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The Three CRs and Swordplay

Chain Reaction 2023 is a versatile set of man-to-man combat rules suitable for various historical and fictional settings, allowing for fast-paced gameplay that can be completed in two hours or less. The game can be played solo, cooperatively, or competitively, using any figures or counters players may have. It incorporates a unique Reaction System that enhances the realism of combat interactions between players.

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100% found this document useful (1 vote)
80 views104 pages

The Three CRs and Swordplay

Chain Reaction 2023 is a versatile set of man-to-man combat rules suitable for various historical and fictional settings, allowing for fast-paced gameplay that can be completed in two hours or less. The game can be played solo, cooperatively, or competitively, using any figures or counters players may have. It incorporates a unique Reaction System that enhances the realism of combat interactions between players.

Uploaded by

Artigas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CHAIN REACTION 2023

CHAIN REACTION 2023


Chain Reaction 2023 is a set of man-to-man
combat rules that can be played in a variety of
periods and with any figures you may already
have. Modern, WW2, Medieval, Sci-fi, and yes,
even Fantasy.
Games are very fast, just like real gunfights, and
multiple games can be finished in two hours or
less. Chain Reaction 2023, like all THW games,
is designed to be played solo, cooperatively – all
players on the same side – or competitively –
head-to-head.
Play it on the tabletop with any figures you may
already have. Play it on the Battle Boards with
Counters – we’ve given you both. Play it any way
you want because after all…

IT’S YOUR GAME!


WRITTEN BY ED TEIXEIRA
EDITED BY ALEXANDER WILLIAMS AND ANDY SLACK
CHAIN REACTION 2023
Stop! 11
TABLE OF CONTENTS MELEE 11
PROLOGUE 1 Fist Fight 11
Melee Weapons? Armor? Shield? 11
INTRODUCTION 1 Charge into Melee 11
THW Reaction System 1 Opportunity Charge 11
Word of Advice 1
STAY OR GO 12
NEEDED TO PLAY 2 Taking the Stay or Go Test 12
The Dice – D6 2
Figures or Counters 2 RECOVERY 13
Stop! 13
USING THE TABLES 2
ZOMBIES? OF COURSE 14
FIGHT OR GAME? 2
Rep & Attribute 14
DEFINING CHARACTERS 2 Melee and… Infection? 14
Star or Grunt 2 What About the Cure? 14
Star Advantages 3 More Zeds? 14
Star Power 3 PEFS 14
Free Will 3
How Many PEFs? 15
CLASS 3 Resolving PEFs 15
Psy & Casters 3 GAME ON! 15
Firing Off the Blast 3
Casters 4 Quick NPC Generation 15
Casting the Spell 4 What Are They? 15
Stop! 4 How Many Have You Met? 16
Who Are They? 16
ATTRIBUTES 4 Class Lists 16
NPC Gender 17
REPUTATION 5 Playing Zeds? 17
WEAPON 5 Playing Sword & Sorcery? 17
Stop! 18
Target Rating 5
FAME AND FORTUNE 18
RECRUITING YOUR BAND 5
Stop! 6 EPILOGUE 18
COMBAT RULES 6 INDEX OF TABLES
Leaders 6
Action, 8, 20
TABLETOP PLAY 6 Attributes, 5
Band Roster, 20
BATTLE BOARD PLAY 7 Class List, Criminal, 16
TURN SEQUENCE 7 Class List, Dwarves, 17
Class List, Elves, 17
ACTIVE 8 Class List, Exotic, 16
Class List, Goblins, 17
SHOOTING 8 Class List, Joes, 16
First Fire 8 Class List, Men, 17
Targeting 8 Class List, Mover, 16
When You Can Shoot 9 Class List, Orcs, 17
How to Shoot 9 Class List, Skeletal Undead, 17
Melee, 12, 21
DAMAGE 10 Recovery, 13, 21
Shaken 10 Shooting, 9, 20
-1 Rep 10 Stay or Go, 13, 21
Out of the Fight 10 What Are They, 16
Leave the Fight 10
© 2023 Ed Teixeira – Two Hour Wargames 9/10/2023
TOC & INDEX OF TABLES
CHAIN REACTION 2023

© 2023 Ed Teixeira – Two Hour Wargames 9/10/2023


TOC & INDEX OF TABLES
CHAIN REACTION 2023
THW REACTION SYSTEM
PROLOGUE Our figures start on opposite sides of a building and are out of
sight of each other.
“I’m not understanding this, Billy,” he said.
• It’s my turn and I move first.
“It’s clear to me,” Billy replied. • I move my figure around the corner and your figure
“Okay, so Stars? What’s a Star?” he asked. can see me.
• We take the Action Test.
“Ever played any THW before?” • Maybe you go first and shoot at me.
“TH what?” • If you do shoot at me either you hit me or you miss.
• If you hit me you see how bad the damage is.
“THW; Two Hour Wargames. Ever played it before?” Billy
• But if you miss me maybe I buck up and return fire.
asked.
• Maybe I go first and shoot you.
“Uh, no, but these are free rules and I figured I’d give them a • We continue to fire back and forth until either one of
try,” was the answer. us gets hit, ducks back behind cover, or runs away.
“Okay, good move.” Billy replied. “Our Patreon supporters • When all actions and all reactions, both yours and
got them first. They support us and we provide special mine, are finished, we go back to the Action Table.
products in appreciation. Now they're for everybody. These The big thing is you immediately get to react to what I do,
are smoother game mechanics that THW gamers can use by during my turn, just like in real life.
themselves or with our other rules; WW2, Zombies, Pulps,
Sci-Fi and more. But the big thing; Chain Reaction 2023 is a Now let’s put that in real life context. Private Smith and
standalone game.” Private Manfred are on opposite sides of a building. Private
Smith walks around the corner and Private Manfred sees him
“Oh, now I understand. Thanks for clearing it up. I feel better and Manfred fires first but misses. Smith fires back and
now,” he said with a smile. “What’d you say your name was Manfred dives for cover. Private Smith cannot see Manfred
again?” now, so firing stops.
“Billy… Billy Pink.”
WORD OF ADVICE
******************
Be sure to read the rules one section at a time. Do the review

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.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

1
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!

You will need/want a few things to play Chain Reaction 2023.


• Six-sided dice, referred to as d6. It is best to have
three or more per player. USING THE TABLES
• An 8” x 10” flat table surface – we call it the Battle
Board (page 7). We’ve included some for your use. Here’s how we use the tables in this book:
• We’ve also provided some Counters. They are from
our Sci-Fi solo RPG 5150 New Beginnings, but you • Consult the appropriate table for what you are doing.
can use them for any time period. • Roll 2d6.
• Or you can use any combination of metal, plastic, or • Apply any applicable Modifier.
paper figures in a consistent scale of your choice. • Go down the left-hand column to the appropriate row
• Heck, you can even play with pen and paper or on for the number of d6 you have passed, or the result
your computer. scored.
• Go across the row and carry out the result.
THE DICE – D6 Example – Sooze rolls 2d6 on the Stay or Go Table (page 13)
During the game, you will be required to roll dice in one of versus her Rep of 4. She score a 3 and 5, passing 1d6. She
four ways. Here’s how we do it: becomes Shaken (page 10) and returns fire.

