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WELCOME TO THE THW WORLD!

What: A free introduction to the game mechanics used by THW


Game Design and Two Hour Wargames.

Scale: Man-to-man modern firefights where 1 figure or counter


equals 1 man.

Your Role: You lead a small group of 1 to 5 Characters in a series of


scenarios where no two games ever play out exactly alike.

Playability: Designed with the solo gamer in mind, all THW games
can also be played with all players on the same side or head to head.

While our counterpart Sword Play is all about combat with sword,
spell and shield, Chain Reaction is about combat with modern
firearms.

Chain Reaction gives you a chance to try out THW game mechanics
for free, before trying one of our period specific games. Why waste
time learning many different games with many different game
mechanics? Chain Reaction contains game mechanics similar to all
our other games and that means ....

LEARN ONE SET OF MECHANICS, PLAY MANY PERIODS!

THW GAME DESIGN – TWO HOUR WARGAMES


***************************************************
Makers of the most realistic solo game mechanics available!

2HW – CR
FREE
Includes color counters and Battle Board to get you into the game ASAP!
CHAIN REACTION
2018

WRITTEN BY ED TEIXEIRA
SPECIAL THANKS TO:
Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland: For
insisting that, “It's not just a gang warfare game."
The THW Folks on the Group and Forum: For the constant
support.
And Lil
Order of Action .................................................................... 8
Table of Contents Recovery .................................................................................. 8
Introduction ..............................................................................1 PEFs......................................................................................... 9
Word Of Advice ...............................................................1 How Many PEFs .................................................................. 9
Needed to Play .........................................................................1 Resolving PEFs.................................................................... 9
The Dice – D6 ......................................................................1 Who Are They? ................................................................. 10
Figures or Counters ..............................................................1 How Many of Them? ......................................................... 10
On the Battle Board .........................................................2 Encounters ............................................................................. 10
Using the Tables ......................................................................2 Confrontation ......................................................................... 10
Defining Characters .................................................................2 Objective............................................................................ 10
Star or Grunt ........................................................................2 Forces ................................................................................ 10
Star Advantages ...................................................................2 Deployment ....................................................................... 10
Star Power ........................................................................2 Special Instructions............................................................ 11
Extraordinary Effort .........................................................3 Uh, oh! ............................................................................... 11
Free Will ..........................................................................3 How Many of Them? ......................................................... 11
Class & Attribute .....................................................................3 Defend ................................................................................... 11
Reputation ................................................................................3 Objective............................................................................ 11
Weapon ....................................................................................3 Forces ................................................................................ 11
Recruiting Your Band ..............................................................4 Deployment ....................................................................... 11
Combat Rules ...........................................................................4 Special Instructions............................................................ 11
Leaders .................................................................................4 How Many of Them? ......................................................... 11
Leader Function ...............................................................4 Raid ....................................................................................... 12
The Battle Board ......................................................................4 Forces ................................................................................ 12
Turn Sequence .........................................................................5 Deployment ....................................................................... 12
Active .......................................................................................5 Special Instructions............................................................ 12
Shooting ...................................................................................5 How Many of Them? ......................................................... 12
Cover....................................................................................5 Final Words ........................................................................... 12
Targeting ..............................................................................5 Citizens .............................................................................. 13
When You Can Shoot ..........................................................6 Gangers .............................................................................. 13
How to Shoot .......................................................................6 Police ................................................................................. 13
Shooting Damage .................................................................6 Military .............................................................................. 14
Duck Back............................................................................6 Mercenaries ....................................................................... 14
Return Fire ...........................................................................6
Damage ....................................................................................7
Obviously Dead ...................................................................7
Out of the Fight ....................................................................7
-1 to Rep...............................................................................7
Melee .......................................................................................7
Recovering Out of the Fights ...............................................7
Will to Fight .............................................................................8
Individual Play .........................................................................8
CHAIN REACTION 2018
INTRODUCTION NEEDED TO PLAY
Chain Reaction 2018 is the latest version of Chain Reaction, You will need a few things to play Chain Reaction 2018.
originally published back in 2002. We update it every few
years to give our players the game that they want. Styles of • Six-sided dice, referred to as d6. It is best to have two
play have evolved over the years; smaller tables, less dice or more per player.
rolling, fewer rules tables needed; these are some of the things • Any combination of metal, plastic or paper figures in
our players have said they wanted. The challenge is to give a consistent scale of your choice. Heck, you can even
them what they want while retaining the excitement and play with pen and paper. BTW – We’ve tossed in
uncertainty of the THW games. We’ve done it with Chain some counters for you to use.
Reaction 2018. • An 8” x 10” flat table surface – we call it the Battle
Board (page 4). We’ve included one for your use.
Chain Reaction 2018 is made for games of modern firepower. Heck, you can even play on an empty table.
Any period that uses self-loading guns is perfect for Chain
Reaction 2018. Cowboys, WW2, Vietnam, Gang warfare,
even some Sci Fi can be played with Chain Reaction 2018. THE DICE – D6
Chain Reaction 2018, like all THW games, is designed for During the game, you will be required to roll dice in one of
solo and same side gaming against the rules. You can also four ways. Here’s how we do it:
play head to head, but if you want a game that never plays the • TAKEN VERSUS REP: Roll 2d6 and compare each
same way twice, has logical and realistic artificial intelligence, score versus the Rep (page 3) of the figure or PEF
and can be set up in a few minutes – Chain Reaction 2018 is (page 9). If the d6 score is equal or less than the Rep,
for you. the d6 has been passed. You can pass 2d6, 1d6, or
The rules in Chain Reaction 2018 are generic to give you a 0d6, regardless of the number of d6 you actually roll.
glimpse into the THW rules system used in the other books. Example – A Ganger (Rep 4) wants to fire on the Shooting
The other books – NUTS!, 5150, All Things Zombie add very Table (page 13). I roll 2d6 and score a 1 and 5 – passing 1d6.
specific rules to these generic rules, to capture the flavor of
that period. • READ THE RESULT AS ROLLED. Read it just like it
Now’s get started! says. You may be asked to add the scores together or
roll a second time.
• ROLLING A 1/2D6. When you are asked to roll a
WORD OF ADVICE 1/2d6, roll 1d6 and covert the results:
Be sure to read the rules one section at a time. Do the review • 1 or 2 = 1.
and short exercises in the Stop boxes. We’ve broken the rules • 3 or 4 = 2.
down into smaller pieces to make them easier to learn. Yes, I • 5 or 6 = 3.
know some of you may have experience, but you still should • WHEN YOU SEE NUMBERS IN PARENTHESIS after a
use the Stop boxes, as our mechanics may be a bit different word, usually chance, that event will occur if that
from what you’ve played before. number is rolled.
If you have a question about the rules, just keep reading, as the Example –I roll a 2 on the Citizens Class List (pages 13 & 14)
answer will be coming along shortly. under the 2nd row. There is a chance (1 – 4) that the Citizen
However, if you can’t find the answer, check out the THW will have a Rep of 3. I roll another d6 and score a 2. The
Forum link below for answers to questions and free Citizen is Rep 3.
downloads.
http://site.twohourwargames.com/forum/index.php FIGURES OR COUNTERS
You can expect a response within 24 hours. Figures or counters are used on the Battle Board (page 4).
Each represents one Character. We’ve provided some easy to
use counters as well. Cut them out and mount them on 1”
double back thick tape for the best use, or play them as they
are. We just want to get you into the game ASAP.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
ON THE BATTLE BOARD STAR OR GRUNT
All combat occurs on the Battle Board (page 4) and how the
We use two types of Characters, called Stars and Grunts.
counter or figure is placed denotes its current status. Here’s
how we do it: • STAR – This Character represents you, the player. We
suggest your Star begin with a Reputation of 5.
• Carry On – When on the Battle Board turn the
Carrying On (fully functional) counter so its feet are • GRUNT – These Characters do not represent a player.
facing you. The figure is facing the enemy. The Grunts are controlled by the game mechanics and are
Character can see and be seen. referred to as Non-Player Characters – NPCs. They
can be friends or foes and will come and go as your
• Duck Back – When on the Battle Board turn the
Story continues.
Ducking Back counter around so its feet are facing
the enemy. The figure has its back towards the
enemy. The Character cannot see or be seen. STAR ADVANTAGES
• Obviously Dead (page 7) – When on the Battle Board You can choose to play with none, some or all Star Advantages.
turn the Obviously Dead counter face down. The
figure is laid face down. Stars have three important advantages over Grunts – Star
• Out of the Fight (page 7) – When on the Battle Board Power, Extraordinary Effort and Free Will.
turn the Out of the Fight counter sideways and face
up. The figure is laid face up on its back. The STAR POWER
Character can be seen. Star Power is the ability of a Character to ignore normally
disabling damage. Here’s how we do it:
USING THE TABLES • Stars start each Encounter (page 10) with 1d6 of Star
Power for each point of Rep (page 3).
The tables are easy to memorize and use. Here’s how to use • Whenever a Star takes damage, it rolls its current
the tables: Star Power d6. Read each d6 as rolled.
• 1, 2, or 3 = Reduce the damage by one level.
• Consult the appropriate table for what you are doing. • 4 or 5 = Damage stays and the d6 is retained.
• Roll the number of d6 found in the upper left-hand • 6 = Damage stays, but the d6 is removed for the
corner of the table – usually 1d6 or 2d6. rest of the Encounter.
• Modify the number of d6 rolled by any applicable
Attribute, if any. Damage is reduced in the following ways:
• Go down the left-hand column to the appropriate row • An Obviously Dead (page 7) result becomes an Out
for the number of d6 you have passed or result of the Fight (page 7) result.
scored. • An Out of the Fight (page 7) result from shooting
• Go across the row and carry out the result. becomes a Duck Back (page 6).
• An Out of the Fight result in Melee becomes a -1 Rep
(page 7), the lowest Melee result.
DEFINING CHARACTERS It is possible to reduce damage by multiple levels if you roll
several results of 1, 2, or 3.
Note that the words figure and Character are interchangeable.
Example: A Star with a Rep of 5 is hit by gunfire. He takes
Chain Reaction 2018 is played with individual Characters that
one Obviously Dead result. The player rolls one d6 per point
are defined in the following ways.
of the Star’s Rep or 5d6 in this case.
• Is it a Star or a Grunt?
• The results are 2, 2, 4, 5, and 6.
• What is its Class and Attribute?
• One “2” reduces the Obviously Dead result to an Out of
• What is its Reputation?
the Fight.
• What kind of Weapon does it have?
• The other “2” reduces the Out of the Fight result to a
Duck Back.
• The 4 and 5 have no effect, but they are retained.
• The 6 has no effect, but is discarded for the remainder of
the Encounter.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
EXTRAORDINARY EFFORT • QUICK REFLEXES: Count Rep at 1 point higher than
An Extraordinary Effort is something a Star can do in difficult actual when rolling on the Action Table.
situations. Anytime the Star rolls d6 it can choose to use an MILITARY: Military covers any organized national armed
Extraordinary Effort and roll a bonus d6. Here’s how we do it: forces.
• When the Star rolls one or more d6 on any table it • CRACK SHOT: Roll 3d6 on the Shooting Table
can choose to roll another d6 and add the result. counting the best 2d6 results.
• This can be before rolling the d6 or after they have
been rolled. POLICE: Members of any organized city, state, county, etc.
police department.
• The Star is allowed only one Extraordinary Effort per
Encounter. • NERVES OF STEEL: Always the last Character to
Leave the Battle Board.
Example – Billy Pink (Rep 5) is in melee with a Ganger (Rep
4). He will roll 2d6 and the Ganger rolls 2d6 as well. Billy
rolls 2d6 and passes 2d6. The Ganger rolls 26 and passes 1d6. REPUTATION
Billy now chooses to use his Extraordinary Effort and rolls
another 1d6 and passes. Added to the originally passed 2d6, Reputation or Rep represents a combination of experience,
he has passed a total of 3d6, 2d6 more than the Ganger. The morale and motivation. Rep is an expression of a Character’s
Ganger goes Out of the Fight. overall quality. Both Stars and Grunts use Rep. There are three
possible starting levels of Reputation:
FREE WILL
• REP 5 – These are confident Characters of numerous
The Star can choose to stay or leave, or have his side leave the successful Encounters (page 10).
Battle Board when taking the Will to Fight Test (page 14) • REP 4 – These are experienced Characters that have
before rolling the dice. performed well in Encounters (page 10).
Example – Billy Pink and Sooze must take the Will to Fight • REP 3 – These are inexperienced Characters with
Test. They are facing four Mercenaries. Billy decides to cut little experience or desire for Encounters (page 10).
his losses; grabs the Out of the Fight Char, and the trio leaves
the table. Remember, Stars always start with a Rep of 5.

CLASS & ATTRIBUTE WEAPON


We use Class to help define the Character and an Attribute to
enhance the Class. Here are the Classes and its specific We’ve broken down weapons into the following three types:
Attribute. Note that the Class and Attribute come into play on • PISTOL (1) – AKA P-1.Pull the trigger and it fires
the Action, Shooting and Will to Fight Tables. one shot. Not necessarily a pistol. You can fire at one
CITIZEN: Average, everyday ordinary Joe. target, rolling one time on the Shooting Table (page
13).
• SLOW TO REACT: Counts Rep at 1 point lower than • BIG A$$ PISTOL (2) – AKA BAP-2. Large caliber
actual when shooting if its side won on the Action weapon that fires two shots. You can fire at up to two
Table – only for first time firing in this Encounter. targets, rolling one time on the Shooting Table (page
GANGER: Gangers are members of an organization that 13), but rolling each shot separately for damage.
cooperate to benefit from illegal activities. Gangers are usually • AUTO (3) – AKA A-3. Pull the trigger and it fires
of a violent temperament. three shots. Assault Rifle, Submachine Gun; you
choose what it is. You can fire at up to three targets,
• TOUGH: Once during each Encounter the Character rolling one time on the Shooting Table (page 13), but
will treat the first Leave the Battle Board result as a rolling each shot separately for damage.
Duck Back result instead.
MERCENARY: Mercs can be found working security,
providing “muscle” for a variety of people, or performing
dangerous jobs. Guerillas count as Mercenaries.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
Example – Char the Rep 4 Merc has an Automatic Weapon –
A-3. She decides to fire at two Gangers. She declares that she
will fire one shot on the 1st Ganger and two shots on the 2nd.
COMBAT RULES
Char rolls 2d6 once versus her Rep. She scores a 3 and 4,
passes 2d6, and hits both targets. She now rolls 1d6 for each Chain Reaction 2018 is all about your Story. Games will last
hit, scoring a 4, 2, and 6. The 1st target takes the 6 and the 2nd 30 minutes or less, once you become familiar with the rules.
the 4 and 2. This means you can play more than one game per sitting –
think three or four; as you keep the same Star and build its
The scores are always applied high to low from the 1st to last Story. Think of your Encounters as chapters in a book or
target. scenes in a movie. You will see the mechanics we use in
Shooting will be explained in more detail elsewhere (page 5). Chain Reaction 2018 allow you to build your Story quickly.
Having a set of combat rules that are clunky and slow would
detract from; instead of enhance your Story. That’s why we
made this combat system easy to learn and play, yet still give
RECRUITING YOUR BAND you realistic results.
BTW – These rules are deadly and unforgiving!
If you have Band members from other rule sets, just bring
them into Chain Reaction 2018. Otherwise, you start your LEADERS
career alone, but can recruit Grunts to form your Band. Here's
how we do it: Bands of Characters, yours and your opponents will always
have a Leader. Here’s how we do it:
• Your Band can be as large as your Rep, including
yourself. Therefore, a Rep 5 Star could recruit four • The Star is always the Leader of the Band.
Grunts. • A Temporary Leader is the Character with the
• You can only recruit NPCs with equal or lower Reps. highest Rep in the Band when a Leader is Out of the
• Before each Encounter (game), go to the appropriate Fight or Obviously Dead.
Class List (pages 13 & 14) and recruit your Band
members. LEADER FUNCTION
• Take the number of NPCs you need, starting with The Leader’s Rep is used when rolling on the Action (page
two 2, and going down in order. 13) and Will to Fight (page 14) Tables. It is used to determine
which side acts first – is Active.

STOP! THE BATTLE BOARD


You will use six-sided dice, called d6, in four ways. I roll a 3 We call the 8” x 10” area that the game is played on the Battle
and 5 – how many d6 did the Rep 4 Ganger pass. Board. This can be as simple or as elaborate as you like, with
or without pieces of terrain on it. We’ve included one for you.
Stars have three Advantages; Star Power, Extraordinary Effort
and Free Will. Star Power reduces damage and Free Will gives • Place one side within 3” of one board edge, either the
the Star some choice in its actions. What’s an Extraordinary 8” or 10” – it’s up to you.
Effort? When can you use it? • Place the other side within 3” of the opposite edge.
There are five Classes and each has its own Attribute. What • Always place the Leaders in the center and across
does the Mercenary have for an Attribute? What table is it from each other.
used on? • Refer to page 2 for advice on how to indicate various
battle status conditions.
Reps run from 3, the lowest, to 5 the best.
We use three types of weapons that can fire 1 shot (P-1), 2
shots BAP-2) or 3 shots (A-3). You roll 2d6 versus Rep when
shooting on the Shooting Table, but 1d6 for each hit on the
Shooting Damage Table (page 13).
You can play alone or recruit Grunts from your Class List
(pages 13 & 14). How many Characters can there be in your
Band?

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
ACTIVE
When a side is Active, each figure can do one of four things:
• Shoot (page 5).
• Charge into Melee (page 7).
• Recover from Duck Back (page 6).
• Leave the Battle Board (page 4).

Example – Both sides have been placed on the Battle Board


SHOOTING
with the figures matched up against each other. The Leaders,
B and 2, are matched up across from each other. If a figure has a Pistol (P-1), Big A$$ Pistol (BAP-2), or Auto
(A-3), it can shoot during the turn, often multiple times.

