The Three CRs and Swordplay
The Three CRs and Swordplay
INTRODUCTION
and short exercises in the Stop boxes. We’ve broken the rules
down into smaller pieces to make them easier to learn. Yes, I
know some of you may have experience, but you should still
use the Stop boxes, as our mechanics may be a bit different
Chain Reaction 2023 is a set of man-to-man combat rules that from what you’ve played before.
can be played in a variety of periods and with any figures you
may already have. If you have a question about the rules, just keep reading, as the
answer will be coming along shortly.
Games are very fast, just like real gunfights, and multiple
games can be finished in two hours or less. Chain Reaction However, if you can’t find the answer, check out the THW
2023, like all THW games, is designed to be played solo, link below for answers to questions and free downloads.
cooperatively – all players on the same side – or competitively https://twohourwargames.proboards.com
– head-to-head.
Use Facebook? Check out the Two Hour Wargames Gaming
Before we go into detail about the game let's explain the Group as well as the Two Hour Wargames business page.
cornerstone of all THW games, the Reaction System.
You can expect a response within 24 hours.
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. Here’s an example
using one figure on each side.
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CHAIN REACTION 2023
Each Counter has a picture of the Character and its Reputation
NEEDED TO PLAY (page 5). You can use any Counter to represent any Character.
It’s up to you!
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CHAIN REACTION 2023
GRUNTS – These Characters do not represent a player.
CLASS
•
Grunts are controlled by the game mechanics and are
also referred to as Non-Player Characters – NPCs.
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CHAIN REACTION 2023
• A Psy Blast can be aimed at a Charging figure. Example – A Goblin and an Eskelin Band start a Fight. The
Men win on the Action Table and it’s time for the Caster to
Cast a Spell. He targets the figure matched up across from
Example – The Leader of the Band is a Rep 4 Psy. We roll on him and two other figures, one to the left and one to the right
the Action Table versus a Rep 4 Exotic Leader. The Psy wins of the first target.
so fires off a Psy Blast. She targets the Leader matched up
across from her and two other figures, one to the left and one I roll 2d6 versus his Rep and score a 4 and 6 – passing 1d6,
to the right of the opposing Leader. the 4. The first target isn’t affected as the result is not higher
than his Rep of 4. The two Rep 3 NPCs go Out of the Fight as
I roll 2d6 versus her Rep and score a 4 and 6 – passing 1d6, the 4 is higher than their Rep. The other Gobbo goes to the
the 4. The opposing Leader isn’t affected as the result is not Stay or Go Table.
higher than his Rep. The two Rep 3 NPCs go Out of the Fight
as the 4 is higher than their Rep. The Leader goes to the Stay It rolls 2d6 versus Rep and passes 2d6. It is armed with a
or Go Table. Melee Weapon so charges the Caster. The Caster cannot fire
off another Spell as it could if it was a Ranged Weapon armed
He rolls 2d6 versus Rep and passes 2d6. He fires back and figure. Looks like tough times for the Caster!
misses. The Psy rolls on the Stay or Go Table and passes 1d6,
becoming Shaken! She can still fire back but at -1 to Rep.
STOP!
I roll 2d6 and score a 3 and 3 – passing 2d6. The total is
higher than the Rep 4 Leader, so he goes Out of the Fight.
CASTERS You will use six-sided dice, called d6, in four ways. I roll 2d6
versus a Rep 4 Mover and score a 3 and 5. How many d6 did I
We’re adding some Magic to the rules. First question. Who pass? What does a result of 3 convert to when rolling a 1/2d6?
can have Casters? Here’s how we do it:
Stars have two Advantages: Star Power and Free Will. Star
• Only Men and Elves can have Casters. Yes, you can Power reduces damage and Free Will allows the Star and his
be or Recruit a Caster to your Band. Band to Leave the Fight without having to roll any d6.
• There is a chance (1) that when you meet an NPC
Band that there could be a Caster with it. We’ve grouped similar Professions into four Classes. Movers
• There can only be one Caster per side in a game. So are at the top of the social standing while Criminals are at the
when there are multiple Bands, only one could have a bottom. If playing a specific period, just use the applicable
Caster. Class.
• An NPC Caster will be the Leader so roll it up
normally.
• You can Recruit a Caster if you want. Just roll up the
NPC normally and roll 1d6. Score a 1 and it’s a
Caster. If in your Band, you count as the Leader.
ATTRIBUTES
Attributes further define the Characters. Using them will really
CASTING THE SPELL make Characters unique, but if you desire a more vanilla
Think fireball. The target receives damage. Here’s how we do game, simply do not use them. Use the Class Lists (page 16)
it: we’ve provided for the Grunts, but for the Stars? That’s you!
Pick two and for a little more fun, make one negative!
• When Active, instead of Shooting the Caster fires off
the Spell, but only once. • Consult the Attributes Table.
• Use the Shooting Table normally. • Roll 2d6 and add the results.
• Has Target Rating of 3. • Go to the appropriate row and across to see the
• The 2nd and 3rd target modifier is NOT counted. Attribute.
• When taking the Stay or Go Test and the Caster can
shoot, fire off a Damage Spell but only at one
shooter.
• If the Caster becomes Shaken count a -1 to Rep when
Casting subsequent Spells.
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CHAIN REACTION 2023
2 ATTRIBUTES targets, rolling one time on the Shooting Table (page
9) and applying it to both targets.
(Added together) • AUTO – Includes Machine Pistol, Assault Rifle, and
Submachineguns used by the military. You can fire at
# BASICS up to three targets, rolling one time on the Shooting
2 COWARD: Treat Shaken as Leave the Fight! Table (page 9) and applying it to all three targets.
3 RUNT: Count Rep at 1 point less than actual when
4
in Melee.
SLOW TO REACT: Count Rep at 1 point less than
TARGET RATING
actual on the Action Table. Each Ranged Weapon has a Target Rating equal to the number
5 NEAR SIGHTED: Count Rep at 1 point less than of targets it can fire at. So a Single has a Target Rating of 1,
actual when Shooting. Burst is a 2, and Auto is a 3.
6 NOTHING: Nothing bad, nothing good. This comes into play on the Stay or Go Table (page 13). If
7 NOTHING: Nothing bad, nothing good. fired on by a higher Target Rating Weapon than what the
8 NOTHING: Nothing bad, nothing good. figure is armed with, it counts its Rep at 1 point lower than
9 RAGE: Count Rep at 1 point higher than actual actual.
when in Melee.
10 CRACK SHOT: Count Rep at 1 point higher than
actual when Shooting.
11 QUICK REFLEXES: Count Rep at 1 point higher
than actual on the Action Table.
RECRUITING YOUR BAND
12 HARD AS NAILS: Counts 1st Out of the Fight when
shot at as a Miss or as a -1 to Rep instead if in If you have Band Members from other THW rule sets, just
Melee. bring them into Chain Reaction 2023. Otherwise, you start
your career alone, but can recruit Grunts to form your Band.
Here's how we do it:
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CHAIN REACTION 2023
MOVEMENT
COMBAT RULES Normal movement is 8” per Turn. Chargers can move up to
12”. Want to move faster?
• Roll 2d6 versus the Rep of the Band Leader.
Chain Reaction 2023 is all about your Story. Think of your
games as chapters in a book or scenes in a movie. You will see • Pass 2d6 and the Band moves up to 16”.
the mechanics we use in Chain Reaction 2023 allow you to • Pass 1d6 and the Band moves up to 12”.
build your Story quickly. Having a set of combat rules that are • Pass 0d6 and the Band moves up to 4”. Sorry,
clunky and slow would detract from, instead of enhancing, you couldn’t get the Band organized to make the
your Story. That’s why we made this combat system easy to run!
learn and play, yet still give you realistic results. All that while Example – Sgt. Barnes (Rep 4) has four Grunts in his Band.
gaining Fame and Fortune (page 18). He wants to move fast so rolls 2d6 and scores a 2 and 5 –
BTW – These rules are deadly and unforgiving! passing 1d6. The Band moves 12” and the front man comes
into sight of the enemy. The rest of the Band are moved up into
sight and the two sides are matched up (page 7).
LEADERS
Bands of Characters, yours and your opponents will always RANGES
have a Leader. Here’s how we do it:
Ranged Weapons (page 5) have the following ranges.
• The Star is always the Leader of the Band. • Pistols 12”.
• A Temporary Leader is the Character with the • Muskets, Bows, Crossbows, & Military Submachine
highest Rep in the Band when a Leader is not with guns 24”.
the Band or is Out of the Fight.
• Rifles 48”.
LEADER FUNCTION WHO MOVES FIRST
The Leader’s Rep is used when rolling on the Action Table
At the start of the Turn (page 7) each side rolls 1d6 and the
(page 8). Star Leaders can have the Band Leave the Fight
high side goes first. Re-roll any ties.
without having to roll any d6.
IN SIGHT
Terrain such as Woods, Buildings, Hill etc. will block the line
of sight between Bands so they may not be seen. Bands at the
edge of the terrain can see and be seen. Those 2” or more into
the terrain cannot be seen from outside the terrain.
If you enter into In Sight with part of your Band unable to see
or be seen, only the visible members are counted as a Band for
the ensuing combat. Note that terrain is considered cover and
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CHAIN REACTION 2023
negates the First Fire (page 8), which only applies to targets The figure is laid face up on its back. The Character
not in cover. Now go to the Action Table (page 8). can be seen.
TURN SEQUENCE
After Characters are in sight on the Tabletop or on the Battle
Board, the Fight begins. Here’s how we do it:
• Consult the Action Table (page 8).
• Modify the Rep of each Leader by any applicable
Example – Both sides have been placed on the Battle Board Modifier.
with the figures matched up against each other. The Leaders, • Each Leader now rolls 2d6 versus its Rep.
A and 1, are matched up across from each other. • Determine how many d6 are passed (page 2).
• Add the scores of the passed d6.
• The Band with the higher score is Active, and each
ON THE BATTLE BOARD OR TABLETOP figure will now act based on the Actions listed. If the
All combat occurs on the Battle Board or Tabletop and how d6 scores are the same, then both sides act
the figure or Counter is placed denotes its status. Here’s how simultaneously!
we do it: • Both sides may be forced to roll on the Stay or Go
• Carry On – When on the Battle Board, turn the Table (page 13).
Carrying On (fully functional) Counter so its head is • When the figures in both Bands have finished all the
facing the enemy. The figure is facing the enemy. required rolling on the Shooting, Melee, and Stay or
The Character can see and be seen. Go tables, the Bands return to the Action Table.
• Repeat the process until one or both Bands Leave the
Fight (page 10). Yes, both sides could Leave the
Fight at the same time!
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CHAIN REACTION 2023
SHOOTING
Example – Billy Pink (Rep 5) and Sooze are having a
Confrontation with 3 NPC Gangers. Billy rolls 2d6 and scores
a 1 and 5, passing 2d6.
The Gang Leader (Rep 4) rolls 2d6 and scores a 2 and 2 and If a figure has a Single, Burst, or Auto, it can shoot during the
passes 2d6. Fight, often multiple times.
Billy’s total was 6, the Ganger 4. Billy’s Band fires first. Billy
and Sooze shoot, and the Gangers return fire, rolling on the FIRST FIRE
Stay or Go Table when required.
When the shooting starts, Characters will run for cover. We
After both sides have finished shooting, Sooze is Out of the have made this abstract so as not to slow down game play.
Fight and so is one Ganger. Billy now rolls 2d6 on the Action Here’s how we do it:
Table again and scores a total of 7. The Ganger scores 5.
Billy fires first and takes out both Gangers. • The Band that fires first at the start of the Fight gains
an advantage.
As only one Band remains, Billy’s, the Fight is over. Time to • The Band being fired on first counts its Rep at one
see if Sooze recovers (page 13). point lower for the first round of fire. This is called
the First Fire bonus.
• No firing during the rest of the Fight gains the First
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CHAIN REACTION 2023
• The shooter now rolls 2d6 versus its Rep and
determines how many d6 are passed. The shooter
rolls only once even if firing at multiple targets.
• The Rep of the 2nd target counts 1 point higher than it
actually is.
• The Rep of the 3rd target counts 2 points higher than
it actually is.
• If the passing d6 total score is higher than the Rep of
the target, the target has been hit and goes Out of the
Fight.
• If the passing d6 total score is equal or less than the
target Rep it immediately does one of these actions.
• If can shoot: Go to Stay or Go Table.
Example – In the picture above, the numbers side has won on • If can’t shoot: If armed with a Melee Weapon
the Action Table and will now target the opposing figures. 1 will charge or continue charging, go to Melee
and A are matched up as they are the Leaders. 3 matches up Table. If not, go to the Stay or Go Table.
to D, 4 to C and 2 to B. As all the alphabet figures have been • If already Shaken: Leave the Fight!
matched up, 5 targets B as it is the closest enemy.
If the alphabet side had been Active it could only target four
figures.
SHOOTING
2 SHOOTING
WHEN YOU CAN SHOOT (Taken versus Rep)
Characters with Ranged Weapons can fire in three ways: A score of “6” is always a failure.
• Add total of all passing d6.
• When Active.
• Apply result to targets.
• When being charged (page 11).
• Apply any applicable modifiers.
• When directed to return fire by the Stay or Go Table
MODIFIER
(page 13).
Shooting will continue between matched up figures until one Crack Shot: Count Rep at 1 point higher than actual.
of them goes Out of the Fight or Leaves the Fight! First Fire: Count Target Rep at 1 point less than actual.
Hard as Nails: Counts 1st Out of the Fight as a Miss.