• TAKEN VERSUS REP: Roll 2d6 and compare each


score to the Reputation (page 5) of the figure. If the
d6 score is equal to or less than the Rep, the d6 has
been passed. You can pass 2d6, 1d6, or 0d6.
FIGHT OR GAME?
Example – A Ganger (Rep 4) wants to fire on the Shooting
We use the term Fight and game in the rules.
Table (page 9). He rolls 2d6 and scores a 1 and 5. The 1 is
lower than his Rep, the 5 is not – so he passes 1d6. A game can contain one to three Fights.
• READ THE RESULT AS ROLLED. Read it just like it A Fight is when you run into the enemy.
says. You may be asked to add the scores together or When only one side is left the Fight is over.
roll a second time.
• ROLLING A 1/2D6. When you are asked to roll a
1/2d6, roll 1d6 and convert the results:
• 1 or 2 = 1
• 3 or 4 = 2
DEFINING CHARACTERS
• 5 or 6 = 3
• NUMBERS IN PARENTHESES. When you see these Chain Reaction 2023 is played with individual Characters that
after a word that event will occur if that number is are defined in the following ways.
rolled or if the number rolled falls within that range.
• Is it a Star or a Grunt?
Example –I’ve run into Movers. There’s a chance (1-3) of • What is its Class?
them having a Bodyguard. I roll 1d6 and score a 5. No • Does it have an Attribute?
Bodyguard. • What is its Reputation?
• What kind of Weapon does it have?
FIGURES OR COUNTERS When playing on the same side or head-to-head each player
has their own Band (page 5).
Note that the words figure and counter are interchangeable.
Figures or Counters are used on the Battle Board (page 7).
Each represents one Character. We’ve provided some easy to STAR OR GRUNT
use Counters as well. Cut them out and use them as is or We use two types of Characters, called Stars and Grunts.
mount them on 1” double back thick tape for the best result.
• STAR – This Character represents you, the player. We
suggest your Star have a Reputation of 5.
© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

2
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.

People work. I work, you work, and in general everybody


STAR ADVANTAGES works. For simplicity’s sake we’ve grouped similar
Stars have two important advantages over Grunts – Star Power Professions together and placed them into four Classes based
and Free Will. on what they have in common. We use these for Pulps,
Modern, and Sci-Fi.
STAR POWER • MOVERS – Wealthy and powerful people. Movers
Star Power is the ability of a Character to ignore normally influence the masses either in person or behind the scenes,
disabling damage. Here’s how we do it: usually economically. Think Office Holder.
• JOES – The vast majority of people who have ordinary
• Stars start each game with a pool of Star Power equal jobs and lead ordinary lives. Waitstaff, laborers, etc.
to the Star’s Rep (page 5). • EXOTICS – People with unique jobs. Mercenaries,
• Whenever a Star takes damage, it rolls its current bodyguards, soldiers, cops, investigators, Psy, Casters,
Star Power d6 one at a time. Read each d6 as rolled. and similar types.
• 1, 2, or 3 = Reduce the damage and the d6 is lost • CRIMINALS – This covers all criminal professions,
for the rest of the Game. Pickpockets, “Escorts”, Hackers, Gangers, and all those
• 4, 5, or 6 = Damage stays and the d6 is lost for “above the law”.
the rest of the Game.
Damage is reduced in the following ways: PSY & CASTERS
• An Out of the Fight (page 10) result from shooting Want to play a little Cyber-Punk? Some Sci-Fi? Add Psy to
sends the Star to the Stay or Go Table (page 13) your games. Sword and Sorcery? Add a Caster. They share
instead. similar procedures, but they are little bit different. Here’s how
• An Out of the Fight result in Melee becomes a -1 to we do it:
Rep (page 10) instead.
• Yes, you can be a Psy.
Example: A Star with a Rep of 5 is hit by gunfire. He takes an • There is a chance that when you meet an NPC Band
Out of the Fight result. The Star has 5 Star Power d6. there could be a Psy with it. After rolling up the Band
roll 2d6. Score a 2 or 12 and there’s a Psy. Which
• He rolls the first and scores a 4. The damage stays and
NPC? Roll it up randomly.
the Star Power d6 is lost.
• There can only be one Psy per side in a game. So
• He rolls a second Star Power d6 and scores a 6. The
when there are multiple Bands, only one could have a
damage stays and the Star Power d6 is lost.
Psy.
• He is down to 3d6 and rolls another one. He scores a 3,
• You can Recruit a Psy if you want. Just roll up the
the Out of the Fight is gone, and he goes to the Stay or Go
NPCs normally and roll 2d6 for each. Score a 2 or 12
Table instead. The Star Power d6 is lost.
and it’s a Psy.
• The Star now has 2 Star Power d6 for the rest of the
game.
FIRING OFF THE BLAST
FREE WILL This is the use of powerful mental energy. In effect, the Psy
focuses energy and slams it into the mind of its target. The
The Star will always pass 2d6 on the Stay or Go Table. It can target receives damage. Here’s how we do it:
choose to Leave the Fight and have the Band Leave the Fight
with it. • Instead of Shooting the Psy fires off the Blast.
• Use the Shooting Table normally counting the Crack
Example – Billy Pink and Sooze must take the Stay or Go Test. Shot Attribute.
They are facing four Gangers. Billy decides to cut his losses; • The Psy Blast has a Target Rating of 3.
grabs the Out of the Fight Char, and the trio Leave the Fight.
• The 2nd and 3rd target modifier is NOT counted.
• When taking the Stay or Go Test and the Psy can
shoot, fire off a Psy Blast but only at one of the
shooters that fired at the Psy.
• When a Psy is Shaken count a -1 to Rep when firing
off subsequent Psy Blasts.
© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

3
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.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

4
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:

