Chain Reaction 3.0
Chain Reaction 3.0
Chain Reaction 3.0
Written by Ed Teixeira
2009 ED TEIXEIRA
2009 ED TEIXEIRA
TABLE OF CONTENTS
Prologue Introduction
IGO UGO THW Reaction System Word of Advice
10 10 10
1 2
2 2 2
Reaction
How To Take A Reaction Test Type Of Reaction Tests Focus Fast Move In Sight Receive Fire Wanting To Charge Being Charged Rally Man Down Leader Lost Recover From Knocked Down Taking The Tests Heroes All Reaction Tests Status And Actions Carry On Duck Back Halt Hunker Down Lose Focus Obviously Dead Out of the Fight Retire Snap Fire Stunned
11
11 11 11 11 11 11 11 11 11 11 11 11 11 13 13 13 13 13 13 13 13 13 13 13 13
Equipment Required
The Dice Passing Dice Counting Successes Possibilities Reading And Adding The Dice How Many D6?
3
3 3 3 3 3 3
3
4 4
Defining Characters
Stars And Grunts Star Advantages Larger Than Life (LTL) Cheating Death Free Will Reputation Weapons Attributes
4
4 4 4 5 5 5 5 5
Ranged Weapons
List Of Weapons Outgunned Rankings Tight Ammo
14
14 15 15
Getting Started
Recruiting The Lists Using the Lists Military Operations Military List Insurgents List Street Warfare Police List Gang List
6
6 6 6 7 7 7 7 7 7
Shooting
Line Of Sight Resolving Fire Target Selection Shooting A Weapon Ranged Combat Table Determining Damage Auto-Kill Or Capture Firing Two Weapons At Once Pitiful Shot Throwing Grenades Hitting With Blast Effect Weapons Whos Got The Grenade?
15
15 15 15 16 16 16 17 17 17 17 17 18
8
8 8 8
Melee
Hand-To-Hand Weapons How To Melee Melee Combat Table Breaking Off Melee
18
18 18 19 19
Rules Of War
Turn Sequence Actions Order Of Activation
9
9 9 9
Movement
Normal Movement
10
10
19 20
20
SPECIAL THANKS
The Godfathers - Geo Technomancer Gibson, Hannuman the Monkey-God, Ken Hafer, and Ronald Baddawg Strickland Tony Yates for the inspirational artwork. Paul Kime for the great covers and maps. The usual suspects on the THW Yahoo Group for contributing to the growth of CR 3.0 and setting the course.
20
20 21 21 21 22
Buildings
Building Areas Entering And Exiting Buildings Movement Inside Buildings
22
22 22 22
23 23
23 23 23 23 23 23 24 24 24 24 24 25 25 25 26 26
26 27 28
PROLOGUE
CHAIN REACTION 3.0
Many of you have probably heard of Chain Reaction but for those of you that havent, heres a little history.
mechanics from CR 2.0 to present day THW products was so dramatic that it became apparent to me that CR 2.0 needed a facelift. So after five years Ive upgraded to CR 3.0. What Chain Reaction has become is an introduction to the Reaction System and all the other mechanics used in current THW products. CR 3.0 is a THW lite version given to the gamer at no cost. Anyway, thanks for the interest, give the game a read, play the game a few times and if youve got a taste for a specific period come visit the website and the Yahoo Group. As the saying goes. What a long strange trip its been
2002
Two Hour Wargames makes its first foray into providing rules for man-to-man skirmish games. The rules are called Guns and Girls and they debut with a News Item on The Miniatures Page. The cover of the rules (two young ladies in bikinis, high heels, and automatic weapons) is taken as a sign of the Apocalypse, by some, causing a change of title to Chain Reaction and a new cover depicting a target riddled with bullet holes.
2004
As word spread via the Internet, battle reports began coming in about the games that people were playing with CR. World War 2, dark future, and police actions were common but there were also the American Civil War games, Star Wars (you all understand I didnt write Star Wars, right?), hard core sci-fi, gangsters of the 20s, and much more. It quickly became apparent that you could adapt CR for almost any period where modern firearms were used. What also became equally apparent was that gamers wanted bigger battles with more and more figures. That was the main reason for CR 2.0: Fully Loaded. But with bigger battles came the need for smoother mechanics and less bookkeeping. Seeing how there was minimal book keeping in CR it was obvious that the mechanics would be where the ease of play would come from. Chain Reaction 2.0 delivered.
Be sure to check out the Two Hour Wargames Yahoo Group linked below for answers to questions and free downloads for other THW games. http://games.groups.yahoo.com/group/twohourwarga mes/
2008
By now Two Hour Wargames is up to twenty plus titles covering a variety of periods from ancient warfare to the conflict in Vietnam, as well as fantasy and sci-fi titles. Whereas CR 2.0 was a generic set of rules that covered many periods in a light way the other titles are detailed and focused specifically to bring the flavor of that period to life. So I decided to make CR 2.0 free to the masses.
2009
With all the exposure and questions generated by CR 2.0 its become obvious that the rules were reaching a much larger audience than before. But the jump in
2009 ED TEIXEIRA TWO HOUR WARGAMES 3/17/2009
INTRODUCTION
CR 3.0 is a skirmish set of rules that can be played with any figures you may already have. Games are usually finished in two hours or less, hence the company name. CR 3.0 is a great way to learn the Reaction System used by Two Hour Wargames. Traditional games use a turn sequence known as IGO, UGO. This means that I move my figures, fire, we do some melee, and maybe you do a morale test or two. 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 immediately react and this may cause you to react in kind. Heres an example of both systems using one figure on each side.
I activate and I move first. I move my figure around the corner and your figure can see me. You take an In Sight Reaction test. Maybe you shoot at me. Maybe you shoot at me but rush your shot. Maybe you dont shoot at me. If you shoot me either you hit me or miss. If you hit me I see how bad the damage is. Maybe Im only stunned. Or maybe Im knocked out of the fight or worse. But if you miss I take a Received Fire Reaction Test. Maybe I shoot you. Maybe I duck back for cover. Or maybe I run away. We continue to fire back and forth at each other until either one of us gets hit, runs out of ammo, ducks back behind cover, or runs away. When all the reactions are finished its your turn.
IGO UGO
Our figures start on opposite sides of a building and are out of sight of each other. Its my turn and I move first. I move my figure around the corner and see your figure. I shoot at your figure. You either get hit or not. If you get hit I see how bad the damage is. If you dont get hit you take a morale test and stay where you are or maybe runaway. Now its your turn, If you stay where you are you shoot at me. You either hit me or not. If I get hit you see how bad the damage is. If I dont get hit I take a morale test and stay where I am or maybe runaway. Now its my turn again.
The big thing is you get to react to what I do just like in real life. There are a variety of Reaction Tests in CR 3.0 but youll be using only two of them 95% of the time. After a few turns youll have them memorized and will rarely refer to the rules. Its that simple.
WORD OF ADVICE
Be sure to read all of the rules before trying to play CR 3.0. And if you have a question about the rules just keep reading as the answer will be coming along shortly.
The big thing is I get to move and shoot at you and you cant do anything about it.
EQUIPMENT REQUIRED
You will need a few things to play Chain Reaction 3.0. They are: Six-sided dice, also known as d6. It is best to have at least six of these, and the more you have, the quicker games will play. One ruler or measuring device, ideally one device per player. Any combination of metal, plastic, or paper figures in a consistent scale of your choice. Something to represent buildings and other terrain features. A flat surface at least 3'x3' with larger usually being better.