TURN SEQUENCE COVER


Cover can stop a projectile and being in Cover reduces your
chance to be hit when shot at. Here’s how we do it:
After all the Characters are set up on the Battle Board, the
fight begins. Here’s how we do it: • The side gaining the Advantage on the Action Table
(page 13) is always in Cover – the other side is not
• Consult the Action Table (page 13). unless it is Nighttime, when both sides are considered
• Roll 1d6 to see who has the Advantage. to be in Cover. When is it Nighttime? When you
• Score a 1, 2 or 3 and you do. decide that it is!
• Score a 4, 5, or 6 and they do. • After the first shots are fired, both sides are
• Modify the Rep of each Leader or Character if considered to be in Cover until the fight ends.
playing Individually (page 8) by any applicable
Attribute. Example – Billy Pink, Sooze and Char have run into a Band of
• Each Leader now rolls 2d6 versus its modified Rep. Gangers. I roll 1d6 to see who has the Advantage and the
• Determine how many d6 are passed (page 1). This Gangers do. They are in cover.
determines which side is Active and what each Both Leaders roll to see which side goes Active and Billy
Character can do. passes more d6. The Band opens fire at the Gangers, who are
• After the Active side has finished all of its actions, in cover. After they have finished their first round of shots,
both sides take the Will to Fight Test (page 14). Billy’s Band makes it into cover.
• After the Will to Fight Test is taken, if there are any
The Gangers that were missed can now return fire.
figures left on the Battle Board, the Inactive side
becomes Active and can carry out its actions.
• After the newly Active side has finished all of its TARGETING
actions, both sides take the Will to Fight Test.
The Active side matches up (targets) each of its Characters
• Repeat the process until only one or no sides remain
against an Inactive figure on the other side. After all Inactive
on the Battle Board. Yes, both sides could decide to
Characters have been targeted; the Active side can target one
leave the Battle Board at the same time!
or more Inactive figures multiple times. This is done whether
Example – Billy Pink and Sooze are having a Confrontation the figure will Shoot or Charge into Melee.
with 3 NPC Gangers. I roll 1d6 and score a 4; the Gangers
Example – Three Police Officers confront two Gangers. When
have the Advantage.
they are active, two of the Police Officers target two Gangers.
Billy now rolls 2d6 versus his Rep of 5 and passes 2d6. The Now that all the Gangers are targeted, the third cop doubles
Ganger Leader rolls 2d6 versus his Rep of 4 and passes 2d6, up on the Gang Leader.
the same number of d6. Looking on the Action Table under the
“same number of d6” row, I see that the side with the
Advantage (the Gangers) will act first.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
WHEN YOU CAN SHOOT SHOOTING DAMAGE
Characters with ranged weapons can fire in three ways: When one or more hits are scored on the Shooting Table (page
13), the shooter rolls to see if any damage has occurred.
• When Active. Here’s how we do it:
• When directed to return fire by the Shooting Table
(page 13). • Consult the Shooting Damage Table.
• When being Charged, but only if the charger is • The shooter rolls 1d6 for each hit scored.
Active. • All d6 scores from the same weapon are applied high
to low from the 1st to last target.
Example – Billy Pink has won on the Action Table and fires at • Be sure to resolve all hits from all shooters on the
a Merc. He scores a hit and now rolls for damage on the same target simultaneously. As damage doesn’t stack
Shooting Damage Table (page 13). Billy scores a 1, less than (page 7), this is important!
the Rep of the Mercs – so it Ducks Back.
• Go down the left-hand column to see the result.
Later, they act and fire at Billy. They miss and he returns fire.
Example – Sooze scored a hit on one Ganger. The Ganger has
a Rep of 4 and Sooze scores a result of 5 on her 1d6 roll. The
HOW TO SHOOT result is the higher than the Rep of the target, but not a “6”,
the Ganger goes Out of the Fight (page 7).
When it’s time to shoot we use the same procedure regardless
of the number of shots from the weapon. Here’s how we do it:
• When firing with a weapon that has more than one DUCK BACK
shot, the shooter can declare its intent to fire at more The Character seeks cover. Here’s how we do it:
than one target.
• It must specify which is the 1st target, 2nd target, or • If using figures, turn it around so its back is facing
3rd target. the enemy.
• The shooter declares how many shots are applied to • If using counters place it so its feet are facing the
each target, listing them from 1st to 3rd if needed. enemy.
• Consult the Shooting Table (page 13). • This represents it ducked down behind cover and
cannot see or be seen.
• Modify the shooter by any applicable Attribute.
• The shooter now rolls 2 or 3d6 (1) versus its modified • When next Active, it pops back up, counting as being
Rep and determines how many d6 are passed. The in Cover (page 5). It can only pop up into sight and
cannot charge or shoot until next Active, but can
shooter rolls the 2d6 once, even for weapons with
Return Fire if called upon to from the Shooting Table
more than one shot!
(page 13).
• If a hit is scored, go to the Shooting Damage Table
(page 13). Example – Char gets shot at and hit by a Citizen. He rolls for
(1) If the shooter has the Crack Shot Attribute. damage on the Shooting Table and scores a 3; lower than
Char’s Rep so she Ducks Back.
Example – Sooze is armed with an Auto (A-3) and fires at
three Gangers. Sooze rolls 2d6 and scores a 3 and 6 – passing Char now Activates and Recovers from Duck Back – can see
1d6. The 1st Ganger is hit, but the 2nd and 3rd are missed so and be seen and in Cover. The Citizen now Activates and fires
can return fire after the 1st Gangers’ shooting damage is at Char, misses, and Char returns fire.
applied.
Sooze now rolls on the Shooting Damage Table (page 13). RETURN FIRE
After the damage is carried out, the Gangers who were missed The Character is allowed to return fire on whoever shot at it
will return fire. up to its maximum shots – 1, 2 or 3, with the following
Sooze is missed and fires back at both Gangers, as they had restrictions:
fired at her. She passes 1d6 so misses again. The Gangers • If suffered a result of Duck Back and Return Fire, it
cannot return fire this time as they already have done so. They must Duck Back instead and cannot Return Fire.
Duck Back instead. • If being charged and was fired upon, may not Return
Fire, but will fire at the charger instead. Can only fire
once at any charger, regardless of the number of
Return Fire results it suffered.
• Cannot exceed the number of shots for the weapon
regardless of the number of chargers fired at.
© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
DAMAGE MELEE
We use three types of damage in Chain Reaction 2018. From When Active, a Character can choose to Charge into Melee.
worst to least, we have: Here’s how we do it:
• Obviously Dead. • Declare the target of the charge.
• Out of the Fight. • The target can fire normally at an Active charger, but
• -1 to Rep. not at an Inactive charger, one forced to charge due to
a Shooting Damage Table result. Don’t see it on the
Damage does not stack; instead, always count the worst table? You won’t yet; but it does happen in some
damage. THW books – like All Things Zombie – Evolution or
Example – Billy Pink is fired on by three Gangers. He takes 5150: Missions – Infestation.
two Obviously Dead, three Out of the Fight, and two Duck • If multiple Active figures charge the same target, the
Back results. Billy counts only one of the Obviously Dead target may fire at one or more chargers, but cannot
results. Time to try Star Power! exceed its total shots for the weapon.
• If the charger survives, place it into contact with the
target.
OBVIOUSLY DEAD • Consult the Melee Table (page 14).
The Character has taken so much damage that it is obvious • Each figure rolls 2d6 versus its Rep.
that it is dead. • Up to three figures may be fought at the same time.
When fighting more than one figure, all figures roll at
the same time and the defender applies its score to all
OUT OF THE FIGHT of the attackers separately. One figure could pass
The Character has taken damage and falls to the ground. more d6 than one figure and a different number of d6
Here’s how we do it: versus another figure.
• This could result in the losers going Obviously Dead,
• If an Active enemy Character Charges an Out of the Out of the Fight, or -1 to Rep. Multiple figures
Fight Character, it can choose to automatically could suffer a -1 to Rep.
dispatch or capture it. • Any -1 to Rep damage is recovered after the melee
• To capture the Character either remove both off the ends.
Battle Board (page 4) when next Active or be the
only side remaining on the Battle Board after the Example – Fast Eddie (Rep 5) is in melee with two Citizens
fight is over. (Rep 3). Should be pretty easy, right? Fast Eddie passes 2d6
• When a Character reaches “0” Rep, it is the same as and so does each Citizen. As they pass the same number of d6,
going Out of the Fight; which brings us to.... all suffer a -1 to Rep. The Citizens drop to Rep 2, but as Eddie
is fighting two opponents, he suffers two -1 to Rep and is now
Rep 3!
-1 TO REP
Another round of melee is immediately fought. Eddie knocks
During Melee, the figure can have its current Rep reduced by1 one Citizen Out of the Fight, but and the other Citizen suffers
point. Here’s how we do it:
another -1 to Rep. Finally, after another round of melee,
• During melee it is possible for a figure to suffer one Eddie takes out the last Citizen. Eddie’s Rep returns to 5.
or more -1 to Reps at the same time – for example if
fighting two enemies at the same time.
• If a figure reaches “0” Rep it is Out of the Fight.
RECOVERING OUT OF THE FIGHTS
• If opposing figures reach “0” Rep at the same time, Characters can attempt to recover Out of the Fight Characters
ignore the result and fight another round of melee. during the Encounter. Here’s how we do it:
• Continue until only one side is left. • When Active, a figure moves into contact with the
• After a figure has completed all of its melees for the Out of the Fight figure. It can still fire, but cannot
turn; any lost Rep is recovered. charge.
• When next Active remove both figures.
• The other way is to be the only side remaining on the
Battle Board after the fight.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

7
CHAIN REACTION 2018
• When Characters have to act at the same time, the
WILL TO FIGHT •
higher Rep Character acts first.
If the Reps are the same, then they are carried out
simultaneously, one phase at a time.
After one side finishes all of its shooting and melees, both • This means all active Characters fire at the same
sides must see if they remain on the table. Here’s how we do time.
it: • All Return Fire they cause is carried out at the
• Stars can use Free Will (page 2). same time.
• Consult the Will to Fight Table (page 14). • All…etc.
• Roll 2d6 versus the Rep of the Leader and determine Example – Billy Pink acts first, then a Ganger, then Sooze.
how many d6 are passed. Bill fires and takes out a Ganger. He’s done. The other
• Go down the left-hand column to the appropriate row Ganger acts now and fires at Sooze, misses, but causes Sooze
and across to see the results. This may result in none, to Duck Back. She forfeits her action.
one or all of the Characters leaving the Encounter.
It’s even possible that both sides could Leave the
Battle Board at the same time!
• When you Leave the Battle Board you also end the
Encounter!
RECOVERY
• Note that a Character’s result may be modified by its
Attribute. If you are keeping the same Characters to use in multiple
Encounters, making a Story, you must see if the Out of the
Example – Three Active Police Officers must take the Will to Fight and those that Left the Battle Board will return. Roll
Fight Test. I roll 2d6 versus the Rep of the Leader (4) and separately for each figure. Here’s how we do it:
score a 1 and 5. Passing 1d6, we see that one Police Officer
will leave. The Leader stays, as he is a Rep 4 while the other • Consult the Recovery Table (page 14).
two are Rep 3. One of them at random is removed and the • Roll 2d6 versus the Rep of the Character and
fight continues, with the opposite side now becoming Active. determine how many d6 are passed.
• Go down the left-hand column to the appropriate row
and across to see the results.
• Immediately carry out the results.
INDIVIDUAL PLAY • Note that the test is taken after every fight, often
multiple times during an Encounter!
We recommend playing Chain Reaction 2018 as written a couple of Example – One Ganger (Rep 4) left the Battle Board and the
times before going to Individual Play. other (Rep 3) went Out of the Fight. I roll 2d6 versus the Rep
Want more detail? Here’s how we do it: 4 Ganger and score a 5 and 6. Passing 0d6, I see that the
Ganger that left, never returns.
• Have each Character on both sides roll their own d6
on the Action Table. I roll 2d6 versus the Rep 3 Ganger and score a 1 and 6 –
• Have each Character on both sides roll their own d6 passing 1d6. I see that the Out of the Fight Ganger returns to
on the Will to Fight Table. the Band, but at 1Rep lower – he stays a 3.
• Only have the side that tales an Out of the Fight or
Obviously Dead result take the Will to Fight Test
(page 14).

ORDER OF ACTION
Taking the Action Table individually requires a different way
to track who acts when. Here’s how we do it:
• Place a d6 next to each Character that will act 1st with
the “1” facing up.
• Do the same for those that act 2nd, 3rd, etc. with the
corresponding number facing up.
• When the Character acts or suffers a result of Duck
Back, remove the d6 as it can no longer act that turn.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

8
CHAIN REACTION 2018

STOP! PEFS
The Leader of a Band is the Star or the figure with the highest PEF stands for Possible Enemy Force and is used during every
Rep when no Star is functioning. Leader Rep is used on the Encounter (page 10). By using PEFs, we create a sense of
Action and Will to Fight Tables. How do you play uncertainty as to the number and type of NPCs.
individually?
The Battle Board is 8” x 10” and where all fighting takes
place. Leaders are placed in the center of each group and the
HOW MANY PEFS
groups are placed within 3” of opposite Battle Board edges. In Chain Reaction 2018, we will use 1/2d6 PEFs in the
Defend and Raid Encounters and 1 PEF in the Confrontation
Once set, roll 1d6 to see who has the Advantage. Who has it if encounter. In our other rules, we might use more or less, but
a 3 is scored? This is important as the side with the Advantage the procedure to resolve them is still the same.
is always in Cover. When are both sides in Cover?
The side that wins on the Action Table acts first and can Shoot,
Charge into Melee, Recover from Duck Back, or Leave the
RESOLVING PEFS
Battle. After one side has completed its actions both sides take At the start of each Encounter, resolve one PEF. Here’s how
the Will to Fight Test. Review how, when playing we do it:
“individually” (page 8), the process is different.
• Consult the PEF Resolution Table.
Roll 2d6 versus Rep when shooting, regardless of how many • Roll 2d6 versus the PEF Rep of 4.
shots you can take, from 1 to 3. You can target as many • Determine how many d6 are passed.
figures as you have shots. Review Duck Back. • Go down the left-hand column for the number of d6
-1 to Rep occurs during a melee and is cumulative. However, passed and across to see the results.
when the melee for the turn is over, Rep returns to normal.
Fight a round of Melee with a Rep 5 Star against two Rep 4 2 PEF RESOLUTION
Gangers. Remember that the -1 Rep can be suffered more than (Taken versus PEF Rep of 4)
once during a round of melee. What are the most opponents a
Character can face at one time in Melee? #D6 RESULT
Review the Will to Fight Table and how the Class and PASSED
Attributes of the Character can affect the results of the dice
rolled. 2 Contact! You’ve come across something. Remove
the PEF.
Your Rep 3 Grunt went Out of the Fight while your Rep 4 1 Something’s out there. Resolve remaining PEFs
Grunt Left the Battle Board. Roll for them on the Recovery using 3d6, counting the lowest 2d6 scores. If last
Table. PEF and have not resolved anything, count as
Now that you understand how combat works, try setting up passing 2d6. Remove the PEF.
various fights on the Battle to put the procedures into practice. 0 Nothing to worry about. If last PEF and have not
Remember: If you have any questions, you can always ask at resolved anything, count as passing 2d6. If already
the THW Forum (page 1). resolved at least one PEF as something, then it’s
nothing, but a bad case of nerves. Remove the PEF.

Example – I start the Defend Encounter and will resolve 3


PEFs. I roll 2d6 versus the PEF Rep of 4 and score a 1 and 5.
Passing 1d6 I see that I will now roll 3d6 to resolve the
remaining PEFs. That leaves 2 PEFs left.
I roll 3d6 and score a 1, 5 and 6 – passing 1d6 again! I now
roll 3d6 versus the last PEF’s Rep of 4 and this time, score a
5, 6 and 6. I pass 0d6! But as I haven’t resolved any PEF as
anything I count as passing 2d6. Now who are the enemy?

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

9
CHAIN REACTION 2018
WHO ARE THEY?
You can choose which Class you will fight before the STOP!
Encounter or roll for them randomly. Here’s how we do it:
PEFs are Possible Enemy Forces. You don’t know what you
• Consult the Who Are They? Table. have met until you resolve the PEF with the PEF Resolution
• Roll 1d6 and read the result as rolled. Table. How many PEFs are used per Encounter?
• Go across the top row to the appropriate column for You have run into the enemy. You have 5 Band members.
the d6 result, then down to the appropriate row for You roll a 3 with the first 1/2d6 and a 1 with the next. How
who you are playing, many enemy have you run into? It’s 7; review how we arrived
• These are the enemy you meet. at that number. How do you know who they are? Run into
more than 5? Just use the 5+ column on the Class List for the
rest.
I am a Citizen and will use the Who Are They Table. I roll 1d6
1 WHO ARE THEY? and score a3. Who have I run into?

(Read result as rolled)

# 1–3 4–5 6 ENCOUNTERS


CITIZEN Citizen Ganger Police
GANGER Ganger Police Citizen We call your games, Encounters. We have three different
MERCENARY Military Mercenary Police Encounters in Chain Reaction 2018.
MILITARY Mercenary Military Ganger • Confrontation.
POLICE Ganger Citizen Mercenary • Defend.
• Raid.
Example – I am playing Mercenaries (Guerillas) and resolve a
PEF as contact. I roll 1d6 and score a 3; I go down the Our period specific rules use many, many more; up to sixteen
column to the Mercenaries column and am fighting the in some cases!
Military.
CONFRONTATION
HOW MANY OF THEM?
If you don’t already know how many NPCs you are In this Encounter, you and the opposition have met each other
confronting use the following procedure: face to face and not on the best of terms. The opposition has
you cornered and intends to do you physical harm or you
• Start with the number of Characters in your Band, could be causing the Confrontation, in that case, just flip the
including yourself. script. Harm could be lethal (using weapons) or non-lethal
• Roll 1/2d6 and add that to your number. (melee only) – choose!
• Roll 1/2d6 and subtract if from the new total.
• That’s how many you’ve met, never less than one.
• Go to the appropriate Class List (pages 13 & 14) and OBJECTIVE
take the number of NPCs you need, starting at the top • To be successful you must escape unharmed if you
and going down in order. are being confronted or cause harm if doing the
confronting.
Example – Sgt. Billy Pink (Rep 5) and Corporal, Sooze (Rep
4) enter a building and resolve a PEF. Okay, I wanted to
embellish my Story so said Billy went into a building. I roll FORCES
1/2d6 and score a 1 giving Billy a total of 3. I roll a second
1/2d6 and score a 3. This gives me a total of zero – they have • You can be alone or with members of your Band.
met the minimum of one. If I had rolled a 3 the first time and a • The NPCs will be generated as per the Special
1 the second time they would have met 4 NPCs! Instructions.