REPUTATION • Your Band can be as large as your Rep, including


yourself. This means you can recruit one NPC less
than your Rep. Therefore, a Rep 5 Star could recruit
Reputation or Rep represents a combination of experience, four NPCs.
morale, and motivation. Rep is an expression of a Character’s • To Recruit NPCs roll on the Class List (page 16) of
overall quality. Both Stars and Grunts use Rep. There are three choice prior to starting the game.
possible Reputations: • You can keep any surviving NPC you rolled up in
• REP 5 – These are confident Characters of numerous your Band for future games, adding more if needed.
successful Fights. Stars are Rep 5. Example – Billy Pink (Rep 5) is going on a raid. Fast Eddie is
• REP 4 – These are experienced Characters that have in the Band, but he wants to get more NPCs to join. As Fast
performed well in numerous Fights. Eddie is an NPC and Billy can have up to four NPCs he can
• REP 3 – These are inexperienced Characters with roll three times on the Class List he wants to use. He rolls 1d6
little experience or desire for fighting. three times and gets two Rep 3 NPCs and a Rep 4. Billy
decides to keep the Rep 4 and not take the Rep 3s. Why is
The Rep of the NPCs are on the Class Lists (page 16). that? Because the size of his Band dictates the size of the
enemy force and Rep 3s could be a liability if he runs into Rep
4s or higher.
WEAPON
We’ve broken down Ranged Weapons into the following three
types:
• SINGLE – Includes pistols, muskets and Bolt-Action
rifles used by the military. You can fire at one target,
rolling one time on the Shooting Table (page 9).
• BURST –Includes Rapid Fire and Semi-Automatic
rifles used by the military. You can fire at up to two

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

5
CHAIN REACTION 2023

STOP! TABLETOP PLAY


As a Star how do you get your Attributes? How many can you Chain Reaction 2023 can be played on the tabletop. It’s how I
have? Do you have to keep them? was exposed to gaming and I still do it. I use a 3x3 foot table,
Ranged Weapons. What are the three types? If you can fire at but you can play on a larger or smaller one if you want.
more than one target, do you roll 2d6 once for each one? Or
only once and apply the results to all of them? How are TERRAIN
muskets used? Set up terrain as you like. Woods, buildings, etc.
You can have a Band of Characters, including yourself, equal
to your Rep. When do you recruit NPCs? You are a Rep 5 SET UP
Exotic and have a Rep 4 NPC in your Band already . How Place one Band on one side of table within 6” of the edge in
many more can you recruit? When do you do it? What’s the cover when possible. The other side will enter the table from
easiest way to do it? the opposite end when it is its Turn.

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

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

6
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.

BATTLE BOARD PLAY


Sometimes I don’t have time to set up a table to game on and • Weapons Counters – These give the number of shots
want something quicker to play but just as much fun. That’s for the weapon used by the Character from 1 to 3.
when I use the Battle Board. Same figures and Characters are Place it behind the Character when on the Battle
used. Board.
We call the 8” x 10” area that the game is played on the Battle
Board. We’ve given you a couple.
• Place one Band within 3” of one board edge, either
the 8” or 10” – it’s up to you.
• Place the other Band within 3” of the opposite edge.
• Always place the Leaders in the center and across
from each other.
• Match up the other Band Members across from each
other.
• Refer to page 7 for how to indicate various battle Example – From left to right, Billy Pink has a Burst, Fast
status conditions. Eddie an Auto, and Sooze a Single.

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!

• Out of the Fight – When on the Battle Board, turn


the Out of the Fight Counter sideways and face up.
© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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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

ACTIVE Fire bonus.


Example – Billy Pink, Sooze and Char have run into a Band of
Gangers. Billy and the Ganger Leader roll off on the Action
When a side is Active, each figure can do one of two things as Table and Billy’s passing d6 total is higher. His Band is
listed on the Action Table. Active.
• If have Ranged Weapon– Shoot. The Band that fires first in the very first round of the Fight
• If no Ranged Weapon – Charge into Melee. gains an advantage.
Billy fires first at a Rep 4 Ganger and rolls a 3 and 1 for a
ACTION total of 4. As this is the First Fire, the Ganger’s Rep counts as
3. He goes Out of the Fight.
2 ACTION Another Ganger (Rep 4) is shot at by Sooze. She scores a 1
(Taken versus Leader Rep) and 2 for a total of 3. The Ganger takes a -1 to Rep as this is
Sooze’s First Fire. Her score of 3 is not greater than the
A score of “6” is always a failure. Ganger’s effective Rep of 3 so he goes to the Stay or Go
• The Leader of each Band rolls 2d6 versus its Rep. Table. His Rep returns to 4. He rolls 2d6 and scores a 4 and 3.
• Add total of all passing d6. He returns fire but does not count the First Fire bonus.
• The higher scoring Leader’s Band will fire first.
• If tied, then fire is simultaneous and both count as First Fire.
MODIFIERS TARGETING
The Active side matches up (targets) each of its Characters
Quick Reflexes: Count Rep at 1 point higher than actual.
against a figure on the other side. After all Characters have
Slow to React: Count Rep at 1 point less than actual.
been targeted; the Active side can target one or more figures
ACTION
multiple times. This is done whether the figure will Shoot or
• If have Ranged Weapon– Shoot. Charge into Melee.
• If no Ranged Weapon – Charge into Melee.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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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.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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CHAIN REACTION 2023

STOP! CHARGE INTO MELEE


When Active, a Character can choose to Charge into Melee
whether it’s a Fist Fight or using Melee Weapons. Figures can
The Leader of a Band is the Star or the figure with the highest
charge up to 12”. Here’s how we do it:
Rep when no Star is functioning. Leader Rep is used on the
Action Table. • Declare the target of the charge. Up to two figures
The Battle Board is 8” x 10” and where all fighting takes can charge the same target.
place. Leaders are placed in the center of each Band and the • If armed with a Ranged Weapon the target can shoot.
Bands are placed within 3” of opposite Battle Board edges. The target may fire at one or both chargers but cannot
exceed the Target Rating for the Weapon.
How do you determine who acts first? One Rep 5 Leader • If the charger survives, place it into contact with the
scores a 5 and 6 on the Action Table. The other Leader Rep 4, target.
scores a 2 and 3. Which Band goes first? • Consult the Melee Table.
Roll 2d6 versus Rep when shooting, regardless of the • Apply any applicable Modifiers.
Weapon’s Target Rating, from 1 to 3. You can target as many • Each figure rolls 2d6 versus Rep.
figures as you have Target Rating. Any penalty for firing at • When fighting two figures, all figures roll at the same
more than one target? Check the Shooting Table for 2nd and 3rd time and the solo figure applies its score to both
target modifiers. When is the Stay or Go Table used? What is chargers separately. One figure could pass more d6
Shaken? than one figure and a different number of d6 versus
another figure.
If a figures goes Out of the Fight or Leaves the Fight, can it
• This could result in the losers going Out of the Fight
come back to the game? How is it done?
or suffering a -1 to Rep. Figures fighting two figures
BTW – In the above who acts first example it was a tie, so could suffer two -1 to Rep results.
both sides Activate. • Any -1 to Rep damage is recovered after the Melee
ends.

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. �

MELEE WEAPONS? ARMOR? SHIELD?