THE DICE
During the game you will be required to roll dice in a variety of ways. They are:
PASSING DICE
This way to use the dice is to roll 2d6 and compare each result individually to the Reputation or Rep of each figure taking the test. If the score is equal or less than the Rep then the figure has passed that die. If the score is higher than the Rep then the figure has failed that die. Figures may pass 2, 1, or 0d6 when the dice are rolled this way. Note that there will be times when the figure may roll more or less than 2d6 but the player can never score better than pass 2d6. Example Jim Bob Joe (Rep 4) must take a Received Fire Test. He rolls 2d6 and scores a 1 and a 5. He has passed 1d6.
COUNTING SUCCESSES
Another way to use the dice is by rolling them and counting successes. When taking a test that uses this method, such as when in Melee, a success is any score of 1, 2, or 3. A score of 4, 5, or 6 is a failure. Example: The native dancing girl enters melee and rolls 4d6. She scores a 1, 3, 3, and 4. This translates into three successes.
2009 ED TEIXEIRA TWO HOUR WARGAMES 3/17/2009
DEFINING CHARACTERS
Chain Reaction 3.0 is played with individual figures referred to as characters. Characters are defined in the following ways. Is it a Star or a Grunt? What is its Reputation? What type of weapon does it have? Does the character have any Attributes?
DEFINING FACES
Charging onto the rear of an enemy or shooting to its rear depends upon the actual physical location of the attacker. To qualify as a rear attack the attacker must begin and end its movement behind the front facing of the target. The front facing is defined as 90 degrees to the left and right of the way the figure is facing.
STARS Characters that represent you, the player. We suggest your Star begin with a Rep of 5. GRUNTS These are the non-player characters (NPC) or characters that do not represent a player. They may be friends or foes and will come and go as the game progresses. NPCs are controlled by the game mechanics.
Stars may recruit Grunts to form their force. For each point of Rep the Star has he may recruit one Grunt. Stars may not recruit Grunts with a higher Rep than themselves.
STAR ADVANTAGES
Being a Star in CR 3.0 has three important advantages. These are: Larger Than Life. Cheating Death Free Will
Example- Billy Pink (Rep 5) is shot by a Rep 4 gang member. The gang member scores an obviously dead result but Billy Pink is out of the fight instead.
CHEATING DEATH
A Star can be killed by anyone with an equal or higher Rep. When this occurs the Star may declare that he is cheating death. He is immediately removed from the game and whisked safely home. When a player chooses to cheat death his Rep is immediately reduced by one level. Example- Billy Pink (Rep 5) is shot by a Rep 5 gang member. The gang member scores an obviously dead result so Billy should be dead. Instead he uses the Cheating Death rule and leaves the game. He is now a Rep 4.
WEAPONS
Most characters are assumed to have a ranged weapon whether pistol, submachine gun, etc. Some characters such as civilians, hostages, and children often do not. It is possible for a character to have more than one weapon such as a rifle and pistol. Players are encouraged to count the figure to be armed with the weapon it has. Weapons are covered in more detail in the appropriate sections entitled Ranged Combat and Melee. Example I choose three figures. One has a pistol, one a shotgun, and the third an assault rifle. I decide to play the figures with the weapons that they have.
FREE WILL
Each time a player must take any Reaction Test, except for the Fast Move, In Sight, or Recover From Knock Down Tests, he may choose which of the three possible results he wants to do without rolling dice. This is noted on the test by an *. Example Billy is shot at by the enemy. He is a Star so can choose his reaction on the Received Fire Test. He chooses to pass 2d6 and return fire.
ATTRIBUTES
CR 3.0 uses Attributes to further define characters. Using Attributes is strictly optional but will greatly enhance your games. If you choose to use Attributes its best to limit them to your force and not use them for the non-player enemy characters, as it could require too much bookkeeping. But the choice is yours. If you are playing a campaign, or series of connected battles, the Star is allowed two Attributes chosen from the lists. Grunts have their initial Attribute determined by rolling 2d6 on the Attributes Table.
REPUTATION
Reputation or Rep represents a combination of training, experience, morale, and motivation and is an expression of a characters overall fighting quality. There are six possible levels of Reputation Reputation 6 These action heroes are few and far between. The stuff of legends. Reputation 5 - These are veterans of numerous successful encounters. Delta Force or SAS members would have a Reputation of 5. Reputation 4 - These are reliable men and women of some experience. Undercover cops are examples of Rep 4. Reputation 3 These are guys of unknown quality who have seen little or no action. Low ranking gang members would have a Reputation of 3.
ATTRIBUTES TABLE
2d6 added together
ATTRIBUTES
Born Leader: Adds 1d6 to all personal Reaction Tests except for the In Sight and Recover From Knock Down Tests. Any friendly character within 4 of him will react as the Born Leader does regardless of what their reaction would have actually been. Poser: Will roll only 1d6 when taking the Received Fire Test. Agile: When the character is fast moving he does not suffer any shooting penalties. Slow: Treats a result of pass 2d6 as if pass 1d6 when taking the Fast Move Test. Brawler: Adds 1d6 when in melee. Slow to React: -1 to Rep when taking the In Sight Test. Athlete: Adds 1d6 when taking the Fast Move Test. Runt: Minus 1d6 when in melee. Marksman: Will roll 2d6 instead of 1d6 when using a bolt-action rifle, counting the best score, and increasing the weapons range to 60. If firing from a prone position he then receives a third d6. Clumsy: When testing to Fast Move and fails with doubles will move 1d6 then fall in place counting as stunned. Nerves of steel: Not subject to Duck Back.
GETTING STARTED
This section will explain some of the games that CR 3.0 can be used for. No matter the time period the link to all of them is CR 3.0 is a game about firepower.
3 4 5 6 7 8 9 10
RECRUITING
The first thing that has to be determined is what does your force consist of. When first starting our we recommend using from three to ten figures per player, each with a variety of Reps. Once you have learned the game mechanics you can easily play much larger games of upwards of fifty figures per player and all in a manageable two hours or less.
THE LISTS
Heres a list of force types that you can use in CR 3.0. You could also use CR 3.0 for World War 2, Colonials, and other periods. Feel free to mix and match or create your own lists as you see fit. As for who is armed with what we provide general information. These are general army lists and if you desire more detailed lists then see the THW website for rules that go into more depth for each period or genre.
11 12
Example Billy Pink is a Star and chooses the following Attributes, Agile and Born Leader. He recruits two Grunts, Char and Dez. Char rolls an 8 so is an Athlete while Dez rolls an 11 and is Clumsy.
MILITARY OPERATIONS
In this section we cover operations involving traditional military forces and irregular forces often referred to as insurgents.
STREET WARFARE
This would also include all apocalyptic games where society is in decay and criminal activity runs rampant. Rival gangs strive to eliminate each other as well as grow in wealth. The setting could be either rural or urban as you choose.
MILITARY LIST
Military groups or squads are from nine to twelve figures in size. These squads are further broken down into three man teams or groups consisting of one Team Leader and two other soldiers. One Team Leader is the overall Leader of the squad. Each soldier will be armed with an assault rifle and grenades. One member of each team can have a grenade launcher or squad automatic weapon also called a SAW. Each three squads can have a rocket launcher team of two soldiers attached to it.
POLICE LIST
Police squads are five to ten figures in size. They range from the officer on patrol to the elite SWAT teams found in most major US cities. SWAT teams do not work with regular uniformed officers but replace them in special circumstances. Each officer will be armed with a BA Pistol and have access to a shotgun in his cruiser. SWAT members will be armed with a BA pistol and have access to assault rifles, shotguns and machine guns.
Military
Recruit Special 2 to 4 5 or 6 7 to 9 10 to 12 Type Star Team Leader Veteran Soldier Recruit Rep 5 5 5 4 3
Police
Recruit Special 2 3 4 or 5 6 to 9 10 to 12 Type Star SWAT Detective Veteran Officer Rookie Rep 5 5 5 5 4 3
INSURGENTS LIST
Insurgent groups are from nine to fifteen figures in size under the command of one Leader. Each soldier will be armed with an assault rifle and grenades. Each group may have one SAW. Each two groups can have a one-man Rocket Launcher that may fire only once per game. It may never be reloaded.
