traditional military forces and irregular forces often referred to as insurgents. GANG LIST Gangs are from six to twelve figures in size and led by one Leader. POLICE LIST Police squads are five to ten figures in size. Rival gangs strive to eliminate each other as well as grow in wealth. shotgun (4). They range from the officer on patrol to the elite SWAT teams found in most major US cities. Each group may have one SAW. machine pistol (5). shotguns and machine guns. Each soldier will be armed with an assault rifle and grenades. MILITARY LIST Military groups or squads are from nine to twelve figures in size. Police Military Recruit Special 2 to 4 5 or 6 7 to 9 10 to 12 Type Star Team Leader Veteran Soldier Recruit Rep 5 5 5 4 3 Recruit Special 2 3 4 or 5 6 to 9 10 to 12 Type Star SWAT Detective Veteran Officer Rookie Rep 5 5 5 5 4 3 INSURGENTS LIST Insurgent groups are from nine to fifteen figures in size under the command of one Leader. Gang members are armed with a pistol (1). Each soldier will be armed with an assault rifle and grenades. Each two groups can have a one-man Rocket Launcher that may fire only once per game. Each three squads can have a rocket launcher team of two soldiers attached to it. SWAT teams do not work with regular uniformed officers but replace them in special circumstances. One member of each team can have a grenade launcher or squad automatic weapon also called a SAW. SWAT members will be armed with a BA pistol and have access to assault rifles. STREET WARFARE This would also include all apocalyptic games where society is in decay and criminal activity runs rampant. It may never be reloaded. or submachine gun (6).CHAIN REACTION 3. The setting could be either rural or urban as you choose. Gang Recruit Special 2 3 or 4 5 to 8 9 or 10 11 or 12 Type Star Boss Hard Case Banger Punk Wannabee Rep 5 5 5 4 3 2 Insurgents Recruit Special 2 3 to 5 6 to 8 9 to 12 Type Star Leader Military Trained Experienced Recruit Rep 5 5 4 3 2 © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 7 . BA pistol (2-3).
So when a Leader becomes disabled the non-Leader figure with the highest Rep in the group is considered to be the Leader. Example – A squad of soldiers wishes to take a Wanting to Charge test. A LDR at the end of some Reaction Tests or a LDR in the top left corner of any applicable Reaction Test designates this. The Leader provides the following benefits. But adding the one passed d6 from the Leader Die means the squad actually has passed 2d6. GROUPS At the start of the battle each side must divide their figures into groups of 1 or more figures. Example – The group comes under fire and the Leader is disabled. Later Billy moves to within 4” of her and she becomes part of the group and may immediately move with him. rolls 2d6 and scores a result of 3 and 6. The Leader allows for all figures in his group to activate when he does. If the result is pass 1d6 then this result may be added to the reaction results of figures in the group. all Rep 4. To use Leader Die throw 1d6 and compare the result to the Rep of the Leader. Char. The group now takes the Leader Lost Reaction test and passes 2d6. In case of a tie the player may designate the Leader. This is now added to the results of the other figures taking their tests. They are all within 4” of each other and can see at least one other member of the group. If the actual Leader is disabled someone will always “step-up” and replace him.0 ORGANIZING YOUR FORCE There are two special rules that can affect the organization of your figures and how you may move them. The new figure now takes over the functions and abilities of a Leader. or behind one scout detached from the group are allowed to apply Leader Die to certain Reaction Tests. Leaders lead! Leaders that are in the front rank of a group. The squad. Although she can still see Dez or Billy she is now in her own group and will activate by herself. LEADERS Each group will start the battle with a Leader. Example . The score is a 3 so the result is pass 1d6. REPLACING LEADERS In real life there will always be someone in charge of a group. The highest Rep figure in the group is now the Leader. Groups are those figures within 4” of one another and in clear Line of Sight of another group member. They get fired on and Char ducks back outside of 4” from Dez or Billy Pink.Billy Pink. This means that they normally would have passed 1d6. They are the Group and Leader rules. You may form up or break apart your group into smaller groups at anytime during the turn when you are active or when forced by reaction. and Dez are in one group. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 8 .CHAIN REACTION 3. The Leader has a Rep of 4 and 1d6 is thrown. Note that Line of Sight or LOS is explained in detail later in the rules.
each turn follows a strict sequence. If all dice roll the same number. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 9 . It is now the Yellow sides turn. TURN SEQUENCE Chain Reaction 3. Yellow may activate only groups that are led by a Rep 4 or higher Leader. changing the way he is faced if desired. Let‟s start with actions. Billy continues his move and decides to active fire at another enemy. After both sides have moved all of their eligible groups and all reactions have taken place the turn is over and Activation dice are rolled again. Blue may activate only groups that are led by a Rep 4 or higher Leader. Example: A Blue 4 and a Yellow 3 are rolled. ACTIONS When a character is active he may voluntarily do one of the following actions. fires. The die score also determines which Rep or higher group the corresponding side may activate. Example – Billy Pink walks around a corner and an enemy gets an in Sight test. Although battles can last an unlimited number of turns. and fire. the other side may activate one group at a time under the above Rep restriction and continue to do so until all groups have been activated. regardless of any firing called for due to a reaction result. Move up to full distance and fire if desired. If the die scores are not doubles then read each die individually. Stay in place. Billy takes the Received Fire test. Example: A Blue 4 and a Yellow 3 were rolled. Before the game begins select 2d6 of different colors. simply re-roll. ORDER OF ACTIVATION When a side is active it must activate its groups from the highest to the lowest Rep. The higher score determines which side will activate its groups first. Charge into melee in lieu of taking active fire. If the die scores are the same (doubles) reroll them.0 is played in turns with one phase of activation per side. When more than two sides play just add additional colored die to the Activation roll. and takes out the enemy.0 RULES OF WAR Now let‟s go over the rules as you will use them during the game. A character may always fire once when active. After the first group has completed all its actions and any reactions it may have caused have been resolved the active side is allowed to proceed to its next group. Designate one side as one color and the other side as the other color. Now that you know the turn sequence we will explain the rules in the order that they will occur during the game turn. This is called rolling for Activation.CHAIN REACTION 3. Any dice rolling doubles means those sides may not activate but the other sides may. Any and all reactions caused by one group activating have to be finished before the next group may activate. Groups activate from the highest to the lowest Rep. The Blue side scored higher so it activates first. After all of one side‟s groups have been activated. In cases of a tie the player chooses the order of activation. The Blue side has finished activating all the groups he wanted to. called active fire. Roll these two dice at the same time to start each turn. fires and misses. at any time during his move.
This ends their movement. If no cover available within 12” then drop prone in place. Duck Back – Move to the nearest cover within 6”. Char (Rep 3) passes 0d6 and moves only 8”. Hunker Down in cover cannot see or be seen by the figure that caused the test. Remain Hunkered Down until rallied or forced to retire again.Move to the nearest cover within 12” away from the cause of the test. Dez (Rep 4) passes 1d6 and moves 12”. Example – Char moves 8” and declares that she is going prone. Dez scores a result of retire and moves to the closest cover away from the enemy. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 10 . even forward. FAST MOVEMENT If desired a figure may attempt to move at a faster speed than normal. and now will hunker down until rallied by Billy or Char. To regain their feet takes half of their movement distance. Figures in Duck Back cannot see or be seen by the cause of the test. Example – Billy Pink (Rep 5) decides to have the group take a Fast Move test. Rolling 2d6 versus the Rep of the figure then consulting the Fast Movement Test does this. However. the possible involuntary actions and moves are as follows. A figure forced to go prone by a reaction result may not fire when going prone. The group tosses 2d6 and scores a 5 and a 4. GOING PRONE Figures may choose to go prone at anytime during their turn. ducks down. Billy passes 2d6 and moves 16”. Hunker Down – Stay in cover or move to nearest cover within 12”. This can be in any direction. Example – Billy Pink and Dez are fired on. ending your turn. Retire . If no cover available within 6” then drop prone in place. The figure is laid down and she can now fire if desired. If no cover available within 12” then drop prone in place. The procedures for taking a Reaction Test will be described later. ending your turn. He rolls 1d6 versus his Rep of 5 but scores a 6 so fails his Leader Die. NORMAL MOVEMENT Normal movement is 8” for all figures. Remain in place not doing anything until rallied. and involuntary when caused by a Reaction Test. voluntary. when the group is active. even if already in cover. Active figures that choose to go prone may fire immediately after going prone. ending your turn.0 MOVEMENT There are two types of movement. INVOLUNTARY MOVEMENT Figures may be forced into involuntary actions and movement due to the results of a Reaction Test. Billy scores a duck back so moves to the nearest cover 6” towards the shooter. Halt – Cease movement or do not move.CHAIN REACTION 3.