You can play a genre where you have Melee Weapons such as
a sword, spear, bayonet, etc. If using a Melee Weapon you can
re-roll 1 failed d6 each round of Melee. If the opponent in
Melee is using a shield or wearing armor the 1 failed d6 re-roll
is not allowed.
Fighting two enemies, the maximum allowed, and only one
has armor or a shield? Then the re-roll is only allowed on the
unarmored guy.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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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.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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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

MODIFIER Melee: If lost a Melee to an opponent with a Melee


Weapon count a -1 to Rep.
Coward: Treat Shaken as Leave the Fight! #D6 RESULT
Fired at by a higher Target Rated Weapon = -1 to Rep. PASSED
# D6 RESULT
PASSED 2 I’m good!
• Return at normal Rep.
2 All: Fire – Go to Shooting Table. 1 Going, going…
1 Become Shaken: Count as Shaken for the rest • Out of the Fights immediately re-take
of the Fight. test counting pass 1d6 as pass 0d6.
• If can shoot – go to Shooting Table. • Left the Fights count as passing 0d6.
• If cannot – remain in place. 0 Gone.
If already Shaken: Leave the Fight! • Never heard from again.
0 Leave the Fight!
Example – One Ganger (Rep 4) Left the Fight and the other
Example – A Mover (Rep 5) is shot at by an Auto armed (Rep 3) went Out of the Fight. I roll 2d6 versus the Rep 4
Exotic. Guess he didn’t pay for a Bodyguard. The Exotic Ganger and score a 1 and 6. Passing 1d6, I see that the
misses and the Mover must take the Stay or Go Test. He’s Ganger that left, never returns.
armed with a Single so has been fired at by a higher Target I roll 2d6 versus the Rep 3 Ganger and score a 1 and 4, the
Rated Weapon. He suffers a -1 to Rep. The Mover rolls 2d6 same results – passing 1d6. I re-take the test and pass 2d6 this
and scores a 3 and 5. He passes 1d6, becoming Shaken, but time. He returns at Rep 3.
fires back.

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.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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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.

• Set up terrain as you like. Woods, buildings, etc.


Note that terrain is considered cover and First Fire
© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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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.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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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.

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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?

FAME AND FORTUNE


Want to make the games more exciting? Maybe link them
together to build a career, to tell your Story? Use Fame and
Fortune. Here’s how we do it: EPILOGUE
• For each game you win – resolve all the PEFs and
force them to Leave the Fight, you get 1 Fame Point. Billy Pink surveyed the scene and didn’t like what he saw.
• For each game you lose – leave the game without “Three, four Hishen,” he thought. “At least two Grath and I’ll
resolving and forcing all the PEFs to Leave the Fight, bet that’s the Razor I pissed off back in New Hope City.”
you lose 1 Fame Point. “I got five or so back here,” Sooze said. “Tell me good news
• You cannot have a negative Fame Point total; zero is Billy.”
the lowest.
• If a Band Member is left behind, regardless of what Billy slid back down the rock next to Sooze and the Professor.
happens the rest of the game, you cannot gain any He just shook his head. “Sorry.”
Fame Points, but you still could lose one. “What are we going to do Billy?” asked the Professor.
• If you use any Star Power d6 in the game you cannot
gain any Fame Points, but you still could lose one. Just as Billy was going to reply, a loud sound erupted from
nearby and a shimmering area of energy appeared.
Your goal is to get 20 Fame Points. Track how many games it
takes you to get there. The smaller number of games the better “What the hell is that?” Bill asked.
you have done. Want more fun? Play head-to-head with your “Oh,” the Professor began,” It appears to be a neuro cosmic
friends and the first one to 20 Fame Points wins. � jibber jabber…” At least that’s what it sounded like to Billy.
Example – I decide I want to create my Story so will use Fame “It’s a Magic Door,” Sooze blurted. “Let’s go!”
Points. Okay, it’s Billy Pink’s Story but you get the idea. I play Sooze took off at a run with Billy close behind. He wasn’t sure
the first game and resolve all PEFs and force them to Leave what he was running to, as much as what he was running from.
the Fight. Billy gains 1 Fame Point. I play a second and third Being a Razor’s plaything didn’t sound good. Billy was in
and he wins them both. Three games played and 3 Fame mid-leap as he saw Sooze disappear into the energy field.
Points!
With a thump Billy landed on the ground, followed by the
Then I play another game and, well, things don’t work out so Professor. As quickly as it appeared, the Magic Door
well. Billy loses a Fame Point. Four games played 2 Fame disappeared.
Points. And the Story goes on.
“Well lookie here, Frank,” said the outlaw as he pointed his
six-shooter at the trio. “Where’d you think they come from?”

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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. �

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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!

© 2023 Ed Teixeira – Two Hour Wargames 9/25/2023

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

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


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

10.0 PLAYING THE GAME 25


10.1 Solo and Same Side 25

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

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

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

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

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

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


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

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

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

3
CHAIN REACTION 2015

2.0 INTRODUCTION 4.0 NEEDED TO PLAY


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

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

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.

4.2.1 BASING FIGURES


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

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

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

4.1.6 HOW MANY D6


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

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

5.0 DEFINING THE 5.2.1 STAR POWER


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

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

5.2.2 LARGER THAN LIFE (LTL) 5.3 REPUTATION


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

5.2.3 CHEATING DEATH 5.4 WEAPONS


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

6.0 GETTING STARTED STOP!


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

6.1 FORMING YOUR BAND 6.2 GROUPS


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

In this picture the groups from the previous example activate at


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

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

6.3.2 USING LEADER DIE


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

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

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


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

 After the first group has completed all its actions


and any reactions it may have caused have been
resolved, the active side is allowed to proceed to
its next group.
 After all of the active side’s groups have been
activated the other side can activate one group at
a time based on the result of its activation die
roll.

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

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

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


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

7.2.1 OTHER ACTIONS


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

STOP! 7.6.2 TRIGGERING AN IN SIGHT TEST


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

7.5 THE REACTION SYSTEM


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

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

7.6.4 RESOLVING IN SIGHT ACTIONS


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

7.6.5 ADDING TO ONGOING IN SIGHTS


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

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


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

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

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

OUTGUNNED – Outgunned figures will behave as if


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

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

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

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

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

7.9.10 SHOOTING A WEAPON


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

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

7.9.11 DETERMINING DAMAGE 7.10 GRENADES


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

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

7.10.5 BLAST CIRCLES


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

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

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

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

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

 Decide on what the challenge is.


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

9.3 TYPES OF TERRAIN


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

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

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

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

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


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

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

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

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

10.0 PLAYING THE 11.2 PEF MOVEMENT


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

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

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

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

12.2.5 SPECIAL INSTRUCTIONS 12.3.3 TERRAIN


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

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

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


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

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7.14 CHALLENGE 11.3 PEF RESOLUTION


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

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

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

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7.6.3 IN SIGHT 7.9.10 RANGED COMBAT


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

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

CIRCUMSTANCE MOD # RESULT

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


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

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

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

31
CHAIN REACTION 2015

7.11.2 CHARGE 7.11.5 MELEE DAMAGE


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

7.11.4 MELEE COMBAT Stars may exercise Free Will

REP MELEE COMBAT CIRCUMSTANCE MOD


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

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

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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

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

33
SWORDPLAY
WELCOME TO THE THW WORLD!
What: A free introduction to the Gaming System used by THW
Game Design and Two Hour Wargames.