GANG LIST
Gangs are from six to twelve figures in size and led by one Leader. Gang members are armed with a pistol (1), BA pistol (2-3), shotgun (4), machine pistol (5), or submachine gun (6).
Gang
Recruit Special 2 3 or 4 5 to 8 9 or 10 11 or 12 Type Star Boss Hard Case Banger Punk Wannabee Rep 5 5 5 4 3 2
Insurgents
Recruit Special 2 3 to 5 6 to 8 9 to 12 Type Star Leader Military Trained Experienced Recruit Rep 5 5 4 3 2
Example A squad of soldiers wishes to take a Wanting to Charge test. The Leader has a Rep of 4 and 1d6 is thrown. The score is a 3 so the result is pass 1d6. This is now added to the results of the other figures taking their tests. The squad, all Rep 4, rolls 2d6 and scores a result of 3 and 6. This means that they normally would have passed 1d6. But adding the one passed d6 from the Leader Die means the squad actually has passed 2d6.
REPLACING LEADERS
In real life there will always be someone in charge of a group. If the actual Leader is disabled someone will always step-up and replace him. So when a Leader becomes disabled the non-Leader figure with the highest Rep in the group is considered to be the Leader. In case of a tie the player may designate the Leader. The new figure now takes over the functions and abilities of a Leader. Example The group comes under fire and the Leader is disabled. The group now takes the Leader Lost Reaction test and passes 2d6. The highest Rep figure in the group is now the Leader.
GROUPS
At the start of the battle each side must divide their figures into groups of 1 or more figures. Groups are those figures within 4 of one another and in clear Line of Sight of another group member. Note that Line of Sight or LOS is explained in detail later in the rules. You may form up or break apart your group into smaller groups at anytime during the turn when you are active or when forced by reaction. Example - Billy Pink, Char, and Dez are in one group. They are all within 4 of each other and can see at least one other member of the group. They get fired on and Char ducks back outside of 4 from Dez or Billy Pink. Although she can still see Dez or Billy she is now in her own group and will activate by her self. Later Billy moves to within 4 of her and she becomes part of the group and may immediately move with him.
LEADERS
Each group will start the battle with a Leader. The Leader provides the following benefits. The Leader allows for all figures in his group to activate when he does. Leaders lead! Leaders that are in the front rank of a group, or behind one scout detached from the group are allowed to apply Leader Die to certain Reaction Tests. A (LD) at the end of some Reaction Tests or a LD in the top left corner of any applicable Reaction Test designates this. To use Leader Die throw 1d6 and compare the result to the Rep of the Leader. If the result is pass 1d6 then this may be added to the reaction results of figures in the group.
RULES OF WAR
Now lets go over the rules as you will use them during the game.
After both sides have moved all of their eligible groups the turn is over and Activation dice are rolled again. When more than two sides play just add additional colored die to the Activation roll. Any dice rolling doubles means those sides may not activate but the other sides may. If all dice roll the same number, simply re-roll.
TURN SEQUENCE
Chain Reaction 3.0 is played in turns with one phase of activation per side. Although battles can last an unlimited number of turns, each turn follows a strict sequence. Before the game select 2d6 of different colors. Designate one side as one color and the other side as the other color. Roll these two dice at the same time to start each turn. This is called rolling for Activation. If the die scores are the same (doubles) reroll them. If the die scores are not doubles then read each die individually. The higher score determines which side is active and will activate its groups first. The die score also determines which Rep or higher group the corresponding side may activate. Groups activate from the highest to the lowest Rep.
Now that you know the turn sequence we will explain the rules in the order that they will occur during the game turn. Lets start with actions.
ACTIONS
When a character is active he may voluntarily do one of the following actions. Move up to full distance and fire if desired, at any time during his move. A character may always fire once when active, called active fire, regardless of any firing called for due to a reaction result.
Example Billy Pink walks around a corner and an enemy gets an in Sight test, fires and misses. Billy takes the Received Fire test, fires, and takes out the enemy. Billy continues his move and decides to active fire at another enemy. Stay in place, changing the way he is faced if desired, and fire. Charge into melee in lieu of taking active fire.
Example: A Blue 4 and a Yellow 3 are rolled. The Blue side scored higher so it activates first. Blue may activate only groups that are led by a Rep 4 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 one sides groups have been activated, the other side may activate one group at a time under the above Rep restriction and continue to do so until all groups have been activated.
ORDER OF ACTIVATION
When a side is active it must activate its groups in the following order. Any and all reactions caused by one group activating have to be finished before the next group may activate. Highest Rep currently carrying on. If tied then... o o o Those that will not move but may fire. Those that will move but may fire. Those recovering from duck back.
Example: A Blue 4 and a Yellow 3 were rolled. The Blue side has finished activating all the groups he wanted to. It is now the Yellow sides turn. Yellow may activate only figures that are Rep 3 or higher, or grouped with a Rep 3 or higher Leader.
2009 ED TEIXEIRA TWO HOUR WARGAMES 3/17/2009
MOVEMENT
There are two types of movement, voluntary, when the group is active, and involuntary when caused by a caused Reaction Test.
INVOLUNTARY MOVEMENT
Figures may be forced into involuntary actions and movement due to the results of a Reaction Test. The procedures for taking a Reaction Test will be described later. However, the possible involuntary actions and moves are as follows. Halt Cease movement or do not move. Duck Back Move to the nearest cover within 6. This can be in any direction, even forward. If no cover available within 6 then drop prone in place, ending your turn. Figures in Duck Back cannot see or be seen by the cause of the test. Retire - Move to the nearest cover within 12 away from the cause of the test, even if already in cover. If no cover available within 12 then drop prone in place, ending your turn. Remain Hunkered Down until rallied or forced to retire again. Hunker Down Stay in cover or move to nearest cover within 12. If no cover available within 12 then drop prone in place, ending your turn. Remain in place not doing anything until rallied. Hunker Down in cover cannot see or be seen by the figure that caused the test. Example Billy Pink and Dez are fired on. Billy scores a duck back so moves to the nearest cover 6 towards the shooter. Dez scores a result of retire and moves to the closest cover away from the enemy, ducks down, and now will hunker down until rallied by Billy or Char.
NORMAL MOVEMENT
Normal movement is 8 for all figures.
FAST MOVEMENT
If desired a figure may attempt to move at a faster speed than normal. Rolling 2d6 versus the Rep of the figure then consulting the Fast Movement Test does this. Example Billy Pink (Rep 5) decides to have the group take a Fast Move test. He rolls 1d6 versus his Rep of 5 but scores a 6 so fails his Leader Die. The group tosses 2d6 and scores a 5 and a 4. Billy passes 2d6 and moves 16. Dez (Rep 4) passes 1d6 and moves 12. Char (Rep 3) passes 0d6 and moves only 8.
GOING PRONE
Figures may choose to go prone at anytime during their turn. This ends their movement. To regain their feet takes half of their movement distance. Prone figures may fire immediately after going prone. Example Char moves 8 and declares that she is going prone. The figure is laid down and she can now fire if desired.
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REACTION
This section covers the heart of the Two Hour Wargames system. It is called the Reaction System. Figures will take Reaction Tests during the game when called upon to do so. Reaction Tests reflect how a figure will perform when under physical, mental, or emotional stress during the fight. All of the tests are grouped together on the Reaction Tests Table in the rear of the book.
RALLY Taken by a figure that has hunkered down and wishes to return to the fight. Applied to all Hunkered Down figures within 4" of the figure trying to rally them.
Taken only when active.