DEPLOYMENT
• Figures are placed on the Battle Board normally.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

10
CHAIN REACTION 2018
SPECIAL INSTRUCTIONS
• There will be one PEF. When resolving the PEF, use
DEFEND
the Who Are They Table or choose who you’ve met
ahead of time. In this Encounter, you are being raided. Maybe you’re
• Consult the Action Table (page 13) and roll for the protecting a business or an employer’s place. Or maybe
Advantage. somebody has it in for you and wants to pay you a visit at
• Follow the Turn Sequence (page 5) until the fight is home.
finished.
• Play continues until the player has accomplished the OBJECTIVE
objective, been incapacitated, or leaves the
Encounter. • To be successful you must protect the place, defeat
all of the attackers, driving them off the Battle Board.

UH, OH!
Here’s an optional “fun” rule.
FORCES
• You can be alone or with members of your Band.
So during the melee one side is getting a beat down and
• The NPCs will be generated as per the Special
decides it’s time to draw guns. Here’s how we do it:
Instructions.
• Players can choose to do this whenever Active.
• When Active and outnumbered 2:1 or more roll 1d6 DEPLOYMENT
versus the Rep of the NPC Leader – or each
Character if playing Individually (page 8). • Figures are placed on the Battle Board normally.
• Pass 1d6 = Continue the melee.
• Pass 0d6 = Pull out a gun! Fisticuffs immediately SPECIAL INSTRUCTIONS
stop. Go to the Action Table with the escalating
Character counting the Advantage. • There will be 1/2d6 PEFs. When resolving the PEF,
• Continue the Confrontation normally. use the Who Are They Table or choose who you’ve
met ahead of time.
• Consult the Action Table (page 13) and roll for the
HOW MANY OF THEM? Advantage.
If you don’t already know how many NPCs you are • Regardless of who has the Advantage, you are in a
confronting use the normal procedure: building so always start the fight in Cover.
• Follow the Turn Sequence (page 5) until the fight is
• Start with the number of Characters in your Band, finished.
including yourself. • Play continues until the player has accomplished the
• Roll 1/2d6 and add that to your number. objective, been incapacitated, or leaves the
• Roll 1/2d6 and subtract if from the new total. Encounter.
• That’s how many you’ve met, never less than one.
• Go to the appropriate Class List (pages 13 & 14) and
take the number of NPCs you need, starting at the top HOW MANY OF THEM?
and going down in order. If you don’t already know how many NPCs you are
confronting use the normal procedure:

1 WHO ARE THEY? • Start with the number of Characters in your Band,
including yourself.
(Read result as rolled) • Roll 1/2d6 and add that to your number.
• Roll 1/2d6 and subtract if from the new total.
# 1–3 4–5 6
• That’s how many you’ve met, never less than one.
CITIZEN Citizen Ganger Police • Go to the appropriate Class List (pages 13 & 14) and
GANGER Ganger Police Citizen take the number of NPCs you need, starting at the top
MERCENARY Military Mercenary Police and going down in order.
MILITARY Mercenary Military Ganger
POLICE Ganger Citizen Mercenary

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

11
CHAIN REACTION 2018
1 WHO ARE THEY? HOW MANY OF THEM?
(Read result as rolled) If you don’t already know how many NPCs you are
confronting use the normal procedure:
# 1–3 4–5 6
• Start with the number of Characters in your Band,
CITIZEN Citizen Ganger Police including yourself.
GANGER Ganger Police Citizen • Roll 1/2d6 and add that to your number.
MERCENARY Military Mercenary Police • Roll 1/2d6 and subtract if from the new total.
MILITARY Mercenary Military Ganger • That’s how many you’ve met, never less than one.
POLICE Ganger Citizen Mercenary • Go to the appropriate Class List (pages 13 & 14) and
take the number of NPCs you need, starting at the top
and going down in order.
RAID
1 WHO ARE THEY?
You’re raiding the enemy. Maybe it’s a Job or maybe it’s
(Read result as rolled)
personal. You could be raiding to harm someone, rescue a
friend, or maybe trying to recover an object. You can choose # 1–3 4–5 6
the reason.
CITIZEN Citizen Ganger Police
GANGER Ganger Police Citizen
FORCES MERCENARY Military Mercenary Police
• You can be alone or with members of your Band. MILITARY Mercenary Military Ganger
• The NPCs will be generated as per the Special POLICE Ganger Citizen Mercenary
Instructions.

DEPLOYMENT FINAL WORDS


• Figures are placed on the Battle Board normally.
That’s the rules. We’ve made the mechanics and Encounters
very simple to give you chance to see what the THW is all
SPECIAL INSTRUCTIONS about. We hope this explains how the basic THW rules work.
• There will be 1/2d6 PEFs. When resolving the PEF, Our other rules are a bit more detailed in the Story and period
use the Who Are They Table or choose who you’ve of play, but the basic rules are presented here. If you have any
met ahead of time. questions, ask away on the THW Forum (page 1).
• Consult the Action Table (page 13) and roll for the
Advantage. 2 PEF RESOLUTION
• Regardless of who has the Advantage, they are in a
(Taken versus Rep of 4)
building so always start the fight in Cover.
• Follow the Turn Sequence (page 5) until the fight is #D6 RESULT
finished.
• Play continues until the player has accomplished the PASSED
objective, been incapacitated, or leaves the 2 Contact! You’ve come across something. Remove
Encounter. the PEF.
1 Something’s out there. Resolve remaining PEFs
using 3d6, counting the lowest 2d6 scores. If last
PEF and have not resolved anything, count as
passing 2d6. Remove the PEF.
0 Nothing to worry about. If last PEF and have not
resolved anything, count as passing 2d6. If already
resolved at least one PEF as something, then it’s
nothing, but a bad case of nerves. Remove the PEF.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

12
CHAIN REACTION 2018
CITIZENS
# TYPE REP WEAPON CITIZENS GANGERS
1
2
Leader
Grunt
4
4 (1)
P–1
P–1 POLICE ACTION
3 Grunt 3 Unarmed
4 Grunt 3 Unarmed
2 SHOOTING
5+ Grunt 3 Unarmed (Taken versus Rep)
(1) Chance (1 – 4) of Rep 3.
Score of “6” is always a failure.

GANGERS ATTRIBUTE
CITIZEN – SLOW TO REACT: Counts Rep at 1 point lower than
# TYPE REP WEAPON actual when shooting if its side won on the Action Table – only
1 Leader 5 (1) A– 3 for first time firing in this Encounter.
2 Grunt 4 A– 3 MILITARY – CRACK SHOT: Roll 3d6 on the Shooting Table
3 Grunt 4 BAP – 2 counting the best 2sd6 results.
4 Grunt 4 (2) BAP – 2
5+ Grunt 3 BAP – 2 #D6 RESULT
(1) Chance (1 – 3) of Rep4. (2) Chance (1 – 3) of Rep 3. PASSED
2 Hit all Targets.
POLICE 1 Miss:
• If shooter is a Citizen.
# TYPE REP WEAPON • If being charged. Chargers continue.
1 Leader 5 (1)
BAP – 2 • If the target is in Cover. Targets return fire. If
2 Grunt 4 BAP – 2 Target has already returned fire, will Duck
3 Grunt 4 A– 3 Back instead.
4 Grunt 4 BAP – 2 • If the 2nd or higher target. Targets return fire.
5+ Grunt 4 BAP – 2 If Target has already returned fire, will Duck
(1) Chance (1 – 2) of Rep4. Back instead.
Otherwise:
2 ACTION • Hit.
0 Miss all Targets:
(Taken versus Leader Rep)
• Chargers continue into contact.
Score of “6” is always a failure. • Targets return fire. If Target has already
Roll 1d6 – 1, 2, or 3 you gain the Advantage, 4, 5, or 6 they do. returned fire, will Duck Back instead.

ATTRIBUTE
1 SHOOTING DAMAGE
MERCENARY – QUICK REFLEXES: Count Rep at 1 point
higher than actual. (Taken versus Rep)

# RESULT
#D6 RESULT
PASSED “6” Obviously Dead.
Rep or higher, but Out of the Fight.
More d6 The figures on the side that passed more d6 can: not a “6”.
• Shoot. Lower than Rep. All Duck Back.
• Charge into Melee.
• Recover from Duck Back.
• Leave the Battle Board.
Same Side with the Advantage counts as passing more
number
of d6
d6. SHOOTING
SHOOTING DAMAGE
© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

13
CHAIN REACTION 2018
MERCENARIES 2 WILL TO FIGHT
(Taken versus Leader Rep)
MILITARY Score of “6” is always a failure.

MELEE ATTRIBUTE
GANGER – TOUGH: Once during each Encounter the
Character will treat the first Leave the Battle Board result as a
MILITARY Duck Back result.
POLICE – NERVES OF STEEL: Always the last Character to
# TYPE REP WEAPON Leave the Battle Board.
(1)
1 Leader 5 A– 3
2 Grunt 4 A– 3 #D6 RESULTS
3 Grunt 4 A– 3 PASSED
4 Grunt 4 (2) A– 3
5+ Grunt 3 A– 3 2 All – If more than 50% Out of the Fight,
(1) Chance (1 – 2) of Rep4. (2) Chance (1 – 2) of Rep 3. Obviously Dead, or Left the Battle Board, count as
passing 1d6.
Otherwise – Carry On.
MERCENARIES 1 Citizens – Leave the Battle Board.
# TYPE REP WEAPON Gangers – Two figures Leave the Battle Board.
Military or Mercenaries – One figure Leaves the
(1)
1 Leader 5 A– 3 Board.
Battle
2 Grunt 4 A– 3 Police – One figure Leaves the Battle Board.
3 Grunt 4 A– 3
4 Grunt 4 (2) BAP – 2 Duck Backs will leave first.
5+ Grunt 3 BAP – 2 Then lowest Rep will leave, if Reps are tied, roll
(1) Chance (1 – 2) of Rep4. (2) Chance (1 – 2) of Rep 3. randomly.
0 All – Whole side Leaves the Battle Board.
2 MELEE
(Taken versus Rep) 2 RECOVERY
(Taken vs. Rep)

# D6 RESULT
#D6 RESULTS PASSED
PASSED 2 Character returns to the Band.
Pass 2d6 Loser is Out of the Fight. 1 Character returns to the Band at -1 to Rep, but no
more lower than 3.
Pass 1d6 Loser suffers -1 to Rep. 0 Character does not return to the Band.
more Fight another round of melee.
Pass Both suffer -1 to Rep.
same Fight another round of melee.

WILL TO FIGHT
RECOVERY
© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

14
WRITTEN BY ED TEIXEIRA
DIGITALLY EDITED BY CRAIG ANDREWS
CHAIN REACTION 2015
7.4.1 Normal Movement 11
7.4.2 Fast Move 11
TABLE OF CONTENTS 7.4.3 Going Prone 11
1.0 PROLOGUE 3 7.4.4 Involuntary Movement 12
7.5 The Reaction System 12
7.6 In Sight 12
2.0 INTRODUCTION 4
7.6.l In Sight or Out of Sight 12
7.6.2 Triggering an In Sight Test 12
3.0 YOUR ROLE 4 7.6.3 Taking the In Sight Test 13
7.6.4 Resolving In Sight Actions 13
4.0 NEEDED TO PLAY 4 7.6.5 Adding to Ongoing In Sights 13
4.1 The Dice 4 7.6.6 Completed In Sights 13
4.1.1 Passing Dice 4 7.7 Reaction Tests 14
4.1.2 Counting Successes 5 7.7.l How to Take a Reaction Test 14
4.1.3 Possibilities 5 7.7.2 Multiple Results 14
4.1.4 Reading and Adding the Dice 5 7.7.3 Completing Reactions 14
4.1.5 l /2d6 5 7.8 Status and Actions 15
4.1.6 HowManyd6 5 7.9 Ranged Weapons 15
4.2 Figures and Terrain 5 7.9.1 Outgunned Rankings 16
4.2.1 Basing Figures 5 7.9.2 Tight Ammo 16
4.2.2 Defining Facing 5 7.9.3 Shooting 16
4.3 Tables 5 7.9.4 Line of Sight 16
7.9.5 Cover or Concealment 17
5.0 DEFINING THE FIGURES 6 7.9.6 Resolving Fire 17
5.1 Stars and Grunts 6 7.9.7 Arc of Fire 17
5.1.1 Stars 6 7.9.8 Target Selection 17
5.1.2 Grunts 6 7.9.9 Applying the Target Dice 17
5.1.3 Why Use Stars? 6 7.9.10 Shooting the Weapon 17
5.2 Star Advantages 6 7.9.11 Determining Damage 18
5.2.1 Star Power 6 7.9.12 Auto-Kill or Capture 18
5.2.2 Larger Than Life (LTL) 7 7.9.13 Firing Two Weapons at Once 18
5.2.3 Cheating Death 7 7.9.14 Pitiful Shot 18
5.2.4 Free Will 7 7.10 Grenades 18
5.3 Reputation 7 7.10.1 Ready the Grenade 18
5.4 Weapons 7 7.10.2 Disabling the Grenade 18
5.4.1 Yeah, But Where's the .. . 7 7.10.3 Throwing the Grenade 19
7.10.4 "Who's Got the Grenade?" 19
6.0 GETTING STARTED 8 7.10.5 Blast Circles 19
6.1 Forming Your Band 8 7.10.6 Escaping Damage 20
6.1.1 Recruiting Your First Band 8 7.11 Me lee 20
6.2 Groups 8 7.11.1 Melee Weapons 20
6.2.1 Forming and Splitting Groups 8 7.11.2 Charge into Melee Test 20
6.2.2 Group Cohesion 8 7.11.3 How to Charge into Melee 20
6.2.3 Large Groups 9 7.11.4 Melee Combat 21
6.3 Leaders 9 7.11.5 Melee Damage 21
6.3.1 Leader Functions 9 7.11.6 Multiple Figure Melees 21
6.3.2 Using Leader Die 9 7.12 Retrieving Wounded 21
6.3.3 Multiple Leaders 10 7.13 After the Battle 21
7.14 Challenge 22
7.0 RULES OF WAR 10
7.1 Tum Sequence 10 8.0 BUILDINGS 22
7.1.1 Many Tums into One 11 8.1 Building Size and Area 22
7.2 Actions 11 8.2 Entering and Exiting 22
7.2.1 Other Actions 11 8.3 Cover or Concealment 22
7.3 Firing 11 8.4 Firing at Buildings 23
7.4 Movement 11 8.5 Firing from Buildings 23

© 2015 ED TEIXELRA - TWO HO UR WARGAMES 8/16/2015


CHAIN REACTION 2015
9.0 TERRAIN 23 15.0 DESIGNER NOTES 29
9.1 Setting Up the Table 23 15.1 My Game, Your Game 29
9.2 Generating Terrain 23
9.3 Types of Terrain 23 16.0 OLD SCHOOL CR 33
9.3.1 How Many Pieces of Terrain? 23 16.1 What's the Difference? 33
9.4 Terrain & Scenery 24
9.4.1 Clear 24 17.0 INDEX OF TABLES 33
9.4.2 Hill 24
9.4.3 Impassable 24
9.4.4 Buildings 24
9.4.5 Woods 24
9.5 Types of Buildings 24

10.0 PLAYING THE GAME 25


10.1 Solo and Same Side 25

11.0 PEFs 25
11.1 PEFs and Buildings 25
11.2 PEF Movement 25
11.2.1 Special PEF Movement 26
11.3 Resolving PEFs 26
11.4 How the Enemy Moves 26

12.0 ENCOUNTERS 26
12.1 Patrol 26
12.1.1 Objective 26
12.1.2 Forces 26
12.1.3 Terrain 26
12.1.4 Deployment 26
12.1.5 Special Instructions 26
12.2 Raid 27
12.2.1 Objective 27
12.2.2 Forces 27
12.2.3 Terrain 27
12.2.4 Deployment 27
12.2.5 Special Instructions 27
12.2.6 Finding the Objective 27
12.3 Defend 27
12.3.1 Objective 27
12.3.2 Forces 27
12.3.3 Terrain 27
12.3.4 Deployment 28
12.3.5 Special Instructions 28
12.3.6 What is their Objective? 28

13.0 AFTERWARDS 28
SPECIAL THANKS TO:
13.l New Grunts 28 Ken Hafer, Bob Minadeo and Ron "Baddawg"
13.2 Increasing Rep 28 Strickland: For insisting that, "It's not just a gang
13.3 Decreasing Rep 29 warfare game."
The THW Guys on the Group and Forum: For the
constant support.
14.0 STEP-BY-STEP 29 And Lil…
14.l At the Start 29
14.2 During the Encounter 29
14.3 After the Encounter 29

© 2015 ED TElXElRA - TWO HOUR W ARGAMES 8/ 16/2015

2
CHAIN REACTION 2015
from CR 2.0 to current THW products was so dramatic
that it became apparent to me that CR 2.0 needed a
facelift.

1.0 PROLOGUE So after five years I upgraded to CR 3.0. What Chain


Reaction had become is an introduction to the Reaction
System and all the other mechanics used in current THW
Many of you have probably heard of Chain Reaction, but products. CR 3.0 was a THW lite version given to the
for those of you that haven’t, here’s a little history. gamer at no cost.