Near Sighted: Count Rep at 1 point less than actual.
Example – Billy Pink (Rep 5) has won on the Action Table and 2nd Target: Count Target’s Rep at 1 point more than actual.
fires at an Exotic, a Bounty Hunter (Rep 4). He misses the 3rd Target: Count Target’s Rep at 2 points more than actual.
Bounty Hunter who now goes to the Stay or Go Table (page RESULT
13). Hit or Miss:
The Bounty Hunter, remember he lost on the Action Table, • If passing d6 total is higher than Rep of Target – Out
rolls 2d6 and scores a 2 and 3. Passing 2d6 he can now fire of the Fight.
back at Billy. He misses. • If passing d6 total is equal to or less than Rep of
Target – Target missed.
Billy goes to the Stay or Go Table, passes 2d6, and fires back. • If can shoot: Go to Stay or Go Table.
He takes the Bounty Hunter Out of the Fight. Remember, fire
• If can’t shoot: If armed with a Melee Weapon
between two figures continues until one goes Out of the Fight
will charge or continue charging, go to Melee
or Leaves the Fight!
Table. If not, go to the Stay or Go Table.
• If already Shaken: Leave the Fight!
HOW TO SHOOT
When it’s time to shoot we use the same procedure regardless
of the number of figures targeted by the shooter. Here’s how
we do it:
• The shooter declares which figures it will target.
• Consult the Shooting Table (page 9).
• Apply any applicable Modifiers.
© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023
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CHAIN REACTION 2023
Example – Sooze (Rep 4) is armed with an Auto and fires at Example – Fast Eddie (Rep 5) is in Melee with two Joes (Rep
three Gangers. 3). Should be pretty easy, right? Fast Eddie passes 2d6 and so
does each Joe. As they pass the same number of d6, all suffer
She rolls 2d6 and scores a 2 and 3. She has passed 2d6 for a
a -1 to Rep. The Joes drop to Rep 2, but as Eddie is fighting
total of 5.
two opponents, he suffers two -1 to Rep and is now Rep 3!
The Gangers are all Rep 4. The first Ganger goes Out of the
Another round of Melee is immediately fought. Eddie passes
Fight as the 5 is higher than its Rep of 4.
2d6 and so does one of the Joes. They both suffer another -1 to
The second Ganger targeted counts its Rep at 1 point higher, Rep. The other Joe passed 1d6, less than Eddie, so goes Out of
i.e. Rep 5. He is missed and goes to the Stay or Go Table. the Fight.
The third Ganger targeted counts its Rep at 2 points higher, so Finally Eddie, now Rep 2, takes out the last Joe, now Rep 1.
Rep 6. He is missed and goes to the Stay or Go Table. As the Melee is over, Eddie’s Rep returns to 5.
Both roll 2d6 on the Stay or Go Table. One goes Shaken (page
10) but returns fire. The other Leaves the Fight. OUT OF THE FIGHT
The Character has taken damage and falls to the ground. Out
of the Fight until the Fight is over.
DAMAGE If a Band Leaves the Fight each figure can carry off one Out
of the Fight figure. If a Band Member is left behind, regardless
of what happens the rest of the game, you don’t gain any Fame
We use four types of damage in Chain Reaction 2023. From Points (page 18).
least to worst, we have:
• Shaken. LEAVE THE FIGHT
• -1 to Rep.
Okay, technically the figure doesn’t take any physical damage,
• Out of the Fight. but it does run from the Fight. When a figure Leaves the Fight
• Leave the Fight. remove it from the Battle Board. After the Fight has stopped it
could return to the Band by rolling on the Recovery Table
SHAKEN (page 13).
Not physical but emotional damage. The Shaken Character’s Example – Jim Bob Joe has been fired on by two enemies and
confidence is shaken and it could easily Leave the Fight if shot must roll on the Stay or Go Table. He passes 0d6 and Leaves
at or when passing 1d6 on the Stay or Go Table. the Fight. His Band continues to Fight and ends up winning.
They still have more fighting to do so the game is not over.
Jim Bob Joe will roll to see if he Recovers and returns to the
-1 TO REP game.
During Melee, the figure can have its current Rep reduced by
1 point. Here’s how we do it:
• During the Melee the -1 to Rep result is cumulative
so a figure can have its Rep reduced drastically.
• It is possible for a figure to suffer a -1 to Rep more
than once during the same round of Melee – for
example if fighting two enemies at the same time.
• If a figure reaches “0” Rep it is Out of the Fight.
• If opposing figures reach “0” Rep at the same time,
ignore the result and Fight another round of Melee.
• Continue until only one figure is left.
• After a figure has completed all of its Melees for the
turn, any lost Rep is recovered.
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CHAIN REACTION 2023
OPPORTUNITY CHARGE
MELEE A figure that is missed when shot at and does not have a
Ranged Weapon to return fire with, will charge into Melee
In this section we cover Melee, hand to hand combat. There instead, up to 12” as does the normal charge.
are two ways to Melee, Fist Fight or use a Melee Weapon.
Example – A Viking Warrior (Exotic) is shot at by a Bow
armed Barbarian. The archer misses and the Viking charges
FIST FIGHT into Melee. As he has a Ranged Weapon the archer is in deep
Most characters you will deal with in CR 2023 carry guns. $hit!
The average Joe does not. Okay, maybe some Movers don’t
either. So if you are unarmed and run into a Band, you must
Melee them. It’s a Fist Fight! But if they got guns, well; this is
the Shooting section.
Wait, what if some have guns and some don’t? Your call. �
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CHAIN REACTION 2023
MELEE
STAY OR GO
2 MELEE
(Taken versus Rep) Figures will be directed to the Stay or Go Table in one of two
ways.
A score of “6” is always a failure.
• If directed by the Shooting Table.
MODIFIER
• If all Shooting and Melees by both sides are finished
Hard as Nails: Counts 1st Out of the Fight as -1 to Rep and the Band is outnumbered by three to one or more.
instead.
Example – Billy Pink is shot at by a Mercenary. The
Rage: Count Rep at 1 point higher than actual.
Mercenary misses and Billy is directed to roll on the Stay or
Runt: Count Rep at 1 point less than actual.
Go Table. He fires back and takes out the Mercenary. Later,
Shaken: Count Rep at 1 point less than actual.
after all Shooting and Melees are completed he finds himself
Weapon: Melee Weapon re-rolls 1 failed d6 per round. outnumbered three to one. He must roll on the Stay or Go
Wearing Armor or using a Shield: Negates Melee Weapon Table. Wait. He’s a Star so can choose if and when he wants
re-roll. to Leave the Fight. He decides to leave.
#D6 RESULTS
PASSED TAKING THE STAY OR GO TEST
More Loser: It’s time to take the Stay or Go Test. Here’s how we do it:
• Out of the Fight.
Same All: • Stars can use Free Will (page 3).
• -1 to Rep. Fight another round. Recover • Consult the Stay or Go Table (page 13).
lost Rep after Melee is finished. • Apply any applicable Modifiers.
• Roll 2d6 and determine how many d6 are passed.
• Go down the left-hand column to the appropriate row
Example – Haldor (Rep 5) is a Viking carrying a shield and and across to see the results.
sword. He is facing two Barbarians, one with a bow and one • Immediately carry out the results.
with a sword and shield. He wins on the Action Table and
• Shoot back at the cause of the test.
charges the archer. The archer shoots and misses. Haldor,
• Stay in place if cannot shoot.
because he is charging, does not go to the Stay or Go Table,
and continues into Melee. • Become Shaken (page 10).
• Leave the Fight (page 10).
The Rep 3 Archer rolls 2d6 and scores a 2 and 5, passing 1d6.
Haldor rolls 2d6 and scores a 3 and 6, passes 1d6. But as he
has a Melee Weapon he can re-roll the failed d6 result, the 6,
and does. He scores a 2, so now passes 2d6. He has passed
more d6 than the Archer who now goes Out of the Fight.
Back to the Action Table as all Shooting, Melees, and Stay or
Go Tests have ended. Haldor and the Barbarian roll off.
Haldor passes 2d6 with a 1 and 2 for a passing d6 total of 3.
The Barbarian passes one d6 with a 4 and 6. As the passing
d6 total is higher than Haldor’s, he charges into Melee. Both
can re-roll 1 failed d6 as they both have Melee Weapons.
Wait! Because both have shields, neither of them can re-roll!
Haldor passes 2d6 and so does the Barbarian. Both suffer a -1
to Rep, Haldor to 4 and the Barbarian to 3. Another round of
Melee is fought, Haldor passes more d6 and the Barbarian
goes Out of the Fight. As the Melee is over, Haldor’s Rep
returns to 5.
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CHAIN REACTION 2023
STAY OR GO RECOVERY
2 STAY OR GO 2 RECOVERY
(Taken versus Rep) (Taken versus Rep)
A score of “6” is always a failure.
A score of “6” is always a failure.
Shaken recover to normal after the game.
MODIFIER
STOP!
RECOVERY -1 to Rep occurs during a Melee and is cumulative. However,
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
During the game you can see if the Out of the Fight figures Gangers. Remember that the -1 to Rep can be suffered more
and those that Left the Fight will return. Roll separately for than once during a round of melee. What are the most
each figure. Here’s how we do it: opponents a Character can face at one time in Melee?
• Consult the Recovery Table. Review the Stay or Go Table and what can modify the test.
• Apply any applicable Modifiers. Did you see what happens when fired at by a higher Target
• Roll 2d6 and determine how many d6 are passed. Rated Weapon?
• Go down the left-hand column to the appropriate row
When all Shooting, Melees and Stay or Go Tests are taken, go
and across to see the results.
back to the Action Table. Want to take control of the Fight?
• Immediately carry out the results.
Win on the Action Table. Who rolls on the Action Table? �
• Note that the test is taken after every Fight, often
multiple times during a game! Your Rep 3 Grunt went Out of the Fight while your Rep 4
Grunt Left the Battle Board. Roll for them on the Recovery
Table.
Now that you understand how combat works, try setting up
various Fights on the Battle Board to put the procedures into
practice. Start with one figure per Band and work up to three
until you get the hang of it. After that, you’re set.
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CHAIN REACTION 2023
WHAT ABOUT THE CURE?
ZOMBIES? OF COURSE. Yes, yes, I know. There has to be a Cure. What if my Star gets
infected? Okay, here’s how we do it:
Want zombies? I know you do. �
• If you get infected roll Star Power d6.
• Score one reduce damage and you’re Cured!
REP & ATTRIBUTE • But the Star Power d6 is gone for the rest of your life.
Zeds are Rep 3.
Zeds have the Slow to React Attribute. MORE ZEDS?
Zeds never take the Stay or Go Test but if shot at and missed,
they will always charge into Melee. Shooting could attract more Zeds. But you knew that. Here’s
how we do it:
MELEE AND… INFECTION? • After the Action Test is taken, track how many shots
are fired that Turn.
Zeds can move 6” per Turn on the Tabletop so should easily be • When it’s time to take the Action Test again it’s time
outrun. But when they charge and are excited, who knows? to see if there are more Zeds.
Here’s how we do it: • Before you take the test roll 1d6 for each shot
• The Band rolls 1d6 and reads the result as rolled. fired.
• Add that in inches to the basic 6” move. So we’re • Score a 1, add a Zed.
taking Zeds charge from 7 to 12 inches. Just a little • The added Zeds will always form their own Band.
more suspense. � Add them to the current Fight. Ouch!
If they can contact you, they will, because Zeds can only Example – Billy Pink and Sooze have run into 3 Zeds. Sooze
Melee and they do it a bit differently. Here’s how we do it: fires her Auto and Billy his Burst. Two of the Zeds are taken
• Shoot at a Zed and miss, it will charge into Melee. Out of the Fight. Before rolling on the Action Table I roll 5d6
• Zeds only use 1d6 in Melee, not 2d6. for the shots fired and score a 1, 1, 3, 4 and 6. Two Zeds now
• A maximum of two Zeds can Melee the same figure arrive as a separate Band.
and carried out normally (page 11). However…
If a figure goes Out of the Fight while fighting Zeds, they are
done. Kaput. Finished. The Zeds will stay in place and munch
the body for 1/2d6 Turns. PEFS
If a figure takes a -1 to Rep result when Meleeing Zeds it
could get Infected. Here’s how we do it: PEF stands for Possible Enemy Force and they are used during
every game. By using PEFs, we create a sense of uncertainty
• Count how many -1 to Reps the figure suffers during
as to the number and type of NPCs you will face. If playing
the Fight. The whole Fight; all the rounds of Melee.
head-to-head on a tabletop each side uses 3 PEFs. Only one of
• When the Fight ends roll 1d6 versus the number of -1
them is their Band and players can move their PEFs as
to Rep results the figure suffered.
desired. Figures aren’t placed on the table until revealed.
• If the score is equal to or less than the number of Here’s how we do it:
-1 to Rep results the figure is infected, becomes a
Zed, and is never heard from again. • Divide the tabletop into nine equal size sections,
• If the score is greater than the number of -1 to three rows of three. Label them from 1 to 9.
Rep, the figure is okay.
Example – Jim Bob Joe is in Melee with a Zed and suffers a -1
to Rep before he takes it Out of the Fight. After the Fight is
over he rolls 1d6 and scores a 2. Jim Bob Joe is okay.
The next Fight he suffers two -1 to Rep results. After that Fight
he rolls 1d6 and scores a 2. Jim Bob Joe is infected. The good
news is he stays like a human until the game is over but after
that? Never heard from again.