Char and Dez are within 4” and can see Billy. Gweedo is now active. Figures will take Reaction Tests during the game when called upon to do so. All of the tests are grouped together on the Reaction Tests Table in the rear of the book. Figures ducked back or hunkered down fall into this category. FOCUS Whenever a group must determine which group it will fire on the Leader of the group will take this test. IN SIGHT – Whenever a figure has an opposing group enters its LOS.REACTION CHAIN REACTION 3. This means that some figures taking the test in the same group could pass 2d6. It cannot be seen due to weather or light restrictions such as being farther than 12” from the enemy at night. HOW TO TAKE A REACTION TEST To take a Reaction Test roll 2d6 and apply the results to all the figures in the same group taking the test. Taken when active or inactive. passes 2d6 and fires. Billy must take the Focus Test.0 FAST MOVE – Whenever a figure wants to move farther than its normal move distance it will take this test. If more than one figure is in that group the test is taken after all the figures that wish to move have done so and have moved no more than 2”. and Dez activate and there are two target groups in LOS. Reaction Tests reflect how a figure will perform when under physical. Example – Billy Pink is inactive and behind a building. Char. Any friendly figure within 4” and LOS to this figure will also take the test. A figure is in sight when – The enemy figure can trace a line of sight to that figure. He passes 2d6 so directs the group to fire at the biggest threat. Gweedo is on the other side and not in sight. As both target groups are similar threats they will fire at the closest target group. They all take the test. IN SIGHT OR NOT Figures are always either in sight or not. the figure takes this test. If a group activates and has more than one target group in its LOS then it will take the Focus Reaction Test to determine who it will fire at or charge. Billy takes the In Sight test. RECEIVED FIRE – Whenever a figure has been shot at and not hit it will take this test. moves up to the corner of the building. This still applies even if that figure is in cover or concealed. Taken when active. The In Sight is taken as soon as the group comes into view. A figure is not in sight when- TAKING THE TESTS Let‟s look closer at each Reaction Test. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 11 . 1d6. It cannot be seen because of intervening terrain. Taken only when inactive. mental. Example – Billy Pink is shot at. or 0d6 for the same test. and it was not seen previously during this activation phase. Taken only when active. and can now be seen by Billy. or emotional stress during the fight. Gweedo is considered to be In Sight. Example – Billy. It is called the Reaction System. This section covers the heart of the Two Hour Wargames system.
Billy and Char want to charge while Dez stays put and provides fire. this means the figure will go into hero mode. CARRY ON – The figure is in good order and can act and react as desired. Man Down. Example – Billy. Taken only when inactive. RALLY – Whenever a figure that has hunkered down and wishes to return to the fight it will take this test. Char must take a Received Fire test if she is not hit by Carlos’ fire. RALLY. and Leader Lost Reaction Tests are the same test just taken for different circumstances. Taken when active or inactive. She passes 0d6 and remains hunkered down.CHAIN REACTION 3. REACTION TEST STATUS AND ACTIONS Here we will explain the terms found on the Reaction Tests Table. Example – Dez is hit by fire and is stunned. passes 2d6. BEING CHARGED – Whenever a figure is being charged the figure must take this test when the charging figure reaches 4” from contact. She is now in hero mode. It may only be taken when a friendly figure in carry on status is within 4” and in LOS. Taken only when active. Both Char and Billy are within 4” and sight of Dez but only Char has the results applied to her as Billy has a higher Rep than Dez. Which figure? Simply roll 1d6 for each figure and add the score to its rep. They roll 2d. Taken only when active. or obviously dead will take this test. A figure is considered to be carrying on if it is not doing any of the following. If the Leader is out of the fight or obviously dead the figure with the highest Rep would now become the new Leader. LEADER LOST – When the Leader is the Man Down this test is taken instead. The group now takes the Leader Lost Reaction Test and passes 2d6. Char and Dez are in the same group. HEROES ALL Whenever double ones (snake eyes) are rolled for any of the following Reaction Tests. Received Fire Wanting To Charge Being Charged Man Down Leader Lost RECOVER FROM KNOCK DOWN – Whenever a figure is knocked down it will immediately take this test. Dez fires before her friends move. The group rolls 2d6. Taken when active or inactive. Char moves to 3” away from her and Dez rolls 2d6 to Rally. Dez passes 1d6 and rallies. She rolls 2d6 on the Recover From Knock Down Test. Example – Dez is behind cover and hunkered down. Carlos takes the Being Charged Test and passes 2d6 so will fire then melee with Char. High total is a hero with ties being rolled off. MAN DOWN & LEADER LOST The Rally. Example – Char charges Carlos. Example – The group comes under fire and the Leader goes down. Example – Dez takes a hit and goes down. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 12 . Example – Char takes a Man Down test and passes 2d6 with snake eyes. and is stunned. Taken when active or inactive.. They both are allowed to charge. out of the fight. Billy passes 2d6 while Char passes 1d6. Any friendly figure within 4” and LOS to the charging figure will also take the test. Later Char wants to charge and does so without needing to roll. This means they will always pass 2d6 whenever they have to take these tests for the rest of the game.0 WANTING TO CHARGE – Whenever a MAN DOWN – Any figure within 4” and LOS to a figure has a LOS to an opposing group and wants to charge into melee (hand-to-hand combat) it takes this test. Later in the turn Billy Pink attempts to rally Dez. friendly figure that suffers a result of stunned. 3d6 are rolled this time as Billy can add his Leader Die.
Example – I want to jump from the roof of a truck to the roof of a building. OR Decide not to continue the challenge. # Dice Passed Pass 2d6 Pass 1d6 Result Character completes the challenge successfully. If no cover is available within 6” then the figure will drop prone in place. HALT – Cease movement or not move at all.If the task is highly difficult then subtract one from the Rep of the character attempting the task. He cannot move on his own and must be retrieved by others. If no cover is available within 12” then the figure will drop prone in place. ending its turn. 13 . STUNNED – Figure may not act or react until having spent one full turn of activation doing nothing. 3 – Decide the degree of difficulty. I add one to my Rep. then increase or decrease the Rep of the character by one point. If no cover available within 12” then drop prone in place. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 Pass 0d6 Basically after the challenger decides what the task will be the players must agree on the difficulty of the task and the consequences of failure. CHALLENGE Use this procedure when a player wants to do something that is not covered by another rule. It may not function until rallied and if confronted by an enemy within 4” will surrender. Remain Hunkered Down until rallied or forced to retire again. DUCK BACK – Move to the nearest cover within 6”. he has a higher Rep than mine so I reduce it back to 5. Example – The truck will be moving so I decide it is highly difficult. SNAP FIRE – Stop in place and fire rushing the shot and at full Target rating. even forward. OBVIOUSLY DEAD – The wound is so severe it is obvious that the character is dead. Figures in Hunker Down cannot see or be seen by the cause of the test but those that go prone can. Example – I want to sneak by a guard and it is night time and his back is to me. 6 – If there are circumstances that would increase or decrease the chance of success. even if already in cover. 2 CHALLENGE TEST (Taken vs. Example – The truck and roof are the same height and only three feet apart. ending your turn. However. Character may chose to immediately re-roll the challenge counting a result of pass 1d6 as if pass 0d6. If contacted by enemy he is considered to be captured. 5 – If the task is very simple then add one to the Rep of the character attempting the task. HALT – Cease movement or not move at all. Example – If I fall I will damage a leg and reduce my movement by half.CHAIN REACTION 3. I add one to my Rep. My Rep is reduced from 5 to 4. Rep) A score of “6” is always a failure RETIRE . It may not fire until active or caused by subsequent Reaction Test. Character fails and suffers consequences. OUT OF THE FIGHT – The figure is wounded and cannot continue the battle. My Rep is increased from 5 to 6. 1 – Decide on the task the player wants to do. HUNKER DOWN – Stay in cover or move to nearest cover within 12”. 7 – It is possible that there may be offsetting circumstances that would increase or decrease the chance of success. This can be in any direction. ending its turn. Figures in Duck Back cannot see or be seen by the cause of the test but those that go prone can. Example – I want to sneak by a guard and it is night time and his back is to me. 4 .0 Stunned Obviously Dead Out of the Fight Ducked Back Retire Hunkered Down 2 – Decide what the consequences of failure will be.Move to the nearest cover within 12” away from the cause of the test.