MAN DOWN Taken by any figure that sees a friendly within 4, of equal or greater Rep, go down from fire or melee. Taken whether the friendly is stunned, out of the fight, or obviously dead.
Taken when active or inactive.
LEADER LOST This test replaces the Man Down test when the man down is the Leader of the group. Taken exactly like the Man Down test.
Taken when active or inactive.
RECOVER FROM KNOCK DOWN Taken immediately when a figure is knocked down.
Taken when active or inactive.
FOCUS
During the chaos of a gunfight there will often be more than one group of targets in range of the firing group. During these times the firing group will focus on one enemy target group and charge or concentrate its fire upon it. If there is only one target group in LOS of the firing group then that is who will be fired at or charged. If there are multiple target groups the Focus test is taken. Rolling 2d6 versus the Rep of the Leader of group and checking the Focus test does this. Each time a new target group comes into sight of the firing group, the firing group must take the focus test.
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CHAIN REACTION 3.0 Example Billy, Char, and Dez are firing at one target RECEIVED FIRE group. Another enemy comes around a building and
into sight. Billy, Char, and Dez take an In Sight test and see the new group. They now take a Focus test to determine whom they fire at. They pass 2d6 so can fire at the best target or biggest threat. As both target groups are similar threats they will fire at the closest target group. Used when a figure is fired on. Example Billy Pink is shot at. Char and Dez are within 8 and can see Billy. They all take the test. 3d6 are tossed; the 2d6 for the group and 1d6 for Billys Leader Die and 1d6 is passed. The results are applied to each figure individually.
FAST MOVE
Covered in the Movement section of the rules.
WANTING TO CHARGE
Used when the figure wants to move into melee with the enemy. All or some of a group may charge if desired. Example Billy, Char and Dez are in the same group. Billy and Char want to charge while Dez stays put and provides fire. They roll 2d. Billy passes 2d6 while Char passes 1d6. They both are allowed to charge. Dez fires before her friends move.
IN SIGHT
Taken by a figure when an enemy starts out of that figures sight and enters into that figures sight. Also includes figures that pop up from duck back. The In Sight is taken as soon as the figure comes into view. If more than one figure is in a group that is moving into sight then the test is taken after all the figures that wish to move have done so and have moved no more than 2.
BEING CHARGED
When figure is being charged, this test is taken when the charger is 3 from contact. If the figure being charged retires, the charger continues its move to the spot that was vacated. Example Char charges Carlos. Carlos takes the Being Charged Test and passes 2d6 so will fire then melee with Char. Char must take a Received Fire test if she is not hit by Carlos fire.
IN SIGHT OR NOT
Figures are always either in sight of an enemy figure or not. A figure is in sight when The enemy figure can trace a line of sight to that figure. This still applies even if that figure is in cover or concealed. It cannot be seen because of intervening terrain. Figures ducked back or hunkered down fall into this category. It cannot be seen due to weather or light restrictions such as being farther than 12 from the enemy at night.
RALLY
Used when figure is hunkered down and wants to return to the fight. May only be taken when a Leader or other friend comes within 4 of the figure. Example Dez is behind cover and hunkered down. Char moves to 3 away from her and Dez rolls 2d6 to Rally. She passes 0d6 and remains hunkered down. Later in the turn Billy Pink attempts to rally Dez. 3d6 are rolled this time as Billy can add his Leader Die. Dez passes 1d6 and rallies.
Example Billy Pink is inactive and behind a building. Gweedo is on the other side and not in sight. Gweedo is now active, moves up to the corner of the building, and can now be seen by Billy. Gweedo is considered to be In Sight. Billy takes the In Sight test, passes 2d6 and fires.
MAN DOWN
Used when someone goes down from fire or melee whether the down figure is stunned, out of the fight, or obviously dead. Example Dez is hit by fire and is stunned. The group rolls 2d6. Both Char and Billy are within 4 and sight of Dez but only Char has the results applied to her as Billy has a higher Rep than Dez.
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HEROES ALL
Whenever double ones (snake eyes) are rolled for any of the following Reaction tests, this means the figure will go into hero mode. Received Fire Wanting To Charge Being Charged Man Down Leader Lost
HALT Cease movement or not move at all. HUNKER DOWN Stay in cover or move to nearest cover within 12. If no cover available within 12 then drop prone in place, ending your turn. Remain in place not doing anything until rallied. Hunker Down in cover cannot see or be seen by the figure that caused the test. LOSE FOCUS Group must immediately roll a
Focus Test.
This means they will always pass 2d6 whenever they have to take these tests for the rest of the game. Example Char takes a Man Down test and passes 2d6 with snake eyes. She is now in hero mode. Later Char wants to charge and does so without needing to roll.
RETIRE - Move to the nearest cover within 12 away from the cause of the test, even if already in cover. If no cover available within 12 then drop prone in place, ending your turn. Remain Hunkered Down until rallied or forced to retire again. SNAP FIRE Stop in place and fire rushing the shot and at full Target rating. STUNNED Figure may not carry on until next
activated.
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RANGED WEAPONS
There are two ways to inflict damage in CR 3.0. The first way is through ranged weapons fire and the other is through hand-to-hand combat or melee. Trust me on this. Hand-to-hand is considered to be a last resort. Each weapon is defined by type and in some cases weapons have been lumped into broader categories. Weapons are defined by four characteristics. Type What they are Range The range listed for every weapon is its effective range or the range that the firer feels he has a reasonable chance of hitting the target. Targets The maximum number of d6 rolled when fired by the character. Each d6 has the potential to do damage to a target and any or all dice may be applied to one or more figures. Also defines the spread of the weapon. Example A submachine gun with Target of 3 may fire at up to three targets in a three-inch width. Impact The damage a hit from the weapon may do.
SUB-MACHINE GUN (SMG) SMG has a range of 24, Target of 3, and have an Impact of 1. BOLT ACTION RIFLE (BA) (SNIPER RIFLE)
Rifles have a range of 48, Target of 1, and have an Impact of 3.
SQUAD AUTOMATIC WEAPON (SAW) The SAW has a range of 48, Target of 4, and an Impact of 3. GRENADE (G) Grenades have a 6 range when thrown, can engage an unlimited number of targets in a 5 blast circle, and an Impact of 2. GRENADE LAUNCHER (GL) The grenade
launcher replaces the figures normal weapon and allows for a grenade to be fired up to 24, can engage an unlimited number of targets in a 5 blast circle, and an Impact of 2. Grenade launchers may fire once during the turn in reaction or when active.
LIST OF WEAPONS
PISTOL (P) Pistols have a range of 12, Target of
2, and have an Impact of 1.
ROCKET LAUNCHER (RL) If the RL has a second figure acting as a loader it may fire once during the turn in reaction or when active. If a loader is not present then the shooter must spend one turn of activation doing nothing but loading the weapon. Rocket Launchers have a range of 48; can engage an unlimited number of targets in a 5 blast circle, and an Impact of 5. WEAPONS TABLE
Range Targets Imp Ranged Weapons Pistol 12 2 1 BA Pistol 12 2 2 Shotgun 12 3 2 Bolt Action Rifle 48 1 3 Semi-Automatic Rifle 48 2 3 Machine Pistol 12 3 1 Submachine Gun 24 3 1 Assault Rifle 48 3 3 Grenade 6 5 blast circle 2 Squad Automatic Weapon 48 4 3 Grenade Launcher 24 5 blast circle 2 Rocket Launcher 48 5 blast circle 5
Example Jim Bob Joe fires at three targets. He scores a 1, 1, 2, 4, 5 and 6. He counts the 4, 5 and 6 for hitting the target. He also counts the two ones for tight ammo purposes so he is out of ammo.