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CHAIN REACTION 2023
(page 8) only applies to targets who are fired on
while not in cover. All Bands will move through
•
cover when given the chance.
Place your Band in section 7, 8, and/or 9; you choose.
GAME ON!
• Roll 1d6 and place a PEF (possible opposing Band)
in the corresponding section, in cover if available. Okay, so you’ve resolved a PEF as the enemy Band. Who are
More than one PEF can occupy the same section. they? How many of them? We got you covered.
• Roll 1d6 for each side. High score moves first. The When a PEF is resolved as enemy there is a Fight. This means
PEFs (page 14) will always move towards your Band. that there can be multiple Fights in the same game.
PEFs move from the closest one to your Band to the
one farthest away. Example – Billy Pink rolls for PEFs and scores a 2. Okay, so
• When you come into sight of a PEF resolve it (page there will be 2 PEFs in the game.
15). Billy Pink’s Band resolves the 1st PEF and the shooting starts.
If not playing on the Tabletop and only using the Battle The opposing side Leaves the Fight. Billy resolves a second
Boards, simply resolve the PEFs one after the other as PEF as an enemy Band and another Fight happens. This is the
sequential Fights. last PEF to be resolved so once the Fight is finished, the game
is over.
Example – I want to play on the tabletop so set up a 3x3 foot
square. I divide the table into 9 sections. The three next to me
are 7, 8, and 9. I set up terrain. Some woods, maybe a QUICK NPC GENERATION
building or two. I now roll for PEFs and get 3. I roll 3d6, one Resolved a PEF and need some NPCs? Here’s how to do it:
for each, and score a 2, 4, and 4. That’s two possible enemy
Bands in the same section! • What have you met?
• How many of them have you met?
I place my Band in section 7 and it’s time to roll to see who
• Who are they?
goes first. I score a 3, the PEFs a 4. They go first. The PEFs in
section 4 will move first. I roll one up randomly and move it
into my section, 7 and into sight. It is resolved as nothing. The WHAT ARE THEY?
second PEF is resolved as an enemy Band, and we set up the
There’s two ways to do this. If you’re playing a historical time
Fight.
period like WW2 or the American Civil War, then you have
met enemy soldiers. Use the Exotic List (page 16). Just be sure
HOW MANY PEFS to swap out the Weapons as needed.
At the start of each game, roll 1/2d6 (page 2). That’s how If you’re just playing Chain Reaction 2023 on the fly, as
many PEFs you could meet during the game. written, we use the What Are They Table. Here’s how we do
it:
RESOLVING PEFS • Consult the What Are They? Table.
• Roll 2d6, add the scores, and go down the left-hand
When you meet a PEF it’s time to see what it is. Don’t worry
column to the appropriate row.
from what direction the forces are coming from as we always
• Go across the top row to the appropriate Class that
turn the opposing forces to face. Here’s how we do it:
you are playing, then down to the appropriate row for
• Roll 1/2d6. the 2d6 result.
• If the result is equal or less than the number of the • This is the enemy you have met.
PEF you are resolving you have met something.
• If the result is higher than the number of the PEF you
are resolving then you have not met anything.
• Once a PEF is resolved, it is removed from the game.
• If you get to the last PEF and have not met an enemy
Band, then it will automatically be an enemy Band.
Example – I start the game in section 7 and decide to move
into section 4 where there is a PEF. I roll 1/2d6 and score a 2.
As this is the second PEF I am resolving it’s an enemy Band. I
can go to the Battle Board and set them up or I can play on
the tabletop.
15
CHAIN REACTION 2023
2 WHAT ARE THEY? CRIMINAL
(Added together ) # REP WEAPON ARMOR ATTRIBUTE
# MOVER JOE EXOTIC CRIMINAL 1 5 Burst No Quick Reflexes
2 4 Burst No Nothing
2 Mover Exotic Mover Mover 3 4 Single No Rage
3 Mover Mover Mover Mover 4 4 Auto No Runt
4 Mover Joe Joe Exotic 5 3 Single No Nothing
5 Joe Joe Joe Joe 6 4 Single No Hard as Nails
6 Joe Joe Joe Joe 7+ 3 Single No Nothing
7 Joe Joe Joe Joe
8 Joe Joe Exotic Exotic
9 Exotic Exotic Exotic Criminal EXOTIC
10 Exotic Criminal Criminal Criminal # REP WEAPON ARMOR ATTRIBUTE
11 Criminal Criminal Criminal Criminal
12 Criminal Criminal Criminal Criminal 1 5 Burst No Rage
2 4 Burst No Hard as Nails
Example – Billy Pink is an Exotic. I resolve a PEF and must 3 4 Burst No Runt
see who he has met. I roll 2d6 and score a 3 and 4 for a result 4 4 Burst No Quick Reflexes
of 7. Billy has met Joes, but how many? 5 3 Auto No Nothing
6 4 Single No Runt
7+ 3 Burst No Nothing
HOW MANY HAVE YOU MET?
You know who you’ve met, now it’s time to see how many of
them there are. Here’s how we do it:
JOES
• Roll 1/2d6: # REP WEAPON ARMOR ATTRIBUTE
• (1) = One less than Band but never less than one. 1 5 X No Nothing
• (2) = Same as Band. 2 4 X No Nothing
• (3) = One more than Band. 3 3 X No Rage
Playing Zombies? Then add 1/2d6 more to their number. 4 4 X No Slow to React
5 3 X No Nothing
Example – Billy Pink is alone and resolves a PEF. He rolls 6 3 X No Coward
1/2d6 and scores a 3. There are two Zeds. He rolls a second 7+ 3 X No Nothing
1/2d6 and scores another 3. He has met 5 Zeds!
MOVERS (1)
WHO ARE THEY?
# REP WEAPON ARMOR ATTRIBUTE
You know what you’ve met, now it’s time to see how many of
them there are. Here’s how we do it: 1 4 Single No Runt
• Go to the appropriate List (page 16) for the Class of 2 3 X No Nothing
NPCs you have met. 3 5 Single No Rage
• Roll 1/2d6. Go down the left-hand column to that 4 4 X No Slow to React
row. That is the Leader of the NPCs. Want a tougher 5 4 X No Nothing
game? Roll 1d6 and if the score is the same as the 6 3 X No Coward
1/2d6 result, the NPC Leader is a Star with all the 7+ 4 X No Nothing
benefits. (1) = Chance (1-3) of having 1 Exotic Bodyguard rolled randomly.
• Go down the subsequent rows for the rest of the
NPCs.
16
CHAIN REACTION 2023
Example – Billy Pink has met three Joes. I roll 1/2d6 and
score a 2. The Joe on row two of the Joe List is the Leader.
GOBLINS
The 3rd and 4th rows are the other two NPCs. I roll 2d6 for # REP WEAPON ARMOR ATTRIBUTE
Attributes for each NPC, starting with the Leader, and score a
1 4 Melee Yes Runt
10 – Rage, 5 – Slow to React and 7 – nothing. The Leader is
2 4 Melee Yes Runt
going to be a pain because they are unarmed and a Fist Fight
3 4 Melee Yes Runt
(page 11) is coming,
4 4 Melee Yes Runt
5 3 Single No Runt
NPC GENDER 6 3 Melee Yes Runt
Need a Gender? NPCs will be male (1 – 3) or female (4 – 6). 7+ 3 Single No Runt
Or just use whatever Gender works for your figure or Counter.
MEN
PLAYING ZEDS?
# REP WEAPON ARMOR ATTRIBUTE
When you play games with Zombies you could run into them
but not all the time. Here’s how we do it: 1 5 Melee Yes Hard as Nails
• Roll 1d6. 2 4 Melee Yes Rage
• (1, 2, or 3) = Zeds. 3 4 Melee Yes Rage
• (4 or 5) = Humans. Roll them up. 4 4 Melee Yes Nothing
• (6) = Zeds. 5 4 Single No Crack Shot
6 4 Melee Yes Nothing
7+ 3 Single No Nothing
PLAYING SWORD & SORCERY?
In Chain Reaction 2023 you can play with swords, bows, ORCS
armor etc. (page 11). Well, we’re going to add some Fantasy
Lists. Use as little or as much as you want. # REP WEAPON ARMOR ATTRIBUTE
We use the same Attributes and Band Rosters. 1 5 Melee Yes Rage
2 4 Melee Yes Slow to React
3 4 Melee Yes Slow to React
DWARVES 4 4 Melee Yes Slow to React
# REP WEAPON ARMOR ATTRIBUTE 5 4 Single No Slow to React
6 3 Melee Yes Slow to React
1 5 Melee Yes Hard as Nails
7+ 3 Single No Slow to React
2 4 Melee Yes Hard as Nails
3 4 Melee Yes Hard as Nails
4 4 Single No Nothing SKELETAL UNDEAD (1)
5 4 Melee Yes Hard as Nails
# REP WEAPON ARMOR ATTRIBUTE
6 4 Melee Yes Hard as Nails
7+ 3 Single No Nothing 1 3 X Yes Slow to React
2 3 X Yes Slow to React
3 3 X No Slow to React
ELVES 4 3 X No Slow to React
# REP WEAPON ARMOR ATTRIBUTE 5 3 X No Slow to React
6 3 X No Slow to React
1 5 Single No Crack Shot
7+ 3 X No Slow to React
2 4 Single No Crack Shot (1) Never Leaves the Fight.
3 4 Single No Crack Shot
4 4 Single No Crack Shot
5 4 Melee Yes Nothing
6 4 Melee Yes Nothing
7+ 3 Single No Crack Shot
17
CHAIN REACTION 2023
STOP!
Review how tabletop play is done. How is the First Fire rule
affected? How are the enemies placed on the table? How
many of them are there and how do you know when you have
met them?
PEFs are Possible Enemy Forces. You don’t know what you
have met until you resolve the PEFs. How do you resolve
them?
You have run into the enemy. You have a band of 5. You roll
a 3 with the 1/2d6. How many enemy have you run into?
Review how to generate the NPCs. Where do you start?
18
CHAIN REACTION 2023
“Don’t rightly know Jessie,” replied Frank. “But I reckon
we’re gonna find out pretty soon. So what’s yer story
pardner?”
************
Stay tuned. �
19
CHAIN REACTION 2023
BAND ROSTERS ACTION
Here are some Band Rosters that you can use if needed.
2 ACTION
PEF (Taken versus Leader Rep)
A score of “6” is always a failure.
# REP WEAPON ATTRIBUTE
• The Leader of each Band rolls 2d6 versus its Rep.
1 • Add total of all passing d6.
2 • The higher scoring Leader’s Band will fire first.
3 • If tied, then fire is simultaneous and both count as First Fire.
4 MODIFIERS
5
Quick Reflexes: Count Rep at 1 point higher than actual.
6
Slow to React: Count Rep at 1 point less than actual.
7
ACTION
PEF •
•
If have Ranged Weapon– Shoot.
If no Ranged Weapon – Charge into Melee.
# REP WEAPON ATTRIBUTE
1 SHOOTING
2
3 2 SHOOTING
4 (Taken versus Rep)
5 A score of “6” is always a failure.
6
• Add total of all passing d6.
7
• Apply result to targets.
• Apply any applicable modifiers.
PEF MODIFIER
# REP WEAPON ATTRIBUTE Crack Shot: Count Rep at 1 point higher than actual.
First Fire: Count Target Rep at 1 point less than actual.
1
Hard as Nails: Counts 1st Out of the Fight as a Miss.
2
Near Sighted: Count Rep at 1 point less than actual.
3
2nd Target: Count Target’s Rep at 1 point more than actual.
4
3rd Target: Count Target’s Rep at 2 points more than actual.
5
RESULT
6
7 Hit or Miss:
• If passing d6 total is higher than Rep of Target – Out
of the Fight.
PEF • If passing d6 total is equal or less than Rep of Target
# REP WEAPON ATTRIBUTE – Target missed.
• If can shoot: Go to Stay or Go Table.
1 • If can’t shoot: If armed with a Melee
2 Weapons will charge or continue charging, go
3 to Melee Table. If not, go to the Stay or Go
4 Table.
5 • If already Shaken: Leave the Fight!
6
7
20
CHAIN REACTION 2023
MELEE RECOVERY
2 MELEE 2 RECOVERY
(Taken versus Rep) (Taken versus Rep)
A score of “6” is always a failure.
A score of “6” is always a failure.
MODIFIER
MODIFIER
Melee: If lost a Melee to an opponent with a Melee
Hard as Nails: Counts 1st Out of the Fight as -1 to Rep
Weapon count a -1 point to Rep.
instead.
#D6 RESULT
Rage: Count Rep at 1 point higher than actual.
PASSED
Runt: Count Rep at 1 point less than actual.
Shaken: Count Rep at 1 point less than actual. 2 I’m good!
Weapon: Melee Weapon re-rolls 1 failed d6 per round. • Return at normal Rep.
Wearing Armor or using a Shield: Negates Melee Weapon 1 Going, going…
re-roll. • Out of the Fights immediately re-take
#D6 RESULTS test counting pass 1d6 as pass 0d6.
• Left the Fights count as passing 0d6.
PASSED
0 Gone.
More Loser: • Never heard from again.
• Out of the Fight.
Same All:
• -1 to Rep. Fight another round. Recover
lost Rep after Melee is finished.
STAY OR GO
2 STAY OR GO
(Taken versus Rep)
A score of “6” is always a failure.
Shaken recover to normal after the game.
MODIFIER
Coward: Treat Shaken as Leave the Fight!
Fired at by a higher Target Rated Weapon = -1 to Rep.