Scale: Man-to-man sword and sorcery combat where 1 figure or


counter equals 1 man or creature.

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


scenarios where no two games ever play out exactly alike.

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

While our counterpart Chain Reaction is about modern


firearms, Swordplay is about combat with sword, spell and shield.

Swordplay gives you a chance to try out THW game mechanics,


before trying one of our period specific games.

Think of Swordplay as a preview. The nice thing is it contains


the same mechanics of all our other games and that means ....

LEARN ONE SET OF MECHANICS, PLAY MANY PERIODS.

THW GAME DESIGN – TWO HOUR WARGAMES


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

Includes color counters to get you into the game ASAP!


WRITTEN BY ED TEIXEIRA

COVER ART BY KIM ALLMAN


SPECIAL THANKS TO:
Kim Allman: For a great cover picture.
Ken Hafer, Bob Minadeo and Ron “Baddawg” Strickland:
For insisting “It’s not just a gang warfare game.”
The THW Folks on the Group and Forum: For the constant
support, questions and suggestions.
And Lil…
SWORDPLAY 2018
Skeletal Undead .................................................................. 8
TABLE OF CONTENTS
Skeletal Undead (1) .......................................................... 8
When you’re ready for more… .......................................2
Trolls ................................................................................... 8
Introduction ..............................................................................3
Trolls ............................................................................... 8
Word Of Advice ..............................................................3
Attributes ................................................................................. 8
How to Play .............................................................................3
Stars ..................................................................................... 8
Needed to Play .........................................................................3
Grunts .................................................................................. 9
The Dice – D6 .....................................................................3
Attribute Types.................................................................... 9
How Many D6? ...............................................................4
Race Attributes .................................................................... 9
Characters ............................................................................4
Class Attributes ................................................................... 9
Using Counters or Figures...............................................4
Random Attributes .............................................................. 9
Using the Tables ......................................................................4
Alignment ................................................................................ 9
Defining Characters .................................................................4
Not Black or White, But Gray ........................................... 10
Stars and Grunts .......................................................................4
Star Alignment .................................................................. 10
Why Use Stars? ...................................................................4
Reputation.............................................................................. 10
Star Advantages ...................................................................5
Modified Rep .................................................................... 10
Star Power .......................................................................5
Increasing Rep d6 .............................................................. 10
Extraordinary Effort ........................................................5
Decreasing Rep d6 ............................................................ 11
Free Will .........................................................................5
Class ...................................................................................... 11
Race .........................................................................................5
Armor Class ........................................................................... 11
Race Lists ............................................................................5
Challenge ............................................................................... 12
Dwarves ...............................................................................6
NPC Challenges ................................................................ 12
Dwarves ..........................................................................6
Leaders .................................................................................. 13
Elves ....................................................................................6
Leader Function ................................................................ 13
Elves ................................................................................6
Recruiting the Band ............................................................... 13
Feral Vampires ....................................................................6
How Big of a Band? .......................................................... 13
Feral Vampires ................................................................6
Restrictions ........................................................................ 13
Ghouls .................................................................................6
Dealing with NPCs ................................................................ 13
Ghouls .............................................................................6
Interaction .............................................................................. 13
Goblins ................................................................................7
The Battle Board.................................................................... 14
Goblins ............................................................................7
Sample Battle Board.......................................................... 14
Men......................................................................................7
Turn Sequence ....................................................................... 15
Men .................................................................................7
Movement .............................................................................. 15
Your Game, Your Choice................................................7
Action .................................................................................... 15
Ogres ...................................................................................7
Casting Spells ........................................................................ 15
Ogres ...............................................................................7
Damage Spell .................................................................... 15
Orcs .....................................................................................7
Dazzle Spell ...................................................................... 16
Orcs .................................................................................7
Defend Spell ...................................................................... 16
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

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

2
SWORDPLAY 2018

INTRODUCTION HOW TO PLAY


Swordplay 2018 is all about the Story; your Story. It doesn’t How you play Swordplay 2018 is up to you. Here are some
take a long time to set up or play and your games won’t get suggestions:
bogged down with detailed or overcomplicated rules. The
rules are easy to learn and memorize, yet like all our THW • You can play as a loner, going on Encounters (page
games that share the similar mechanics, Swordplay 2018 gives 20) on your own.
you realistic results. • You can play as a Leader of a Band (page 13).
• You can play solo or same side against the game
When you’ve finished an Encounter (game) you’ll say, mechanics or head to head against others.
“Yeah, I could see that happening.” In Swordplay 2018 it’s • You can play it as a stand-alone game or with other
where you get to and not how you got there. THW titles such as 2 Hour Dungeon Crawl, Warrior
Casual and new gamers with little gaming experience can pick Heroes – Legends, Talomir Tales – Distant Shore or
up Swordplay 2018 really quickly. We’ve made the game Legends of Araby.
simple by using Classes to define Characters based on what • The bottom line is you can play it any way you like
they do, not what they use to do it. Casters cast Magic Spells because it’s your game.
Shooters; shoot…you get the picture.
Swordplay 2018 is perfect for playing solo or on the same side
with your friends as well as head to head. You don’t need a
Game Master, Dungeon Master, or Referee to play Swordplay
NEEDED TO PLAY
2018. It doesn’t take much time to learn, is a fun game, but
still a challenge. You will need a few things to play Swordplay 2018. They are:

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.

© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

3
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.

WHY USE STARS?


One question that may be asked is why do we use Stars in
THW? It's to give the player personal control of his
Character.
Remember that all Grunts are controlled by the game
mechanics.
© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

4
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.

© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

5
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.