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OUTGUNNED RANKINGS
When firing, some weapons are perceived to have greater firepower than others. This is called their Outgunned Ranking or OR. If a figure shoots with a weapon with a higher OR than what the target has or if the target cannot shoot back then the target is outgunned. The target will take the Received Fire test but cannot score better than Duck Back.
SHOOTING
Shooting a weapon and hand-to-hand combat are distinctly different ways of inflicting damage. This is reflected by the different game mechanics used in CR 3.0 to represent them.
LINE OF SIGHT
To shoot something you must first be able to see it. A straight line from the shooter to the target is called a Line of Sight or LOS. Line of Sight extends across the whole table and is blocked only by friendly figures, terrain, buildings, and sometimes weather. In nighttime the LOS is reduced to 12. However, targets in a well-lit area will count LOS as normal for those firing at them. LOS in woods or rough terrain is reduced to 12 in the daytime and 6 at night. If at the edge of the woods then the figure may see and be seen from outside the woods. LOS in inclement weather (fog, heavy rain, etc.) is reduced to 12 in the daytime and 6 at night.
Example Billy has an assault rifle (OR 3) but is out of ammo. He is fired on by Slag who is using a semiautomatic rifle. Billy takes the received Fire test and passes 2d6. Although Billy has a higher OR weapon, he cannot fire because he is out of ammo, so must Duck Back instead.
Na
Outgunned Rankings
Outgunned Ranking 5 4 3 2 1 0
Weapon Type Grenades and Rocket Launchers, SAW Target 3 weapons. Target 2 weapons. Target 1 weapons. Those that may not return fire or out of range.
RESOLVING FIRE
Fire continues between two or more figures until one side is unable to return fire. This can happen for the following reasons. Run out of ammo by rolling two or more ones. The weapon, such as a Rocket Launcher, can only fire once per turn. One side has Ducked Back. One side has retired. One side has been hit by fire.
Note that Stars, chargers, and those retrieving wounded are never outgunned.
TIGHT AMMO
Ammo in Chain Reaction 3.0 is pretty much unlimited. However, there still is a chance that the weapon may temporarily run out of ammo and must be reloaded. To represent this down time, anytime a weapon is fired count the number of 1s that are rolled. If two or more 1s turn up the weapon is out of ammo and may not be fired until one turn of activation is spent reloading it. Figures reloading weapons may not exceed their normal move. The weapon is considered out of ammo after all d6 have been applied. Example Carlos fires with a SAW and rolls a 1, 1, 4 and 5. He scores two hits with the 4 and 5 but the two ones mean he is out of ammo.
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It is common for figures to fire multiple times in one turn. Example Char fires at Carlos and misses. Carlos takes the Received Fire test. Carlos fires back and misses as well. Char takes the Received Fire test and passes 2d6. Normally she should return fire but instead Char will duck back as she is outgunned.
TARGET SELECTION
A figure may fire at up to one target per point of Target rating of the weapon. The targets must be not more than 1 from each other.
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COVER If the target is behind a solid obstruction that can stop a bullet it is in cover and was missed. PRONE If the target is prone it was missed. TARGET MOVED FAST If the target passed a Fast Move test with 2d6 or 1d6, the target was missed. SHOOTER MOVED FAST If the shooter passed a Fast Move test, with 2d6 or 1d6, the target was missed. Shooter is snap firing Shooter rushed his shot and the target was missed. SECOND (THIRD) OR HIGHER TARGET If the target was the second (third) or higher target shot at by the same shooter then it was missed. OTHERWISE If none of the circumstances
apply the target was hit.
Example Carlos fires his SAW at Dez and Char. He declares to fire 1d6 at the first target, Dez, and the rest at Char. Carlos rolls a 3, 5, 1 and 2. The d6 are laid out from high to low (5, 3, 2, and 1). The 5 will be applied to Dez and the rest applied to Char.
SHOOTING A WEAPON
First establish a LOS between the shooter and the target figure. Then Roll 1 to 4d6 depending upon the Target rating of the weapon and add them individually to the shooters Reputation. Compare these totals individually to the Ranged Combat Table. There is no need to test any modifiers prior to rolling as the modifiers are already built into the hit table.
Target
Ranged Combat
1d6 + Rep
Example - Billy Pink fires his BA pistol at Carlos who is in cover. Billy rolls a 3 and 6. Adding each one individually to his Rep of 5 he scores an 8 (miss because Carlos is in cover) and an 11 (hit).
1d6 + Rep 3 to 7 8
Result Miss. Target concealed miss. Target in cover miss. Target prone miss. Target moved fast miss. Shooter moved fast miss. Shooter is snap firing - miss. Second or higher target miss. Otherwise hit. Target in cover miss. Shooter moved fast miss. Shooter is snap firing - miss. Third or higher target miss. Otherwise hit. Hit.
DETERMINING DAMAGE
Each time a figure is hit the shooter must roll on the Ranged Combat Damage Table. Roll 1d6 and compare the score to the Impact of the weapon.
Result Target Obviously Dead Target is Out of the Fight. Target is knocked down and immediately takes Recover From Knock Down Test.
10+
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THROWING GRENADES
Grenades can be thrown up to 6. Simply nominate the spot the grenade is to land, roll 2d6 versus the throwers Rep, and consult the Throwing Grenade Table.
AUTO-KILL OR CAPTURE
If an active figure comes into physical contact with a stunned or out of the fight figure he may choose to either automatically dispatch the figure or instead capture him (tie up, etc.) Example Billy Pink activates and runs up to the stunned Carlos and chooses to capture him.
2
# Dice Passed Pass 2d6 Pass 1d6
Result Grenade lands on the nominated spot. Test for damage. If the thrower cannot see the nominated spot, such as behind cover or concealment, the grenade misses. The explosion however causes the target to take a Received Fire test counting outgunned. If the thrower can see the nominated spot or the grenade is being dropped over a wall, rolled into a doorway, or similar it lands on the nominated spot. Test for damage. Oops! Grenade is dropped. All within the blast circle must roll their Rep or less on 1d6 to drop prone and escape damage. Otherwise roll for damage.
PITIFUL SHOT
Rep 3 figures and only Rep 3 figures are allowed to use the pitiful shot rule. Whenever a Rep 3 fires and rolls a six but still cannot hit the target, such as when a target is in cover, he is allowed to roll 1d6 again. If the score is equal to or lower than his Rep (3) then a hit is scored. Otherwise, treat the result as a Miss requiring the target to take a Received Fire Test. Example Char (Rep 3) fires at Reed who is in cover. She scores a 6 but still cannot score a hit. She can use the Pitiful Shot rule and rolls another 1d6 and scores a 2. Reed has been hit.
Example Dez decides to toss a grenade at Carlos who is in cover. She is aiming for a spot beyond the cover that she cannot see. She rolls 2d6 versus her Rep of 4 and scores a 3 and a 6. She has passed 1d6 and misses. Carlos takes the Received Fire test and passes 2d6 but must duck back as the grenade outguns the SAW. Billy now runs up to the wall and drops a grenade over it. Billy also passes 1d6 but as he is dropping it over the wall and not throwing it the grenade hits. Carlos now tests for damage.
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MELEE
When figures come into contact they can enter into melee or hand-to-hand combat. Before doing this please remember that you have a gun!
Improvised Weapons (IW or TIW) Improvised weapons are those that are not designed as weapons but will work in a pinch. These can be used with one hand, like a pipe, or with two hands, like a baseball bat. Improvised weapons will count one Impact less than the corresponding real weapons.
HOW TO MELEE
Hand-to-hand combat is carried out in the following manner. The charger has LOS to the target, then takes and passes the Wanting To Charge test. The target of the charge takes and passes the Being Charged test. Each figure in melee starts with d6 equal to their Rep. Each figure adds or subtracts d6 when any of the melee modifiers apply. Each figure then rolls their d6 discarding any result of 4, 5, or 6. Each figure then retains any result of 1, 2, or 3 and re-rolls them. This continues until one or both sides have zero d6 left to roll. Consult the Melee Combat Table and apply the results. When fighting against more than one figure the outnumbered figure must decide how many dice to apply to each attacker.