# D6 RESULT
PASSED
2 All: Fire – Go to Shooting Table.
1 Become Shaken: Count as Shaken for the rest
of the Fight.
• If can shoot – go to Shooting Table.
• If cannot – remain in place.
If already Shaken: Leave the Fight!
0 Leave the Fight!
21
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
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
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.
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
3
CHAIN REACTION 2015
4
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.
4.1.3 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.
5
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.
6
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.
7
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
8
CHAIN REACTION 2015
In this picture we see a four figure group. All of the figures are
within 4" of another figure and LOS.
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.
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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.
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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.
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CHAIN REACTION 2015
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.
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CHAIN REACTION 2015
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.
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CHAIN REACTION 2015
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:
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CHAIN REACTION 2015
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).
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CHAIN REACTION 2015
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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CHAIN REACTION 2015
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.
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CHAIN REACTION 2015
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.
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CHAIN REACTION 2015
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!
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CHAIN REACTION 2015
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.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 8/16/2015
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CHAIN REACTION 2015
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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CHAIN REACTION 2015
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.
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CHAIN REACTION 2015
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.
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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CHAIN REACTION 2015
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:
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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CHAIN REACTION 2015
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.
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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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CHAIN REACTION 2015
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.
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CHAIN REACTION 2015
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
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CHAIN REACTION 2015
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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CHAIN REACTION 2015
Moving side wins only if scores more successes. A result of two or more “ones” means out of ammo.
# 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
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CHAIN REACTION 2015
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
33
SWORDPLAY
WELCOME TO THE THW WORLD!
What: A free introduction to the Gaming System used by THW
Game Design and Two Hour Wargames.
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.
1
SWORDPLAY 2018
Casting Spells .................................................................... 16 Forces ................................................................................ 22
Casting Damage................................................................. 16 Deployment ....................................................................... 22
NPC Spell Casting ............................................................. 16 Special Instructions ........................................................... 22
Shooting ................................................................................. 16 Loot and Destroy ............................................................... 22
Cover ................................................................................. 16 Are They Friends or Foes? ................................................ 22
How to Shoot ..................................................................... 17 Rescuing the Hostages ...................................................... 22
Shooting Damage .............................................................. 17 Character Journal .............................................................. 23
Melee ..................................................................................... 17 Character Journal .............................................................. 23
Retrieving Wounded .......................................................... 17 Character Journal .............................................................. 23
Damage .................................................................................. 18 Character Journal .............................................................. 23
Obviously Dead ................................................................. 18 Character Journal .............................................................. 23
Out of the Fight ................................................................. 18 Character Journal .............................................................. 23
-1 to Rep ............................................................................ 18
Will to Fight ........................................................................... 18
After the Encounter ................................................................ 18
Rep Adjustment ................................................................. 18
Playing the Game ................................................................... 19
PEFs ....................................................................................... 19
How Many PEFs................................................................ 19
Resolving PEFs ................................................................. 19
Who Are They? ................................................................. 19
How Many of Them?......................................................... 20
Are They Friends or Foes? ................................................ 20
Encounters ............................................................................. 20
Next Encounter .................................................................. 20
Explore ................................................................................... 21
Objective ........................................................................... 21
Forces ................................................................................ 21
Deployment ....................................................................... 21
Special Instructions ........................................................... 21
Are They Friends or Foes? ................................................ 21 WHEN YOU’RE READY FOR MORE…
Defend.................................................................................... 21
Objective ........................................................................... 21
Forces ................................................................................ 21
Deployment ....................................................................... 21
Special Instructions ........................................................... 21
Raid ........................................................................................ 22
Objective ........................................................................... 22
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
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SWORDPLAY 2018
No two games will ever play out the same. • Six-sided dice, referred to as d6. It is best to have
three per player.
Now let’s get started! • Counters or any combination of metal, plastic or
paper minis in a consistent scale of your choice.
WORD OF ADVICE Heck, you can even play with pen and paper.
Be sure to read the rules one section at a time and do the • An 8” x 10” flat area that we call the Battle Board.
review and easy exercises in the Stop boxes. We’ve broken the This can just be a space on the table, but we’ve
rules down into smaller pieces to make it easier to learn. Yes, I included one for your use.
know some of you may have gaming experience, but still
should use the Stop boxes as our mechanics may be a bit THE DICE – D6
different than what you’ve played before.
During the game, you will be required to roll dice in one of
If you have a question about the rules keep reading as the four ways. Here’s how we do it:
answer will be coming along shortly. But if you can’t find the
answer check out the THW Forum link below for answers to • TAKEN VERSUS REP: Roll 2d6 and compare each
questions and free downloads. score versus the Rep (page 10) of the Character. If
the d6 score is equal or less than the Rep, the d6 has
http://site.twohourwargames.com/forum/index.php been passed. You can pass 2d6, 1d6, or 0d6.
You can expect a response within 24 hours.
Example – A Shooter (Rep 4) wants to fire on the Shooting
Table (page 24). I roll 2d6 and score a 1 and 5 – passing 1d6.
• READ THE RESULT AS ROLLED. Read it just like it
says. You may be asked to add the scores together or
roll 1d6 a second time.
• ROLLING A 1/2D6. When you are asked to roll a
1/2d6 roll 1d6.
• 1 or 2 = 1.
• 3 or 4 = 2.
• 5 or 6 = 3.
• WHEN YOU SEE NUMBERS IN PARENTHESIS after a
word, that event will occur if that number is rolled.
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SWORDPLAY 2018
Example – Haldor comes upon a rickety vine bridge. There is
a chance (1) that it is completely destroyed. I roll 1d6 and
score a 4. The bridge is intact, but Haldor must take a
USING THE TABLES
Challenge Test (page 12) to make it across safely.
The tables are easy to memorize and use. In fact, all you need
to play your games are on two pages (pages 24 & 25). Here’s
HOW MANY D6? how we do it:
The number of d6 to roll will be in the upper left-hand corner
of each table. Note that in some THW rules you may have this • Consult the appropriate table for what you are doing
number modified by Attributes and Circumstances found on – Shooting, Melee, Challenge, etc.
some tables! • Roll the number of d6 found in the upper left-hand
corner of the table – usually 1d6 or 2d6.
• Modify the number of d6 rolled by any applicable
CHARACTERS Circumstance or Attribute for that table.
Characters are used on the Battle Board (page 14). Be sure • Go down the left-hand column to the appropriate row
that they are based individually as each represents one for the number of d6 you have passed or result
Character or Creature. scored.
• Go across the row and carry out the result.
USING COUNTERS OR FIGURES
If you want, you can use figures instead of counters to
represent the Characters in the game. Regardless, if you do or
don’t, both are used the same way. Here’s how we do it:
DEFINING CHARACTERS
• Carry On – When Carrying On (fully functional), Swordplay 2018 is played with individual Characters that are
place the counter so its bottom edge is facing the defined in the following ways.
Battle Board edge closest to the player. Place the
figure facing the enemy. The Character can see and • Is it a Star or a Grunt?
be seen by the enemy. • What is its Race?
• Duck Back (page 15) – When Ducked Back (hidden • Does it have any Attributes?
in cover), place the counter so its bottom edge is • What is its Alignment?
facing the Battle Board edge opposite from the • What is its Reputation?
player. Place the figure with its back to the enemy. • What is its Class?
The Character cannot see or be seen by the enemy. • What is its Armor Class?
• Obviously Dead (page 18) – When Obviously Dead
flip the counter over, face down. Lay the figure face
down.
• Out of the Fight (page 18) – When Out of the Fight STARS AND GRUNTS
turn the counter sideways and face up. Lay the figure
face up. The Character can be seen by the enemy. We use two types of Characters, called Stars and Grunts.
Here’s how to read the counters we’ve included in the game.
• STARS – The Star represents you, the player. We
suggest your Star begin with a Reputation of 5.
• GRUNTS – These are the Characters that do not
represent a player. They may be friends or foes and
will come and go as your Story progresses. All
Grunts are controlled by the game mechanics. Your
Grunts will try and do the best they can in the
situations you put them in while trying to stay alive.
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SWORDPLAY 2018
But Stars? That's you. You will see that you have more EXTRAORDINARY EFFORT
freedom, as in real life, to do what you want, as well as some
An Extraordinary Effort is something a Star can do in difficult
distinct advantages that separates you from the Grunts.
situations. Anytime the Star rolls d6 it can choose to use an
Extraordinary Effort and roll a bonus d6. Here’s how we do it:
STAR ADVANTAGES • When the Star rolls d6 he can choose to roll another
As a Star in Swordplay 2018 you have three important d6 and add the result to the original d6 rolled.
advantages – Star Power, Extraordinary Effort and Free Will. • This can be when he is rolling the d6 or after they
have been rolled.
STAR POWER • The Star is allowed only one Extraordinary Effort per
Star Power is the ability of a Character to ignore normally Encounter.
disabling damage. Here’s how we do it: Example – Haldor (Rep 5) is in melee with a Feral Vampire
• Stars start each Encounter with 1d6 of Star Power for (Rep 4). He will roll 2d6 and the Vampire 3d6 as it has the
each point of Rep. So a Rep 5 Star starts with 5d6 Rage Attribute. Haldor rolls 2d6 and passes 2d6. The Vampire
Star Power. rolls 3d6 and passes 1d6!
• Whenever a Star takes damage it rolls its current Star Haldor now chooses to use his Extraordinary Effort and rolls
Power d6. Read each d6 as rolled. another 1d6 and passes. Added to the originally passed 2d6,
• Any result of 1, 2, or 3 reduces the damage by he has passed a total of 3d6, 2d6 more than the Vampire.
one level. Haldor has killed the Vampire.
• Any result of 4 or 5 means the damage stays and
the d6 is retained for future use. FREE WILL
• Any result of 6 means the damage stays, but the
d6 is removed from the Character’s Star Power The Star can choose to leave the Battle Board (page 14), with
for the rest of the Encounter. or without his Band, when taking the Will to Fight Test (page
25) without rolling any dice.
Damage is reduced in the following ways:
Leaving the Battle Board ends the Encounter.
• An Obviously Dead (page 18) result becomes an Out
of the Fight (page 18) result.
• An Out of the Fight result from Shooting becomes a
Duck Back (page 15) result. RACE
• An Out of the Fight in Melee becomes a -1 to Rep
(page 18) result. -1 to Rep damage cannot be Talomir is the THW fantasy world populated by a wide range
reduced. of Races. In Swordplay 2018 you can play as and meet any of
It is possible to reduce damage by multiple levels if you roll them.
several results of 1, 2, or 3.
Example: A Star with a Rep of 5 is in melee. He takes one RACE LISTS
Obviously Dead result. The player rolls 1d6 per point of the The following Race Lists are used to generate Characters.
Star’s Rep or 5d6 in this case. Here’s how we do it:
• The results are 2, 2, 4, 5, and 6. • Go to the appropriate Race List for the type of
• One 2 reduces the Obviously Dead result to an Out of the Character you need.
Fight result. • This will give you the following info:
• The other 2 reduces the Out of the Fight result to -1 to • Type.
Rep. He now has a Rep of 4 and must immediately fight • Class.
another round of melee. • Reputation.
• The 4 and 5 have no effect, but are retained. • Armor Class
• The 6 has no effect, but is discarded for the remainder of • Alignment.
the Encounter. • Gender. Roll 1d6 and apply the score to the
numbers found under the name of the list.
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SWORDPLAY 2018
DWARVES FERAL VAMPIRES
A stout, well-muscled Race, in the old times Dwarves and There are two types of Vampires in Talomir. One is human-
Men lived in harmony. As the realms of Men expanded over like and able to move among Men almost unnoticed. The
the land the Dwarves retired to their mountains content to second type is an animalistic creature intent on satisfying their
mine ore. A few have chosen the life of Mercenary sell swords bloodlust at any time regardless of the consequences. Feral
serving those that pay the most regardless of purpose. Vampires are the second type.
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SWORDPLAY 2018
GOBLINS Example – I decide to have a Thief as my Star. I move him to
the 1st row, making him Rep 5, but keeping all his other stats.
Not the sharpest knife in the drawer, these small wiry
creatures are still to be feared. Not necessarily for their martial
prowess, but for their sheer numbers. When rolling for How OGRES
Many of Them (page 20) they will always have 2 more than The smallest of the Giants, Ogres are human-like in
the actual number generated. Usually sticking to the woods appearance, but larger. Ogres are grouped with Trolls as they
and mountains Goblins can be found as low cost sell swords as are less human in appearance. Ogres are usually found in
well as common brigands. uninhabitable places in human controlled lands. When found
in large numbers they tend to terrorize the locals. Luckily for
GOBLINS them, they are not motivated, content to waylay the careless
Male (1 – 6) traveler.
# TYPE CLASS REP AC ALIGN
OGRES
1 Leader Soldier 4 4 BM Female (1) Male (2 – 6)
2 Grunt Soldier 3 (1 – 4) 4(5 – 6) 2 BM
3 Grunt Soldier 3 2 BM # TYPE CLASS REP AC ALIGN
4 Grunt Soldier 3 2 BM 1 Leader Creature 5 4 BM
5 Grunt Shooter 3 2 BM 2 Grunt Creature 4 (1 – 4) 5 (5 – 6) 4 BM
6 Grunt Soldier 3 2 BM 3 Grunt Creature 4 4 BM
7+ Grunt Shooter 3 2 BM 4 Grunt Creature 4 2 BM
5 Grunt Creature 4 2 BM
• Goblins have the Lightweight Race Attribute (page 9) and 6 Grunt Creature 3 (1 – 4) 4 (5 – 6) 2 BM
the Soldier Class Attribute. 7+ Grunt Creature 3 2 BM
MEN • Ogres have the Slow Mover Race Attribute (page 9).