5 and 6 for hitting the target. Example – A submachine gun with Target of 3 may fire at up to three targets in a three-inch width. BA PISTOL (BAP) – Big A$$ pistols have a range of 12”. Weapons are defined by four characteristics. and have an Impact of 2. Impact – The damage a hit from the weapon may do. SQUAD AUTOMATIC WEAPON (SAW) – The SAW has a range of 48”. BOLT ACTION RIFLE (BA) (SNIPER RIFLE) – Rifles have a range of 48”. 2. and have an Impact of 2. Target of 3. They also use the following rule. He counts only the best three scores for damage. Targets – The maximum number of d6 rolled when fired by the character. Example – Jim Bob Joe fires at three targets. and an Impact of 2. Melee is considered to be a last resort. WEAPONS TABLE Type Pistol BA Pistol Shotgun Bolt Action Rifle Semi-Automatic Rifle Machine Pistol Submachine Gun Assault Rifle Grenade Squad Automatic Weapon Grenade Launcher Rocket Launcher Range Targets Imp 12 2 1 12 2 2 12 3 2 48 1 3 48 2 3 12 3 1 24 3 1 48 3 3 6 5” blast circle 2 48 4 3 24 5” blast circle 2 48 5” blast circle 5 SHOTGUN (SG) – Shotguns have a range of 12”. Target of 3. He counts the 4. Target of 3. and have an Impact of 1. Each d6 has the potential to do damage to a target and any or all dice may be applied to one or more figures. and an Impact of 3. Trust me on this. Target of 2. ROCKET LAUNCHER (RL) – If the RL has a second figure acting as a loader it may fire once during the turn in reaction or when active. 5 and 6. Target of 1. If a loader is not present then the shooter must spend one turn of activation doing nothing but loading the weapon. and an Impact of 3. LIST OF WEAPONS PISTOL (P) – Pistols have a range of 12”. Each weapon is defined by type and in some cases weapons have been lumped into broader categories. can engage an unlimited number of targets in a 5” blast circle. Also defines the “spread” of the weapon. He also counts the two ones for tight ammo purposes so he is out of ammo. GRENADE (G) – Grenades have a 6” range when thrown. Rocket Launchers have a range of 48”. GRENADE LAUNCHER (GL) – The grenade launcher replaces the figures normal weapon and allows for a grenade to be fired up to 24”.0 RANGED WEAPONS There are two ways to inflict damage in CR 3. can engage an unlimited number of targets in a 5” blast circle. He counts all six d6 rolled for purposes of tight ammo. and an Impact of 3. Grenade launchers may fire once during the turn in reaction or when active. 1. Type – What they are Range – The range listed for every weapon is its effective range or the range that the firer feels he has a reasonable chance of hitting the target. and have an Impact of 1. When firing the shotgun the shooter is allowed to roll 6d6 instead of 3d6. and an Impact of 1. MACHINE PISTOL (MP) – MPs have a range of 12”. can engage an unlimited number of targets in a 5” blast circle. The first way is through ranged weapons fire and the other is through melee (hand-to-hand combat).0. SEMI-AUTOMATIC RIFLE (SA) – Semi – automatic rifles have a range of 48”.CHAIN REACTION 3. SUB-MACHINE GUN (SMG) – SMG has a range of 24”. Target of 2. Target of 3. Target of 2. 4. and an Impact of 5. ASSAULT RIFLE (AR) – ARs have a range of 48”. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 14 . and an Impact of 2. Target of 4. and have an Impact of 3. He scores a 1.
can only fire once per turn. This is called their Outgunned Ranking or OR. 4 and 5. Outgunned Ranking 5 4 3 2 1 0 Weapon Type Grenades and Rocket Launchers. SAW Target 3 weapons.0 to represent them. Billy takes the received Fire test and passes 2d6. he cannot fire because he is out of ammo. so must Duck Back instead. LOS in woods or rough terrain is reduced to 12” in the daytime and 6” at night. Carlos takes the Received Fire test. retrieving wounded and chargers are never outgunned.) is reduced to 12” in the daytime and 6” at night. Example – Carlos fires with a SAW and rolls a 1. Example – Char fires at Carlos and misses. Note that Stars. and sometimes weather. there still is a chance that the weapon may temporarily run out of ammo and must be reloaded. Char takes the Received Fire test and passes 2d6. It is common for figures to fire multiple times in one turn. Line of Sight extends across the whole table and is blocked only by friendly figures. However. If at the edge of the woods then the figure may see and be seen from outside the woods. Although Billy has a higher OR weapon. heavy rain. So anytime two or more “1”s turn up when firing the weapon is out of ammo and may not be fired again until one turn of activation is spent reloading it. Run out of ammo by rolling two or more ones. The weapon. RESOLVING FIRE Fire continues between two or more figures until one side is unable to return fire. In nighttime the LOS is reduced to 12”.CHAIN REACTION 3.0 is pretty much unlimited. TIGHT AMMO Ammo in Chain Reaction 3. If a figure shoots with a weapon with a higher OR than what the target has or if the target cannot shoot back then the target is outgunned. Figures reloading weapons may not exceed their normal move. LOS in inclement weather (fog. etc. One side has retired. such as a Rocket Launcher. Target 2 weapons. This is reflected by the different game mechanics used in CR 3. SHOOTING Shooting a weapon and hand-to-hand combat are distinctly different ways of inflicting damage. The target will take the Received Fire test but cannot score better than Duck Back. buildings. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 15 . Na Outgunned Rankings Stars. terrain. Those that may not return fire or out of range.0 OUTGUNNED RANKINGS When firing. The targets must be not more than 1” from each other. Carlos fires back and misses as well. some weapons are perceived to have greater firepower than others. The weapon is considered out of ammo after all d6 have been applied. Target 1 weapons. He scores two hits with the 4 and 5 but the two “ones” mean he is out of ammo. TARGET SELECTION A figure may fire at up to one target per point of Target rating of the weapon. One side has Ducked Back. and those retrieving wounded are never outgunned. chargers. One side has been hit by fire. A straight line from the shooter to the target is called a Line of Sight or LOS. This can happen for the following reasons. LINE OF SIGHT To shoot something you must first be able to see it. However. He is fired on by Slag who is using a semiautomatic rifle. 1. targets in a well-lit area will count LOS as normal for those firing at them. Normally she should return fire but instead Char will duck back as she is outgunned. Example – Billy has an assault rifle (OR 3) but is out of ammo.
Then Roll 1 to 4d6 depending upon the Target rating of the weapon and add them individually to the shooter‟s Reputation. Roll the dice and arrange the dice from the highest to the lowest. Target Ranged Combat 1d6 + Rep Example .miss. COVER – If the target is behind a solid obstruction that can stop a bullet it is in cover and was missed.CHAIN REACTION 3. Each die score is added individually to his Rep of 5. There is no need to test any modifiers prior to rolling as the modifiers are already built into the hit table. the target was missed. The d6 are laid out from high to low (5. SHOOTING A WEAPON First establish a LOS between the shooter and the target figure. 2. The 5 will be applied to Dez and the rest applied to Char. Target is knocked down and immediately takes Recover From Knock Down Test. CONCEALMENT – If the target is behind an obstruction that can conceal it but cannot stop a bullet it was missed. 1 and 2. Otherwise – hit. Compare these totals individually to the Ranged Combat Table. Target in cover – miss. DETERMINING DAMAGE Each time a figure is hit the shooter must roll on the Ranged Combat Damage Table. He declares to fire 1d6 at the first target. Shooter is snap firing . miss because Carlos is in cover. with 2d6 or 1d6. SECOND (THIRD) OR HIGHER TARGET – If the target was the second (third) or higher target shot at by the same shooter then it was missed. and the rest at Char. Apply the dice to the targets as stated prior to shooting with the highest d6 on the first target. It is possible for one target to have multiple hits. Roll 1d6 and compare the score to the Impact of the weapon. Shooter moved fast – miss. HIT – The target was hit and damage must be determined. Hit. Target concealed – miss.Billy Pink fires his BA pistol at Carlos who is in cover. Target moved fast – miss. 1 Ranged Combat Damage Table 1d6 per each hit Score “1” Impact or less but not a “1” Higher than Impact Result Target Obviously Dead Target is Out of the Fight. This means a score of 8.0 Before firing the shooter must declare how many shots will go onto each target.miss. 5. which is a hit. TARGET MOVED FAST – If the target passed a Fast Move test with 2d6 or 1d6. Billy rolls a 3 and 6. Otherwise – hit. Dez. and 1). A result of two or more “ones” means out of ammo. Shooter moved fast – miss. Shooter is snap firing . Target in cover – miss. Carlos rolls a 3. and an 11. MISS – The target was missed but must immediately take a Received Fire Test. Example – Carlos fires his SAW at Dez and Char. SHOOTER MOVED FAST – If the shooter passed a Fast Move test. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 16 . 1d6 + Rep 3 to 7 8 9 10+ Result Miss. Target prone – miss. Shooter is snap firing – Shooter rushed his shot and the target was missed. Second or higher target – miss. 3. the target was missed. Third or higher target – miss. OTHERWISE – If none of the circumstances apply the target was hit. PRONE – If the target is prone it was missed.