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Result Enemy Obviously Dead. Enemy Out of the Fight Evenly matched. Remain in melee and when active may either break off the melee or continue the melee.
Example Both Carlos and Char have scored zero successes previously so they are locked in melee. Char activates first and breaks off the melee by moving 6 away. Carlos takes an In Sight Test and passes 1d6 and can fire at Char but taking a snap fire.
Example Billy Pink and Carlos are in melee. Billy has a two handed sword and Carlos a small pipe. Billy starts with 5d6 for his Rep. No modifiers apply so he rolls 5d6. Carlos starts with 4d6 for Rep and modifies it by 1d6 for having a lower Impact weapon. Carlos will roll 3d6. Bill rolls a 1, 2, 3, 6 and a 6. He keeps the 1, 2, and 3 and discards the 6 and 6. He will re-roll 3d6. Carlos rolls a 1, 4 and 6. He keeps the 1 and discards the 4 and 6. He will re-roll 1d6. Billy rolls 3d6 and scores a 1, 2 and 6. He keeps the 1 and 2 and discards the 6. He will re-roll 2d6. Carlos rolls 1d6 and scores a 1. He keeps the 1 and will re-roll 1d6. Billy rolls 2d6 and scores a 1 and 3. He will re-roll 2d6. Carlos rolls 1d6 and scores a 5. He tosses the 5 and has zero d6 to re-roll. Billy has won the melee with 2 more successes so Carlos is obviously dead.
RETRIEVING WOUNDED
When a figure is retrieving wounded figures it will behave as follows: Figures can voluntarily choose to retrieve wounded figures. In addition, any figure that scores a pass 2d6 or 1d6 result on a Reaction test and must duck back will retrieve any wounded figure within 4. Those scoring a result of pass 0d6 and must duck back will not retrieve wounded figures. Any figure may pick up a wounded figure and continue moving its remaining distance but may not exceed normal movement at any time. Figures may not fire weapons when retrieving wounded figures. Figures charged while retrieving wounded must drop the wounded or keep them but meleeing at 2d6. If they drop the wounded they may not recover them until next active. Those retrieving wounded are never outgunned.
Example Billy Pink scores a result of duck back by passing 1d6. Char is within 4 of Billy so he is allowed to move to her, pick her up, and then move to cover and duck down even if exceeding his normal move.
19
SETTING UP TERRAIN
Unless previously determined by the scenario, players should use the following system to generate terrain for the battlefield. 1 - Divide the table into nine roughly equal sections. See the following illustration that shows the corresponding number for each section of terrain. In this case the board is square but you may be using a rectangle. It doesnt matter just be sure and divide the table into nine equal sections.
2
# Dice Passed Pass 2d6 Pass 1d6 Pass 0d6
Result All return at normal Rep. All return at 1 to their Rep. OOF become OD while those that retired will not return.
Example Char (Rep 3) went out of the fight and after the game I roll 2d6 to see what happened to her. I roll a 4 and 2 passing 1d6. Char comes back but is now Rep 2.
2 Determine the overall terrain type of the battlefield. You can base this on the actual terrain that the forces historically fought over. Or roll 1d6 for each section of the board counting a score of one, two, or three as clear, four or five as wooded or jungle, and a six for mountainous. Once this is done be sure to move similar terrain types around the board so they are adjacent whenever possible. Example I have divided the table into nine sections, I roll 1d6 for each section individually. I score four clear sections of terrain, three jungle sections and two mountainous sections.
20
TYPES OF TERRAIN
There are three types of terrain. Clear: This terrain is primarily flat with small sightobstructing hills and irregular folds in the land. Mountainous: These are legitimate large mountains that hinder or prevent movement through them. Wooded: Although trees may be found almost everywhere, this represents dense wooded areas such as jungles that slow travel and obscure vision.
2
2d6 2 3 4 5 6 7 8 9 10 11 12
Clear/Hilly Hill Clear Hill Clear Clear w/ Road Hill Clear (1) Woods Clear Hill w/River Hill
Mountainous Impassable Woods Clear (2) Rough w/Road Rough Impassable Rough Rough Clear Impassable Clear w/River
Woods Woods Woods (3) Wooded Hill Woods w/Road Clear Woods Woods Wooded Hill Clear Clear w/River Woods
(1) There is one (1-3), two (4-5) or three (6) buildings present. (2) There is one (1-5) or two (6) buildings present. (3) There is one (1-4) or two (5-6) buildings present.
Example I have determined that the overall terrain type of the board will be clear. I then roll 2d6 on the Terrain Generator Table for section one and score a 7. This means I have a hill. I then roll a 9 for section two so thats a patch of woods. I continue until all nine sections are full.
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BUILDING AREAS
In addition to their DV, each building is also rated as having of one or more areas. Model buildings (and real ones too!) come in many shapes and sizes. For game purposes we need to divide buildings into areas of roughly 6 x 6. Roughly because if your building is 6 x 8 or even 8 x 8 there is no need to call it more than one area. Additional floors beyond the ground floor areas will also count as additional areas. Sometimes a building may sustain a catastrophic hit in a building area causing it to collapse. If an area that collapses has another area above it roll 1d6 for that upper area. On a roll of 1-4 the upper section collapses as well. On a 5-6 it does not. In the event that all of the areas on one level of a building have collapsed, we can assume that when the last one of these collapsed all areas above it collapsed as well.
BUILDINGS
The type of material that a building is made from determines its Defensive Value or DV. Here is a list of buildings by DV. Any building hit by fire by a weapon with a higher Impact than the DV of the building will only count as concealment and not cover.
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Movement in buildings is at normal speed and always counts cover for any figures that are inside. This does not include those that have entered the building and are considered to have triggered an In Sight test while in the doorway. . Movement between levels whether up or down costs half the move distance. Example Jim Bob Joe starts his turn on the first floor. He becomes active and spends 4 of movement going up to the next floor. 22
THE BATTLES
Youve fielded your force, set up the terrain, and chosen the type of battle you wish to fight. So lets get going. Weve served up a great way to get you started. It can be used in rural area for Military Ops or in an urban area for Street Warfare.
PATROL
We recommend using this for your first battle. In this battle your force is entering enemy territory to scout out the area. Usually the Military will be patrolling an Insurgent area but if you like feel free to reverse the roles.
Your patrol will enter the board from the edge bordering sections 7, 8, and 9. Next roll 1d6. The score indicates which numbered section of the map could contain a Possible Enemy Force or (PEF).
GOAL
You must move through all the sections of the board and drive away any enemy you meet.
PEFS represent the possible location of enemy forces but dont worry; this will be explained in more detail, as you need to know. Place an enemy figure of any type in this section of the board to represent the possible PEF. If a terrain feature could block the LOS from your force to the PEF be sure to place the PEF to do so. If no such feature is present then place the PEF in the center of that section. Repeat this process until you have three PEFs placed on the board. It is possible to have more than one PEF in one section. Now roll 2d6 for each PEF. Take the lower score. If doubles are rolled simply count either score. This score is the Rep of the PEF that will be used for activation while it still is a PEF.
FORCES
Your force can be as big or as small as you desire. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
TERRAIN
Set up terrain as outlined in the Setting Up Terrain section.
SPECIAL INSTRUCTIONS
Once the terrain has been set and the PEFs generated the battle can begin. Move the patrol onto the board into section 7, 8, or 9 or any combination of them. After the patrol has entered the board activation is handled normally. If the patrol has an LOS immediately resolve it. See the section called Resolving PEFs on page 24.