Men are the most numerous inhabitants of Talomir. They
come in many shapes, sizes, colors and alignments. ORCS
Men are handled a bit differently than the other Races. They Orcs exist to fight and it helps that they are good at it. Ranging
do not have a Race Attribute, but instead they have a Random in size from man-size to larger these muscular creatures can
Attribute (page 9). intimidate a battlefield. But what they have in martial ability
they lack in mental ability. This has caused them to die a
glorious death having been outsmarted by lesser opponents.
MEN
Male (1 – 6) The Orcs have carved out their own lands to the east, but in
Swordplay 2018 they are encountered as Black Moon sell
# TYPE CLASS REP AC ALIGN swords or as raiding bands of brigands, intent upon looting
1 Leader Knight 5 6 N and destroying the weak. Consequently they range all over the
2 Grunt Caster 4 2 N world of Talomir.
3 Grunt Soldier 4 4 N
4 Grunt Shooter 4 4 N ORCS
5 Grunt Thief 4 2 N Male (1 – 6)
6 Grunt Soldier 3 2 N
# TYPE CLASS REP AC ALIGN
7+ Grunt Shooter 3 2 N
1 Leader Soldier 4 (1 – 3) 5 (4 – 6) 4 BM
• Men have a Random Attribute (page 9) and the listed 2 Grunt Soldier 4 (1 – 4) 5 (5 – 6) 4 BM
Class Attribute. 3 Grunt Soldier 4 4 BM
4 Grunt Shooter 4 2 BM
YOUR GAME, YOUR CHOICE 5 Grunt Soldier 4 2 BM
Want to play as a Caster or Thief and be the Star Leader? You 6 Grunt Shooter 3 (1 – 3) 4 (4 – 6) 2 BM
can, just move the Characters up or down the list as desired. 7+ Grunt Soldier 3 (1 – 3) 4 (4 – 6) 2 BM
Be sure to leave the Rep column as its set.
• Orcs have the Slow Mover Race Attribute (page 9) and
the Class Attribute.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
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SWORDPLAY 2018
SKELETAL UNDEAD
Troubled souls that have reincarnated as animated skeletal STOP!
warriors these creatures can be found in darkness, whether this
You can play the game solo, with everyone on the same side
is above ground at night or in the depths of underground
against the game mechanics or head to head against others.
dungeons. Rumor has it that the Skeletal Undead is an
extension of an even darker evil living far to the east. You will need six-sided dice called d6 to play. Passing d6 is
scoring the Rep or less on the d6. If you are rolling 1/2d6 and
SKELETAL UNDEAD (1) score a 5, what does it convert to?
Male (1 – 6) You can use any Characters you want; paper counters, or you
can even play with pen and paper. Just play!
# TYPE CLASS REP AC ALIGN
Your personal Character is a Star. You get 1d6 Star Power for
1 Leader Creature 3 2 BM
each point of Rep. Score a 1, 2 or 3 and reduce damage by one
2 Grunt Creature 3 2 BM
step. If you score a 4 or 5 the damage stays. Score a 6 the
3 Grunt Creature 3 2 BM damage stays and you lose the d6 for the rest of the game.
4 Grunt Creature 3 2 BM
5 Grunt Creature 3 2 BM What is an Extraordinary Effort?
6 Grunt Creature 3 2 BM Grunts are all the other Characters whether friends or enemies.
7+ Grunt Creature 3 2 BM
(1) Never has to take the Will to Fight Test. We use a variety of Races in Swordplay. Review how the
Race Lists provide stats for the Character or Creature.
• Skeletal Undead have the Slow Mover Race Attribute
(page 9).
TROLLS ATTRIBUTES
These creatures are human-like in appearance, but much
larger. Trolls are grouped with Hill and Mountain Giants, but Attributes further define your Characters. Using them will
are less human in appearance, much less. Trolls are usually really make your Characters unique, but if you desire a more
found in uninhabitable places in human controlled lands. vanilla game, simply do not use them.
When found in large numbers they tend to carve out their own
territory, much to the dismay of the local inhabitants. STARS
TROLLS Stars can have three total Attributes.
Female (1) Male (2 – 6) • Race Attribute – If no Race Attribute it can choose
one attribute from the Random Attribute Tables.
# TYPE CLASS REP AC ALIGN
• Class Attribute.
1 Leader Creature 5 4 BM • Random Attribute – Rolled randomly. If you roll a
2 Grunt Creature 4 (1 – 4) 5 (5 – 6) 4 BM Random Attribute that you already have, you can
3 Grunt Creature 4 4 BM choose to re-roll or decline an Attribute.
4 Grunt Creature 4 2 BM
Example – Haldor is a Rep 5 Mirholme Soldier Star. He does
5 Grunt Creature 4 2 BM
not have Race Attribute so chooses Rage from the Random
6 Grunt Creature 4 2 BM Attributes. He has the Duty Class Attribute for being a
7+ Grunt Creature 4 2 BM Soldier. He then rolls for his Random Attribute and scores
Slippery.
• Trolls have the Slow Mover Race Attribute (page 9).
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SWORDPLAY 2018
GRUNTS CLASS ATTRIBUTES
Grunts can have two total Attributes. Class Attributes are based on the Class of the Character.
• Race Attribute – If no Race Attribute it can roll for CLASS ATTRIBUTE
one Random Attribute.
CASTER CAST SPELLS: The ability to cast Damage,
• Class Attribute.
Dazzle, and Defend Spells.
Are you in a hurry when playing a game? Don’t bother giving KNIGHT SWORDSMAN: Ignores the first -1 to Rep
the Grunts Random Attributes, but be sure to use the Race and suffered when fighting on the Melee Table.
Class ones. SHOOTER SHOOT: Able to shoot Ranged Weapons.
SOLDIER DUTY: Re-roll 1 failed d6 on the Action Table.
ATTRIBUTE TYPES THIEF CLEVER: Able to take a Challenge with 3d6
when rolling to disarm a Trap or find a Secret
There are three types of Attributes used in Swordplay 2018: Room, counting the two best scores.
• RACE ATTRIBUTE – A specific Attribute for the
Character’s Race. RANDOM ATTRIBUTES
• CLASS ATTRIBUTE - A specific Attribute for the
Stars and Grunt Characters that do not have a Race Attribute
Character’s Class – what it does.
must roll for one Random Attribute. Here’s how we do it:
• RANDOM ATTRIBUTE – An Attribute gained
randomly. • Consult the Random Attributes Table.
• Roll 1d6, read the result as rolled and go to the
appropriate row.
RACE ATTRIBUTES • Go across to see the Attribute.
Race Attributes can be found at the bottom of each Race List
(page 5). Here they are for easy access. # RANDOM ATTRIBUTES TABLE
RACE ATTRIBUTE 1 COWARD: Will always be the first to Leave the Battle
Board regardless of Rep or situation.
DWARVES RESILIENT: Once during each Encounter will 2 LIGHTWEIGHT: Counts opponents AC at 1 point higher
treat its first Out of the Fight result as a Carry when winning on the Melee Table.
On result instead. 3 RAGE: Counts a +1d6 bonus when in melee.
ELVES SLIPPERY: Counts AC at 1 point higher when
4 RESILIENT: Once during each Encounter will treat its
losing on the Melee Table.
first Out of the Fight result as a Carry On result instead.
FERAL RAGE: Counts a +1d6 bonus when in melee.
5 SLIPPERY: Counts AC at 1 point higher when losing on
VAMPIRE
the Melee Table.
GHOULS LIGHTWEIGHT: Counts opponents AC at 1
6 SLOW MOVER: Must re-roll 1 passed d6 when rolling on
point higher when winning on the Melee Table.
the Action Table.
GOBLINS LIGHTWEIGHT: Counts opponents AC at 1
point higher when winning on the Melee Table.
OGRES SLOW MOVER: Must re-roll 1 passed d6 when
ORCS
rolling on the Action Table.
SLOW MOVER: Must re-roll 1 passed d6 when ALIGNMENT
rolling on the Action Table.
SKELETAL SLOW MOVER: Must re-roll 1 passed d6 when The majority of the people and creatures in Talomir – the
UNDEAD rolling on the Action Table. world where Swordplay 2018 is set –view the world in
TROLLS SLOW MOVER: Must re-roll 1 passed d6 when absolutes. It’s a world of black or white, good or evil and how
rolling on the Action Table. they view this is defined by their Alignment. Here’s how we
do it:
• Those that are traditionally viewed as good are
followers of the Red Sun (RS).
• Those that are traditionally viewed as evil are
followers of the Black Moon (BM).
• Red Sun and Black Moon aligned Characters are not
friendly with each other and could become hostile.
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SWORDPLAY 2018
• The two opposing alignments will never work
together, consequently they will never be found in the
MODIFIED REP
same Band. Note that when rolling on some tables the Rep of the
Character could be modified by an Attribute or Circumstance.
It is up to the player to decide what is good or evil, but the Be sure to check all modifiers when rolling on a table.
Races in Swordplay 2018 are assigned the Alignments as
found on their Race List (page 5).
INCREASING REP D6
NOT BLACK OR WHITE, BUT GRAY You can play Swordplay 2018 as a one off game or part of a
campaign (page 20) where your Encounters are linked
Not everyone in Talomir views life in black or white. A few together where the results of one affects the next. If you do,
can see the advantages and disadvantages of both sides and the Reps of you and your Band members could improve after
choose to walk a fine line between them. These folks are an Encounter. This is done by gaining Increasing Rep d6. You
considered to be Neutral (N). can gain them in the following ways:
Neutral Characters can be friendly with Red Sun and Black
Moon aligned Characters. They may even go as far to join X INCREASING REP D6
them.
RESULT #D6 GAINED
STAR ALIGNMENT DAMAGE: If you have Captured or caused 1
one or more Characters to go Out of the
Stars can choose their Alignment; Red Sun, Black Moon or Fight or Obviously Dead during the
Neutral. Encounter.
INTERACTION: When successfully 1
REPUTATION Interacting (page 13) with a Character.
LOOTING: When looting disabled 1
Characters – Roll 1d6 versus its Rep.
Reputation or Rep represents a combination of experience, • Pass 1d6 = Gain 1 Increasing Rep d6.
morale, and motivation and is an expression of a Character’s • Pass 0d6 = Nothing to be gained.
overall quality. Below are brief descriptions of the Reputation OBJECTIVE: When you accomplish the 1
levels used in the game. Objective of the Encounter.
• REPUTATION 7 AND BEYOND – These Reps are
reserved for incredible Creatures, Demons, and Track how many Increasing Rep d6 you gain, as you gain
Legendary Heroes. Is there a maximum Rep? No, but them. At the end of the Encounter you can test to see if the
there is “Obviously Dead”. Rep of you and/or your Band members go up. Here’s how we
• REPUTATION 6 – Characters of great renown whose do it:
exploits are spoken in awe. The Leader of the Red • Roll each Increasing Rep d6 and read the result as
Sun Brethren would be Rep 6. rolled.
• REPUTATION 5 – These are veterans of numerous • If one or more scores are higher than the current Rep
successful encounters. Knights and most Leaders of the Character or a “6”, the Rep will go up one
would have a Reputation of 5. level.
• REPUTATION 4 – These are reliable men and women • Any other result and the Rep remains the same.
of some experience that usually make up the bulk of • Rep can only increase by one level regardless of the
an army. Soldiers are usually Rep 4. number of d6 rolled.
• REPUTATION 3 – These are characters with limited • Your Character can grow to as high a Rep as desired
combat experience or desire to fight. Civilians and as there isn't a maximum. There is, however,
most Goblins would have a Reputation of 3. Obviously Dead (page 18).
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SWORDPLAY 2018
DECREASING REP D6
Just as Rep can go up when you are successful it can go down
CLASS
when you are not. This is done by gaining Decreasing Rep d6.
You can gain them in the following ways: Classes help define the Character by what it does. Here are the
six Classes used in Swordplay 2018.
X DECREASING REP D6 • Caster – Called by a variety of names, Casters create
something from nothing by Casting Spells.
RESULT #D6 GAINED
• Creatures – Creatures do not fit into any of the other
DAMAGE: If you were Captured or went 1 Classes. You can Interact (page 13) with a Character,
Out of the Fight during the Encounter. but cannot with a Creature – they are always your
INTERACTION: When unsuccessfully 1 enemy – even when YOU play as a Creature!
Interacting (page 13) with a Character. • Knight – Knights represent the elite fighters of their
LEFT THE BATTLE BOARD: If you Left the 3 army. Some are armored men riding horses or similar
Battle Board, ending the Encounter. beasts while others may be large unarmored men
STAR ADVANTAGE: If you used any Star 1 swinging great two handed axes. Regardless of how
Advantage. they are armed and armored with they share one
common trait, bravery.
Track how many Decreasing Rep d6 you gain, as you gain • Shooter – Shooters are those armed with Ranged
them. At the end of the Encounter you can test to see if the Weapons with the intent to defeat their enemies from
Rep of you and/or your Band members go down. Here’s how a distance. Non – Shooter Characters can use
we do it: Ranged Weapons, but will do so at a -1 to their Rep.
• Soldier – Soldiers are characters armed with melee
• Roll each Decreasing Rep d6 and read the result as
weapons with the intent to defeat their foes in melee.
rolled.
They fight in organized units led by officers.