or similar it lands on the nominated spot. Roll once for each figure on the Ranged Combat Damage Table. roll 2d6 versus the thrower‟s Rep. such as when a target is in cover. Billy now runs up to the wall and drops a grenade over it. Oops! Grenade is dropped. This is higher than the Impact of 2 so Carlos is knocked down and must take the Recover From Knock Down Test. All within the blast circle must roll their Rep or less on 1d6 to drop prone and escape damage. 2 # Dice Passed Pass 2d6 Pass 1d6 THROWING GRENADE TABLE (Taken vs. She is aiming for a spot beyond the cover that she cannot see. She can use the Pitiful Shot rule and rolls another 1d6 and scores a 2. Billy rolls 1d6 and scores a 3. etc. The explosion however causes the target to take a Received Fire test counting outgunned. If the score is equal to or lower than his Rep (3) then a hit is scored. Test for damage. This results in more firepower but at the cost of reduced accuracy. HITTING WITH A BLAST EFFECT WEAPONS Once a grenade or rocket has landed on the nominated spot. Simply nominate the spot the grenade is to land. I suggest a common CD for this.CHAIN REACTION 3. and consult the Throwing Grenade Table.) Example – Billy Pink activates and runs up to the stunned Carlos and chooses to capture him. THROWING GRENADES Grenades can be thrown up to 6”. machine pistols or any combination of any at the same time. treat the result as a Miss requiring the target to take a Received Fire Test. Test for damage. She rolls 2d6 versus her Rep of 4 and scores a 3 and a 6. Pass 0d6 PITIFUL SHOT Rep 3 figures and only Rep 3 figures are allowed to use the pitiful shot rule. BA pistols. Carlos passes 2d6 and is stunned. Reed has been hit. Any figure within the circle may be damaged. If the thrower cannot see the nominated spot. such as behind cover or concealment. Otherwise roll for damage. Otherwise.0 Example – Billy Pink has hit Carlos with his BA pistol. Example – Dez decides to toss a grenade at Carlos who is in cover. She scores a 6 but still cannot score a hit. the grenade misses. FIRING TWO WEAPONS AT ONCE It is possible to use two pistols. She has passed 1d6 and misses. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 17 . the player will center a 5” blast circle template on it. Carlos takes the Received Fire test and passes 2d6 but must duck back as the grenade outguns the SAW. Rep) Result Grenade lands on the nominated spot. he is allowed to roll 1d6 again. AUTO-KILL OR CAPTURE If an active figure comes into physical contact with a stunned or out of the fight figure he may choose to either automatically dispatch the figure or instead capture him (tie up. Figures doing so will count each weapon as snap firing when doing so. rolled into a doorway. Carlos now tests for damage. Billy also passes 1d6 but as he is dropping it over the wall and not throwing it the grenade hits. Whenever a Rep 3 fires and rolls a six but still cannot hit the target. If the thrower can see the nominated spot or the grenade is being dropped over a wall. Example – Char (Rep 3) fires at Reed who is in cover.
like a pipe. Each figure then rolls their d6 discarding any result of 4. When fighting against more than one figure the outnumbered figure must decide how many dice to apply to each attacker. then takes and passes the Wanting To Charge test. The charger has LOS to the target. it is assumed to have one. or with two hands. This is done by rolling 2d6 and applying the results individually to everyone in the group. Before doing this please remember that you have a gun! “WHO’S GOT THE GRENADE?” This rule eliminates the need for bookkeeping where grenades are concerned. Consult the Melee Combat Table and apply the results. Carlos is out of the fight. If already ducked back then hunker down. Two Handed Weapons (THW) – Those requiring two hands to use such as a two-handed axe. or 3 and re-rolls them. These have an Impact of 2. Billy rolls 1d6 and scores a 2 versus the Impact of 2 of the grenade. like a baseball bat.CHAIN REACTION 3. One Hand Weapons (HW) – Those used with one hand such as a sword. These have an Impact of 3.HAND WEAPONS – There are three categories. This continues until one or both sides have zero d6 left to roll. MELEE When figures come into contact they can enter into melee (hand-to-hand combat). 2 # Of D6 Passed 2 1 FLOCK OF SEAGULLS (Taken when gunfire occurs) Result Halt. HOW TO MELEE Hand-to-hand combat is carried out in the following manner. but not Stars. It is not necessary to keep track of where the grenades are on an individual basis. The target of the charge takes and passes the Being Charged test. These can be used with one hand. Retire. and will apply through all the scenarios. Each figure adds or subtracts d6 when any of the melee modifiers apply. Improvised weapons will count one Impact less than the corresponding real weapons.0 Example – Billy dropped the grenade behind the wall and Carlos was in the blast template. Each figure then retains any result of 1. 0 © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 18 . 2. Each time gunfire occurs a Civilian must take the Flock of Seagulls Test. Each figure in melee starts with d6 equal to their Rep. it‟s fudging but it makes the game move more quickly! HAND-TO . Duck back. Yes. Improvised Weapons (IW or TIW) – Improvised weapons are those that are not designed as weapons but will work in a pinch. whenever a figure needs to use a grenade. 5. or 6. So long as grenades are available to that force. FLOCK OF SEAGULLS This is a new rule only for Civilians.
Billy rolls 3d6 and scores a 1. Billy has a two handed sword and Carlos a small pipe. Any figure may pick up a wounded figure and continue moving it‟s remaining distance but may not exceed normal movement at any time. Remain in melee and when active may either break off the melee or continue the melee. Example – Both Carlos and Char have scored zero successes previously so they are locked in melee. Figures may not fire weapons when retrieving wounded figures. Rep -2d6 if prone or attacked to rear -2d6 if retrieving wounded -1d6 if have lower Impact weapon A score of 1. 5. 2 and 6. 3. pick her up. Carlos rolls a 1. # Successes Score 2+ more successes Score 1 more success No successes scored Result Enemy Obviously Dead. BREAKING OFF MELEE Anytime a figure that is locked in melee becomes active it may choose to end the melee by moving at least 1” away from the enemy. Example – Billy Pink and Carlos are in melee. Char is within 4” of Billy so he is allowed to move to her. He tosses the 5 and has zero d6 to re-roll. 2. Those scoring a result of pass 0d6 and must duck back will not retrieve wounded figures. He keeps the 1. He will re-roll 2d6. 6 and a 6. Carlos takes an In Sight Test and passes 1d6 and can fire at Char but taking a snap fire. He can do this unless blocked by terrain such as when having a back to the wall. He keeps the 1 and 2 and discards the 6. He will re-roll 1d6. Those retrieving wounded are never outgunned. 2. 2. or 6 is a failure.0 Rep Melee Combat Taken vs. Figures charged while retrieving wounded must drop the wounded or keep them but meleeing at –2d6. He keeps the 1 and will re-roll 1d6. or 3 is a success A score of 4. Carlos rolls 1d6 and scores a 1. Carlos will roll 3d6.CHAIN REACTION 3. Char activates first and breaks off the melee by moving 6” away. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 19 . He will re-roll 2d6. He keeps the 1 and discards the 4 and 6. Carlos rolls 1d6 and scores a 5. Bill rolls a 1. No modifiers apply so he rolls 5d6. 4 and 6. Carlos starts with 4d6 for Rep and subtracts 1d6 for having a lower Impact weapon. RETRIEVING WOUNDED When a figure is retrieving wounded figures it will behave as follows: Figures can voluntarily choose to retrieve wounded figures. and 3 and discards the 6 and 6. Billy has won the melee with 2 more successes so Carlos is obviously dead. Once the melee has been broken off the other side will take an immediate In Sight Test and will carry out the result. When fighting multiple attackers must divide d6 Continue rolling until one side has any successes or all sides have zero successes. He will re-roll 3d6. If they drop the wounded they may not recover them until next active. Enemy Out of the Fight Evenly matched. Example – Billy Pink scores a result of duck back by passing 1d6. In addition. any figure that scores a pass 2d6 or 1d6 result on a Reaction test and must duck back will retrieve any wounded figure within 4”. and then move to cover and duck down even if exceeding his normal move. Billy rolls 2d6 and scores a 1 and 3. Billy starts with 5d6 for his Rep.
© ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 20 . Example – I have divided the table into nine sections. 2 # Dice Passed Pass 2d6 Pass 1d6 Pass 0d6 AFTER THE BATTLE RECOVERY Taken vs. See the following illustration that shows the corresponding number for each section of terrain. two. All return at –1 to their Rep. It doesn‟t matter just be sure and divide the table into nine equal sections. In this case the board is square but you may be using a rectangle. Once this is done be sure to move similar terrain types around the board so they are adjacent whenever possible. Rolling 2d6 vs. 1 .0 AFTER THE BATTLE If you decide that you would like to keep the same characters for more than one battle this is an easy way to see if they recover from wounds. I roll a 4 and 2 passing 1d6. OOF becomes OD while those that retired will not return. four or five as wooded or jungle. FIGHTING THE BATTLE Now that you know all the rules it‟s time to set up and play your first game. and a six for mountainous. three jungle sections and two mountainous sections. I score four clear sections of terrain.Divide the table into nine roughly equal sections.CHAIN REACTION 3. Example – Char (Rep 3) went out of the fight and after the game I roll 2d6 to see what happened to her. SETTING UP TERRAIN Unless previously determined by the scenario. Rep of all OOF figures Result All return at normal Rep. First start with a flat space at least 3‟x3‟. 2 – Determine the overall terrain type of the battlefield. You can base this on the actual terrain that the forces historically fought over. Or roll 1d6 for each section of the board counting a score of one. Char comes back but is now Rep 2. players should use the following system to generate terrain for the battlefield. or three as clear. I roll 1d6 for each section individually. the Rep of each figure that went out of the fight and consulting the After The Battle Recovery Table does this.
Start from section number one and work your way to section number nine. Movement reduced to half speed through these areas. Those at the edge of these terrain features count as in cover and can see and be seen. (2) There is one (1-5) or two (6) buildings present. You must place a river over an existing piece of terrain such as a river going through a clear area or down a hill. (3) There is one (1-4) or two (5-6) buildings present. The boundary of the terrain area should be easy to distinguish. Roads run either from left to right (1-3) or up to down (4-6) through the center of each section. This tells you the type of terrain that occupies each section. Those 1” or farther inside from the edge cannot. Fording is performed as follows: The group must stop at the riverbank and forfeits any remaining movement. etc. jungles. Clear: This terrain is primarily flat with small sightobstructing hills and irregular folds in the land. 2 2d6 2 3 4 5 6 7 8 9 10 11 12 TERRAIN GENERATOR TABLE 2d6 added together Clear/Hilly Hill Clear Hill Clear Clear w/ Road Hill Clear (1) Woods Clear Hill w/River Hill Mountainous Impassable Woods Clear (2) Rough w/Road Rough Impassable Rough Rough Clear Impassable Clear w/River Woods Woods Woods (3) Wooded Hill Woods w/Road Clear Woods Woods Wooded Hill Clear Clear w/River Woods (1) There is one (1-3). two (4-5) or three (6) buildings present.CHAIN REACTION 3. make the terrain work for you with whatever you have. On a 1 or 2 the river is not fordable and a bridge must be placed across it at some point. I continue until all nine sections are full. or those with broken rocks. Each terrain piece should be represented by at least a 12” by 12” or 6” x 24” area. I then roll 2d6 on the Terrain Generator Table for section one and score a 7. Definite road: Obviously well maintained road. TERRAIN & SCENERY This section describes terrain and what effects it may have on your figures. Hills: Sight blocking elevations that slope down in two directions. Visibility inside these terrain features is limited to 12” in the daytime and 6” at night. On a 3 or higher the river is fordable. River: Rivers will be 1d6 + 3” wide. This means I have a hill. HOW MANY PIECES OF TERRAIN? After you have determined the type of terrain on the battlefield its time to see what the table will look like. When a road is called for in one section it will run the length of the board one table edge to the opposite edge of the section. The types of terrain are as follows: Clear terrain: Open. Roll 2d6 for each section on the Terrain Generator Table. Movement not allowed. Wooded area or rough terrain: Either wooded areas. empty area with perhaps lowlying bushes that provide concealment but not cover. Example – I have determined that the overall terrain type of the board will be clear. It is also possible to blend terrain. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 21 . Next turn it moves to the middle of the river expending its whole move. After placing a river roll 1d6. For ideas on terrain and buildings I suggest watching movies of the appropriate genre.0 TYPES OF TERRAIN There are three types of terrain. No matter what. this represents dense wooded areas such as jungles that slow travel and obscure vision. If a river is called for in section 5 then it is a lake instead. Movement on a road is at normal speed. The third turn it exits out of the river and stops at the opposite riverbank expending its whole move. A piece of felt works well for this purpose. I then roll a 9 for section two so that’s a patch of woods. In any other section it is placed running from the table edge to the opposite edge of the section. The fourth turn the group moves normally. such as a wooded hill. across them. Wooded: Although trees may be found almost everywhere. Mountainous: These are legitimate large mountains that hinder or prevent movement through them. Impassable rock formations: Base of inaccessible mountains or sheer cliff side.
and continues 4” more. Roughly because if your building is 6” x 8” or even 8” x 8” there is no need to call it more than one area. BUILDINGS The type of material that a building is made from determines its Defensive Value or DV. Example – Jim Bob Joe starts his turn on the first floor. Any building hit by fire by a weapon with a higher Impact than the DV of the building will only count as concealment and not cover. we can assume that when the last one of these collapsed all areas above it collapsed as well. Here is a list of buildings by DV. subtracts 2” for passing through the door. . On a 5-6 it does not. For game purposes we need to divide buildings into areas of roughly 6” x 6”. each building is also rated as having of one or more areas. BUILDING AREAS In addition to their DV. Additional floors beyond the ground floor areas will also count as additional areas. He becomes active and spends 4” of movement going up to the next floor. ENTERING AND EXITING BUILDINGS Figures may enter or exit a building at a reduction of 2” if through a doorway. Example – Char can move 12” as she passed 1d6 on a Fast Move test. On a roll of 1-4 the upper section collapses as well. She moves 6” to the door. In the event that all of the areas on one level of a building have collapsed. Sometimes a building may sustain a catastrophic hit in a building area causing it to collapse. If an area that collapses has another area above it roll 1d6 for that upper area.0 Those in the middle of the river are considered to be in cover. as you like. If doing so through a window that will end their move but they can still shoot. The best way to play out these battles is start with a 12” wide street with buildings on each side that runs the length of the table. 22 © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 . This does not include those that have entered the building and are considered to have triggered an In Sight test while in the doorway. Model buildings (and real ones too!) come in many shapes and sizes.CHAIN REACTION 3. Movement between levels whether up or down costs half the move distance. Soft fieldworks – Sandbags or similar stacked to provide cover and have a DV of 3 Concrete structure – Hard structures have a DV of 4. MOVEMENT INSIDE BUILDINGS Movement in buildings is at normal speed and always counts cover for any figures that are inside. Add to that. Grass or similar hut – Made of grass or other organic materials and have a DV of 1. Typical frame structure – Made of wood or lightweight materials providing a DV of 2. GAMING THE STREET WARFARE TABLE Note that when playing Street Warfare you will be fighting in and through buildings.