DWARVES FERAL VAMPIRES


Male (1 – 6) Female (1 – 2) Male (3 – 6)
# TYPE CLASS REP AC ALIGN (1) # TYPE CLASS REP AC ALIGN
1 Leader Soldier 4 (1 – 3) 5 (4 – 6) 4 Any 1 Leader Creature 4 (1 – 3) 5 (4 – 6) 6 BM
2 Grunt Soldier 4 (1 – 5) 5 (6) 4 Any 2 Grunt Creature 4 (1 – 5) 5 (6) 6 BM
3 Grunt Soldier 4 4 Any 3 Grunt Creature 4 4 BM
4 Grunt Shooter 4 2 Any 4 Grunt Creature 4 4 BM
5 Grunt Soldier 4 4 Any 5 Grunt Creature 3 (1 – 4) 4 (5 – 6) 4 BM
6 Grunt Soldier 4 4 Any 6 Grunt Creature 3 (1 – 4) 4 (5 – 6) 4 BM
7+ Grunt Shooter 3 (1 – 4) 4 (5 – 6) 2 Any 7+ Grunt Creature 3 4 BM
(1) Dwarves will be RS (1 – 4), N (5), or BM (6).
• Dwarves have the Resilient Race Attribute (page 9) and • Feral Vampires have the Rage Race Attribute (page 9).
the Soldier Class Attribute.
GHOULS
ELVES An Undead creature desiring only to feast upon human flesh,
The best word to describe an Elf is aloof. These wood or Elf, or Dwarf, or… Ghouls are normally associated with
dwelling folk care little for others save themselves. They dark places such as graveyards and dungeons.
prefer to observe more than participate and tend to stay hidden
in their dark woods. If pushed, the majority of Elves will align GHOULS
with the Light of the Red Sun although some have embraced Female (1) Male (2 – 6)
the Black Moon Darkness.
# TYPE CLASS REP AC ALIGN
ELVES 1 Leader Creature 4 2 BM
Female (1 – 2) Male (3 – 6) 2 Grunt Creature 4 2 BM
3 Grunt Creature 4 2 BM
# TYPE CLASS REP AC ALIGN (1) 4 Grunt Creature 3 (1 – 2) 4 (3 – 6) 2 BM
1 Leader Shooter 4 (1 – 3) 5 (4 – 6) 2 Any 5 Grunt Creature 3 (1 – 4) 4 (5 – 6) 2 BM
2 Grunt Shooter 4 (1 – 5) 5 (6) 2 Any 6 Grunt Creature 3 2 BM
3 Grunt Shooter 4 2 Any 7+ Grunt Creature 3 2 BM
4 Grunt Shooter 4 2 Any
5 Grunt Soldier 4 4 Any • Ghouls have the Lightweight Race Attribute (page 9).
6 Grunt Soldier 4 4 Any
7+ Grunt Shooter 3 (1 – 4) 4 (5 – 6) 2 Any
(1) Elves will be RS (1), N (2 – 5), or BM (6).
• Elves have the Slippery Race Attribute (page 9) and the
Shooter Class Attribute.

© 2018 ED TEIXEIRA – TWO HOUR WARGAMES 5/8/2018

6
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.
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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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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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• 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).

Remember, Stars always start with a Rep of 5.

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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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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.

CIRCUMSTANCE MODIFIER TO REP


Challenge is Easy. +1
Challenge is Difficult. -1

#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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• 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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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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TURN SEQUENCE MOVEMENT


Note that a “Turn” occurs when both sides have been Active and Movement on the board is carried out by the action the
taken the Will to Fight Test. Character is taking. Here’s how we do it:
When the Characters are placed on the Battle Board combat • Cast Spell – Character remains in place.
can begin. Here’s how we do it: • Shoot – Character remains in place.
• Roll 1d6 and read the result as rolled: • Charge – Character is moved into contact with the
• 1, 2 or 3: You have the Advantage. target of the charge. The Target of the Charge can
• 4, 5, or 6: They have the Advantage. shoot before contact.
• The Leader of each side rolls 2d6 versus its Rep. • Duck Back – Character is turned around presenting
• Determine how many d6 are passed by each and its back to the enemy. Cannot see or be seen.
consult the Action Table. • Recover from Duck Back – Characters in Duck Back
• This determines which side will Activate and act are turned to face the enemy. Can see and be seen.
first. • Halt in Place – Character remains in place and does
• You only roll on the Action Table once then each not act.
side alternates acting. • Leave the Battle Board – Voluntarily remove the
Character from the table, the Encounter has ended for
The active Characters now act, in the following order. Here’s the Character.
how we do it:


Cast – Caster Class will cast a Spell.
Shoot – Shooter Class will shoot.
ACTION
• Charge – Other Classes can charge.
• Recover from Duck Back – Characters in Duck Back When a side is Active, match up (target) all of its Characters
will come into sight of the enemy and can now see against an Inactive Character on the other side. After all
and be seen. Inactive Characters have been targeted the Active side can
• Halt in Place – The Character chose or forfeited an target one or more Inactive Characters multiple times.
action and does nothing. Example – The black side of 4 Characters won on the Action
• Leave the Battle Board – Voluntarily remove the Table and is Active against the white side of 3 Characters.
Character from the table, the Encounter has ended for
the Character. • Character A of the black side, targets white side
Character 1.
After all Spell Casting, Shooting and Melees have been
• Character B of the black side, targets white side
finished both sides take the Will to Fight Test (page 25).
Character 2.
• If the Inactive side remains on the table it becomes • Character C of the black side, targets white side
active and follows the procedure as outlined. Character 3.
• Play continues with each side alternating actions until • As all of the Characters on the Inactive side have been
only one or no sides remain on the table. targeted, Character D of the black side can double up on
Character 3.
Example – The black side wins on the Action Table and acts.
Two Characters fire and two Characters charge. After melees
are over both sides take the Will to Fight Test (page 25).
One of the white Characters leaves the table. The white side is CASTING SPELLS
now active and can act. The three Characters fire their
weapons. Having finished their actions both sides take the Casters can cast a variety of Magic Spells. Instead of being
Will to Fight Test (page 25). specific about their names and how they visually appear, we
It is now the black side’s turn to act again. have simplified them into three Spell types.

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.
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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.
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• 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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DAMAGE WILL TO FIGHT