2002 2012
Two Hour Wargames makes its first foray into providing The past three years had seen the company explode to
rules for man-to-man skirmish games. The rules are called over thirty titles and a Yahoo Group of over 5000
Guns and Girls and they debut with a News Item on The members. As THW gains more exposure one of the
Miniatures Page. The cover of the rules (two young ladies biggest comments I’ve heard is that it’s nice to have one
in bikinis, high heels, and automatic weapons) is taken as common set of mechanics to play a variety of periods.
a sign of the Apocalypse, by some, causing a change of This has led me to do the next update to Chain Reaction.
title to Chain Reaction for the US market and a new cover
depicting a target riddled with bullet holes. With a variety of periods there are still some basic
mechanics that give a really good game. The last three
years, with the help of input from the Yahoo group, THW
2004 mechanics have become pretty standard between the
As word spread via the Internet, battle reports began games. Like one player told me, “If you can play one set
coming in about the games that people were playing with you can play about 90% of them as they share common
Chain Reaction. World War 2, Dark Future, and police mechanics.”
actions were common, but there were also American Civil
Chain Reaction 3.0 – The Final Version are these
War games, Star Wars (you all understand I didn’t write
mechanics.
Star Wars, right?), hard core Sci-Fi, Gangsters of the
‘20s, and much more. It quickly became apparent that you Anyway, thanks for the interest, give the game a read,
could adapt Chain Reaction for almost any period where play the game a few times. If you have questions come
modern firearms were used. over to the THW Forum and ask. You’ll usually get an
answer within 24 hours.
What also became equally apparent was that gamers
wanted bigger battles with more and more figures. That
was the main reason for Chain Reaction 2.0: Fully “WHAT A LONG STRANGE TRIP IT’S BEEN.”
Loaded. With bigger battles came the need for smoother
mechanics and less bookkeeping. Seeing how there was
minimal book keeping in Chain Reaction it was obvious ******************************************
that the mechanics would be where the ease of play would
come from. Chain Reaction 2.0 delivered.
ALERT! ALERT! ALERT! WE’RE AT IT AGAIN!

2008 2015
By now Two Hour Wargames was up to twenty plus titles NUTS! – Final Version and Larger Than Life – Director’s
from a variety of authors covering a variety of periods Cut as well as 2 Hour Dungeon Crawl has caused a
from Ancient Warfare to the conflict in Vietnam, as well dilemma. There are a few things in them that really make
as Fantasy and Sci-Fi titles. While CR 2.0 was a generic the THW mechanics work even better. Not big changes,
set of rules that covered many periods in a light way, the just a few minor ones. We’ve folded some of the
other titles are detailed and focused specifically to bring mechanics into a simpler format, resulting in fewer tables.
the flavor of that period to life. I’m not about to issue new editions of the current books,
So I decided to make CR 2.0 free to the masses. the ones with the CR 3 mechanics, but I want to get the
changes to everyone and get it to them for free. That’s
what this book is doing.
2009
Here’s the beauty of the THW system. You can use these
With all the exposure and questions generated by CR 2.0 tweaks with any of the THW rule sets if you want to, just
it became obvious that the rules were reaching a much bring them over; it’s your game.
larger audience than before. But the jump in mechanics
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 8/16/2015

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CHAIN REACTION 2015

2.0 INTRODUCTION 4.0 NEEDED TO PLAY


Chain Reaction 2015 is a set of man-to-man combat rules
You will need a few things to play Chain Reaction 2015.
that can be played in a variety of periods and with any
They are:
figures you may already have.
 Six-sided dice, referred to as d6. It is best to have
Games are usually finished in two hours or less, hence the
at least six of these and the more you have, the
company name. Chain Reaction, like all THW games, can
quicker games will play.
be played solo, cooperatively – all players on the same
side – or competitively – head to head.  One ruler or measuring device, ideally one per
player.
Before we go into detail about the game let's explain the  Any combination of metal, plastic or paper
cornerstone of all THW games, the Reaction System. figures in a consistent scale of your choice.
Traditional games use a turn sequence known as “IGO,  Something to represent buildings and other
UGO”. This means that I move my figures, fire, we do terrain features.
some melee and maybe you do a morale test or two.  A 3'x3' flat surface, but you can play with a
larger one if desired.
THW uses what is called the Reaction System. In this
system your side activates and you move part of your
force. That triggers a reaction from parts of my force. I 4.1 THE DICE
immediately react and this may cause you to react in kind.
During the game you will be required to roll dice in a
You’ll see what I mean as you read along. variety of ways. They are:
 Passing Dice.
WORD OF ADVICE  Counting Successes.
Be sure to read the rules one section at a time and do the  Possibilities.
review and easy exercises in the Stop boxes. We’ve  Reading and Adding the Dice.
broken the rules down into smaller pieces to make it  1/2D6.
easier to learn. If you have a question about the rules just
keep reading as the answer will be coming along shortly.
4.1.1 PASSING DICE
But if you can’t find the answer check out the THW
This way to use the dice is to roll one or more d6 and
Forum link below for answers to questions and free
compare each die score individually to the Target
downloads.
Number. The Target Number can be Reputation (5.3) or
http://site.twohourwargames.com/forum/index.php something entirely different.
You can expect a response within 24 hours.  If the d6 score is equal or less than the Target
Number, the d6 has passed.
 If the score is greater than the Target Number,
the d6 has not passed.
3.0 YOUR ROLE  You can only pass 2, 1, or 0d6 regardless of the
number you actually roll.
Your role in Chain Reaction is up to you. Here are some  Isn’t passing 0d6 like failing the dice? No,
suggestions: because we count how many you pass.
 You can play as a loner, going on Encounters on
your own. Example – Sgt Spellman (Rep 4) comes under fire and
 You can play as a Leader of a Band with as must take a Received Fire Test (7.7). The Target Number
many figures as you like; we recommend one per for the test is his Reputation (4). He rolls 2d6 and scores
each point of Rep (5.3), including your own. a 1 and a 5. As the 1 is equal or lower than the Rep of 4,
 You can play a variety of periods. 1d6 has been passed. Looking on the Received Fire Test
 The bottom line is you can play it any way you (Table 7.7) under the Pass 1d6 row we see that Spellman
like because it’s your game. must return fire, but suffers the Rush Shot penalty.

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CHAIN REACTION 2015
4.2 FIGURES AND TERRAIN
4.1.2 COUNTING SUCCESSES As mentioned earlier you can play Chain Reaction with
any kind of figures. You can even play with cardboard
Another way to use the dice is by rolling them and
counters.
counting successes.
Terrain can be as simple as using books or as elaborate as
 A score of 1, 2, or 3 is a success. finely detailed models, it’s up to you.
 A score of 4, 5, or 6 is a failure.

4.2.1 BASING FIGURES


Example: The Paratrooper enters melee and rolls 4d6.
He scores a 1, 3, 3, and 4. He has scored three successes Each figure represents one man. The easiest way to base
(1, 3, and 3). your figures for Chain Reaction 2015 is one figure on a
round or square base as either style will work.

4.1.3 POSSIBILITIES
4.2.2 DEFINING FACING
When you see numbers in parenthesis, such as (1 – 2),
this means there is a chance of that event happening, Charging or shooting to the rear of an enemy depends
based on a 1d6 roll. upon the physical location of the attacker. To qualify as a
rear attack the attacker must begin and end its movement
Example – The Ganger has a pistol (1 – 3) or a shotgun behind the front facing of the target.
(4 – 6). I roll 1d6 and score a 5, the Ganger has a
 The front facing is defined as 180 degrees to the
shotgun.
front of the figure.
 The rear facing is defined as 180 degrees to the
4.1.4 READING AND ADDING THE DICE back of the figure.
Sometimes you simply read the result as rolled. When The following illustration defines the front and rear
rolling 2d6 in this manner you add the scores together to facings.
get a total.

4.1.5 1/2D6
When asked to roll a 1/2d6, here’s how we do it:
 Roll 1d6.
 (1 – 2) = 1.
 (3 – 4) = 2.
 (5 – 6) = 3.

4.1.6 HOW MANY D6


How many d6 do you roll? This is found by looking in the
upper left-hand corner of each table. There will usually be 4.3 TABLES
a number, 1 or 2, telling you how many d6 to roll. Wherever possible all the tables that you will usually use
In some cases there may be a word like Rep or Target. during the game have been grouped together in the back
That means 1d6 for each point of that word. of the book. When reading a section it is recommended
that you review the table in question.
Example – A Cowboy (Rep 4) must roll an In Sight Test.
Chain Reaction 2015 may seem to have a lot of tables, but
Looking on the In Sight Test (Table 7.6.3) we see the
in reality you will be using two or three of them 95% of
word Rep in the upper left-hand corner so I toss 4d6.
the time and those that you do use are easily memorized.
Later he must take a Reaction Test versus his Rep. There Other THW titles will have more tables, mostly covering
is a 2 in the upper left-hand corner so I roll 2d6. designing your Encounters and for determining the
actions of your enemy when playing solo.
Chain Reaction 2015 is like a toolbox. You may not need
all the tools, but they are there if you do!

© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 8/16/2015

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CHAIN REACTION 2015
5.1.3 WHY USE STARS?
STOP! One question that may be asked is why do we use Stars in
THW? It's to give the player personal control of his
Chain Reaction can be played in three ways:
character.
 Solo, against the game mechanics. Remember that all Grunts are controlled by the Reaction
 Cooperatively, with everyone on the same side Tests.
against the game mechanics.
 Head to head, against your friends. Grunts will behave in a realistic manner that balances a
desire to stay alive with the desire to do their job.
Chain Reaction is played with six-sided dice called d6.
But Stars? That's you. You will see that you have much
You can play in any scale, with figures or counters. You more freedom, as in real life, to do what you want, as well
can play with as many or as few figures as desired. as some distinct advantages that separate you from the
Passing dice is when you roll a d6 and compare it to a Grunts.
Target Number like Rep. Score equal or less and you have
passed; score greater than the Target Number and you
have not. You can pass 2d6, 1d6 or 0d6. 5.2 STAR ADVANTAGES
A success is a score of 1, 2 or 3. As a Star in Chain Reaction 2015 you have four important
advantages. These are:
Possibilities are the numbers in parenthesis next to an
event. Scoring that number means the event has  Star Power.
happened.  Larger Than Life.
 Cheating Death.
 Free Will.

5.0 DEFINING THE 5.2.1 STAR POWER


FIGURES Usually reserved for Stars, but sometimes found in some
Grunts, Star Power is the ability of a character to ignore
normally disabling damage. Here’s how we do it:
Note that the words figure and character are interchangeable.
Chain Reaction 2015 is played with individual figures  Stars start each Encounter (game) with 1d6 of
that are defined in the following ways. Star Power for each point of Rep. So a Rep 5
Star starts with 5d6 Star Power.
 Is it a Star or a Grunt?  Whenever a Star takes damage it rolls its current
 What is its Reputation? Star Power d6. Read each d6 as rolled.
 What type of Weapon does it have?  Any result of 1, 2, or 3 reduces the damage
by one level.
 Any result of 4 or 5 means the damage stays
and the d6 is retained for future use.
5.1 STARS AND GRUNTS  Any result of 6 means the damage stays but
There are two types of figures, called Stars and Grunts. the d6 is removed from the character’s Star
Power for the rest of the Encounter.
Damage is reduced in the following ways:
5.1.1 STARS
This figure represents you, the player. We suggest your  An Obviously Dead result becomes an Out of the
Star begins with a Reputation of 5. Fight result.
 An Out of the Fight result becomes a -1 to Rep if
in Melee or a Duck Back if fired on.
5.1.2 GRUNTS It is possible to reduce damage by multiple levels if you
These are the figures that do not represent a player. They roll several results of 1, 2, or 3.
may be friends or foes and will come and go as the game
progresses. Grunts are controlled by the game mechanics.

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CHAIN REACTION 2015
Example: A Star with a Rep of 5 is hit by fire. He takes 5.2.4 FREE WILL
one Out of the Fight and one Obviously Dead result. The The last Star Advantage is Free Will. Here’s how we do
player rolls one d6 per point of the Star’s Rep or 5d6 in it:
this case.
 Stars will take Reaction Tests just like Grunts.
 The results are 2, 2, 4, 5, and 6.  Instead of rolling any d6 the Star can choose to
 One “2” reduces the Obviously Dead result to an pass 2, 1 or 0d6.
Out of the Fight result.  This applies when taking the Received Fire and
 The other “2” reduces one Out of the Fight result to Man Down Tests (7.7). It does not apply to the
a Duck Back. In Sight Test (7.6).
 The 4 and 5 have no effect, but are retained.  Stars are never Outgunned (7.9.1).
 The 6 has no effect, but is discarded for the
remainder of the Encounter.
Example - Sergeant Riker (Rep 5) is shot at by the enemy.
However, this won’t do the Star much good since he is He is a Star so can choose his reaction on the Received
still Out of the Fight. It’s time to try another Star Fire Test. He chooses to pass 2d6 and returns fire.
Advantage, Larger Than Life.

5.2.2 LARGER THAN LIFE (LTL) 5.3 REPUTATION


Chain Reaction 2015 can be used to capture the cinematic Reputation or Rep represents a combination of
flavor of modern action movies where the Star is a larger experience, morale and motivation. Rep is an expression
than life character. Here’s how we do it: of a figure’s overall fighting quality. Both Stars and
Grunts use Rep. There are three possible starting levels of
 Stars cannot be killed by anyone with a Rep Reputation:
lower than the Star.
 The worst result a Star could receive would be  REP 5 - These are veterans of numerous
Out of the Fight. successful Encounters. Combat experienced and
elite troops would have a Rep of 5.
 REP 4 - These are reliable people of some
Example- Corporal Hotchkiss (Rep 5) is shot by an enemy experience or trained and motivated troops.
soldier (Rep 4). The soldier scores an Obviously Dead These characters are the most common type
result. Hotchkiss uses his Star Power, but to no avail. He you’ll run into.
declares he is using his Larger Than Life advantage and  REP 3 -These are characters of unknown quality
is Out of the Fight instead. that have seen little or no combat. The average
Note that Larger Than Life is applied after Star Power. citizen would have a Rep of 3.

5.2.3 CHEATING DEATH 5.4 WEAPONS


Another Star Advantage is Cheating Death. Here’s how Most figures are assumed to have a ranged weapon while
we do it: some may have a melee weapon. Players are encouraged
to count the figure to be armed with the weapons it has.
 A Star can be killed by anyone with an equal or
higher Reputation. Weapons are covered in more detail in the appropriate
 When this occurs, the Star may declare that he is sections entitled Ranged Weapons (7.9) and Melee (7.11).
cheating death. He is immediately removed from
the table and whisked to safety.
 When a player chooses to cheat death his Rep is 5.4.1 YEAH, BUT WHERE'S THE…
immediately reduced by one level. In Chain Reaction 2015 we have grouped weapons into
broad categories. If you don’t see a weapon listed in
Example - Hotchkiss (Rep 5) is shot by a German soldier Chain Reaction 2015, use the stats for a weapon in the
(Rep 5). The soldier scores an Obviously Dead result. category that it best fits.
Hotchkiss uses his Star Power, but to no avail. He then
declares he is Cheating Death and is whisked from the
table to safety. He is still alive, but is now reduced to Rep
4.
Note that Cheating Death is applied after Star Power.
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CHAIN REACTION 2015
6.1.1 RECRUITING TABLE
STOP! 1 RECRUITING
Your personal figure is a Star and should start at Rep 5.
All the other figures are Grunts. Stars have four Star (Read the result as rolled)
Advantages. # GANGER GUERILLA MILITIA MILITARY POLICE
Star Power can reduce damage. If you roll your Star
1 3 3 3 3 3
Power d6 and score a “6”, what happens?
2 3 3 3 4 4
What is the difference between Cheating Death and 3 4 4 4 4 4
Larger Than Life? 4 4 4 4 4 4
Free Will lets you choose to pass 2d6, 1d6 or 0d6 on two 5 4 4 4 5 4
Reaction Tests. Which ones are they? 6 5 5 5 5 5

6.0 GETTING STARTED STOP!


This section will explain some of the games that Chain You start the game as a Rep 5 Star.
Reaction can be used for. No matter the time period you You can recruit up to one Grunt per point of Rep, less
choose, the link to all of them is Chain Reaction is a game one. As your Rep changes you can add or must subtract
about modern firepower, no muskets allowed! Grunts.
Okay, if you really want to use one shot weapons like You can never have Grunts with a higher Rep than your
muskets, just count them as suffering Tight Ammo (7.9.2) own.
after each time they fire.

6.1 FORMING YOUR BAND 6.2 GROUPS


A group is any number of individual figures that operate
In Chain Reaction the game revolves around you, the
together during a turn. The smallest group is one figure;
other characters that make up your Band and those of
there is not a maximum.
your opponents. Let's define the Band:
At the start of the Encounter (game) each side must
 Every Band has one Leader. deploy their figures into groups. Each group will
 The rest of the members are non-Leader Grunts. automatically have a Leader and figures in a group do not
have to have the same Rep.
6.1.1 RECRUITING YOUR FIRST BAND
You will start the game alone, but you can recruit Grunts 6.2.1 FORMING AND SPLITTING GROUPS
to join you. Here's how we do it: Groups are not permanent. You can form up or break
 Your Band can be as large as your Rep, apart your group into larger or smaller groups at any time
including yourself. This means you can recruit during the turn when you are active or when forced to do
your Rep, less one, Grunts. As your Rep goes up so by a Reaction Test.
or down (13.2) so will the number of Grunts in
your Band.
6.2.2 GROUP COHESION
 Consult the Recruiting Table (Table 6.1.1).
 Roll 1d6 and read the result as rolled. A group consists of one or more figures with one being
 Go down the left-hand column to the appropriate the group Leader. To qualify as a group the following two
row and across to the appropriate column for the requirements must be met.
type of Grunt you’re recruiting. This will give  Remain within 4" of one or more figures in the
you its Rep. group.
 Grunts are always assumed to have the weapon  Have a Line of Sight (LOS) to one or more
represented on the figure. figures in the group and/or be in LOS of one or
 You cannot have Grunts with a higher Rep than more figures in the group.
yours. If your Rep goes down, any Grunt with a
higher Rep than yours leaves your group!
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 8/16/2015

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CHAIN REACTION 2015

In this picture we see a four figure group. All of the figures are
within 4" of another figure and LOS.