If the vehicle starts off the table• • Nominate the spot where the vehicle will enter the table. © ED TEIXEIRA – TWO HOUR WARGAMES 6/8/2010 23 . If the vehicle is starting or stopping on the table it is not considered to be Fast Moving.0.0 VEHICLES In this section we introduce vehicles to Chain Reaction 3. If exiting the table nominate the spot it will exit the table at. CHARACTERS AND VEHICLES A character may do one of the following. Vehicle movement done as follows. If the vehicle starts on the table• Decide if the vehicle will move and stop on the table or exit the table on an opposite table edge. The vehicle must have been stopped prior to moving in reverse. If exiting the table nominate the spot it will exit the table at. The rules for vehicles are simple on purpose as the real stars of the game are the characters. VEHICLE MOVEMENT Vehicles may only move when Active. Use this when firing at occupants of the vehicle. Start up the vehicle. o o If stopping on the table. SEATS – How many passengers the vehicle can safely carry. DEFINING THE VEHICLE TYPE – The type of vehicle it is. TYPES OF VEHICLES There are two types of vehicles used in Run and Gun REVERSING DIRECTION Anytime a vehicle wishes to move in reverse it may do so at up to at a maximum of 8". • • • • Enter a vehicle at a cost of 2" from their movement. • Turning off the vehicle may be done at anytime and may be combined with any of the above actions. This cannot be on the edge that the vehicle entered from. Figures on the running boards do not count as in cover or concealed. Fire from the vehicle. Note that large vehicles may also carry two figures on the running boards. DV – The Defensive Value (page 22) of the vehicle. one per side. Vehicle List Type Small Large Seats 6 3/10 DV 3 4 TURNING Vehicles may voluntarily turn (change direction up to 90 degrees) whenever desired during their movement and as many times as desired per turn. Exit the vehicle at a cost of 2" from their movement. nominate the spot where the vehicle will stop at. Any vehicles within 4” of each other are counted as being in the same group. nominate the spot where the vehicle will stop at. o o If stopping on the table. Drive the vehicle.CHAIN REACTION 3. GROUPS All the passengers in or on a vehicle will count as being in the same group. ON THE TABLE MOVEMENT If the vehicle is entering and exiting the table on the same turn it is considered to be going fast. Decide if the vehicle will stop on the table or exit the table on an opposite table edge. Note that the driver may also fire and drive the vehicle but will count as snap firing while doing so.
Fire normally at the vehicle. May be disabled (1-3) or can be restarted (4-6). 1 2 Run Down Taken vs. RUNNING DOWN PEDESTRIANS The attacker picks a target that he can reach. Passengers and even the driver may fire from a moving vehicle. 0 SHOOTING Players may fire at the driver. Note that stunned and OOF figures will not roll any d6 but the driver still will. RAMMING VEHICLES There may come a time when one character wishes to ram his vehicle into another vehicle. TARGETING VEHICLES There is a chance that a shooter can disable a vehicle with ranged weapons fire. modify it by any circumstances that may apply. TARGETING DRIVER OR PASSENGER S Drivers and passengers will count cover if inside a vehicle and as fast moving if moving over 8”. Must be restarted.0 REACTION TESTS Drivers may be required to take Received Fire Test and this is found on the Reaction Test QRS at the back of the book. # d6 Passed Pass more 2d6 than opponent Pass 1d6 more than opponent Both sides pass the same number of d6 Driver passes more Target knocked down and Out of the Fight Target knocked down and immediately takes Recover From Knock Down Test. The driver of the ramming vehicle will roll 2d6 versus his Rep. If a result of 10 or higher is scored the vehicle has been hit. Must be restarted. and carry out the results from the Run Down Table (page 24). The driver and each target will roll 2d6 versus their Reps. If smaller ramming larger passing 1d6 count as if passed 0d6. modify it by any circumstances that may apply. Each occupant immediately takes the recover from Knocked Down Test. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 24 . Ramming vehicle moves forward 1d6" and comes to a stop. # d6 Passed 2 Result If smaller ramming larger count as if passed 1d6. A result of '6" is always a failure! VEHICLES IN COMBAT Vehicles can be involved in combat in a variety of ways. Rep of driver of the ramming vehicle +1 to Rep if T-Boning the target vehicle. disabled and comes to a stop 2d6” away from winner‟s vehicle. Target dodges aside but may not fire. and carry out the results from the Collision Table (page 24). This is done in the following way. Otherwise… Opposing vehicle hit. Higher Rep counts as if passed 1d6 more than opponent. passengers or vehicles if they have a LOS. Rep of driver and each target -1 to Target Rep if prone or attacked to rear -1 to target Rep if retrieving wounded -1 to Driver Rep if trying to run down more than one Target. Otherwise… Opposing vehicle hit and comes to a stop 2d6” away from winner‟s vehicle. Higher Rep counts as if passed 1d6 more than opponent. Ramming vehicle moves forward 1/2d6" and comes to a stop.CHAIN REACTION 3. -1 to Rep if smaller vehicle attempting to ram larger vehicle. Driver loses nerve and veers away from the target continuing on its course. 2 Collision Taken vs. Each occupant immediately takes the recover from Knocked Down Test. Target passes more Target dodges aside and may fire at driver.
In this battle your force is entering enemy territory to scout out the area. if moving. No effect. Do not worry about gathering their force as all enemy forces. set up the terrain. will crash and roll over. 2 Disabled Vehicle Table (Taken vs. and chosen the type of battle you wish to fight. DRIVER DISABLED If the driver of a vehicle becomes disabled for any reason the vehicle will move forward a full move and come to a stop. Usually the Military will be patrolling an Insurgent area but if you like feel free to reverse the roles. Otherwise… Vehicle disabled and all inside will immediately take the Recover From Knock Down Test. So let‟s get going. FORCES Your force can be as big or as small as you desire. DEPLOYMENT Divide the board into nine equal sized sections as you did when generating terrain. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 25 . will crash and roll over. All inside or on will immediately take the Recover From Knock Down Test. are determined in the Special Instructions section. driver takes the Received Fire Test. It can be used in rural area for Military Ops or in an urban area for Street Warfare. Vehicle. GOAL You must move through all the sections of the board and drive away any enemy you meet. Otherwise… Vehicle disabled and all inside Out of the Fight. PATROL We recommend using this for your first battle. if moving.CHAIN REACTION 3. TERRAIN Set up terrain as outlined in the Setting Up Terrain section. Decide which list the enemy will use. the Impact of the weapon) -1 to Impact if target is a large vehicle # Passed d6 Pass 2d6 Pass 1d6 Pass 0d6 Result Vehicle. if any. THE BATTLES You‟ve fielded your force.0 For each hit roll 2d6 versus the Impact of the weapon used and consult the Disabled Vehicle Table. All inside or on are Out of the Fight. We‟ve served up a great way to get you started.
using the Reps that you generated in the Deployment Section. CHAIN REACTION 3. PEF doesn‟t move. (1-2) PEF will move 8” towards nearest PEF if others on table or split into two PEFS if not. as you need to know. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 26 . If doubles are rolled simply count either score. Repeat this process until you have three PEFs placed on the board. In addition. RESOLVING PEFS There are two ways to resolve PEFs. If the patrol has an LOS immediately resolve it. I roll 1d6 and score a 5. Roll 2d6 for each PEF starting with the highest and moving to the lowest. Example – I enter the board in section 7 and have a clear LOS to a PEF in section 4. this will be explained in more detail. PEF Force Composition Table Die Score Previously Resolved PEFs: 0 PEF 1 PEF 2 PEFS 3+ PEFS 1 A A A D 2 B A A C 3 C B A C 4 C B B C 5 C C B C 6 C C B C A: Main Body. # Dice Passed Pass 2d6 Result (Taken versus the PEF Rep) PEFS represent the possible location of enemy forces but don’t worry. 8. The PEF is replaced by a sizeable amount of troops. Roll 1d6 and consult the PEF Force Composition Table to see what it is composed of. so I will use the “0 PEF” row. The first is when a friendly group has LOS to a PEF. or 9 or any combination of them. See the section called Resolving PEFs on page 24. Roll 2d6 and add 3. PEF MOVEMENT Once the patrol has been placed on the table the PEFs. After the patrol has entered the board activation is handled normally. How many PEFS have I resolved previously? None. When they activate they will move using the PEF Movement Table. Now roll 2d6 for each PEF. (3-6) PEF will move 8” towards nearest enemy (3-6). (5-6) PEF will move 16” towards nearest enemy. Next roll 1d6. Move the patrol onto the board into section 7. If no such feature is present then place the PEF in the center of that section. New PEF behaving individually starting with the next Activation. Take the lower score. Place an enemy figure of any type in this section of the board to represent the possible PEF. Pass 1d6 Pass 0d6 (1-4) PEF will move 16” towards nearest PEF if others on table or split into two PEFS if not. and 9. This score is the Rep of the PEF that will be used for activation while it still is a PEF. New PEF behaving individually starting with the next Activation. The score indicates which numbered section of the map could contain a Possible Enemy Force or (PEF). The result is “C”. PEFs that move do not suffer any movement penalties. Be sure to note how many PEFs have previously been resolved and use the corresponding row. then consult the How Many of Them Table. are handled just like normal groups. It is time to resolve the PEF. roll another 1d6. SPECIAL INSTRUCTIONS Once the terrain has been set and the PEFs generated the battle can begin. On 1–5 you have come across the enemy CinC. 8.0 Your patrol will enter the board from the edge 2 PEF MOVEMENT TABLE bordering sections 7. If a terrain feature could block the LOS from your force to the PEF be sure to place the PEF to do so. It is possible to have more than one PEF in one section.