We use three types of damage in Swordplay 2018 . Note that After all Spells have been Cast, Shooting resolved and Melees
Obviously Dead and Out of the Fight results do not stack. You completed, both sides must see if they remain on the table.
only take the worse result. So if you suffered an Obviously Here’s how we do it:
Dead and three Out of the Fight results you count the
Obviously Dead. This comes into play when using Star Power • Consult the Will to Fight Table (page 25).
(page 5). • Roll 2d6 versus the Rep of the Leader and determine
how many d6 are passed.
• Go down the left-hand column to the appropriate row
OBVIOUSLY DEAD and across to see the results. This may result in none,
The Character has taken so much damage that it is obvious one or all Characters leaving the Battle Board.
that the Character is dead. Place it face down on the Battle • Stars can use Free Will (page 5).
Board.
Example – Three Goblins must now take the Will to Fight
OUT OF THE FIGHT Test. I roll 2d6 versus the Rep of the Leader (4) and score a 1
and 5. Passing 1d6 we see that one Goblin will leave. The
The Character has taken damage and falls to the ground. It Leader stays as he is a Rep 4. The other two are Rep 3, but
cannot continue the fight. Place it face up on the Battle Board. one is a Shooter – he leaves the field and the battle continues.
If an Active Character charges an Out of the Fight Character it
can choose to automatically dispatch the Character or capture
it. This is done by taking both Characters off the Battle Board
(page 14) during the fight or holding the Battle Board after the
fight.
AFTER THE ENCOUNTER
If you are keeping the same Characters to use in multiple
-1 TO REP Encounters you must see if the Out of the Fights, reduced
During Melee the Character can have its current Rep reduced Reps and those that Left the Battle Board return. Here’s how
by1 point. Here’s how we do it: we do it:
• Losing Rep is cumulative so it is possible for a • Consult the After the Encounter Recovery Table
Character to have its Rep reduced drastically. (page 25).
• If a Character reaches “0” Rep it is Out of the Fight. • Roll 2d6 versus the Rep of each qualifying Character.
• If opposing Characters reach “0” Rep at the same Be sure to use the normal Rep for the Character, not
time, ignore the result and fight another round of the reduced Rep.
melee. Continue until only one Character is left. • Determine how many d6 each Character passed.
• After a Character has completed all of its melees for • Go down the left-hand column to the appropriate row
the turn of activation, any lost Rep is recovered. and determine the results.
• Immediately carry out the results.
Example – The archer left the Battle Board and the soldier
went Out of the Fight. I roll 2d6 versus the Rep 3 archer and
score a 1 and 6. Passing 1d6 I see that the archer, who left the
Battle Board, never returns. I roll 2d6 versus the Rep 3 soldier
and score the same results – passing 1d6. I see that the soldier
returns to the Band.

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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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.

PLAYING THE GAME WHO ARE THEY?


Unless you are designing your own Encounters use the
following procedure to find out who the enemy is. Here’s how
All THW games can be played solo, same side (cooperatively)
we do it:
and head to head (competitively and that includes Swordplay
2018. Feel free to play anyway you like. • Consult the Who Are They Table.
• Roll 1/2d6 and read the result as rolled.
The solo and same side rules are brilliant and are designed that
way. You do not draw a card to see when a group can move; • Go down the left-hand column to the appropriate
nor do you have to “make the best decision” for the non-player row.
enemy. The game mechanics in Swordplay 2018 does all that • Roll 1d6 and go across the row to the appropriate
for you. Playing with everyone on the same side is also great column to see who the NPCs will be.
for teaching the game to newcomers and non-gamers. • Note - If the 1/2d6 and 1d6 scores are the
same, substitute Men for the Race.
Playing solo and same side starts with PEFs. • Now see How Many of Them there are.

½+1 WHO ARE THEY


(Taken vs. normal Rep)

# 1, 2, OR 3 4 OR 5 6
1 Dwarves Ghouls Feral Vampires
2 Elves Ogre Skeletal Undead
3 Goblins Orcs Troll

Example – I am on an Explore Encounter. I roll 1/2d6 on the


Who Are They Table and score a 3. I now roll 1d6 and score a
6. I have met Trolls. It’s now time to find out how many of
them?

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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.

ARE THEY FRIENDS OR FOES?


After you resolved a PEF as NPCs, determined how many of
them there are, and who they are, we need to see how they act.
Here’s how we do it:
• Start with the number of Characters in each group.
• 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
is twice or more than the other group, they will fight.
Go to the Action Table (page 24).
• If one total is not twice or more than the other then
it’s time to Interact (page 13).
• Remember, Creatures are always the enemy!

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RAID 2 LOOT AND DESTROY


(Taken versus Rep)

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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CHARACTER JOURNAL CHARACTER JOURNAL
NAME REPUTATION NAME REPUTATION

STAR OR GRUNT ARMOR CLASS STAR OR GRUNT ARMOR CLASS

RACE CLASS RACE CLASS

ALIGNMENT FORTUNE AND FAME ALIGNMENT FORTUNE AND FAME

INCREASING REP D6 DECREASING REP D6 INCREASING REP D6 DECREASING REP D6

CHARACTER JOURNAL CHARACTER JOURNAL


NAME REPUTATION NAME REPUTATION

STAR OR GRUNT ARMOR CLASS STAR OR GRUNT ARMOR CLASS

RACE CLASS RACE CLASS

ALIGNMENT FORTUNE AND FAME ALIGNMENT FORTUNE AND FAME

INCREASING REP D6 DECREASING REP D6 INCREASING REP D6 DECREASING REP D6

CHARACTER JOURNAL CHARACTER JOURNAL


NAME REPUTATION NAME REPUTATION

STAR OR GRUNT ARMOR CLASS STAR OR GRUNT ARMOR CLASS

RACE CLASS RACE CLASS

ALIGNMENT FORTUNE AND FAME ALIGNMENT FORTUNE AND FAME

INCREASING REP D6 DECREASING REP D6 INCREASING REP D6 DECREASING REP D6

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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.

DUTY: Re-roll 1 failed d6 on the Action Table. # RESULT


SLOW MOVER: Must re-roll 1 passed d6 when rolling on the
Action Table. FANATIC: Changes 1 failed d6 on the Action “6” Target Obviously Dead.
Table to a passed d6. Rep or higher of If score is:
Target, but not a • Higher than AC = Obviously Dead.
#D6 RESULT “6”. • Equal to AC = Out of the Fight.
PASSED • Less than AC = Duck Back.
Less than Rep of Target Ducks Back.
More d6 The side that passed more d6 can act, in order: the Target.
• Cast – Caster Class will cast a Spell.
• Shoot – Shooter Class will shoot.
• Charge – Other Classes can charge. 2 CASTING
• Recover from Duck Back – Characters in (Taken versus Rep)
Duck Back will come into sight of the enemy
and can now see and be seen. Score of “6” is always a failure.
• Halt in Place – The Character chose or # D6 NPC SPELL CASTING
forfeited an action and does nothing.
• Leave the Battle Board – Voluntarily remove PASSED (TAKEN VS. REP)
the Character from the table, the Encounter 2 Damage Spell.
has ended for the Character.
1 Dazzle Spell.
Same Side with the Advantage counts as passing more
0 Defend Spell.
number d6.
of d6
* Only the mounted members of the group gain the modifier. Non-
#D6 RESULT
mounted will roll and act separately. PASSED

2 SHOOTING 2 Success! Affects a number of targets equal to the


current Rep of the Caster.
(Taken versus Rep) • DAZZLE SPELL causes the targets to halt
Score of “6” is always a failure. any action and remain in place, forfeiting
next turn of Activation.
#D6 RESULT • DAMAGE SPELL causes the Caster to roll on
PASSED the Shooting Damage Table against all
affected targets.
2 Hit all targets.
1 Miss: • DEFEND SPELL causes the targets to count a
+2 to their AC up to AC 8.
• If being charged. Charger continues into
1 Partial Success!
contact.
• DAZZLE SPELL causes one target to halt any
• If the target is in Cover. action and remain in place, forfeiting next
• If 2nd or higher target. turn of Activation.
Otherwise: • DAMAGE SPELL causes the Caster to roll on
• Hit. the Shooting Damage Table against one
0 Miss all targets. target of choice.
• DEFEND SPELL causes himself to count a +2
to its AC.
0 Disaster! Spell fails and the Caster’s Rep is
reduced by 1 point for remainder of the
Encounter.
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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

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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!