In this picture the groups from the previous example activate at


the same time and groups A and B move away. As none of the
groups are within 4" of each other the figures are now in three
groups and will activate separately.

6.3 LEADERS
Groups will always have a Leader. Here’s how we do it:
In this picture one member of the group has been hit and is out
of the fight or obviously dead. The link between figures is now  The Star is always the Leader when in a group.
broken. There are now two groups that will activate separately.  A Temporary Leader is the figure in the group
with the highest Rep and only acts as a Leader
when the Star is not with the group.
6.2.3 LARGE GROUPS
You can make large groups of multiple groups just as you
do with multiple figures. This could also occur when two 6.3.1 LEADER FUNCTIONS
Non-Player groups decide to band together under one Star Leaders have two specific functions they will use to
Leader. affect their group. Here’s how we do it:
 All Leaders allow for all figures in their group to
activate when it does.
 The Star Leader is allowed to use Leader Die to
inspire his group when taking Reaction Tests.
Temporary Leaders do not use Leader Die, but allow for
all figures in his group to activate when he does.

6.3.2 USING LEADER DIE


Example - In the picture above we see three groups. Groups A When the Star Leader is part of a group he is allowed to
and B are grouped together as they are within 4” and LOS so roll a Leader Die to help inspire the group when taking
will activate at the same time. Group C is more than 4" from A certain Reaction Tests. Here’s how we do it:
and B so will activate separately.
 Leader Die is used when the group must take the
Received Fire Test (Table 7.7). A (LDR) will be
found next to this Reaction Test.
 To use Leader Die throw 1d6, read the result as
rolled and compare the result to the Rep of the
Leader.
 If the result is passed 1d6; add this to the
number of d6 passed by each figure in the
In this picture groups A and B start the turn apart in separate group.
groups. Group C activates and moves within 4" of the other  If the result is passed 0d6; nothing is added.
groups. The Leader is now in charge of all three groups and
 Leader Die is used even if the Leader does not
they can activate at the same time. Groups B and C could now
activate and move, up to their allowable distance. need to take the test.
 Leader Die is not used when the Leader is by
himself.

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CHAIN REACTION 2015
Example - Sgt. Harris (Rep 4) is the leader of a group
composed of four Rep 3 Police Officers. Three members
of the group come under fire and they must take the
7.0 RULES OF WAR
Received Fire Test. Now let’s go over the rules in the order that you will use
them during the game.
I roll 2d6 for the three officers under fire and score a 5
and a 3. This means that they have passed 1d6.
I now roll 1d6 for the Leader Die as Harris is with the 7.1 TURN SEQUENCE
group. I score a 4 so have passed 1d6. This is added to
Chain Reaction 2015 is played in turns, with one phase of
the group result so they have passed 2d6.
activation per side. Although Encounters (games) can last
Reaction dice are rolled for the group, but applied an unlimited number of turns, each turn follows a strict
individually to only the figures taking the test. sequence.
 Before the game begins each player chooses a
6.3.3 MULTIPLE LEADERS different colored d6 to represent their side.
In situations where more than one Leader is present only
the Leader Die of the highest Rep is used. Example - I choose a blue d6 and Jim Bob Joe chooses
yellow.
Example – I am playing a Military game. A Platoon
Leader joins a group in his platoon. The group will use  At the start of each turn both dice are rolled. This
his Leader Die as long as he is carrying on (7.8) with the is called rolling for Activation.
group. Once he leaves or is disabled, the group Leader  If the die scores are the same (doubles) re-roll
will use his Leader Die. them.
 The higher score determines which side will
activate its groups first.
STOP! Example - The two dice are rolled and a Blue 5 and a
Groups are formed and disbanded as needed and consist Yellow 4 are rolled. I scored higher so I can activate my
of multiple figures. The smallest group is one figure. groups first.
There is no limit on the maximum as long as they qualify
as a group. What two requirements must be met to be part
of a multi-figure group?
 Only groups with a Leader whose Rep is equal to
Leader Die is used by rolling 1d6 versus the Rep of the or higher than its Activation die score can be
Star Leader. activated.
 Groups are activated from highest to lowest Reps
with ties activating in the order the player
desires.

Example: A Blue 5 and a Yellow 4 were rolled. My side


scored higher so I activate first. I can activate only
groups that are led by a Rep 5 or higher Leader.

 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.
 After all of the active side’s groups have been
activated the other side can activate one group at
a time based on the result of its activation die
roll.

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CHAIN REACTION 2015
Example: A Blue 5 and a Yellow 4 were rolled. I went  Each time called upon by any Reaction or
first and have finished activating all the groups I wanted Charge into Melee Test.
to. It is now Jim Bob Joe’s turn. He can activate only
As mentioned previously, by combining multiple
groups that are led by a Rep 4 or higher Leader.
traditional turns your characters can fire more than once
per THW turn.
 After both sides have activated all of their
eligible groups and all reactions have taken place
the turn is over and Activation dice are rolled 7.4 MOVEMENT
again – signifying the start of a new turn. There are two types of movement, voluntary, when the
This system will mean that many times lower Rep figures figure is active, and involuntary when caused by a
will not be able to activate. This reflects their lack of Reaction Test.
confidence and hesitancy to engage the enemy. It also
stresses the importance of higher Rep Leaders!
7.4.1 NORMAL MOVEMENT
Normal movement for all figures is 8”.
7.1.1 MANY TURNS INTO ONE
With the Reaction System – allowing players to react to
what the other player does when it isn’t their turn – we are
7.4.2 FAST MOVE
combining traditional game turns into longer THW turns. If desired a figure can attempt to move faster than normal
This means: speed. Here's how we do it:

 No artificial stopping of action.  Declare the intent of any figures in the group that
 Longer turns, but shorter games. want to Fast Move.
 You’re always involved in the turn, no waiting  Roll 2d6 for the group and compare each die
for the other player to finish his turn. score individually to the Rep of each figure Fast
Moving.
Now that you know the turn sequence we will explain the  For each d6 passed, the figure is allowed to add
rules in the order that they will occur during the game 4” to its move.
turn. This may be different than traditional rules but is  Figures declaring a Fast Move will count as
much more effective. moving fast regardless of the actual distance
Let’s start with actions. moved.

Example – A group of three figures want to Fast Move. I


7.2 ACTIONS roll 2d6 and score a 4 and 5. Here's how the group will
When a figure is active it can voluntarily do one of the move.
following actions.
The Rep 5 passes 2d6 and can move 16”.
 Move up to the normal 8” or a successful Fast The Rep 4 passes 1d6 and can move 12”.
Move, ending its move facing as desired.
 Charge into Melee (Table 7.11.2). The Rep 3 passes 0d6 and can move 8”. All count as Fast
Moving.

7.2.1 OTHER ACTIONS


When active, figures can do the following actions in 7.4.3 GOING PRONE
addition to those previously listed. Figures can go prone at any time during their turn. Here’s
how we do it:
 Pick up dropped weapons or other items.
 Reload a weapon.  Active figures can choose to go prone or can be
forced to go prone by a reaction result.
 Going prone ends their movement until they are
next active.
7.3 FIRING  To regain their feet takes half of their movement
distance.
In addition to the previous actions, figures can fire during
the turn at the following times:
 Once when active at any time.
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7.4.4 INVOLUNTARY MOVEMENT go of it. That's a reaction. Next you grab a towel and then
grab the pot. That's an action.
Figures can be forced into involuntary actions and
movement due to the results of a Reaction Test (Table Figures take Reaction Tests during the game when called
7.7). The possible involuntary actions and moves are as upon. Let's look closer at each Reaction Test – In Sight
follows. (7.6), Received Fire (7.7), and Man Down (7.7).
DUCK BACK – Figures that Duck Back are seeking Cover
and safety. Here’s how we do it:
7.6 IN SIGHT
 Move to the nearest Cover within 6”, ending its
Let's explain the difference between being In Sight and
turn. This can be in any direction, even forward.
Out of Sight.
 If no Cover is available within 6” the figure will
drop prone in place, ending its turn.
 It may not fire until active or directed to by a 7.6.1 IN SIGHT OR OUT OF SIGHT
subsequent Reaction Test. Figures are always In Sight or Out of Sight
 Figures in Duck Back, by definition, cannot see
or be seen by the cause of the test, but those that A figure is In Sight when:
go prone can.
 An enemy figure can trace a Line of Sight (7.9.4)
LEAVE THE BATTLEFIELD – Remove the figure from the to that figure, from figure base to figure base.
table. This applies even if that figure is in Cover,
concealed or both.
OUTGUNNED – Outgunned figures will behave as if
scoring a Duck Back result. A figure is Out of Sight when:
RETURN FIRE – The figure immediately returns fire at the  It cannot be seen because of intervening terrain.
cause of the test.  It cannot be seen due to weather or light
restrictions such as being too far away to see the
RUSH SHOT - The figure immediately returns fire at the
enemy at night.
cause of the test, but takes the Rush Shot penalty.
 It cannot be seen due to any other figure in the
way.

STOP! 7.6.2 TRIGGERING AN IN SIGHT TEST


Each turn starts with two different colored d6 being Here's how an In Sight Test is triggered:
rolled.
 Whenever a group has an opposing group enter
What happens if doubles are rolled? into its Line of Sight or LOS, and the opposing
High score activates first. Only groups with a Leader group was not seen previously during this
having a Rep equal or greater than the d6 result can activation phase, the In Sight Test has been
activate. triggered. Note that not all figures in the group
will qualify to take the In Sight Test.
After a group has activated and all reactions it caused are
resolved, the next group can activate.
Review the actions available to each figure when active.
Normal movement is 8” and Fast Move can be up to 16”.

7.5 THE REACTION SYSTEM


This section covers the heart of the THW system. It’s
called the Reaction System. Reaction Tests reflect how a
figure will perform when under physical, mental, or
emotional stress during the fight. In this picture the white side cannot be seen by “1” or “2”.
Reaction Tests represent immediate unthinking reactions
to certain events. Here's a real life example. You're in the  The In Sight Test is triggered as soon as any
kitchen and grab a pot. It’s hot and you immediately let figure in a moving group comes into sight.

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 Only one side can win the In Sight Test. The
moving side wins the In Sight only if it scores
more successes.
 If the number of successes is equal, the non-
moving side wins the In Sight.
 With multiple In Sights at the same time, it’s not
if you win, but if you lose. So if you beat one
enemy group, but lose to another, you lost the In
Sight and can only react. After all In Sight
actions are done, you react.
In the second picture white activates and figures “A” and “B”
move forward. “A” comes into sight of “1” triggering the In
Example – Groups A and B come into sight of group 1.
Sight Test.
Group A scores 4 successes, group 1 scores 3 successes,
 Once the test is triggered the triggering group is and group B scores 1 success.
allowed to move all of its figures (whether they
Group A goes first as it scored more successes than group
triggered the In Sight or not) up to two additional
1. Group 1 reacts. Group B cannot act as it scored fewer
inches (free). This movement could result in the
successes than group 1. If it had scored more successes
figure going Out of Sight.
than group 1 it could have acted along with group A.
After both groups had finished their actions, group 1
would have reacted.

7.6.4 RESOLVING IN SIGHT ACTIONS


Each figure in the winning group can now act. Here’s
how we do it:
 Fire.
 If the figure cannot fire it will Charge into Melee
if within 6”.
The In Sight is triggered and the figures in the triggering group  If the figure cannot fire or Charge into Melee it
are allowed to move two additional inches, before the test is will Duck Back if in enemy ranged weapons
resolved. Figure “A” moves closer to “1” while “B” moves to range.
the edge of the house so “B” can see “1”; also putting “B” into  Otherwise Carry On.
sight of “1”.

7.6.5 ADDING TO ONGOING IN SIGHTS


7.6.3 TAKING THE IN SIGHT TEST There may be a time where a character that was not
The In Sight Test is a Reaction Test taken differently than the involved in an In Sight, becomes involved in it. The
other two – Received Fire and Man Down.
newly involved character makes an In Sight Test. If it
After the triggering group has moved up to two additional beats the opponent’s original In Sight result, it takes its In
inches, all figures In Sight of an enemy, or having the Sight Action
enemy In Sight will take the test. Here's how we do it:
Example Billy Pink shoots at Jim Bob Joe but
 Consult the In Sight Table (Table 7.6.3). misses. Jim Bob Joe takes a Received Fire reaction
 The Leader of each group with LOS takes the In test and Ducks Back, but as he is moving his 6” he
Sight for the whole group. If the Star Leader comes into sight of Cher and a new In Sight test is
does not have LOS the highest Rep figure that triggered. This is completed and then Jim Bob Joe
does, counts as the Temporary Leader.
completes his Duck Back, if still able.
 Each Leader starts with1d6 per level of their
Rep.
 Modify the number of d6 each Leader rolls, by 7.6.6 COMPLETED IN SIGHTS
any applicable Circumstance.
Once all figures in the winning groups have completed
 The Leaders roll their modified d6 total looking
their actions and appropriate Reaction Tests are taken, the
for successes, a score of 1, 2 or 3.
active side continues its part of the turn. This could be
 The Leader scoring the most successes has won additional movement and/or active fire.
the In Sight.
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STOP!
Take two figures and place them on the table, Out of
Sight of each other. Both are Rep 4.
Roll 2d6 for Activation. Move the active figure into sight.
Once the In Sight is triggered the figure can move 2”
more before the In Sight is taken.
Take the In Sight Test for both sides. Did you modify the
number of d6 rolled by the applicable Circumstance? By
In the picture above we see the white group come into sight of
the one side being active and moving? three enemy figures. After the white group has moved 2
Just to recap. The In Sight is taken by the Leader in the additional inches, only 7 and 8 are involved in the In Sight Test.
group with a qualifying LOS. This means that a After taking an In Sight Test, figures “A", "B" and "C" fire at
"7" and "8". Note that the white Leader was not involved in the
Temporary Leader could take the test. What is a
test and the higher Rep between 7 and 8 was used instead.
Temporary Leader?
Both 7 and 8 are missed and they take a Received Fire Test for
being fired on. 2d6 are rolled and a 5 and a 3 are scored. As the
Leader is within 4" and part of the group that was fired on he is
7.7 REACTION TESTS allowed to roll one Leader Die. He rolls a 4 and passes 1d6.
Here are two additional Reaction Tests. They are: Adding the pass 1d6 result means soldier 7 passes 2d6, so
returns fire while soldier 8, due to a lower Rep, returns fire, but
 RECEIVED FIRE TEST – The figure was shot at counts the Rush Shot penalty.
and did not get hit.
 MAN DOWN TEST – The figure is within 4” and
LOS of a friendly figure that went Out of the 7.7.2 MULTIPLE RESULTS
Fight or Obviously Dead from ranged combat, There may be times when a figure qualifies for more than
melee combat , or a failed Challenge Test (7.14). one Reaction Test and scores more than one result,
sometimes conflicting. Here’s how we do it:

7.7.1 HOW TO TAKE A REACTION TEST  One set of d6 are rolled.


 Apply the results to each cause of the test.
Here's how these Reaction Tests are taken.
 Take the worse result.
 Consult the Reaction Tests Table (Table 7.7.1)
See the Status and Actions section (7.8) for more details.
 Determine what is causing the test; Fired On,
Man Down or a combination of both. If more
than one cause, you still roll 2d6, but apply the 7.7.3 COMPLETING REACTIONS
worse result.
There may be times when a figure is carrying out a
 Determine which figures in the group must take
Reaction Test and may be forced to take another test prior
the test. Note that there will be times when some
to completion of the first. When called for, the figure
figures will take the test and others will not.
immediately takes the new Reaction Test, cannot score
 Start with 2d6 for the group taking the test. better than the first result, but can score worse.
 Modify the number of d6 by any applicable
Circumstance.
 Roll the modified total of d6. Example - A figure takes a Received Fire Test and scores
 Determine how many d6 were passed based on a result of Duck Back. The figure moves towards Cover
the individual Rep of each figure taking the test. and into the sight of another enemy figure triggering an
This may result in figures in the same group In Sight Test. The enemy fires and misses the ducking
behaving in different ways. back figure before it has completed its move. The ducking
 Go down the left-hand column to the appropriate back figure takes a new Received Fire Test and passes
row and across to the appropriate column. 2d6 which would allow him to return fire. However, he
 Immediately carry out the result. cannot score better than the Duck Back result, so
continues on towards Cover.

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7.8 STATUS AND ACTIONS
The Reaction Tests and Melee can change the status of a
figure or force it to act in a certain way. Here we will STOP!
explain the terms found on the Reaction Tests.
One set of d6 are rolled for each group taking the
CARRY ON – The figure is in good order and can act and Reaction Test, but the results are applied to the Reps of
react as desired. This is the best status the figure can have. each figure separately. This means that figures in the
A figure is considered to be carrying on if it is not doing group may behave differently.
any of the following. We have ranked them from best to
Take three figures and place them on the table. They are a
worst.
Rep 5 Leader, a Rep 4 Ganger and a Rep 3 Ganger. All
 Return Fire. three are fired on. The dice are rolled and a 4 is scored for
 Rush Shot. the Leader Die. The other d6 result in a 4 and 6. Look on
 Outgunned. the Received Fire Test and see how the three Gangers
 Duck Back. react.
 Leave the Battlefield. How many d6 did each pass?
 -1 to Rep.
 Out of the Fight.
 Obviously Dead. 7.9 RANGED WEAPONS
There are two ways to inflict damage in Chain Reaction.
-1 TO REP – The character has its Reputation reduced by 1 The first is by ranged weapons fire and the other is by
point by losing a Melee. After all melees for the turn are melee (hand-to-hand combat). Trust me on this; melee
over, the character’s Rep returns to what it was prior to should be considered a last resort.
the melee, even if it went Out of the Fight. Rep lost
between melees, on the same turn, is kept until the final Each weapon is defined by type and in some cases
melee is over. weapons have been lumped into broader categories.
Weapons are defined by three characteristics.
DUCK BACK – Figure is trying to find Cover. Here’s how
we do it: TYPE – What it is.