• If one or more “1s” are rolled the Rep will go down
• Thief – Thieves are Characters that possess a set of
one level. This can be attributed to stress, illness, or
unique skills allowing them to do specific Challenges
anything else you decide it to be.
with an advantage.
• You can never have a Rep lower than 3.
• Any other result and you are fine.
Note: After the Encounter you could have both Increasing and
Decreasing Rep d6. Subtract the smaller number from the ARMOR CLASS
larger number. This will give you all Increasing Rep d6,
Decreeing Rep d6, or none of each. Then roll to see if the Rep In Swordplay 2018 we use four different Armor Classes.
is affected. Armor comes into play on the Shooting Damage (page 24) and
Melee (page 25) Tables. Stars can choose their Armor Class.
Example – Haldor gained 3 Increasing Rep d6 and 2
Decreasing Rep d6. This leaves him with 1 Increasing Rep d6. • AC2 – Light Armor – leather or lighter armor with or
I roll it and score a 5 – the same as Haldor’s Rep so he stays without a shield.
the same. • AC4 – Medium Armor – metal or similar armor with
or without a shield.
• AC6 – Heavy Armor – heavy metal with or without a
shield.
• AC8 – Extra Heavy Armor –extra heavy organic or
structural armor. Also can be magically enhanced.
Characters can loot a disabled Character of its Armor and
replace their own. Casters wearing AC 4 count their Rep 1
point lower than actual when Casting Spells; wearing AC 6 at
2 points lower!
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SWORDPLAY 2018
Example – Haldor rolls 2d6 versus his Rep and passes 1d6.
CHALLENGE He tries again and passes 2d6. He has slipped by the Trolls.
When you want to do something out of the ordinary and not NPC CHALLENGES
covered by an existing rule, take a Challenge. Here’s how we NPCs may also be asked to take a Challenge. They may or
do it: may not. Here’s how we do it:
• Players decide on what the Challenge is. • Roll 2d6 versus the Rep of the NPC.
Example – A PEF is resolved as 3 Trolls. Haldor wants to slip • Pass 2d6 = Will take the Challenge.
by them without a fight. • Pass 1d6 = Roll again, counting a result of pass
1d6 as pass 0d6.
• Decide what a success looks like. • Pass 0d6 = Nope, won’t do it.
Example – If he is successful, he will make it by them Example – Haldor passed the Challenge and now his Grunt
unnoticed – PEF resolved. Sooze will test to take it. She scores a 4 and 5, passing 0d6.
She doesn’t want to take it. Haldor can now decide to stay and
• Decide what the consequences of failure will be.
help Sooze with the Trolls or continue on and leave her
Example – If he fails, he will go to the Action Table with the behind. What would you do?
Trolls having the Advantage.
• Decide if the Challenge is Easy, Difficult, or if the
Challenger has a Profession or Tool that can increase
the chance of success.
STOP!
Example – It’s Nighttime, I Character it’s not difficult, but not Attributes are used to define your Character. We use Race and
easy either. Class Attributes. What is the third type and how do you get it?
There are three Alignment types. Red Sun and Black Moon
• Consult the Challenge Table. Roll 2d6 versus the Rep will not work together. Neutrals can work with both.
of the Character.
Reputation reflects how good a Character is. Your Star starts
2 CHALLENGE with Rep 5. Reps can increase or decrease depending on how
well you do during your games.
(Taken versus Rep)
There are six Classes that define the Character by what they
A result of “6” is always a failure. do. How are Soldiers and Knights different?
ATTRIBUTE There are four Armor Classes – AC 2, AC 4, AC 6 and AC 8.
CLEVER: Able to take a Challenge with 3d6 when rolling to What’s the maximum Armor Class for a Caster?
disarm a Trap or find a Secret Room, counting the two best Review when and how Challenges are used.
scores.
#D6 RESULT
PASSED
2 Success! Complete the Challenge.
1 Not sure if you want to try this. Can
immediately re-take the test, counting a
subsequent result of pass 1d6 as pass 0d6
OR
Can decide not to try again.
0 Failure! Suffer the consequences.
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SWORDPLAY 2018
• If your Rep goes down, any Grunt with a higher Rep
LEADERS leaves your group! This can also occur if the Grunt
has its Rep increase to higher than yours.
Bands of Characters will always have a Leader. Here’s how Example – The Rep 5 Grunt has a successful Encounter and
we do it: rolls 1d6, scoring a 6. His Rep now increases to 6. As this is
now higher than the Leader’s Rep, he leaves the Band.
• The Star is always the Leader of the Band.
• A Temporary Leader is the Character with the • As your Rep goes down you must lose one Grunt,
highest Rep in the Band when a Star is not present or rolled randomly, from your Band. Want to replace
is Out of the Fight or worse. the Grunt? Recruit!
Example – My Rep goes down from 5 to 4. I have two Rep 5
LEADER FUNCTION Grunts and two Rep 4s. As the Rep 5 Grunts now have a Rep
higher than mine, they both leave! This leaves me with three
The Leader’s Reputation is used when rolling on the Action
Characters in my Band, including myself. I can recruit one
(page 24) and Will to Fight (page 25) Tables.
more Grunt, but they can only be Rep 4 or lower. I go to the
Men List and get the 3rd row Grunt as the 2nd is already in my
Band.
RECRUITING THE BAND
You start the game alone, but you can recruit Grunts to form
your Band if you want.
DEALING WITH NPCS
How you deal with the Non-Player Characters and Creatures
HOW BIG OF A BAND? you meet in Swordplay 2018 builds your Story. Here’s how
Before recruiting your first Band you must know how many we do it:
Characters you can have. Here's how we do it: • Use Interaction when dealing with Characters.
• Your Band can be as large as your Rep, including • Fight Creatures as you cannot Interact with them.
yourself. So if you are Rep 5 you can recruit 4
Grunts.
• You can recruit from your Race List with three
exceptions:
INTERACTION
• Men, Dwarves and Elves can recruit from each
other’s List. A big part of Swordplay 2018 is how you interact with Non-
• You cannot recruit anyone on the 1st row from Player Characters – those run by the game mechanics. This
another List. process is used when you meet one or more NPCs. Will they
• At least half of your Band, including yourself, be friendly? Will they be aggressive? What can they offer you
must be from your own List. that will help you gain Fortune & Fame? Interaction helps to
• You can pick from any row except for the 1st. build your Story and can take you to adventures you never
• Remember that Red Sun and Black Moon cannot dreamed of. Here’s how we do it:
work together! • Consult the NPC Interaction Table (page 14).
Example – Haldor (Rep 5) can recruit 4 Grunts. He takes two • The Leaders of both sides start with 2d6.
from the Men List and 1 each from the Dwarves and Elves, • Modify the number of d6 to be rolled by any
both of them row 2. applicable Attribute or Circumstance.
• Each Leader rolls the modified number of d6 versus
its Rep. The other NPCs will do as their Leader does.
RESTRICTIONS • Determine how many d6 were passed – a score equal
There some restrictions that must be followed when having a or lower than the Rep of the Leader.
Band: • Go down the left-hand column to the appropriate row
based on how many d6 you have passed.
• You cannot have Grunts with a Rep higher than • Go across to see what happens.
yours. • You can always decide to go to the Action Table
instead, before or after any Interaction.
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SWORDPLAY 2018
2 NPC INTERACTION
THE BATTLE BOARD
(Taken versus Rep)
Always fail on a “6” We call the 8” x 10”” area that combat is fought on, the Battle
CIRCUMSTANCE MODIFIER Board. This can be as simple or as elaborate as you like, with
or without pieces of terrain on it. Here’s how we do it:
ALIGNMENT – If Characters have same or +1d6 or -1d6 • Place one group of Characters within 3” of one board
opposite Alignment.
edge.
REP 7+ = If the Creature or Character is Rep +1d6
• Place the other group of Characters within 3” of the
7 or higher.
opposite edge.
#D6 RESULT
PASSED
Passed Success! Gain 1 Increasing Rep d6.
more d6
Passed NPC has Opposite Alignment = If you are
same outnumbered the NPC will attack!
If you are not, the NPC makes snarky
comments. Gain 1 Decreasing Rep d6.
Otherwise = NPC acknowledges you but
nothing else.
Passed less If facing Opposite Alignment = The NPCs
d6 attack!
Otherwise = NPC makes snarky comments.
Gain 1 Decreasing Rep d6.
STOP!
Every Band or group of Characters will have a Leader – either Example – Using the counters and Battle Board included in
a Star or the Character with the highest Rep. Check the Race the rules, I’ve set up the black side on one edge of the board
List to see how the range of Rep for Leaders is great. and the other side on the opposite edge. Characters matched
up across from each other, with Leader facing Leader.
On what two tables is the Leader’s Rep used on? It’s
important because the result affects the whole Band!
SAMPLE BATTLE BOARD
What Lists can Men recruit from?
We’ve added a Battle Board for your use to get you into the
Take a Rep 5 Star Red Sun Knight and interact with a Rep 4 game ASAP. This is the Woods Battle Board, but don’t worry
Black Moon Dwarf. Did you see the modifier for the about where the counters are placed in relationship to the
Alignments? pieces of terrain.
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SWORDPLAY 2018
DAMAGE SPELL
The Damage Spell is the most powerful Spell. It is used to
cause damage, often fatal damage, to the targets. A successful
Damage Spell allows the Caster to roll on the Shooting
Damage Table (page 24). Call it a Fireball if you want.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
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SWORDPLAY 2018
DAZZLE SPELL CASTING DAMAGE
The Dazzle Spell is used to stop targets from acting. A When a Damage Spell is successfully cast we must determine
successful Dazzle Spell causes the targets to Halt in Place, what damage each target has taken. Here’s how we do it:
forfeiting their next turn of action. Dancing Lights?
• Consult the Shooting Damage Table (page 24).
If charged they will count a -1 to Rep on the first round of • The Caster rolls 1d6 and applies the result to all of
melee. the targets. All of them!
• Go down the left-hand column to the appropriate row
Example – The Goblins and Elves roll on the Action Table.
and across to see what damage, if any, has occurred
The Goblins win and are Active. After the Goblins have
to the target. This means that targets could suffer
finished both sides take the Will to Fight Test.
different levels of damage.
Next the Elves become Active. The Elf Caster casts a Dazzle • Immediately carry out the results.
Spell causing the Goblins to Halt in Place. After the Elves
have finished both sides take the Will to Fight Test. Example – The Rep 4 Leader Caster wants to cast a Damage
Spell. He targets the opposing Leader. He also wants to
The Goblins become Active again, but they still Halt in Place target two Characters to the Leader’s left and one to its right.
from the Elf Caster Spell and forfeit their actions.
I roll on the Casting Table and pass 2d6. This means the Spell
affects all four targets.
DEFEND SPELL I roll 1d6 for the Caster on the Shooting Damage Table and
The Defend Spell is used to protect one or more targets, score a 4. There are four Rep 4 targets. Two are wearing AC 2
including the Caster. A successful Defend Spell causes the which makes them Obviously Dead! One target is wearing AC
Targets to count a +2 to their AC up to AC 8 on the current 4 so he is Out of the Fight. The last target is wearing AC 6 so
turn of Activation and on the opponents turn as well. The it Ducks Back!
Caster will always have the Defend Spell affect himself before
others. Call it the Caster CYA Spell.
NPC SPELL CASTING
Example – Fizzbo the Caster (AC 2) is Active. He Casts a
Defend Spell on himself and three AC 2 members of his Band. Non-Player Casters will roll to see what Spell they will use
They will all count as AC 4 on this turn when they are Active when casting, even if they are in your Band. Hey, it’s a
and the following enemy turn of Activation. Caster, not artillery! Here’s how we do it:
• Consult the NPC Spell Casting section across the top
of the Casting Table (page 24).
CASTING SPELLS • Roll 2d6 versus the Rep of the NPC Caster.
When Active, Casters can cast. Here’s how we do it: • Determine how many d6 are passed.
• Consult the Casting Table (page 24). • Go down the left-hand column to the appropriate row
then across to see what Spell will be cast.
• Choose which one target the Caster wants to focus
the spell against. Example – Fizzbo is a NP Caster. His side won the Action roll
• He can also target Characters to the left and right of so he will go first. I roll 2d6 versus his Rep of 4. Scoring a 1
the original target for a total equal to its Rep. These and 5, Fizzbo will attempt a Dazzle Spell.
are always the closest Characters. Just be sure to add
targets evenly from each side, with you choosing
which side when there is an odd target.
•
•
Roll 2d6 versus the Rep of the Caster.
Determine how many d6 the Caster passed.
SHOOTING
• Go down the left-hand column to the appropriate row
Shooters can shoot and should only melee as a last resort.
then across to see the results.
Check out the Melee Table pass 1d6 result to see what we
• Immediately carry out the results. mean!
Example – The Elf Caster (Rep 4) decides to cast a Dazzle
Spell. He targets the Character across from him, next to the
opposing Leader. He chooses to target two additional
COVER
Characters to the left of the original target and one to the We use Cover in Swordplay 2018 to make it harder to get shot,
right. He Casts the spell and passes 1d6. Only his original doesn’t help you against a spell. Here’s how we do it:
target is affected. • Characters that win on the Action Table are assumed
to be in Cover.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018
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SWORDPLAY 2018
• After the winning side on the Action Table has
finished its Actions and the Will to Fight Test has
been taking, all Characters are assumed to be in
MELEE
Cover.
• Just so we don’t overthink it – if you’re charging, Once contact is made the melee begins. Here’s how we do it:
you’re not in Cover! • Consult the Melee Table (page 25).