HOW YOU WANT TO PLAY


• Start from section number one and work your way to
section number nine. This tells you the terrain type
that occupies each section
• Roll 1d6.
With THW games you can play on the Tabletop or the Battle • (1, 2 or 3) = Clear.
Board. This article shows you how do to both. • (4 or 5) = Wooded.
• (6) = Hilly.
SETTING UP THE TABLE • When finished, keep section 5 as is. Group like
terrain together into adjacent sections to form larger
Territories of the same terrain type.
Our Encounters may specify what the terrain will look like but
in general just populate the board with appropriate scenery.
We recommend using whatever you already have. SIZE
First, start with a 3’x3’ flat space. Bigger can be used, but it Terrain in each section must occupy at least 75% of the
may not be better. Want smaller? Check out the Battle Board section. The terrain can be represented by multiple pieces.
(page 14).
There are two ways to set up the tabletop. DEFINING TERRAIN
This section describes the terrain types and what effects it may
• One side lays out the terrain as it wants, and the other
have on your figures. For ideas on terrain and buildings I
side decides which end of the table he will occupy or
suggest watching movies of the appropriate genre.
enter from.
• The other way is to use the following Terrain
Generation system. Note that in some Encounters the CLEAR
terrain set up may be specified. Open Territory that provides zero Cover for figures.
Either will work fine and remember it's your game!
HILLY
GENERATING TERRAIN A hill is a gentle elevation in the ground with a crest, ridgeline
or high point in the middle.
Unless previously determined by the Encounter, players
should use the following system to generate terrain for the • Figures within 1” of the crest can see and be seen by
battlefield. Here’s how we do it: figures on the opposite side and will count as if in
Cover. Those farther back from the crest cannot see
• Divide the table into nine roughly equal sections.
or be seen.
See the following illustration that shows the
• Movement up or down a hill is unaffected.
corresponding number for each section of terrain. In
this case the table is square, but you may be using a • A hill may have woods (1) on it and/or a road
rectangle. It doesn’t matter just be sure and divide the running (1) through it.
table into nine equal sections.
WOODED
Densely wooded Territory that affects both movement and
visibility in the following ways:
• Movement in woods is reduced by half.
• Visibility inside woods is reduced to 12" during the
day and 6" at night.
• Figures at 1” from the edge can see or be seen from
outside the wood. Those over 1" deep into the woods
cannot see or be seen from outside.
• Stationary figures in woods are in Cover. Moving
figures in the woods are not.

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

© 2020 Ed Teixeira – Two Hour Wargames 8/15/2020

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.

• Those on foot can normal move up 8”.


TRIGGERING AN IN-SIGHT TEST
FAST MOVE Here's how an In-Sight Test is triggered:

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.

© 2020 Ed Teixeira – Two Hour Wargames 8/15/2020

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PLAY ON THE BATTLE BOARD OR TABLETOP – YOU CHOOSE!

THE BATTLE BOARD


• 1st way. Resolve the PEFs one after the other using
the PEF Resolution Table included in the rules.
• 2nd way. Just resolve them one after the other, as
many of them as you want.
Want a quicker game? Instead of moving on the tabletop, use
the Battle Board and get right into the fight. Most of the That’s it. Use the simple rules and you can play any THW
Encounters can or could be played on the Battle Board. This game either way or even use both.
works great for a Confrontation in an alley or similar
Encounters where moving across the table isn’t necessary.
Here’s how we do it:
• Place one side within 3” of one edge.
• Place the other side within 3” of the opposite edge.
• Always place the Leaders in the center and across
from each other.

Example – Both sides have been placed on the Battle Board


with the figures matched up against each other. The Leaders,
B and 2, are matched up across from each other.

TABLE & BATTLE BOARD MOVEMENT


Want to use both the Tabletop and the Battle Board system?
Here’s how we do it:
• The table is still divided into nine sections.
• Movement is from one section to the next, even
diagonally.
• Want to Fast Move?
• Roll 2d6 normally as you would for Fast Move.
• Pass 2d6 = Move two sections.
• Pass 1d6 = Move two sections but count a -1 to
Rep for any Insight Test * caused by the
movement.
• Pass 0d6 = Move only one section but still count
as Fast Moving.
* = In Sight Test is called the Reaction Test in some rules.

PEFS ON THE BATTLE BOARD?


Yes, you still use PEFs like on the Tabletop, but we do it a bit
differently. Instead of placing them on the table and moving
them around as you move yourself, here’s how we do it:

© 2020 Ed Teixeira – Two Hour Wargames 8/15/2020

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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.

© ED TEIXEIRA - TWO HOUR WARGAMES 3/25/2020


1
UNIVERSAL INTERACTION AND CHALLENGE TABLE
Arizona Bob looked at the three large fellows and tried to see • Decide what a success looks like.
how this would play out. Never mind that he was late to meet
Miss Sarah and Sir Winston, or that of all the nice places he’d Example – The Shopkeeper gives him a place to hide and
been to in Lemuria, this wasn’t one of them. Bob gains one Increasing Rep d6 if using them.

No, Bob just wanted a drink.


• Decide what a failure looks like.
Cracking his knuckles for effect, he asked “Okay fellas, how
are we going to do this?” Example – If the Shopkeeper says no Bob has nowhere to
hide and will have to resolve a PEF late at night. He also
*****************************
gains one Decreasing Rep d6 if using them.
THW has lots of RPG Lite games. Larger Than Life – Director’s
Cut, Legends of Araby, 5150 Urban Renewal, Lovecraft’s
Revenge, the list seems to go on forever. All use Interaction and • Consult the Universal Interaction and Challenge Table.
Challenge rules (sadly underutilized) and all are similar with • Start with 2d6; modify the number by any applicable
slight differences. What I wanted to do was create “one table to Circumstance.
rule them all and” …okay, actually one table that can be used • Roll the modified number of d6 against the appropriate
for any and all THW games. And here it is – the Universal Skill.
Interaction and Challenge Table (UIC). • Go down the left-hand column to the appropriate row
to see the results.
WHEN DO YOU USE IT? • Carry out the result – this could result in re-taking the
test.
You can use the UIC when:
• You meet someone and want to Interact – talk – with WHAT SKILL DO YOU USE?
them. All THW rules use Rep – a number signifying how good the
Example – Arizona Bob meets three large fellows in an alley. character is. If there aren’t any other Skills being used, take
They aren’t enemies (yet) so Bob tries to interact (talk) with the Challenge against the character’s Rep. Some rules use
them. additional Skills:

• 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
1
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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