 Move to the nearest Cover within 6”, ending its RANGE – The range listed for every weapon is its effective
turn. This can be in any direction, even forward. range, which is the range that the shooter feels he has a
reasonable chance of hitting the target. This range is
 If no Cover is available within 6” the figure will
considerably shorter than most weapons maximum
drop prone in place, ending its turn.
ranges.
 It may not fire until active or caused by a
subsequent Reaction Test. TARGET – The maximum number of d6 rolled when the
 Figures in Duck Back cannot see or be seen by weapon is fired by the character. Each d6 has the potential
the cause of the test, but those that go prone can. to do damage to a target and any or all dice may be
applied to one or more figures. Also defines the arc of fire
LEAVE THE BATTLEFIELD - Remove the figure from the (spread) of the weapon.
table.
OBVIOUSLY DEAD – The figure has taken damage that is
so severe it is obvious that the figure is dead. Example – A submachine gun with a Target of 3 may fire
at up to three targets in a three-inch arc of fire.
OUT OF THE FIGHT – The figure has taken serious
damage and cannot continue the battle. He cannot move
on his own and must be retrieved by others. If contacted If the character fires a round that explodes (hand grenade
by an enemy he is considered to be captured or dispatched or Rocket Launcher), the weapon will use a blast circle
as desired. (7.10.5).

OUTGUNNED – Outgunned figures will behave as if


scoring a Duck Back result.
RETURN FIRE – The figure immediately returns fire at the
cause of the test.
RUSH SHOT - The figure immediately returns fire at the
cause of the test, but takes the Rush Shot penalty.

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7.9 WEAPONS TABLE 7.9.2 TIGHT AMMO
TYPE RANGE TARGET Ammo in Chain Reaction is pretty much unlimited.
However, there still is a chance that the weapon may
Assault Rifle (AR) 48 3 temporarily run out of ammo and must be reloaded.
Bolt Action Rifle (BAR) 48 1 Here’s how we do it:
Grenade (G) 6 5” (1)
 Anytime two or more ones are rolled when firing
Machine Pistol (MP) 12 3
the weapon it is out of ammo and cannot be fired
Pistol (P) 12 1
again until reloaded.
Rocket Launcher (RL) 48 5” (1) (2)  It takes one turn of activation to reload the
Semi-Auto Rifle (SAR) 48 2 weapon – the next turn of activation at the
Shotgun (SG) 12 3 (6) (3) earliest. During this turn the weapon cannot be
Squad Auto Weapon (SAW) 48 4 fired.
Submachine Gun (SMG) 24 3  Figures reloading weapons may move, but
(1) 5” blast circle when using 28mm, reduced to 3” for 15mm. cannot exceed their normal movement.
(2) After the Rocket Launcher has fired it counts as suffering  The weapon is considered out of ammo after all
Tight Ammo. (3) The shotgun rolls 6d6, takes the best three d6 results have been applied to the target.
results and applies them for hits. All 6d6 are counted for Tight
Ammo.  Rocket Launchers are considered to be out of
ammo after they have fired and must be
reloaded.
7.9.1 OUTGUNNED RANKINGS
When firing, some weapons are perceived to have greater Example – Ivan fires with a SMG and rolls a 1, 1, and 5.
firepower than others. This is called their Outgunned He scores one hit with the 5, but the two “ones” means he
Ranking (OR). is out of ammo.
If a figure shoots with a weapon with a higher OR than
that of the target or if the target cannot shoot back, for
whatever reason, the target is outgunned. The target will 7.9.3 SHOOTING
take the Received Fire Test, but cannot score a result Shooting a weapon and hand-to-hand combat are
better than Duck Back. distinctly different ways of inflicting damage. This is
reflected by the different game mechanics used in Chain
Remember that Stars cannot be outgunned. Reaction 2015.

Example –Jim Bob Joe has a submachine gun (OR 3), but
is out of ammo. He is fired on by Slag who is using a
7.9.4 LINE OF SIGHT
semi-automatic rifle (OR 2). Jim Bob Joe takes the To shoot something you must first be able to see it. A
Received Fire Test and passes 2d6. Although Jim has a straight line from the shooter to the target is called a Line
weapon with a better OR than the shooter as he cannot of Sight or LOS. Here’s how we do it:
fire because he is out of ammo, he must Duck Back  Line of Sight extends across the whole table and
instead. is blocked by friendly figures, terrain, buildings
and sometimes weather.
 LOS is to the front of the figure up to a 180
7.9.1 OUTGUNNED RANKINGS TABLE
degree arc.
X OUTGUNNED RANKINGS  In nighttime LOS is reduced to 12”. However,
targets in a well-lit area will count LOS as
OR WEAPON TYPE normal for those firing at them.
 LOS between figures inside woods is reduced to
5 Blast circle weapons. 12” in the daytime and 6” at night. If inside and
4 Target 4 weapons. within 1” of the edge of the woods the figure can
3 Target 3 weapons. see and be seen from outside the woods as
2 Target 2 weapons. normal.
1 Target 1 weapon.  LOS in inclement weather such as fog, rain or
0 Those that cannot return fire. snow, is reduced to 12” in the daytime and 6” at
night.

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7.9.5 COVER OR CONCEALMENT 7.9.8 TARGET SELECTION
There will be times when a character will be in Cover, Figures match up one on one when targeting each other
Concealment or both. Cover and Concealment are whether firing or charging into melee. The firing side
different. when shooting or the charging side if going into melee
determines target allocation.
 Concealment makes you harder to see, but does
not stop a bullet. Concealment comes into play All figures must be targeted at least once before being
when taking the In Sight Test. targeted a second or third time by other figures.
 Cover stops a bullet from hitting parts of your Figures in reaction will always target the figures that shot
body, so it makes you harder to be hit. Cover at them. When taking an active fire the player may choose
comes into play on the Ranged Combat Table. his targets.
So how do you tell which is which? Consult the Cover or
Concealment Table (Table 7.9.5). Players should match
the terrain on the table with the type that best resembles it 7.9.9 APPLYING THE TARGET DICE
on the Cover or Concealment List before the game begins. A figure can apply its Target Dice as desired. Here’s how
we do it:

7.9.6 RESOLVING FIRE  Before firing the shooter must declare how many
shots will go onto each target. It is possible for
Fire continues between figures until one is unable to
one target to have multiple shots applied on it.
return fire. This can happen for the following reasons.
 Roll the dice and arrange them from the highest
 Run out of ammo by rolling two or more ones. to the lowest.
 The weapon, such as a Rocket Launcher, can  Apply the dice to the targets as stated prior to
only fire once per turn. shooting with the highest d6 on the first target.
 One figure is outgunned.  Best bet? Always apply one shot to the first
 One figure has ducked back. target and the rest to other targets.
 One figure has left the battlefield
 One figure has been hit by fire. Example –Hans fires his SMG at Charles and Billy Pink.
It is common for figures to fire multiple times in one turn, He declares to fire 1d6 at the first target, Charles, and the
both when active and in reaction. rest at Billy. Hans rolls a 3, 5 and 2. The d6 are laid out
from high to low (5, 3, and 2). The 5 will be applied to
Charles and the rest applied to Billy.
Example – Ahmed fires his rifle at Qwan and misses.
Qwan takes the Received Fire Test and fires back with his
SMG and misses as well. Ahmed takes the Received Fire Remember that the arc is measured from the first target
Test and passes 2d6. Normally he should return fire but then to the left or right. This arc may take an eligible
instead Ahmed will Duck Back as he is outgunned. This figure that is closer to the shooter, out consideration, even
ends the fire between the two figures. if that figure could be targeted.

7.9.10 SHOOTING A WEAPON


7.9.7 ARC OF FIRE Here's how to shoot a weapon.
Each weapon has an arc of fire equal to 1” for each point  First establish a LOS between the shooter and
of Target. The first figure fired at defines where the arc of the target figure.
fire begins. Figures within the arc from that figure are at  Consult the Ranged Combat Table (Table
risk. 7.9.10).
 Roll 1d6 per point of weapon Target.
 Place each d6 next to each target figure with the
highest score on the first target and working to
the lowest score.
 Next add each d6 individually to the shooter’s
In this picture the shooter of the SMG has a 3” arc of fire, Reputation to arrive at a total. There is no need
defined by the Target of 3. He is allowed to shoot up to 3 to modify the total as it is built into the table.
targets, one per inch of arc if desired.
 Go down the left-hand column to the appropriate
row then across to see the result.

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Example - Billy Pink (Rep 5) fires his semi-automatic rifle Example – Benny (Rep 2) fires at Char who is in Cover.
at Hans who is in Cover. Billy rolls a 3 and 6. Each die is He scores a 6 but still cannot score a hit. Benny can use
added to the Rep of Billy (5), which results in an 8 (5+3 = the Pitiful Shot rule and rolls another 1d6 and scores a 2
8) a miss and an 11 (6+5 = 11) a hit. which is under his Rep of 3. Char has been hit.

7.9.11 DETERMINING DAMAGE 7.10 GRENADES


Each time a figure is hit the shooter rolls on the Ranged
Military, Guerilla and Militia groups can have grenades.
Combat Damage Table (Table 7.9.11). Here’s how we do
In this section we explain how they are used.
it:
 Consult the Ranged Combat Damage Table
(7.9.11). 7.10.1 READY THE GRENADE
 Roll 1d6, read the result as rolled and go down In Chain Reaction you can choose to use hand grenades.
the left-hand column to the appropriate row and A figure can only throw one grenade per turn. A grenade
across to see the result. must be readied by an active figure before it can be
thrown. It can be thrown when active or in reaction.
Here's how we do it:
Example –Billy Pink has hit Hans (Rep 4) with his semi-
auto rifle. Billy rolls 1d6 and scores a 4. This is equal or  The figure must be active.
higher than Hans’s Rep, but not a 6, so Hans goes Out of  It takes half of their movement to ready the
the Fight. grenade.
 Consult the Ready the Grenade Table (Table
If you have earlier versions of Chain Reaction you can 7.10.1).
use the old damage table. If you score a result higher than  Roll 1d6 versus the Rep and determine if he
the listed Impact – just count it as Duck Back. passes 1d6 or 0d6.
 Go down the left-hand column to the appropriate
7.9.12 AUTO-KILL OR CAPTURE row and across to see the results.
 Immediately carry out the results.
If an active figure comes into contact with an Out of the
Fight figure he can choose to automatically dispatch the
figure or capture it. If captured the figure must be guarded 7.10.1 READY THE GRENADE TABLE
by at least one armed figure. Each armed figure can guard
up to six enemy figures. 1 READY THE GRENADE
(Taken vs. Rep)
7.9.13 FIRING TWO WEAPONS AT ONCE
# D6 RESULT
It is possible to fire two weapons at a time. Here’s how PASSED
we do it: 1 Grenade is readied and can immediately be
 The player can use any weapons he desires. tossed.
 Figures firing two weapons will always count the 0 Grenade is readied, but cannot be tossed until
Rush Shot penalty when firing each. next active or in reaction.
 Count the Outgunned Rating at +1 point over the
highest rated weapon. 7.10.2 DISABLING THE GRENADE
If needed, a figure can declare he is disabling the grenade,
taking it out of its readied state. This can only be done
7.9.14 PITIFUL SHOT when active.
Rep 3 and 2 figures are allowed to use the pitiful shot
rule. Here’s how we do it: Note that a figure hit by fire or in melee and becoming
Out of the Fight or Obviously Dead will drop any grenade
 Whenever a figure fires and rolls a "6", but still that they are holding. If it has been readied it will
cannot hit the target, such as when a target is in immediately go off on the spot centered on the figure.
Cover, he is allowed to roll 1d6 again.
 If the score is equal to or lower than his Rep a hit
is scored.
 Otherwise, treat the result as a miss requiring the
target to take a Received Fire Test.
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7.10.3 THROWING A GRENADE
Grenades can be thrown up to 6”. Here's how we do it:
 Nominate the spot where the grenade is to land.
This could be in LOS or out of LOS as when
tossing a grenade into a window or over a wall.
 Consult the Throwing a Grenade Table (Table
7.10.3). This table is used instead of the Ranged
Combat Table.
 Roll 2d6 versus the thrower’s Rep.
 Determine how many d6 are passed. "A" nominates a spot on the other side of the wall 6" away from
him. He rolls 2d6 on the Throwing the Grenade Table and
 Go down the left-hand column to the appropriate passes 1d6. As he cannot see the nominated spot he has missed,
row and across to see the result. but all the enemy figures within the blast circle, dotted line, must
now take the Received Fire Test. This includes those partially
inside the blast circle, as is the Leader.
7.10.3 THROWING A GRENADE TABLE
2 THROWING A GRENADE
(Taken vs. Rep)

# D6 RESULT
PASSED
2 Grenade lands on the nominated spot.
Center the blast circle on the nominated spot
and check for damage.
"A" decides to drop the grenade over the wall. He rolls 2d6 on
1 Spot is in LOS:
the Throwing the Grenade Table and passes 2d6. The grenade
 The grenade lands on the nominated lands on the nominated spot and all within the blast circle can
spot. Center the blast circle on the spot be hit. I now roll 1d6 for each target on the Ranged Damage
and check for damage. Table. This does not include "A" as he is in Cover, but he must
Spot is not in LOS: take a Received Fire Test.
 The grenade misses, but causes the
targets to take a Received Fire Test.
0 Oops! Grenade is dropped at the feet of the 7.10.4 “WHO’S GOT THE GRENADE?”
thrower. Center the blast circle on the This rule eliminates the need for bookkeeping where
thrower and check for damage. grenades are concerned. So long as grenades are available
to that force (Military, Guerilla or Militia), whenever a
figure needs to use a grenade, it is assumed to have one.
Yes, it’s fudging, but it makes the game move more
quickly! Doesn't that allow for the whole group to ready
grenades? It sure does, give it a try and let me know how
it works out for you!

7.10.5 BLAST CIRCLES


If a figure throws a grenade or fires a Rocket Launcher he
will use a blast circle instead of an arc. Here's how we do
In the above illustration "A" is active and wants to toss a it:
grenade. He first must ready it so rolls 1d6 versus his Rep of 4.
He scores a 1, passing 1d6 and consults the Ready the Grenade  Pick the spot that you want the blast circle to hit.
Table. He now has a grenade ready to throw. He cannot see If throwing a grenade you do not need to have a
over the wall, but must still nominate a spot. LOS, but you must have LOS when using a
Rocket Launcher.
 Center the blast circle on the nominated spot.
 All targets inside this circle could be affected by
the blast.

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 Roll on the Ranged Combat Damage Table  Two Hand Weapon – Those used with two
(Table 7.9.11) for each target inside the blast hands. Only a rifle with a bayonet counts as a
circle as you would normally do. two hand weapon; other ranged weapons do not.
Using a two hand weapon gives the user +2d6 in
melee.
7.10.6 ESCAPING DAMAGE
Any figure, friend or foe, within a blast circle may be
damaged with the following exceptions: 7.11.2 CHARGE INTO MELEE TEST
The only way to enter melee, is via the Charge into Melee
 Anyone with Cover between themselves and the Test. Here’s how we do it:
nominated spot will escape damage. The figure
is unharmed, but must take a Received Fire Test.  The test is taken by the figure and not the group.
 A figure between the spot and the target counts  The figure must be active to initiate the charge.
as Cover.  The test can be taken at any time during the turn.
 Anyone that is prone will escape damage, but  Chargers can declare a charge at any time during
must take a Received Fire Test. their turn, even if the target of the charge was out
of LOS at the start of the charger's turn.
 The charging figure must have a clear LOS to the
target figure at the time it charges.
STOP!  The figure must be able to reach a spot 6" from
the actual target. Whether or not it has enough
Weapons are defined by the distance they can fire out to distance to reach the target is irrelevant, it need
(Range) and the number of d6 they roll when firing only be able to reach a spot 6" from the target.
(Target).  Move the charger to 1” from the target. It’s now
To shoot you need a clear LOS to the target. Roll 1d6 for time to take the actual test.
each point of Target and add each to the Rep of the
shooter. Arrange the dice from highest to lowest when Example – A Russian soldier comes into sight of two
firing. Which weapon does not need a LOS to use? Germans. The Germans win the In Sight and decide to
Take out two figures. One is a Rep 3 with a submachine Charge the Russian. All three roll on the Charge into
gun the other a Rep 4 with a bolt-action rifle. Place them Melee Test and the Russian results are applied separately
Out of Sight of each other. to each German.
Roll activation and move the active figure into sight. Take
the In Sight Test. Resolve any fire. Take any Received 7.11.3 HOW TO CHARGE INTO MELEE
Fire or Man Down Tests as needed. Did you remember
Here's how the Charge into Melee Test is taken:
that the bolt-action rifle is outgunned by the submachine
gun?  Consult the Charge into Melee Table (Table
7.11.2).
When next active have one figure ready a grenade. Carry
out a grenade attack. What are the two ways to escape  Each charger and target starts with 2d6.
damage from a grenade?  Modify the number of d6 by any applicable
Circumstance.
 Roll the modified number of d6 versus the Rep
of the figure.
7.11MELEE  Determine how many d6 each figure has passed.
When figures come into contact they can enter into melee  Go down the left-hand column to the appropriate
(hand-to-hand combat). column then across to the appropriate column.
 Immediately carry out the results.
 If charged by more than one figure, the target
7.11.1 MELEE WEAPONS
will apply its result against all of the figures
There are two types of hand to hand weapons. separately. This may mean the target could fire
 One Hand Weapon – Those used with one hand. at one or more chargers, but only if armed with a
Swords or knives would be examples of a one weapon with adequate Target.
hand weapon. Only a rifle or shotgun without a
bayonet counts as a one hand weapon; other
ranged weapons do not. Using a one hand
weapon gives the user +1d6 in melee.
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Example – The two Germans charge the Russian. The If he had scored less than Jim Bob Joe’s Rep of 4, another
Russian passes 2d6; one German passes 2d6, and the round of melee would immediately be fought with Jim Bob
other 1d6. The Russian can shoot, but as he has a bolt Joe counting a -1 to his current Rep. Note that after the
action rifle he only can fire one shot. He fires at the melee, any lost Rep during melee is recovered.
German that passed 1d6. If he fired at the other he would
count the Rush Shot penalty.
7.11.6 MULTIPLE FIGURE MELEES
A figure may be meleed by more than one figure. Here’s
7.11.4 MELEE COMBAT how we do it:
After the Charge into Melee Test is resolved the charger
 Up to three figures can melee one figure.
is moved into contact with the target. Now it's time to
 The side with more figures decides in what order
melee.
its figures will attack.
 Consult the Melee Combat Table (Table 7.11.4).  Attacks are carried out one on one.
 Each figure starts with 1d6 for each point of Rep.
 Modify the number of d6 by any applicable
Circumstance. 7.12 RETRIEVING WOUNDED
 Each figure rolls its modified number of d6, Characters can attempt to recover their wounded during
counting all successes, scores of 1, 2 or 3. the Encounter. Here's how we do it:
 Compare the number of successes scored by each
figure.  When active or when Ducking Back in reaction,
 If both sides score the same number of successes, a Grunt will roll 1d6 versus its Rep.
immediately re-fight the melee.  If pass 1d6 it will attempt to retrieve
 If one figure scores more successes he has won wounded friends.
the melee.  If pass 0d6 they will not.
 Stars can always choose to retrieve wounded.
 Now move the figure into contact with the
7.11.5 MELEE DAMAGE wounded figure.
The figure that scores more successes than his opponent  Pick up the wounded figure, reduce the
has won the melee and can inflict damage. Here’s how we remaining movement by 2", and move the
do it: remaining distance with Duck Backs not
exceeding 6” total movement.
 Consult the Melee Damage Table (Table 7.11.5)
 Figures carrying wounded can take the Fast
 Roll 1d6 and add the number of successes the
Move Test, but can only pass 1d6.
winner rolled more than the loser.
 Figures can fire weapons when retrieving
 Go down the left-hand column to the appropriate
wounded figures, but will count the Rush Shot
row and across to see the result.
penalty.
 Immediately carry out the result.
 Figures charged while retrieving wounded will
drop the wounded.
Example –Billy Pink (Rep 5) is in melee with Jim Bob Joe  Figures fired on while retrieving wounded will
(Rep 4). count as if in Cover, with any result of miss due
to Cover counting as a hit on the wounded
Pink starts with 5d6 for Rep and adds the following figure.
modifiers: +1d6 for using a One Hand Weapon. He rolls
6d6 and scores a 1, 2, 2, 3, 4 and 5 for four successes.
Jim Bob Joe starts with 4d6 for Rep and adds the 7.13 AFTER THE BATTLE
following modifiers: +2d6 for a Two Hand Melee If you are keeping the same characters to use in multiple
Weapon. He rolls 6d6 and scores a 1, 2, 4, 4, 4 and 6 for Encounters you must see if the wounded and those that
2 successes. left the battlefield return. Here’s how we do it:
Pink scores two more successes than Jim Bob Joe. He
 Consult the After the Battle Recovery Table
rolls 1d6, scoring a 3. Adding the 2 more successes he
(Table 7.13).
scored over Jim Bob Joe gives Billy a result of 5.
 Roll 2d6, read each result as rolled and compare
Looking on the Melee Damage Table we see he has taken
it to the Rep of the figure.
Jim Bob Joe Out of the Fight.
 Determine how many d6 are passed.