Example – A group of Orcs square off with a group of • Each Character rolls 2d6 versus its Rep.
Dwarves. I roll on the Action Table for both and the Dwarves • If fighting more than one Character all Characters
win so they count as being in Cover. The Dwarves fire and roll at the same time and the defender applies his
some charge into melee. After firing has been resolved and scores to all of the attackers, up to three.
melees completed, both sides take the Will to Fight Test. • Determine how many d6 each Character passed.
• Go down the left-hand column to the appropriate
After the tests are completed and carried out, all of the row. One Character could pass more d6 than the
Characters, both Orcs and Dwarves now count as being in other or the two Characters could pass the same
Cover. number of d6.
• Immediately carry out the results.
HOW TO SHOOT • This could result in the loser going Out of the
Fight, losing 1 point of Rep, or both Characters
For simplicity we categorize all Ranged Weapons together. losing 1 point of Rep.
When Active or if being charged, Shooters and those using
• Note that if a Character fights two or more
Ranged Weapons, can shoot. Here’s how we do it:
enemies and each gives him a result of -1 to Rep,
• The Shooter can target any Character it desires on the he reduces his Rep by the total of all of the -1 to
Battle Board subject to targeting rules (Action page Rep results!
15).
Example –Sir Billy Pink (Rep 5) is in melee with a Rep 4 Orc.
• Consult the Shooting Table (page 24).
Pink rolls 2d6 and scores a 1 and 5, passing 2d6. The Orc
• The Shooter rolls 2d6 versus its Rep and determines rolls 2d6 and scores a 1 and 5, passing 1d6. Looking on the
how many d6 are passed. Remember to modify the Melee Table we see Billy must roll 1d6 versus the AC (4) of
result by any applicable Attribute. the Orc. I roll 1d6 and score a 3 – less than the AC. The Orc
• Go down the left-hand column to the appropriate row drops to Rep 3 and another round of melee is fought.
and read the results.
• If a hit is rolled go to the Shooting Damage Table. The Orc wins the melee by passing 1d6 more. Billy has an AC
of 6 and the Orc scores a 5. Billy’s Rep drops by 1 point to 4.
Example – An archer is being charged by a Rep 4 AC 4 Orc.
The archer rolls 2d6 versus his Rep of 4 and scores a 1 and 4. Another round of melee is fought. Billy, now Rep 4, passes
Looking on the Shooting Table on the pass 2d6 row we see 2d6. The Orc, now Rep 3, passes 0d6 and goes Obviously
that the archer has scored a hit on the Orc! We now go to the Dead! As the melees are over, Billy’s Rep returns to 5.
Shooting Damage Table.
RETRIEVING WOUNDED
SHOOTING DAMAGE When Active, a Character can choose to recover an Out of the
When a hit is scored on the Shooting Table the shooter rolls to Fight Character. Here's how we do it:
see if any damage has occurred. Here’s how we do it: • Remove the Out of the Fight Character and one
• Consult the Shooting Damage Table (page 24). functioning Character from the Battle Board. That
• The shooter rolls 1d6 and reads the result as rolled. simple.
• Go down the left-hand column to the appropriate row • Otherwise, Out of the Fight Characters can be
and across to see what damage, if any, has occurred recovered if their side is the last side remaining on
to the target. the Battle Board.
• Immediately carry out the results. Example – The Goblins now activate. I have four Characters
left, one Out of the Fight and three functioning. I remove the
Example – Continuing the previous example, the archer can
Out of the Fight Character and one functioning Character
now roll on the Shooting Damage Table. He rolls 1d6 and
from the Battle Board.
scores a 3 – lower than the Rep of the target – the Orc Ducks
Back, ending its turn of action.
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SWORDPLAY 2018
REP ADJUSTMENT
Check to see if you or your Band members have their Rep
increase or decrease. Adjust them accordingly; remember that
those with a Rep greater than yours will leave your Band.
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SWORDPLAY 2018
STOP! PEFS
Take one Caster, one Shooter and one Soldier and place it on PEF stands for Possible Enemy Force and are used during
the Battle Board. On the other side of the Battle Board place each Encounter (page 20). By using PEFs, we create a sense of
one Thief, one Shooter and one Knight. Be sure to match up uncertainty as to the number and type of NPCs.
the Characters across from each other. All of them are Rep 4.
Roll on the Action Table. Remember the side that wins on the
Action Table counts as being in Cover.
HOW MANY PEFS
In some Encounters there will be 2+1/2d6 PEFs. You may not
Shoot and Cast Spells. Fight a melee. What if a Shooter is have to resolve all of them to achieve the objective of the
charged? Encounter!
Which Damage is stackable? Here’s a hint; after the melee is In other Encounters there will be only one PEF.
over, your Rep returns to normal.
Have both sides take the Will to Fight Test. How can a Star
affect it?
RESOLVING PEFS
Resolving a PEF is easy, just figure out who they are and how
You have one Rep 4 Character with a reduced Rep of 3, one many of them you have met. Once it has been resolved, the
that is Out of the Fight and one that Left the Battle Board. Roll PEF is removed from play.
for them on the After the Encounter Recovery Table.
Resolve the next PEF if there are any left.
# 1, 2, OR 3 4 OR 5 6
1 Dwarves Ghouls Feral Vampires
2 Elves Ogre Skeletal Undead
3 Goblins Orcs Troll
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SWORDPLAY 2018
HOW MANY OF THEM?
If you don’t already know how many NPCs you are
ENCOUNTERS
confronting – if you designed your own Encounter – use the
following procedure: Encounters are what make up your Story. We have provided
these for you when you want to create your own. If you want,
• Start with the number of Characters in your Band, you can also pick and choose to play them as desired. Feel free
including yourself. to change the Story behind each to fit your Story!
• Roll 1/2d6 and add that to your Band numbers.
• Roll 1/2d6 and subtract if from the new total.
• That’s how many you’ve met. NEXT ENCOUNTER
• Go to the appropriate List and take the number of Your first Encounter will be Explore. How well you do in that
NPCs you need, starting at the top and going down in Encounter helps determine your next Encounter. Here’s how
order. we do it:
• Now see if they are Friends or Foes.
• Consult the Next Encounter Table.
• Go down the left-hand column to the last Encounter
ARE THEY FRIENDS OR FOES? then across to the column if you succeeded or failed.
Now that you resolved a PEF as Characters, (1) determined • This is you your next Encounter.
how many of them there are, and who they are, we need to see • You will always face the same NPCs that you faced
how they act. Here’s how we do it: on the Explore Encounter.
• When you return to the Explore Encounter, re-roll to
• Start with the number of Characters in each group. determine the NPCs.
• Roll 1d6 for each group and add it to the number of
Characters in that group. NEXT ENCOUNTER
• Compare the totals scored by each group. If one total
twice or more than the other, they will fight. Go to LAST ENCOUNTER SUCCESS FAILURE
the Action Table (page 24) and resolve normally. Explore Raid Defend
• If one total is not twice or more than the other then Defend Explore Defend
it’s time to Interact (page 13) with Characters. Raid Raid Explore
(1) Remember, you cannot interact with Creatures – they are always
the enemy!
½+1 WHO ARE THEY
(Taken vs. normal Rep)
STOP! #
1
1, 2, OR 3
Dwarves Ghouls
4 OR 5 6
Feral Vampires
PEFs are used to limit the information the player has before
2 Elves Ogre Skeletal Undead
contact as well as insuring that no two games play out the
3 Goblins Orcs Troll
same.
You can resolve one or more PEFs depending upon the Example – Haldor starts his adventures with an Explore
Encounter. Encounter. I go to the Who Are They Table and roll 1/2d6,
You are on an Explore and score a 2 on a 1/2d6 roll and then a scoring a 2. I now roll 1d6 and score a 4. Going across the 2
4. What have you run into? Roll 1/2d6 twice to see how many row to the 4 or 5 column I see that Haldor has run into Ogres.
NPCs you have met. Add the first score to the number of Haldor’s Band fails on the Explore Encounter. The next
Characters in your Band and subtract the second result. Encounter is Defend with the Ogres attacking. Haldor wins
You have 5 Characters in your Band and score a 1 and 3. How this time!
many NPCs have you met? Roll to see if they are Friends or Back to the Next Encounter and it’s an Explore. Who’s the
Foes. enemy? I roll a 1 and 2 – Dwarves. As they are Characters, I
roll to see if they are Friends or Foes. They are not Foes so
Haldor can Interact (page 13) with them!
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SWORDPLAY 2018
EXPLORE DEFEND
In this Encounter you are exploring the area and must resolve In this Encounter the enemy is out to destroy or drive you from
multiple contacts with Characters and Creatures. your camp.
OBJECTIVE OBJECTIVE
• To be successful you must resolve all the PEFs that • To be successful you must defeat and drive off the
are generated. attackers.
FORCES FORCES
• You can go alone or with members of your Band. • You can be alone or with members of your Band.
• The PEFs will be generated as per the Special • The PEFs will be generated as per the Special
Instructions. Instructions.
DEPLOYMENT DEPLOYMENT
• No Battle Board is needed. If combat occurs move to • The Battle Board is needed.
the Battle Board.
SPECIAL INSTRUCTIONS
SPECIAL INSTRUCTIONS • There will be one PEF. You should already know
• There will be 2+1/2d6 PEFs in the Encounter. You who the NPCs are. If not, use the Who Are They
can choose to resolve as many of them as desired. Table.
When resolving the PEFs use the Who Are They • Play continues until the player has accomplished the
Table – this could lead to you meeting different objective, been incapacitated, or leaves the
NPCs. Encounter.
• Play continues until the player has accomplished the
objectives, been incapacitated, or leaves the
Encounter.
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SWORDPLAY 2018
In this Encounter you are raiding an enemy camp or other #D6 RESULT
location. PASSED
2 Success! Loot has been found.
OBJECTIVE Gain 1 Increasing Rep d6.
1 Immediately retake the test, counting a result of
• Your objective is to raid, loot or destroy the location,
pass 1d6 as pass 0d6.
disperse the enemy, and rescue any hostages.
0 No loot to be found, but you have attracted
attention to the group. Immediately resolve 1 PEF.
FORCES
• You can go alone or with members of your Band. ARE THEY FRIENDS OR FOES?
• The PEFs will be generated as per the Special
After you resolved a PEF as NPCs, determined Who Are They
Instructions.
(page 19) and How Many of Them (page 20) we need to see
how they act. Here’s how we do it:
DEPLOYMENT • Start with the number of Characters in each group.
• Characters are placed on the Battle Board normally. • Roll 1d6 for each group and add it to the number of
Characters in that group.
• Compare the totals scored by each group. If one total
SPECIAL INSTRUCTIONS is twice or more than the other group, they will fight.
• There will be one PEF. You should already know Go to the Action Table (page 24).
who the NPCs are. If not, use the Who Are They • If one total is not twice or more than the other then
Table. it’s time to Interact (page 13).
• There is a chance (1 – 2) of there being hostages from • Remember, Creatures are always the enemy!
the area you are in, but not of the same Race as the
enemy.
• Play continues until the player has accomplished the
RESCUING THE HOSTAGES
objective, been incapacitated, or leaves the Once the enemy is driven off the Battle Board, you have
Encounter. rescued the hostages, if there were any. Here’s how we do it:
• If there are hostages there will be of 1/2d6 of them.
LOOT AND DESTROY • Roll 2d6 and add the results together for each
Once the enemy is driven off the Battle Board it’s time to loot hostage. If “12” is rolled, you have rescued a Prince
and destroy the place. Here’s how we do it: (1) or Princess (2 – 6).
• You collect 5 Increasing Rep d6 for a Prince or
• Consult the Loot and Destroy Table. Princess, 1 for any other.
• Each Band member, including the Star, can roll on
the Loot and Destroy Table only once.
• Roll 2d6 versus the Character’s Rep, determining
how many d6 are passed.
• Go down the left-hand column to the appropriate row
and across to see the results.
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SWORDPLAY 2018
CHARACTER JOURNAL CHARACTER JOURNAL
NAME REPUTATION NAME REPUTATION
23
SWORDPLAY 2018
2 ACTION 1 SHOOTING DAMAGE
(Taken versus Leader Rep) (Read the result as rolled)
Score of “6” is always a failure. ATTRIBUTE
1, 2 or 3 you gain the Advantage, 4, 5, or 6 they do.
RESILIENT: Once during each Encounter will treat its first Out
ATTRIBUTE of the Fight result as a Carry On result instead.
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SWORDPLAY 2018
2 MELEE 2 WILL TO FIGHT
(Taken versus Rep) (Taken versus Rep of the Leader)
Score of “6” is always a failure. Score of “6” is always a failure.
ATTRIBUTE ATTRIBUTE
LIGHTWEIGHT: Counts opponents AC at 1 point higher when COWARD: Will always be the first to Leave the Battle Board
winning on the Melee Table. regardless of Rep or situation. BORN LEADER: Rolls 3d6
RAGE: Counts a +1d6 bonus when in melee. counting the lowest 2d6 results on the Will to Fight Table.
RESILIENT: Once during each Encounter will treat its first Out
of the Fight result as a Carry On result instead. # D6 RESULT
SLIGHT: Counts opponents AC at 1 point higher when PASSED
winning on the Melee Table. 2 IF 50% OR MORE Out of the Fight, Obviously
SLIPPERY: Counts AC at 1 point higher when losing on the Dead, or Left the Battle Board, count as passing
Melee Table. 1d6.