but you need to know how many of them there are. When an enemy group is active. Try to place the enemy figures so that the center figure. Or if you desire there being a chance of reinforcements for both sides then anytime the activation roll comes up seven the side with the higher die score will receive 1-3 additional figures entering from their respective table edge that they started from. There may be terrain features that the enemy can hide in such as buildings. They have 2X as many more figures in two groups. They have one more figure. OPTIONAL REINFORCEMENTS If all players agree before hand. SCOUTING THE TABLETOP Now that you know how to resolve the PEFs the next question you have to ask is what about the rest of the table? Look at the tabletop that you are going to play on. To determine if there are enemies lurking in these features we use the following procedure. They have one less figure. Then compare the results on the AND WHAT ARE THEY? After you know how many enemy there are recruit the actual figures from the appropriate army list. Obviously if playing against another person this table is not used.0 B: Stragglers. woods.CHAIN REACTION 3. roll 2d6 versus the Rep of its Leader. one more PEF enters the table via the enemy table edge (1-3). HOW THE ENEMY MOVES When PEFs are first deployed they will move according to the PEF Movement Table. They have one less figure. If the enemy Main Body has not been found then this is it. D: Enemy. C: False alarm. right flank (5) or friendly board edge (6). Roll the dice again to see who activates first. They have an equal number of figures. Remove the PEF from play. NP means non-player and are the groups that are not being controlled by another player such as when you play solo or same side. placed on the table the Rep of the PEF is no longer used.10 11 12+ Number of enemy figures They have 1/2 as many figures. If it has been found then count as Stragglers. They have 3X as many more figures in three groups. Don‟t be so jittery! T‟weren‟t nothing at all. They have an equal number of figures. The PEF is replaced by a smallish amount of troops. This PEF will follow the normal rules for PEF movement and resolution. really. left flank (4). Immediately re-roll the activation dice to see if the enemy receives reinforcements. Insurgents Patrol – How Many Of Them? Dice Total 2-4 5-6 7-8 9 . HOW MANY OF THEM? Now you know they‟re there. or behind a hill. roll another 1d6. When they are resolved and actual figures are placed on the table they will now use the NP Force Movement Table. closest to your figure is on the location of the PEF. If the enemy score is higher. They have 2X as many more figures in two groups. an activation roll of doubles may herald the arrival of reinforcements. On a result of 1 the enemy CinC leads this small group. They have one more figure. Note that when figures are © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 27 . They have ½ as many more figures.10 11 12 Number of enemy figures They have 1/2 as many figures. When a group first gets a LOS to a piece of terrain place a PEF in it and resolve it as explained on page 24. They have ½ as many more figures in two groups. Roll 2d6 and subtract 3. with the other figures in any reasonable formation based on that figure. If the player scores higher then no reinforcements will arrive. In addition. MILITARY PATROL – HOW MANY OF THEM? Dice Total 2 3-4 5-6 7-8 9 . consult the How Many of Them Table.
10 – Place a PEF on all terrain pieces that you have a LOS to (page 24). 14 – Activation is carried out normally (page 9). Pass 1d6 Pass 0d6 Example – Activation dice are rolled and the enemy activates first with a score of 4. 4 – Roll for the specific terrain feature in each section using the Terrain generator Table (page 21) © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 28 .twohourwargames. I roll a 3 and a 5. Take care. Otherwise will seek cover and remain in place. One group remains in place and fires while the other group works its way along my flank. 11 – If any PEFs are in LOS of your patrol immediately resolve them using the PEF Composition Table (page 24). 7 – Place a figure to represent each PEF either in the center of the section or behind any terrain piece that will block LOS to your force (page 23). scenarios. 15 – Move the unresolved PEFs (page 24). Hope you enjoy the rules. 6 – Roll three times for PEFs that will be placed on the table at the start (page 23). artillery. character advancement.CHAIN REACTION 3. 8 – Roll for the PEF Rep of each PEF (page 23). EPILOGUE That‟s it. 3 – Roll for the general terrain for each section (page 20). If outnumber the enemy will seek cover and remain in place. preferably in cover. to fire at the enemy. One group will move to position. Otherwise will seek cover in range of own weapons to fire at enemy. 9 or any combination of those sections (page 23). If attacked to a flank they will retire. Otherwise will halt in place. Ed PATROL EXAMPLE Here‟s a step-by-step Patrol example. 1 – Choose your force from the appropriate list (page 7) 2 – Divide the table into nine sections (page 20). I start from high to low and the Rep 5 group goes first. preferably in cover. This means that only enemy groups with a Rep 4 or higher Leader can activate. to fire while a second group will encircle to the left (1-3) or right (4-6) flank to attack the enemy. campaigns. 12 – If any PEFs are actually enemy forces determine how many there are using the How Many Are There Table (page 24). 13 – Determine what they are by using the appropriate army list and place them on the table (page 7). If enemy retires will follow. 8. air power. If outnumber the enemy will move to position. 16 – Move any actual enemy forces (page 9). As the group outnumbers me it breaks into two smaller groups. it really is about playing the game. If you are interested in vehicles. 2 NP FORCE MOVEMENT TABLE (Taken versus Rep of the leader) +1d6 if the group is in cover +1d6 if the NP side has twice as many figures on the board # Dice Passed Pass 2d6 Result If outnumber the enemy the group will split into two groups of equal size. After all. If attacked to a flank they will retire. tons of army lists and more detail about a specific period then test out the THW website at www. 17 – Fight the battle normally following the Turn Sequence (page 10). 8. 5 – Decide if your force will enter the board through section 7. or 9 (page 23).com But if you‟re happy with what you have right here in your hands then that‟s good too.0 NP Force Movement Table to see what that group will do. 9 – Next move your patrol onto section 7. both led by Leaders.
12. 10. 29 Attributes. 17 Larger Than Life. 7. 2 Impact. 17. 13. 20. 27. 12 Melee. 4 Cheating Death. 21. 28 Pitiful Shot. 3. 11. 6 Halt. 12 Characters. 19 © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 Outgunned. 23. 10. 25 Wanting To Charge. 16. 23 Carry On. 10. 17. 5. 3 Crisis. 18. 18 29 . 13 Retrieving Wounded. 17. 4. 12. 24. 17. 22. 16. 1. 13 Hunker Down. 25. 19 Out of the Fight. 5. 16. 9. 13. 19. 27. 6 Base. 10. 19 Movement. 12 Bootlegger Turn. 3. 11. 27 Lists. 3. 17. 17 Tight Ammo. 27. 12. 9. 11. 6. 23. 8. 6. 4. 9 Vehicle List. 10. 12. 10. 10 Rally. 28. 10. 22. 24 Man Down. 3. 28 Focus. 22 Being Charged. 20 Shooting. 4 Received Fire. 12. 13 Terrain. 15 Turn Sequence. 28 Line Of Sight.0 INDEX Activation. 3 Patrol. 26. 25 In Sight. 25 Duck Back. 23 Knocked Down. 27. 6 Reputation. 11. 6. 26. 26 PEF. 5 Stars. 24.CHAIN REACTION 3. 6. 23 Vehicles. 10 Dice. 4. 13. 23 Grunts. 13 Free Will. 4. 8. 13 IGO UGO. 5 Counting Successes. 28 Retire. 28 NPC. 13. 12 Ranged Combat. 12. 26. 20. 23 flank. 4 Leader. 27. 6. 15. 5. 12. 17 Prone. 5. 4. 5. 24 Recovery. 15. 5 Group. 24 Buildings. 12. 25 Rear. 9. 6 Lose Control. 27. 20 Fast Move. 4. 28 Throwing Grenades. 2. 12 Weapons. 12. 16. 28 Obviously Dead. 15 Passing Dice. 15. 16. 20 Recruiting. 16 Snap Fire. 22. 16. 28 Driver Disabled. 10. 11. 17 Reaction. 14. 26. 5. 11. 13 Star Power. 9. 4. 3. 5. 15 Stunned. 15. 27. 26. 19.