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 Go down the left-hand column to the appropriate Example – If I fail I will damage a leg and reduce my
row, then across and immediately carry out the movement by half.
result.
 Consult the Challenge Test Table (Table 7.14).
 Modify the Rep of the Challenger by any
7.13 AFTER THE BATTLE RECOVERY TABLE applicable Circumstance.
 Roll 2d6 versus the modified Rep of the
2 AFTER THE BATTLE RECOVERY challenger and determine how many d6 are
(Taken vs. Rep) passed.
 Go down the left-hand column to the appropriate
# DICE RESULT row and across to see the result.
PASSED  Immediately carry out the result.
2 Figure returns to the Band.
1 Out of the Fight returns to the Band.

0
Those that left the battlefield do not return.
Figure does not return.
8.0 BUILDINGS
We handle buildings in an abstract and simple way so as
not to slow down game play.

STOP!
Before going any further take two figures (Rep 4) and do 8.1 BUILDING SIZE AND AREA
the following. Buildings come in different sizes with the larger ones
being composed of more than one area. Here’s how we do
Place them 6" from each other.
it:
Give them different melee weapons.
 Buildings that are roughly 6” x 6”, when playing
Roll 2d6 for Activation. with 28mm figures, are small and have one area.
Take a Charge into Melee Test.  Buildings that are considerably bigger will have
multiple areas. You can tell this by looking at the
Resolve a melee. building and deciding the number of areas before
Do this a second time, with two figures charging one the Encounter.
figure. Did you roll one set of d6 for the target when  Additional floors above the ground floor will
taking the Charge into Melee Test and apply them also count as additional areas.
individually to both chargers?
Resolve a multi-figure melee. How many figures can 8.2 ENTERING AND EXITING
melee one figure at the same time? Remember that melees
are carried out on a one on one basis. Figures may enter or exit a building when active or
inactive. Here’s how we do it:
 Entering or exiting through a door reduces
7.14 CHALLENGE movement by 2”.
There may be times during the game when you want to do  Entering or exiting through a window reduces
something out of the ordinary and not covered by an movement by 4”.
existing rule. You can do it by taking a Challenge. Here’s  Moving between floors takes one turn of
how we do it: activation or reaction.

 Decide on what the challenge is.


Example – I want to jump from the roof of a building to
8.3 COVER OR CONCEALMENT
the roof of a truck. Buildings can provide Cover and Concealment to those
inside. Unless specified as being at a window or door,
 Decide what a success looks like. figures inside buildings cannot be seen. Refer to the
Example – If I am successful I will make it onto the truck Cover or Concealment Table (Table 7.9.5) for more info.
uninjured.
 Decide what the consequences of failure will be.
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8.4 FIRING AT BUILDINGS
A hit from a Rocket Launcher will have a catastrophic
effect on a building area. If you scored a hit – a greater
than 7, the building area will collapse and occupants are
at risk. Here’s how we do it:
 Those inside the area roll on the Ranged Combat
Damage Table (Table 7.9.11).
 If an area that collapses has another area above it
there is a chance (1 – 3) that it will collapse with
the occupants underneath being Obviously Dead
and those inside the upper collapsed area will
roll on the Ranged Combat Damage Table (Table 2 – Determine the overall terrain type of the battlefield.
7.9.11). Otherwise the area will remain in place You can base this on the actual terrain that the forces
(4 – 6) with the occupants taking a Received Fire fought over or simply roll 1d6 and read the result as
Test. rolled.
 In the event that all of the areas on one level of a
building have collapsed, the collapsing of the last  1 – 3 = Clear.
one of these will collapse those areas above.  4 = Urban.
 5 = Wooded.
 6 = Mountainous.
8.5 FIRING FROM BUILDINGS
Example – I have divided the table into nine sections, but
Figures inside a building can fire at targets outside. Here’s do not know what type of terrain it will have. I roll 1d6
how we do it: and score a 4. I will use the urban area column to
 Up to two figures can fire from a door or determine the actual terrain in each section.
window.

9.3 TYPES OF TERRAIN


9.0 TERRAIN There are four types of terrain. They are-
Clear: This terrain is flat and does not conceal or provide
Encounters may specify what the terrain will look like, Cover.
but in general just populate the board with appropriate
scenery. Urban: This represents areas with lots of buildings.

We recommend using whatever you already have. Wooded: This represents dense wooded or jungle areas
that slow travel and obscure vision.
Mountain: These are legitimate mountains that hinder or
9.1 SETTING UP THE TABLE prevent movement through them.
Now that you know all the rules it’s time to set up and
play your first game. First start with a flat space at least
9.3.1 HOW MANY PIECES OF TERRAIN?
3’x3’.
After you have determined the overall type of terrain on
the battlefield it’s time to see what the table will look like.
9.2 GENERATING TERRAIN Here’s how we do it:

Unless previously determined by the scenario, players  Start from section number one and work your
should use the following system to generate terrain for the way to section number nine.
battlefield.  Roll 1d6, read the result as rolled and consult the
Terrain Generator Table (Table 9.3.1).
1 - Divide the table into nine roughly equal sections. See  Go down the left-hand column to the appropriate
the following illustration that shows the corresponding row and across to the appropriate column for the
number for each section. In this case the board is square, overall type of terrain.
but you may be using a rectangle. It doesn’t matter, just  This tells you the type of terrain that occupies at
be sure and divide the table into nine equal sections.
least 75% of that section.

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9.3.1 TERRAIN GENERATOR TABLE 9.4.4 BUILDINGS
When a result of (B) is rolled on the Terrain Generator
1 TERRAIN GENERATOR Table there will be buildings in the section. Here’s how
(Read the result as rolled) we do it:

# CLEAR URBAN WOODED MOUNTAIN  There will be 3 + 1/2d6 buildings if an Urban


section, 1/2d6 if not.
1 Clear Clear Clear Impassable
After you have determined the number of buildings check
2 Clear Clear Clear Clear the Building Types Table (Table 9.5) to see what they
3 Clear Clear (B) Woods Impassable are.
4 Clear (B) Clear (B) Woods Woods
5 Hill Hill (B) Woods (B) Woods
9.4.5 WOODS
6 Woods Woods Wooded Hill Impassable
(B) See the Building section (9.4.3) These include woods, marshes and areas of rough terrain
providing Cover and Concealment.
Example – I have determined that the overall terrain type
of the board will be clear. I roll 1d6 on the Terrain  Movement is reduced to half speed.
Generator Table for section one and score a 3, clear  Visibility between figures inside these terrain
terrain. I roll a 4 for section two, clear with a chance of features is limited to 12” in the daytime and 6” at
buildings. I continue to roll until all nine sections are night.
full.  Those within one inch of the edge of these
terrain features count as concealed and in Cover.
They can see out and be seen from outside the
9.4 TERRAIN & SCENERY area.
 Those farther inside from the edge cannot be
This section describes terrain and what effects it may seen from anyone outside of the terrain.
have on your figures. Each area of terrain must cover at
least 75% of the section that it is in. The boundary of the
terrain area should be easy to distinguish. 9.5 TYPES OF BUILDINGS
Once you know how many buildings are in a section we
9.4.1 CLEAR must determine what types they are. We recommend
These are open areas that do not provide Cover or using buildings you already have; just be sure to divide
Concealment. them into 6” x 6” areas. Otherwise, here’s how we do it:
 Roll 1d6 for each building.
9.4.2 HILL  Read the result as rolled and consult the Building
Type Table (Table 9.5).
These are elevations that slope down in two directions
 Go down the left-hand column to the appropriate
and blocks Line of Sight between figures on opposite
row then across to the appropriate column for the
sides of its crest or ridgeline.
overall terrain type.
 Figures within 1" of the crest or ridgeline of the  Place that type of building in the center of the
hill are considered to be in Cover to those on the section, if it is the first one placed. Otherwise
opposite side. They can see and be seen from the place it 1/2d6” from another in any direction.
other side.  Taller buildings are placed towards the center of
the section.

9.4.3 IMPASSABLE
These are the bases of inaccessible mountains or sheer
cliff sides.
 Movement through Impassable terrain is not
allowed.

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9.5 BUILDING TYPE TABLE
1 BUILDING TYPE
11.0 PEFS
PEF stands for Possible Enemy Force. We use PEFs to
(Read the result as rolled)
limit the intelligence the player has before and during the
# CLEAR OR WOODED URBAN Encounter. By using PEFs we create an uncertainty as to
the size of the enemy force, its composition and location.
1 One area – one floor. One area – one floor. PEFs are used in every Encounter. Here's how we do it:
2 One area – one floor. One area – one floor.
 Roll 1d6. The score indicates which numbered
3 One area – one floor. Two areas – one floor. section of the table will contain a Possible
4 Two areas – one floor. Two areas – one floor. Enemy Force or (PEF).
5 Two areas – one floor. Two areas – two floors.  Place an enemy figure or marker of any type in
6 Two areas – two floors. Two areas – two floors. this section of the board to represent the PEF.
 If a terrain feature could block the LOS from
your force to the PEF be sure to place the PEF in
a manner that does so.
STOP!  If no feature is present, place the PEF in the
center of that section.
Buildings can be divided into more than one area. We use
 Repeat this process until you have three PEFs
roughly 6” x 6” per area, but just be sure to let everyone
placed on the board.
know how many areas each building has.
 It is possible to have more than one PEF in the
Take a Rocket Launcher and blast a building. All you same section.
need to do it score any result greater than a 7 on the  PEFs have a Rep of 4.
Ranged Combat Table. Review what tests need be taken  Once the PEF has been resolved it is removed
by the occupants. from the table.
If you blow out the bottom area of a building the top may
not necessarily collapse. But if you blow out all of the
bottom areas, the top ones will. 11.1 PEFS AND BUILDINGS
The table is always divided into nine equal sections. They The first time coming within 12” and LOS to a building a
do not have to be square just as long as they are equal in PEF is generated inside the building. Resolve it normally.
size. If the PEF did not resolve as an enemy:

You can choose your terrain or randomly generate it.  The first time the building is entered resolve a
PEF using 3d6, counting the lowest two results.
What terrain reduces movement through it by half?  Resolve a PEF for each area of the building.

10.0 PLAYING THE 11.2 PEF MOVEMENT


PEFs move just like they were groups of enemy figures.
GAME Here's how we do it:
 When the enemy is active, start with the PEF
As you may or may not know, all THW games can be farthest from any player group.
played solo, same side (cooperatively) and head to head  Consult the PEF Movement Table (Table 11.2).
(competitively). Feel free to play anyway you like.  Roll 2d6 and compare the scores versus its Rep
of 4.
 Determine how many d6 were passed.
10.1 SOLO AND SAME SIDE  Go down the left-hand column to the appropriate
The solo and same side rules are brilliant. You do not row and across to see the result.
draw a card to see if a group moves; nor do you have to  Immediately carry out the result.
“make the best decision” for the non-player enemy. The  If the PEF moves into LOS then it must be
game mechanics in Chain Reaction does all that for you. resolved before moving the next PEF, the next
one farthest from any player group.
Playing with everyone on the same side is also great for
teaching the game to newcomers and non-gamers.

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CHAIN REACTION 2015
11.2.1 SPECIAL PEF MOVEMENT
PEFs do not suffer any terrain movement penalties.
12.0 ENCOUNTERS
We call your Chain Reaction games Encounters. We have
11.3 RESOLVING PEFS provided you with three Encounters. They are:
When a player group (figures in a qualifying group) has
LOS to a PEF it's time to resolve the PEF. Here's how  Patrol.
PEFs are resolved:  Raid.
 Defend.
 Consult the PEF Resolution Table (Table 11.3).
 Be sure that there is a valid LOS to the PEF. Patrol will be your first Encounter.
PEFs within Cover can be seen while those with  If you win your next Encounter is a Raid.
Cover between the tester and the PEF cannot.  If you lose your next Encounter is Defend.
 Roll 2d6 versus the PEF Rep of 4.
 Determine how many d6 are passed.
 Go down the left-hand column to the appropriate 12.1 PATROL
row and across to see the result.
 Immediately carry out the result. You are the eyes and ears of the main force. Inflicting
casualties is not your primary goal!
 Remove the PEF marker.

12.1.1 OBJECTIVE
11.4 HOW THE ENEMY MOVES  Your objective is to recon the table.
When PEFs are deployed they will move according to the  To be successful you must spend one turn of
PEF Movement Table (Table 11.2). activation within 6" of the edge of the table in
sections 1, 2, and 3. Once you have
When PEFs are resolved and figures placed on the table accomplished this you must report back by
these non-player figures use the NP Movement Table. exiting the table from the edge that you entered.
Here’s how we do it:
 Start with the Non-Player group with the Leader 12.1.2 FORCES
with the highest Rep.
 You can use up to your whole Band.
 Consult the NP Movement Table (Table 11.4).
 Decide who the enemy are, based upon the type
 Start with 1d6.
of game you are playing. This could be a rival
 Modify the number of d6 to be rolled by any
Gang, the Police, enemy Soldiers or whatever
applicable Circumstance.
you chose. Do not worry about gathering their
 Roll the modified number of d6versus the Rep of force as all enemy forces, if any, are determined
the group’s Leader. in the Special Instructions section.
 Determine how many d6 were passed.
 Go down the left-hand column to the appropriate
row, then across to the appropriate column. 12.1.3 TERRAIN
 Immediately carry out the result.  The board is divided into nine sections and
terrain generated normally (9.2).
Example – Activation dice are rolled and the enemy
activates first with a score of 4. This means that only 12.1.4 DEPLOYMENT
enemy groups with a Rep 4 or higher Leader can activate.
I start from high to low and the Rep 5 group goes first. I  Your patrol will enter the board from the edge
roll a 3 and a 5, passing 2d6. As the group outnumbers bordering sections 7, 8, and 9.
me it breaks into two smaller groups. One group remains  PEFs are generated and deployed as outlined in
in place and fires while the other group works its way the PEF section (11.0).
along my flank.
12.1.5 SPECIAL INSTRUCTIONS
 Move your patrol onto section 7, 8, or 9, or any
combination of those sections if you choose to
split your Band.