DEPLOYMENT
Divide the board into nine equal sized sections as you did when generating terrain.
PEF MOVEMENT
Once the patrol has been placed on the table the PEFs, using the Reps that you generated in the Deployment Section, are handled just like normal groups. When they activate they will move using the
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2
# Dice Passed Pass 2d6
Result (1-4) PEF will move 16 towards nearest PEF if others on table or split into two PEFS if not. New PEF behaving individually starting with the next Activation. (5-6) PEF will move 16 towards nearest enemy. (1-2) PEF will move 8 towards nearest PEF if others on table or split into two PEFS if not. New PEF behaving individually starting with the next Activation. (3-6) PEF will move 8 towards nearest enemy (3-6). PEF doesnt move.
Pass 1d6
Pass 0d6
RESOLVING PEFS
There are two ways to resolve PEFs. The first is when a friendly group has LOS to a PEF. Roll 1d6 and consult the PEF Force Composition Table to see what it is composed of. Be sure to note how many PEFs have previously been resolved and use the corresponding row.
Example I enter the board in section 7 and have a clear LOS to a PEF in section 4. It is time to resolve the PEF. How many PEFS have I resolved previously? None, so I will use the 0 PEF row. I roll 1d6 and score a 5. The result is C.
A: Main Body. The PEF is replaced by a sizeable amount of troops. Roll 2d6 and add 24
CHAIN REACTION 3.0 placed on the table the Rep of the PEF is no longer OPTIONAL REINFORCEMENTS used. SCOUTING THE TABLETOP
Now that you know how to resolve the PEFs the next question you have to ask is what about the rest of the table? Look at the tabletop that you are going to play on. There may be terrain features that the enemy can hide in such as buildings, woods, or behind a hill. Even what you would call open terrain still has folds in the ground that can block your line of sight and hide enemy troops. To determine if there are enemies lurking in these features we use the following procedure. If desired you can detach one figure from each group to use as a scout. This figure can move as far as you wish as long as it remains in LOS of its parent group. If you decide not to use a scout simply count each group as a scout. Whenever a scout enters any table section there is a possibility of encountering the enemy. To determine if this section is occupied roll 2d6 versus its Terrain Value and consult the Terrain Scouting Table. If all players agree before hand, an activation roll of doubles may herald the arrival of reinforcements. Immediately re-roll the activation dice to see if the enemy receives reinforcements. If the enemy score is higher, one more PEF enters the table via the enemy table edge (1-3), left flank (4), right flank (5) or friendly board edge (6). This PEF will follow the normal rules for PEF movement and resolution. Roll the dice again to see who activates first. If the player scores higher then no reinforcements will arrive. Or if you desire there being a chance of reinforcements for both sides then anytime the activation roll comes up seven the side with the higher die score will receive 1-3 additional figures entering from their respective table edge that they started from.
Enemy found in the section in the closest cover to scout or at maximum distance from scout, based on LOS, if no cover. Enemy found if theres one or more buildings present. Otherwise no enemy in this section No enemy in this section.
Example My group moves onto the table into section 7 preceded by one scout. I roll 2d6 versus the Terrain Value of the section. It is a hilly section so has a TV of 3. I score a 1 and a 5, passing 1d6. As there isnt a building in that section there isnt any enemy present.
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7 Place a figure to represent each PEF either in the center of the section or behind any terrain piece that will block LOS to your force (page 23). 8 Roll for the PEF Rep of each PEF (page 23). 9 Next move your patrol onto section 7, 8, 9 or any combination of those sections (page 23). 10 Scout the sections that you entered using the Terrain Scouting Table (page 25) 10 If any PEFs are in LOS of your patrol immediately resolve them using the PEF Composition Table (page 24). 11 If any PEFs are actually enemy forces determine how many there are using the How Many Are There Table (page 24). 12 Determine what they are by using the appropriate army list and place them on the table (page 7). 13 Activation is carried out normally (page 9). 13 Move the unresolved PEFs (page 24). 14 Move any actual enemy forces (page 9). 15 Fight the battle normally following the Turn Sequence (page 10).
Result If outnumber the enemy the group will split into two groups of equal size. One group will move to position, preferably in cover, to fire while a second group will encircle to the left (1-3) or right (4-6) flank to attack the enemy. Otherwise will seek cover in range of own weapons to fire at enemy. If enemy retires will follow. If outnumber the enemy will move to position, preferably in cover, to fire at the enemy. Otherwise will seek cover and remain in place. If attacked to a flank they will retire. If outnumber the enemy will seek cover and remain in place. If attacked to a flank they will retire. Otherwise will halt in place.
Example Activation dice are rolled and the enemy activates first with a score of 4. This means that only 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 roll a 3 and a 5. As the group outnumbers me it breaks into two smaller groups, both led by Leaders. One group remains in place and fires while the other group works its way along my flank.
EPILOGUE
Thats it. Hope you enjoy the rules. If you are interested in vehicles, campaigns, character advancement, scenarios, air power, artillery, tons of army lists and more detail about a specific period then test out the THW website at www.twohourwargames.com But if youre happy with what you have right here in your hands then thats good too. After all, it really is about playing the game. Take care, Ed
PATROL EXAMPLE
Heres a step-by-step Patrol example. 1 Choose your force from the appropriate list (page 7) 2 Divide the table into nine sections (page 20). 3 Roll for the general terrain for each section (page 20). 4 Roll for the specific terrain feature in each section using the Terrain generator Table (page 21) 5 Decide if your force will enter the board through section 7, 8, or 9 (page 23). 6 Roll three times for PEFs that will be placed on the table at the start (page 23).
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INDEX
Activation, 9, 22, 23, 24, 25, 26 Attributes, 4, 5, 6 Base, 21 Being Charged, 11, 12, 13 Buildings, 22 Carry On, 13 Characters, 4 Cheating Death, 4, 5 Counting Successes, 3 Dice, 3, 17, 20, 24, 25, 26 Duck Back, 6, 10, 13, 15, 19 Fast Move, 6, 10, 11, 12, 22 Flank, 25 Focus, 11, 12, 13 Free Will, 4, 5 Group, 9, 25 Group, 1, 4, 8, 9, 13, 25 Grunts, 4, 5, 6 Halt, 10, 13 Hunker Down, 10, 13 IGO UGO, 2 In Sight, 2, 3, 5, 6, 11, 12, 19, 22 Knock Down, 12, 13, 16, 17 Larger Than Life, 4 Leader, 6, 7, 8, 9, 10, 12, 13, 24, 25 Line of sight, 15, 25 Lists, 6 LOS, 23, 24, 25 Man Down, 11, 13 Melee, 5, 18, 19 Movement, 10, 21, 23, 24, 25, 26 NPC, 15, 16, 17, 19, 20, 24, 25, 26 Obviously Dead, 13, 16, 19 Out of the Fight, 13, 16, 19 Outgunned, 15 Passing Dice, 3
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Patrol, 23 PEF, 23, 24, 25 Pitiful Shot, 17 Prone, 10 Rally, 11, 12 Ranged Combat, 5, 16, 17 Reaction Check, 11, 13 Rear, 4 Received Fire, 3, 5, 6, 11, 12, 13, 15, 16, 17 Recovery, 20 Recruiting, 6 Rep, 3, 4, 5, 9, 10, 16, 17, 24, 25, 26 Retire, 10, 13 Retrieving Wounded, 19 Scouting, 25 Shooting, 15, 16 Snap fire,13 Stars, 4, 5, 15 Stunned, 13 Terrain, 3, 20, 21, 23, 25 Throwing Grenades, 17 Tight Ammo, 15 Turn Sequence, 9 Wanting To Charge, 11, 12, 13 Weapons, 5, 14, 17, 18
27
NOTES
28
ATTRIBUTES
Born Leader: Adds 1d6 to all personal Reaction Tests except for the In Sight and Recover From Knock Down Tests. Any friendly character within 4 of him will react as the Born Leader does regardless of what their reaction would have actually been. Poser: Will roll only 1d6 when taking the Received Fire Test. Agile: When the character is fast moving he does not suffer any shooting penalties. Slow: Treats a result of pass 2d6 as if pass 1d6 when taking the Fast Move Test. Brawler: Adds 1d6 when in melee. Slow to React: -1 to Rep when taking the In Sight Test. Athlete: Adds 1d6 when taking the Fast Move Test. Runt: Minus 1d6 when in melee. Marksman: Will roll 2d6 instead of 1d6 when using a bolt-action rifle, counting the best score, and increasing the weapons range to 60. If firing from a prone position he then receives a third d6. Clumsy: When testing to Fast Move and fails with doubles will move 1d6 then fall in place counting as stunned. Nerves of steel: Not subject to Duck Back.