If no cover available within 12” then drop prone in place. 2. OR Decide not to continue the challenge. Character may chose to immediately re-roll the challenge counting a result of pass 1d6 as if pass 0d6.Move to the nearest cover within 12” away from the cause of the test. HALT – Cease movement or not move at all. CARRY ON – The figure is in good order and can act and react as desired.0 REACTION TEST STATUS AND ACTIONS Here we will explain the terms found on the Reaction Tests Table. Rep -2d6 if prone or attacked to rear -2d6 if retrieving wounded -1d6 if have lower Impact weapon A score of 1. Rep) A score of “6” is always a failure OUT OF THE FIGHT – The figure is wounded and cannot continue the battle. RETIRE . It may not fire until active or caused by subsequent Reaction Test. Stunned Obviously Dead Out of the Fight Ducked Back Retire Hunkered Down When fighting multiple attackers must divide d6 Continue rolling until one side has any successes or all sides have zero successes. even if already in cover. ending its turn. # Successes Score 2+ more successes Score 1 more success No successes scored Result Enemy Obviously Dead. STUNNED – Figure may not act or react until having spent one full turn of activation doing nothing. He cannot move on his own and must be retrieved by others. If contacted by enemy he is considered to be captured. Rep of all OOF figures HALT – Cease movement or not move at all. OBVIOUSLY DEAD – The wound is so severe it is obvious that the character is dead. HUNKER DOWN – Stay in cover or move to nearest cover within 12”. Remain in melee and when active may either break off the melee or continue the melee. Result All return at normal Rep. This can be in any direction. ending its turn. It may not function until rallied and if confronted by an enemy within 4” will surrender. OOF becomes OD while those that retired will not return. If no cover is available within 12” then the figure will drop prone in place. A figure is considered to be carrying on if it is not doing any of the following. 2 # Dice Passed Pass 2d6 Pass 1d6 Pass 0d6 AFTER THE BATTLE RECOVERY Taken vs. ending your turn. Rep Melee Combat Taken vs. DUCK BACK – Move to the nearest cover within 6”. All return at –1 to their Rep. Figures in Hunker Down cannot see or be seen by the cause of the test but those that go prone can. or 6 is a failure. or 3 is a success A score of 4. Figures in Duck Back cannot see or be seen by the cause of the test but those that go prone can. Character fails and suffers consequences. even forward. # Dice Passed Pass 2d6 Pass 1d6 Result Character completes the challenge successfully. Remain Hunkered Down until rallied or forced to retire again.CHAIN REACTION 3. Enemy Out of the Fight Evenly matched. If no cover is available within 6” then the figure will drop prone in place. 5. SNAP FIRE – Stop in place and fire rushing the shot and at full Target rating. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 Pass 0d6 30 . 2 CHALLENGE TEST (Taken vs.
All may not fire and will halt.5X normal distance. All will retire. Driver pivots 90 degrees in place away from fire if possible or hangs a U-turn if not and retires off the table. All will halt and may not fire. Roll 2d6 for the best target or biggest threat and 1d6 for all others. Leader Lost*& Man Down Recover From Knock Down Driver Received Fire Snap fire if can. Those that can will fire and then melee. Others halt. and moves 12". Drivers carry on. May not fire but will melee. All are out of the fight. Others move up to 1. Ties go to the closer target. Reason Pass 2d6 Move up to 2X normal distance. Otherwise fire at the closest target. Fast Move (Ldr) Focus Test* Fire at the perceived biggest threat if there is one. Others move up to normal distance. All will charge into melee. Wanting To Charge (Ldr)* Being Charged (Ldr)* Rally*. Carry on. High result is the target to fire on. Others will Duck Back. Figure may not act or react until having spent one full turn of activation doing nothing. Retrieving wounded carry on. All will retire. All are obviously dead. Chargers carry on. All will retire. Others outgunned will Duck Back Others return fire. Pass 0d6 Those in cover remain in place instead. Those that cannot fire will melee. All will halt. 1d6.0 REACTION TESTS TABLE * = Star May choose to pass 2d6. Fire at closest target. or 0d6. if possible. Pass 1d6 Those in cover move normal speed. Retrieving wounded carry on. Others duck back. Driver pivots 45 degrees in place away from fire. Those that can will and snap fire. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 QRS . Chargers halt and snap fire. All Duck back. In Sight Received Fire (Ldr) * Fire if can.CHAIN REACTION 3. Those in cover snap fire.
miss. Pass 0d6 Na Outgunned Rankings 9 Stars. Shooter moved fast – miss. The explosion however causes the target to take a Received Fire test counting outgunned. 10+ 1 Ranged Combat Damage Table 1d6 per each hit Outgunned Ranking 5 4 3 2 1 0 Weapon Type Grenades and Rocket Launchers. Target in cover – miss. rolled into a doorway. Those that may not return fire or out of range. Second or higher target – miss. If the thrower cannot see the nominated spot. Score “1” Impact or less but not a “1” Higher than Impact Result Target Obviously Dead Target is Out of the Fight. retrieving wounded and chargers are never outgunned. Otherwise – hit.miss. Target in cover – miss. Third or higher target – miss. Target Ranged Combat 1d6 + Rep A result of two or more “ones” means out of ammo. such as behind cover or concealment. Otherwise roll for damage. Target moved fast – miss. Hit. Shooter moved fast – miss. Target 2 weapons. Test for damage. © ED TEIXEIRA – TWO HOUR WARGAMES 6/7/2010 QRS . If the thrower can see the nominated spot or the grenade is being dropped over a wall. Test for damage. Oops! Grenade is dropped. Target prone – miss. Otherwise – hit. SAW Target 3 weapons. Rep) Result Grenade lands on the nominated spot. Target is knocked down and immediately takes Recover From Knocked Down Test. Shooter is snap firing .CHAIN REACTION 3. All within the blast circle must roll their Rep or less on 1d6 to drop prone and escape damage. Target concealed – miss.0 WEAPONS TABLE Type Pistol BA Pistol Shotgun Bolt Action Rifle Semi-Automatic Rifle Machine Pistol Submachine Gun Assault Rifle Grenade Squad Automatic Weapon Grenade Launcher Rocket Launcher Range Targets Imp 12 2 1 12 2 2 12 3 2 48 1 3 48 2 3 12 3 1 24 3 1 48 3 3 6 5” blast circle 2 48 4 3 24 5” blast circle 2 48 5” blast circle 5 2 # Dice Passed Pass 2d6 Pass 1d6 THROWING GRENADE TABLE (Taken vs. Target 1 weapons. or similar it lands on the nominated spot. Shooter is snap firing . the grenade misses. 1d6 + Rep 3 to 7 8 Result Miss.
But if you want realism where you control yourself and your forces succeed or fail based on your leadership skills then you’ve come to the right place. And better yet. Just try it and if you like it then there’s a whole world of games covering a variety of genres and periods waiting for you. Because really it’s all about playing games that you like. the rules that delivered unparalleled realism for modern day combat.3rd edition? 3rd edition? We don’t need no stinking third edition!! Yes you do and here’s why… Seven years ago Chain Reaction burst onto the scene. That’s right. The unique Reaction System took the gaming world by surprise. All the latest mechanics currently used by our regular games like 5150. Just play the game! FREE! . giving you as in it’s free.0.0 it’s all good. Because we want you to try the Origins Award winning Reaction System which Two Hour Wargames is built around. All Things Zombie and the rest. Two years later we took it even farther with Chain Reaction 2. Free.0. And you STILL can use any figures you already have! And if you don’t like CR 3. If you like total control of your forces then just keep walking because you’ll hate it. It’s not for everyone. you could use any figures you already had! And now we’re giving you Chain Reaction 3.
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