SWORDSMAN: Ignores the first -1 to Rep suffered when OTHERWISE: Continue the fight.
fighting on the Melee Table. 1 CIVILIANS – Count as passing 0d6.
ALL – One Character Leaves the Table.
CIRCUMSTANCE MODIFIER Duck Backs will go first.
Lowest Rep will leave next in this order:
REP 7+ = Each point of Rep over 6. +1d6
• Caster.
• Shooter.
#D6 RESULTS
• Healer.
PASSED • Others.
Pass 2d6 Opponent Obviously Dead. If tied, roll randomly.
more 0 ALL – Leave the Battle Board. If both sides
reach this result at the same time, both sides
Pass 1d6 SHOOTER OR CASTER WINNER:
leave!
more • Fight another round of melee with both
Characters counting a -1 to Rep.
ALL OTHER WINNERS: 2 AFTER THE ENCOUNTER RECOVERY
Rolls 1d6:
• If score is higher than loser’s AC = Out of (Taken vs. normal Rep)
the Fight. # D6 RESULT
• If score is equal or less than loser’s AC = PASSED
Fight another round of melee with loser
counting a -1 to Rep. 2 After the Encounter – All Characters recover
Pass same ALL will fight another round of melee with both back to original Rep and return to the Band.
Characters counting a -1 to Rep. 1 After the Encounter – Out of the Fights and
reduced Reps recover back to original Rep and
return to the Band. Those not ordered to, but
Left the Battle Board, do not return to the Band
0 After the Encounter – Out of the Fights do not
return to the Band. Those not ordered to, but
Left the Battle Board, do not return to the Band
25
THW STEP BY STEP
New to Two Hour Wargames? Here’s a Step by Step on how
to play.
1 – Play on a table of any size. We recommend 3’x3”.
2 – Break the table down into nine sections, three rows of
three.
3 – Number the section from 1 to 9 with 1, 2 and 3 being one
edge and 7, 8 and 9 the opposite edge.
4 – Build your force as listed in the book.
5 – Place your force on the table. You always start in sections
7, 8 or 9.
6 – Roll 3d6 and read each score as rolled.
7 – Place a Possible Enemy Force marker in the sections that
were rolled. You can use anything to represent them. Place
them in cover.
8 – Roll activation to see in what order the figures will move.
9 – When you are active move your figures.
10 – When the PEFs are active move them one at a time using
the PEF Movement Table.
11 – Whenever you or a PEF move into sight of the enemy,
take the In Sight Test. Sometimes called the Action Test.
12 – See who acts first.
• Shoot, melee, move, whatever you need to do.
13 – After the first side has finished Moving, Shooting,
Meleeing and taking the Will to Fight Test, the other side acts.
14 – When both sides have finished, roll for Activation again.
15 – Best to start with one figure until you get used to the
rules.
PLAY ON THE BATTLE BOARD OR TABLETOP – YOU CHOOSE!
ROAD
A road can vary from a one lane dirt road to a four-lane
highway at the player’s choice. If a figure starts and finishes
1
PLAY ON THE BATTLE BOARD OR TABLETOP – YOU CHOOSE!
its movement on a road it can add 1d6 when taking the Fast A figure is in sight when:
Move Test counting the best two results.
• An enemy figure can see a figure when there is no
If a road is called for it will extend into adjacent sections intervening terrain between them. This is called a
either up and down (1 – 3) or from left to right (4 – 6) leaving Line of Sight and extends from figure base to figure
the table at opposite edges. base. This applies even if that figure is in Cover.
If additional roads are called for, they will intersect the first A figure is out of sight when:
road somewhere in the middle forming a crossroads.
• It cannot be seen because of intervening terrain.
MOVEMENT
• It cannot be seen due to weather or light restrictions
such as being too far away to see the enemy at night.
• It cannot be seen due to any other figure in the way.
Tabletop movement is as follows: * = In Sight Test is called the Reaction Test in some rules.
If desired a figure can attempt to move faster than normal • Whenever a Band has an opposing Band enter its
speed. Here's how we do it: Line of Sight or LOS and they were not seen
previously during this activation phase, they are In
• Declare the intent of the Band member or members to Sight. Go to the Action Table (page 54).
Fast Move. • When one figure enters sight of an opposing Band the
• Roll 2d6 for the Band and compare each die score rest of the Band is moved into sight as well.
individually to the Rep of each figure Fast Moving.
• For each d6 passed, the figure can add half of its
normal movement rate to its move. SHOOTING ON THE TABLETOP
Be sure that the shooter has Line of Sight to the target and it is
Example – A Band of four figures on foot want to Fast Move. I
in range.
roll 2d6 and score a 4 and 5. Here's how the group will move.
The Rep 5 passes 2d6 and can choose to move up to 16”. The
Rep 4 passes 1d6 and can choose to move up to 12”. The Rep LINE OF SIGHT
3 passes 0d6 and can choose to move up to 8”. 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. Here’s how we do it:
INVOLUNTARY MOVEMENT
• Line of Sight extends across the whole table and is
Figures can be forced into involuntary actions and movement
blocked by friendly figures, terrain, buildings and
due to the results of a reaction or voluntarily. Here’s how we
sometimes weather.
do it:
• LOS is to the front 180 degrees of the figure.
• Duck Backs move to the nearest cover. This can be • In nighttime LOS is reduced to 12”. However, targets
in any direction, even forward. If no cover is in a well–lit Territory will count LOS as normal for
available, the figure counts as in Duck Back but can those firing at them.
see and be seen. It still must recover from Duck • LOS between figures inside woods is reduced to 12”
Back when next Active. in the daytime and 6” at night. If at the edge of the
• Leave the Fight means move to the nearest table woods, within 1”, the figure can see and be seen from
edge at Fast Move and continue until exiting the outside the woods as normal.
table.
INCLEMENT WEATHER
LOS in inclement weather such as fog, rain or snow, is
IN-SIGHT * reduced to 12” in the daytime and 6” at night.
Before anyone can roll on the Action Table they must come
into sight of the enemy. Figures are always in sight or out of
sight.
2
PLAY ON THE BATTLE BOARD OR TABLETOP – YOU CHOOSE!
3
UNLIMITED REP IN TWO HOUR WARGAMES
UNLIMITED REP?
Yes, unlimited Rep. Here’s how we do it:
• Your Characters can roll for Increasing Rep
normally. Cash in any Increasing Rep d6,
roll 1d6 for each one and score a “6” and
your Rep goes up one point.
• Your Star Power goes up as well.
That’s the good news.
BUT…
Your Rep can go as high as you want but there are
still some things that can even the playing field with
your enemies:
• A roll of “6” is still a failure on the tables
like Action, Shooting, Melee, Will to Fight
and any of the ones that have it listed.
• New enemy generation:
• The enemies, except for their Leader, are
generated normally for the set of rules
you are using.
• When you run into enemies roll 1d6 and
read the result as rolled.
• 1, 2 or 3 = The Leader of the
enemies is 1 point lower than your
Rep.
• 4 or 5 = The Leader of the enemies is
the same Rep as you are.
• 6 = The Leader of the enemies is 2
points lower than your Rep, but
never lower than the listed Rep.
Example – Billy Pink (Rep 6) runs into a gang of
Thugs. I use the listed Reps for the Thugs and roll
1d6 for the Rep of the Leader. I score a 6 – this
makes it a Rep 4 but as he is listed as Rep 5, I use
the Rep 5.
Later Billy runs into three Xeogs. Two of them are
Rep 4. I roll for their Leader (Rep 5) and score a 4.
She is now a Rep 6.
• Enemy Leaders will always match up with
your Leader.
• You want to do something not found in the rules. • Fitness – Use this for Physical Challenges.
• People – Use this when Interacting with NPCs.
Example – Arizona Bob is being chased by a T-Rex and reaches • Savvy – Use this for Intelligence-based Challenges.
a small chasm. Bob wants to leap across to the other side.
WHAT ARE THE MODIFIERS?
There are only three modifiers and they are easy to use – they
ANY TIME I WANT? affect the Rep or Skill that is being used.
Yep, any time during the turn sequence when you’re Active.
DIFFICULT CHALLENGE
However, you cannot use it to change the result of something
that has happened. Anything that makes the Challenge harder for the character to
succeed makes the Challenge Difficult. What makes a Challenge
Example – Arizona Bob is Active and resolves a PEF – or Difficult? That’s up to the players to agree on.
turns a corner and comes into sight of three Desert Raiders. In
either case this results in an In Sight Test.
Example – Arizona Bob lost the In Sight to the three Desert
Bob and the Raiders take the test and the Raiders win and will
Raiders. I decide diving for cover while losing the In Sight is
fire first. Bob cannot change the result of the Raiders winning
Difficult. A success means Bob will be in cover when they shoot.
the In Sight, but he can try and influence it. I decide I want to
I decide the failure will be he fails and the Raiders will count
take a Physical Challenge and have Bob duck into cover – a +1 to their Rep when firing. That’s pretty tough, but that’s
usually the moving side is never in cover. I can take a what I decide. I roll 2d6 versus the modified Rep of 4 (5
Challenge. But how do I do it? – 1) and pass 2d6. Bob makes it into cover and the three Raiders
open fire.
HOW DO YOU USE IT?
Later, Bob runs into a Witchdoctor and three of his Minions.
• Decide what the Challenge will be. The Witchdoctor also has a higher Rep. So I decide to Interact
Example – Arizona Bob runs into a Shopkeeper and decides to with him will be Difficult.
Interact with him. He wants to convince the NPC to give him a
place to hide in Mission St. Mary.
© 2023 Ed Teixeira - Two Hour Wargames 3/30/2023
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UNIVERSAL INTERACTION AND CHALLENGE TABLE
EASY CHALLENGE Rep d6 or Character Points to help you increase your Rep or a
Skill. You can use the UIC for this too. Here’s how we do it:
Anything that makes the Challenge easier for the character to
succeed makes the Challenge Easy. What makes a Challenge • Count a success as gaining one Increasing Rep d6.
Easy? That’s up to the players to agree on.
• Count a failure as gaining one Decreasing Rep d6.
Example – Arizona Bob wants to jump down from a single
story roof onto the street. It’s not too high up so I decide that
makes it Easy. Now that’s pretty simple, right? It’s a great way to milk the
system to increase your Rep or Skill, right? Well, not exactly.
GIFT OR TOOL Here’s why:
This is something that you give to the NPC to influence him in • When you gain Increasing Rep d6 or Character
a positive way when interacting with him or a tool that will Points equal to your current Rep, roll 1d6.
help you succeed in accomplishing the Challenge.
• Score a success – 1, 2, or 3 – and you have a
When Interacting you can have your character gain one Confrontation with 1+1/2d6 opponents.
Decreasing Rep d6 for each gift given. Who?That’s for you to do.
• Score a failure – 4, 5 or 6 – and you’re okay.
A tool is literally something that you have on your person, like
a length of rope to help you climb down from a ledge or, and
this is important, you’ve done the same or similar Physical or 2 UNIVERSAL INTERACTION AND CHALLENGE
Intelligence based Challenge in the past. (Taken versus Rep or applicable Skill)
A score of “6” is always a failure.
Example – Arizona Bob gives the Witchdoctor a gift (gains
one Decreasing Rep d6). Bob gains the +1 to Rep modifier CIRCUMSTANCE MODIFIER
when rolling on the table. Difficult Challenge – If the Challenge is -1
Later Bob reaches the edge of a three story roof. He has a difficult.
rope so will use it to help with the Challenge. He gains the +1 Easy Challenge – If the Challenge is easy. +1
to his Rep for having a tool – but he suffers a -1 modifier to his Gift or Tool – if giving a gift or using a tool +1
Rep as well as the roof is pretty high up. What if it had been a that increases the chance of success.
two story roof? That would be for the players to decide; me?
I’d say it’s neither Easy nor Difficult. # D6 RESULT
PASSED
CAN I CHANGE MY MIND DURING THE CHALLENGE?
2 Success! Character succeeds and gets his
There may be a time where the failure is so bad that you have reward. Gain one Increasing Rep d6.
second thought about trying it, while trying it! Here’s how we
do it: 1 Really want to do it?
• Pass 1d6 on the Challenge and there’s an opportunity • Can choose to quit the Challenge.
for you to walk away from it. Or
• You can choose to try again, but count a result of • Can choose to immediately re-take the
pass 1d6 as pass 0d6 – failure. Challenge counting a passing 1d6 result
• You can choose to walk away from the Challenge. If as passing 0d6.
you do, you cannot try it at a later time. 0 Failure! Character fails and suffers the
consequences. Gain one Decreasing Rep d6.
Example – Arizona Bob wants to try and swim across a raging
river. It’s a Difficult Challenge, but he wants to try it anyway.
Bob has a Fit Skill of 5 so that’s the Skill he will use for the *****************************
Physical Challenge. Bob rolls 2d6 versus the modified Skill of
4 and scores a 3 and 5 – passing 1d6. Bob decides not to risk Meanwhile back in Lemuria Arizona Bob and the three large
it and gives up the Challenge. fellows were tossing back a few beers. Things had gone well
and his new buddies were eager to work with him.
HOW ABOUT IF I JUST WANT TO INTERACT? “Say, Bob, “Dario said.” Didn’t you say you were supposed
Let’s say you’re Carousing – just hitting the town for some to meet someone tonight?”
R&R and meet NPCs. You really don’t want anything from “Yeah, but I can be late or not show up at all. And they’ll like
them, but want to Interact. Maybe just to gain some Increasing me being late better. How about another round?”
© 2023 Ed Teixeira - Two Hour Wargames 3/30/2023
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