place, ending your turn. Remain Hunkered Down until rallied or forced to retire again. Hunker Down Stay in cover or move to nearest cover within 12. If no cover available within 12 then drop prone in place, ending your turn. Remain in place not doing anything until rallied. Hunker Down in cover cannot see or be seen by the figure that caused the test.
3 4 5 6 7 8 9 10
11 12
ORDER OF ACTIVATION
When a side is active it must activate its groups in the following order. Any and all reactions caused by one group activating have to be finished before the next group may activate. Highest Rep currently carrying on. If tied then... o o o Those that wish to fire and not move. Those that wish to move first and may fire. Those recovering from duck back.
HALT Cease movement or not move at all. HUNKER DOWN Stay in cover or move to nearest cover within 12. If no cover available within 12 then drop prone in place, ending your turn. Remain in place not doing anything until rallied. Hunker Down in cover cannot see or be seen by the figure that caused the test. LOSE FOCUS Group must immediately roll a
Focus Test.
INVOLUNTARY MOVEMENT
Halt Cease movement or do not move. Duck Back Move to the nearest cover within 6. This can be in any direction, even forward. If no cover available within 6 then drop prone in place, ending your turn. Figures in Duck Back cannot see or be seen by the cause of the test. Retire - Move to the nearest cover within 12 away from the cause of the test, even if already in cover. If no cover available within 12 then drop prone in
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RETIRE - Move to the nearest cover within 12 away from the cause of the test, even if already in cover. If no cover available within 12 then drop prone in place, ending your turn. Remain Hunkered Down until rallied or forced to retire again. SNAP FIRE Stop in place and fire rushing the shot and at full Target rating. STUNNED Figure may not carry on until next
activated. QRS
FOCUS TEST *
Fire. Chargers carry on. Retrieving wounded carry on. Others outgunned will Duck Back Others return fire. All will charge into melee.
Those in cover move normal speed. Others move up to 1.5X normal distance. Snap fire. Chargers snap fire. Retrieving wounded carry on. Those in cover snap fire. Others will Duck Back. Those in cover snap fire instead. Others will charge into melee. Those charged to the rear will melee but with penalties. All cannot fire but will melee normally. If figure in cover will carry on. Otherwise retire. If no others carrying on within 4 then duck back. Otherwise carry on. Halt and lose focus. All are out of the fight.
Those that can will fire and melee normally. Those that cannot fire will melee normally. Carry on.
RALLY (LDR)*
Carry on.
MAN DOWN *
LEADER LOST*
QRS
2
# Dice Passed Pass 2d6 Pass 1d6
Result Grenade lands on the nominated spot. Test for damage. If the thrower cannot see the nominated spot, such as behind cover or concealment, the grenade misses. The explosion however causes the target to take a Received Fire test counting outgunned. If the thrower can see the nominated spot or the grenade is being dropped over a wall, rolled into a doorway, or similar it lands on the nominated spot. Test for damage. Oops! Grenade is dropped. All within the blast circle must roll their Rep or less on 1d6 to drop prone and escape damage. Otherwise roll for damage.
Target
Ranged Combat
1d6 + Rep
Pass 0d6
1d6 + Rep 3 to 7 8
10+
Result Miss. Target concealed miss. Target in cover miss. Target prone miss. Target moved fast miss. Shooter moved fast miss. Shooter is snap firing - miss. Second or higher target miss. Otherwise hit. Target in cover miss. Shooter moved fast miss. Shooter is snap firing - miss. Third or higher target miss. Otherwise hit. Hit.
Na
Outgunned Rankings
Outgunned Ranking 5 4 3 2 1 0
Weapon Type Grenades and Rocket Launchers, SAW Target 3 weapons. Target 2 weapons. Target 1 weapons. Those that may not return fire or out of range.
Result Target Obviously Dead Target is Out of the Fight. Target is knocked down and immediately takes Recover From Knocked Down Test.
QRS
2
# Dice Passed Pass 2d6
Result (1-4) PEF will move 16 towards nearest PEF if others on table or split into two PEFS if not. New PEF behaving individually starting with the next Activation. (5-6) PEF will move 16 towards nearest enemy. (1-2) PEF will move 8 towards nearest PEF if others on table or split into two PEFS if not. New PEF behaving individually starting with the next Activation. (3-6) PEF will move 8 towards nearest enemy (3-6). PEF doesnt move.
Pass 1d6
Result Enemy Obviously Dead. Enemy Out of the Fight Evenly matched. Remain in melee and when active may either break off the melee or continue the melee. Pass 0d6
2
# Dice Passed Pass 2d6 Pass 1d6 Pass 0d6
Result All return at normal Rep. All return at 1 to their Rep. OOF become OD while those that retired will not return.
A: Main Body. The PEF is replaced by a sizeable amount of troops. Roll 2d6 and add 3, then consult the How Many of Them Table. In addition, roll another 1d6. On 15 you have come across the enemy Leader. B: Stragglers. The PEF is replaced by a smallish amount of troops. Roll 2d6 and subtract 3, consult the How Many of Them Table. In addition, roll another 1d6. On a result of 1 the enemy Leader leads this small group. C: False alarm. Dont be so jittery! Twerent nothing at all, really. Remove the PEF from play.
Enemy found in the section in the closest cover to scout or at maximum distance from scout, based on LOS, if no cover. Enemy found if theres one or more buildings present. Otherwise no enemy in this section No enemy in this section.
QRS
+1d6 if the group is in cover +1d6 if the NP side has twice as many figures on the board
Result If outnumber the enemy the group will split into two groups of equal size. One group will move to position, preferably in cover, to fire while a second group will encircle to the left (1-3) or right (4-6) flank to attack the enemy. Otherwise will seek cover in range of own weapons to fire at enemy. If enemy retires will follow. If outnumber the enemy will move to position, preferably in cover, to fire at the enemy. Otherwise will seek cover and remain in place. If attacked to a flank they will retire. If outnumber the enemy will seek cover and remain in place. If attacked to a flank they will retire. Otherwise will halt in place.
Pass 0d6
QRS
FOCUS TEST *
Fire. Chargers carry on. Retrieving wounded carry on. Others outgunned will Duck Back Others return fire. All will charge into melee.
Those in cover move normal speed. Others move up to 1.5X normal distance. Snap fire. Chargers snap fire. Retrieving wounded carry on. Those in cover snap fire. Others will Duck Back. Those in cover snap fire instead. Others will charge into melee. Those charged to the rear will melee but with penalties. All cannot fire but will melee normally. If figure in cover will carry on. Otherwise retire. If no others carrying on within 4 then duck back. Otherwise carry on. Halt and lose focus. All are out of the fight.
Those that can will fire and melee normally. Those that cannot fire will melee normally. Carry on.
RALLY (LDR)*
Carry on.
MAN DOWN *
LEADER LOST*
QRS
FREE!