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 After you have entered the table, place the PEFs.  When the enemy activates go to the PEF
 Roll activation. Movement Table (Table 11.2).
 When the enemy activates go to the PEF  Resolve PEFs as needed (Table 11.3).
Movement Table (Table 11.2).  Use the NP Movement Table when needed
 Resolve PEFs as needed (Table 11.3). (Table 11.4).
 Use the NP Movement Table when needed  Play continues normally until the player has
(Table 11.4). accomplished his objective, been destroyed, or
 Play continues until the player has accomplished leaves the table.
his objective, been destroyed, or leaves the table.
12.2.6 FINDING THE OBJECTIVE
12.2 RAID In this Encounter there will be a specific objective. This
could be a downed pilot, a hostage or maybe a treasure.
In the Raid Encounter you are attacking the enemy for a Here’s how we do it:
specific reason.
 When a PEF is resolved as enemy figures, roll
 If you win your next Encounter is a Raid. 1d6 and read the result as rolled.
 If you lose your next Encounter is a Patrol.  If the score is equal or less than the number of
PEFs resolved, the objective is with these
12.2.1 OBJECTIVE: enemies.
 If the score is greater than the number of PEFs
 You can raid for a variety of reasons; rescue, resolved, treat it normally.
capture an enemy, search a bombed out village  If you resolve all PEFs and have not found your
for wine, the reasons are endless. Feel free to objective, it will be with the last one. Remember
provide the reasons why! that buildings generate PEFs (11.1).
 You must accomplish what you set out to do if
you are raiding.
12.3 DEFEND
12.2.2 FORCES In this Encounter the enemy is out to destroy or drive you
 You can use up to your whole Band. off the table. You must stop them from accomplishing
 Decide who the enemy are, based upon the type their objective.
of game you are playing. This could be a rival  If you win your next Encounter is a Patrol.
Gang, the Police, enemy Soldiers or whatever  If you lose your next Encounter is Defend.
you chose. Do not worry about gathering their
force as all enemy forces, if any, are determined
in the Special Instructions section. 12.3.1 OBJECTIVE
 Your objective is to prevent the enemy from
12.2.3 TERRAIN achieving their objective.
 The board is divided into nine sections and
terrain generated normally (9.2). There will be 12.3.2 FORCES
1/2d6 buildings in section 2.
 You can use up to your whole Band.
 Decide who the enemy are, based upon the type
12.2.4 DEPLOYMENT of game you are playing. This could be a rival
Gang, the Police, enemy Soldiers or whatever
 You enter the table through sections 7, 8 or 9.
you chose. Do not worry about gathering their
 PEFs are generated and deployed as outlined in force as all enemy forces, if any, are determined
the PEF section (11.0). in the Special Instructions section.

12.2.5 SPECIAL INSTRUCTIONS 12.3.3 TERRAIN


 Set up your force in sections 7, 8, or 9, or any  The board is divided into nine sections and
combination of those sections if you choose to terrain generated normally (9.2). There will be
split your force. 1/2d6 buildings in section 8.
 After you have set up your force, place the PEFs.
 Roll activation.
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12.3.4 DEPLOYMENT
 You can set up anywhere you want in sections 7, 13.0 AFTERWARDS
8 or 9.
Use this section only if you choose to use the same
 PEFs are generated and deployed as outlined in
characters for multiple Encounters.
the PEF section (11.0).
After the Encounter is over it’s time to see what happens
to you and your Band members after the After the Battle
12.3.5 SPECIAL INSTRUCTIONS Recovery Test have been taken.
 Set up your force in sections 7, 8, or 9, or any
combination of those sections if you choose to
split your force. 13.1 NEW GRUNTS
 After you have set up your force, place the PEFs. When your Band takes losses you may be allowed to
 Roll activation. recruit more Grunts. Here’s how we do it:
 When the enemy activates go to the PEF
Movement Table (Table 11.2).  Consult the New Recruits Table (Table 13.1).
 Resolve PEFs as needed (Table 11.3).  Roll 2d6 versus the Rep of your Star.
 Use the Non-Player Movement Tables when  Determine how many d6 are passed.
needed (Table 11.4).  A result of “6” is always a failure.
 Play continues normally until the player has  Go down the left-hand column to the appropriate
accomplished his objective, been destroyed, or row and across to see the results.
leaves the table.
13.1NEW RECRUITS TABLE
12.3.6 WHAT IS THEIR OBJECTIVE?
In this Encounter there will be a Non-Player objective. 2 NEW RECRUITS
This could be to kill or capture your Grunts or recover (Taken vs. Rep)
something or rescue someone. Here’s how we do it:
A d6 result of "6" is always a failure regardless of Rep.
 When the first PEF is resolved as enemy figures,
roll 1d6 and read the result as rolled. # D6 RESULT
 If a success (score of 1, 2 or 3) is rolled the PASSED
Non-Player objective is to kill or capture 2 You can recruit new Grunts to bring your
your Grunts. Band up to full strength.
 If a failure (score of 4, 5 or 6) is rolled the 1 You can recruit one new Grunt.
Non-Player objective is to rescue or recover 0 No new recruits available.
someone or something from the buildings;
your choice.
 You can choose where to place their 13.2 INCREASING REP
objective as long as it always remains with The Reps of you and your Band members could improve
at least one of your figures. after an Encounter. After each successful Encounter it is
possible that the Rep of a character could increase. All of
the following requirements must be met for the Encounter
to be considered a success for that character. It is possible
that an Encounter may be a success for one character and
not another! Here’s how you were successful – you must
have all of the following:
 Fired at the enemy and scored a hit or engaged in
melee.
 Did not receive a result of Out of the Fight.
 Did not receive a result of Leave the Battlefield.
 Did not leave any Out of the Fight Band
members behind.
If the Encounter was a success the character rolls 1d6.

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CHAIN REACTION 2015
 If the score is higher than the current Rep the 3. Decide what type of group you will have. Police,
Rep will go up one level. Gang, Military, Guerillas or Militia. This will
 If the score is a “6” the Rep will go up one level define your enemies as well.
regardless of the current level. 4. Recruit your Band (Table 6.1.1).
 Any other result and ther Rep remains the same.
 Your character can grow to as high a Rep as
desired as there isn't a maximum. There is, 14.2 DURING THE ENCOUNTER
however, Obviously Dead. 1. Choose the Encounter you want to play (12.0).
2. Follow the Encounter instructions and play the
game.
13.3 DECREASING REP
Just as Rep can go up when you have a successful
Encounter it can go down if the Encounter was a failure. 14.3 AFTER THE ENCOUNTER
It is possible that an Encounter may be a failure for one 1. All characters that went Out of the Fight or left
character and not another. Here’s how you were a failure the battlefield will take the After the Battle
– you only need to have one of the following: Recovery Test (Table 7.13).
 Received a result of Out of the Fight. 2. Check to recruit new Grunts (13.1).
 Receives a result of Leave the Battlefield. 3. Adjust Reps as needed (13.2).
 Left an Out of the Fight Band member behind.
If the Encounter was a failure the character rolls 1d6.
 If the score is a “1” the Rep will go down one
15.0 DESIGNER NOTES
level regardless of the current level. This can be Chain Reaction 2015 is an introduction to the Reaction
attributed to stress, illness, or anything else you System used by Two Hour Wargames. That is why it is so
decide it to be. basic in nature. The other THW games provide much
 You can never have a Rep lower than “2”. more detail and period specific flavor.
 Any other result and you are fine.
The Reaction System is not for everyone. You'll find that
you do not have total control of your forces; this isn't
chess. You will often not know what you're facing and

STOP! this can lead to unwinnable situations. You will be


presented with challenges on every Encounter and no two
will ever play the same. Like I said, not everyone is going
After the Encounter you could recruit new Grunts.
to like it.
If you do well you and your group members could
increase in Rep.
If you do poorly you and your group members could
15.1 MY GAME, YOUR GAME
decrease in Rep. Games are a reflection of what the writer believes combat
is all about. So feel free to tweak rules as you like as the
game mechanics are pretty tight and won’t suffer from it.
Just remember that changing one rule may cause
14.0 STEP-BY-STEP something else to change in an unexpected way. If you
get to a point where all your tweaks are confusing you, go
Here's a step-by-step outline that will help you to get back to the original rules and start over. Remember the
started. After a few games it will become second nature goal is to have fun. Well, at least that’s what I think it is.
and you won’t need it anymore. In fact, you may choose The game is actually pretty simple once you've played it a
not to use some parts, but if you do, they’re there! few times. Start small, use the Stop boxes and you'll be
fine. Check out the THW Forum. It’s a great place to get
questions answered and very much alive. The group is full
14.1 AT THE START of knowledgeable and helpful gamers and you can usually
1. Your Star starts with a Rep of 5 (5.1.1). get answers within 24 hours.
2. Choose your weapon (Table 7.9). Take care and just play the game!
Ed 7/30/2015

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7.14 CHALLENGE 11.3 PEF RESOLUTION


2 CHALLENGE TEST 2 PEF RESOLUTION
(Taken vs. Rep) (Taken versus PEF Rep of 4)
A score of “6” is always a failure # D6
CIRCUMSTANCE MODIFIER TO REP PASSED RESULT

Challenge is very easy. +1 2 Contact! You have run into enemy. Roll 1d6:
1 = Three less than your group.
Challenge is very difficult. -1
2 = Two less than your group.
Challenger has a tool that will +1
3 = One less than your group.
make the Challenge easier.
4 = One more than your group.
5 = Two more than your group.
# D6 RESULT 6 = Three more than your group.
PASSED Can never run into less than one enemy.
2 Character completes the challenge 1 Something’s out there! Resolve the next PEF
successfully. with 3d6 counting the lowest two scores.
1 Character may choose to immediately re- 0 False alarm! Just a case of nerves. If this is
roll the challenge counting a result of pass the last PEF and no enemy has been
1d6 as if pass 0d6. contacted, count as if passed 2d6.
OR
Decide not to continue the challenge and
may not try again.
0 Character fails and suffers consequences.
11.4 NP MOVEMENT
2 NP FORCE MOVEMENT
(Taken versus Rep)

# D6 IF NP OUTNUMBERS OTHERWISE
PASSED PLAYER 2+ TO 1
2 Split into two groups Move to Cover that
of equal size. One allows NP to fire at
group will move to a closest player group.
position in Cover, to
fire at the closest
player group.
The second group will
encircle to the left (1-
11.2 PEF MOVEMENT 3) or right (4-6) flank
staying in Cover if
possible.
2 PEF MOVEMENT 1 Move to Cover that Remain in Cover or
(Taken versus the Rep of 4) allows NP to fire at move to nearest
closest player group. Cover. May fire at
#D6 RESULT enemy if in range
PASSED after reaching Cover.
2 The PEF moves 8” directly towards the 0 Remain in Cover or Remain in Cover or
player ending in Cover if possible. move to nearest move to nearest
1 The PEF moves 4” directly towards the Cover. May fire at Cover. May fire at
player ending in Cover if possible. enemy if in range enemy if in range
0 PEF does not move. after reaching Cover. after reaching Cover.

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7.6.3 IN SIGHT 7.9.10 RANGED COMBAT


REP IN SIGHT TARGET RANGED COMBAT
(Looking for successes) (Read the result as rolled)

Moving side wins only if scores more successes. A result of two or more “ones” means out of ammo.

CIRCUMSTANCE MOD # RESULT

Concealed - Enemy is concealed. -1d6 3 to 7 SHOOTER MISSED


8 SHOOTER MISSED IF
 Fast Moving.
7.6.4 RESOLVING IN SIGHT ACTIONS  Rush Shot.
 Fire. TARGET WAS MISSED IF
 If the figure cannot fire it will Charge into Melee  In Cover.
if within 6”.  Prone.
 If the figure cannot fire or Charge into Melee it  Fast Moving.
will Duck Back if in ranged weapons range.  Second or higher target.
 Otherwise Carry On. OTHERWISE – HIT.
9 SHOOTER MISSED IF
7.9 WEAPONS  Fast Moving.
 Rush Shot.
TYPE RANGE TARGET TARGET WAS MISSED IF
Assault Rifle (AR) 48 3  In Cover.
Bolt Action Rifle (BAR) 48 1  Third or higher target.
Grenade (G) 6 5” (1) OTHERWISE – HIT.
Machine Pistol (MP) 12 3 10+ SHOOTER HITS TARGET
Pistol (P) 12 1
Rocket Launcher (RL)
Semi-Auto Rifle (SAR)
48
48
5” (1) (2)
2
7.9.11 RANGED DAMAGE
Shotgun (SG) 12 3 (6) (3) 1 RANGED COMBAT DAMAGE
Squad Auto Weapon (SAW) 48 4
(Read the result as rolled)
Submachine Gun (SMG) 24 3
(1) 5” blast circle when using 28mm, reduced to 3” for 15mm. SCORE RESULT
(2) After the Rocket Launcher has fired it counts as suffering
Tight Ammo. (3) The shotgun rolls 6d6, takes the best three "6" Obviously Dead.
results and applies them for hits. All 6d6 are counted for Tight Rep of Target or Out of the Fight.
Ammo. higher, but not a “6”.
Lower than Rep of Duck Back – no Reaction Test
7.9.5 COVER Target taken.

# COVER OR CONCEALMENT
TYPE RESULT
Buildings or Stationary figures are in Cover and
Woods Concealment. Moving figures concealed.
Vehicles Figures inside are in Concealment.
Figures behind are in Cover.

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CHAIN REACTION 2015

7.11.2 CHARGE 7.11.5 MELEE DAMAGE


2 CHARGE INTO MELEE 1 MELEE DAMAGE
(Taken versus Rep)
(Read result as rolled)
CIRCUMSTANCE MODIFIER
CIRCUMSTANCE MODIFIER
Target in Cover +1d6
Each success scored more than the +1
Target charged to flank -1d6
opponent.
Target charged to rear -2d6
SCORE RESULT
#D6 CHARGER TARGET
6 or higher Obviously Dead.
PASSED
Rep of Target or Out of the Fight.
Pass more Target may not fire. Target fires. higher, but not 6 or
d6 than higher.
opponent Charger moves into Charger moves into Lower than Rep of Loser -1 to Rep. Immediately
melee. No Reaction melee. No Reaction Target fight another round of melee.
Tests taken. Tests taken. .
Pass same Target Rush Shots. Target Rush Shots.
number d6
as opponent Charger moves into Charger moves into 7.7 REACTION TESTS
melee. No Reaction melee. No Reaction
Tests taken. Tests taken. 2 REACTION TESTS
(Taken versus Rep)

7.11.4 MELEE COMBAT Stars may exercise Free Will

REP MELEE COMBAT CIRCUMSTANCE MOD


(Looking for successes) If in Cover. +1d6
Received Fire Test +Ldr Die
CIRCUMSTANCE MOD
One Hand Melee Weapon. +1d6 #D6 RECEIVED FIRE MAN DOWN
Two Hand Melee Weapon. +2d6 (LDR)
PASSED
Attacking a prone opponent. +1d6
2 Outgunned: Carry On.
 Duck Back.
7.13 AFTER THE Otherwise:
 Return Fire.
BATTLE RECOVERY 1 Outgunned:
 Duck Back.
If twice more friends
Out of the Fight or
Otherwise: Obviously Dead:
2 AFTER THE BATTLE RECOVERY
 Rush Shot  Leave the
(Taken vs. Rep) Battlefield.
Otherwise:
# DICE RESULT  Duck Back.
PASSED 0 Outgunned: Leave the Battlefield
2 Figure returns to the Band.  Leave the
1 Out of the Fight returns to the Band. Battlefield.
Those that left the battlefield do not return. Otherwise:
0 Figure does not return.  Duck Back.

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16.1 OLD SCHOOL RANGED DAMAGE COMBAT
16.0 OLD SCHOOL CR TABLE
In this section we have one more option for your games. 1 RANGED COMBAT DAMAGE
We call it Old School CR. Here’s how we do it:
(Taken versus Impact)
 Use this section to tweak the shooting rules
found in Chain Reaction 2015. SCORE RESULT
 The Old School Weapons Table (Table 16.0) "1" Target is Obviously Dead.
replaces the other Weapons Table (Table 7.9). Impact or less but Target is knocked to the ground
This adds some additional weapons as well as not a "1" and Out of the Fight.
Impact. Higher than Impact Target Ducks Back.
 The Ranged Combat Damage Table replaces the
other one (Table 7.9.11).
Example – Billy Pink steps into sight of two Gangers and
scores more successes on the In Sight Test so can fire
16.0 OLD SCHOOL WEAPONS TABLE first. He fires with a BAP (Big A$$ Pistol) and scores a
TYPE RANGE TARGET IMPACT hit on each.
Assault Rifle (AR) 48 3 3 Looking on the Old School Weapons Table we see that the
BA Pistol (BAP) 12 2 2 BAP has an Impact of 2. He rolls 1d6 for the 1 st shot and
Bolt Action Rifle (BAR) 48 1 3 scores a 1 – the Ganger is Obviously Dead. He rolls 1d6
for the 2nd shot and scores a 4 – as the result is higher
Grenade (G) 6 5” (1) 2
than the Impact of the weapon, the Ganger Ducks Back.
Machine Pistol (MP) 12 3 1
Pistol (P) 12 2 1
Rocket Launcher (RL) 48 5” (2) 5
Semi-Auto Rifle (SAR)
Shotgun (SG)
48
12
2
3 (6) (3)
3
2
17.0 INDEX OF TABLES
Squad Auto Weapon 48 4 3 After the Battle Recovery, 7.13 22/32
(SAW) Building Type, 9.5 25
Submachine Gun (SMG) 24 3 1 Challenge Test, 7.14 30
Charge into Melee, 7.11.2 32
16.1 WHAT’S THE DIFFERENCE? Cover or Concealment, 7.9.5
In Sight, 7.6.3
31
31
The Old School Weapons Table uses Impact, the relative Melee Combat, 7.11.4 32
power of the weapon. This comes into play on the old Melee Damage, 7.11.5 32
school Ranged Combat Damage. Here’s how we do it: New Recruits, 13.1 28
NP Force Movement, 11.4 30
 Consult the Old School Ranged Combat Damage Old School Ranged Combat Damage Table, 16.1 33
Table. Old School Weapons Table, 16.0 33
 Roll 1d6 and read the result as rolled. Outgunned Rankings, 7.9.1 16
 Go down the left-hand column to the appropriate PEF Movement, 11.2 30
row then across to see the result. PEF Resolution, 11.3 30
 Immediately carry out the result. Ranged Combat, 7.9.10 31
Ranged Combat Damage, 7.9.11 31
Reaction Tests, 7.7 32
Ready the Grenade, 7.10.1 18
Recruiting, 6.1.1 8
Terrain Generator, 9.3.1 24
Throwing the Grenade, 7.10.3 18
Weapons, 7.9 16/31

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