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    Written by Ed Teixeira

    2010 ED TEIXEIRA6/7/2010

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    2009 ED TEIXEIRA

    8/01/2009

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    TABLEOFCONTENTS

    Prologue 1

    Introduction 2IGO UGO 2

    THW Reaction System 2Word of Advice 2

    Equipment Required 3The Dice 3

    Passing Dice 3Counting Successes 3Possibilities 3Reading and Adding The Dice 3How Many D6? 3

    Figures And Terrain 3Basing Figures 4Defining Faces 4

    Defining Characters 4Stars and Grunts 4Star Advantages 4

    Larger Than Life (LTL) 4Cheating Death 5Free Will 5Star Power 5

    Reputation 5Weapons 5

    Attributes 6

    Getting Started 6Recruiting 6The Lists 6

    Using the Lists 6Military Operations 7

    Military List 7Insurgents List 7

    Street Warfare 7Police List 7Gang List 7

    Organizing Your Force 8Groups 8Leaders 8

    Replacing Leaders 8

    Rules Of War 9Turn Sequence 9

    Actions 9Order of Activation 9

    Movement 10Normal Movement 10Fast Movement 10Going Prone 10Involuntary Movement 10

    Reaction 11

    How to Take a Reaction Test 11Taking the Tests 11Focus 11Fast Move 11In Sight 11

    In Sight or Not 11Received Fire 11Wanting To Charge 12Being Charged 12Recover From Knocked Down 12Rally 12Man Down 12Leader Lost 12

    Heroes All 12Reaction Tests Status and Actions 12

    Carry On 12Duck Back 13Halt 13Hunker Down 13Obviously Dead 13Out of the Fight 13Retire 13Snap Fire 13Stunned 13

    Challenge 13

    Ranged Weapons 14List of Weapons 14Outgunned Rankings 15Tight Ammo 15

    Shooting 15Line Of Sight 15Resolving Fire 15

    Target Selection 15Shooting A Weapon 16Ranged Combat Table 16

    Determining Damage 16Auto-Kill or Capture 17Firing Two Weapons At Once 17Pitiful Shot 17Throwing Grenades 17

    Hitting With Blast Effect Weapons 17Whos Got the Grenade? 18

    Flock of Seagulls 18

    2010EDTEIXEIRA 6/7/2010

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    Melee 18Hand-To-Hand Weapons 18How to Melee 18Melee Combat Table 19Breaking Off Melee 19

    Retrieving Wounded 19

    After The Battle 20After The Battle Recovery 20

    Fighting The Battle 20Setting Up Terrain 20Types of Terrain 21How Many Pieces of Terrain? 21Terrain and Scenery 21Gaming the Street Warfare Table 22

    Buildings 22Building Areas 22

    Entering And Exiting Buildings 22Movement Inside Buildings 22

    Vehicles 23Using the Vehicle 23

    Getting In and Out of Vehicles 23Groups 23

    Types of Vehicles 23Defining the Vehicle 23

    Vehicle Movement 23Reversing Direction 23Turning 23Bootlegger Turn 23

    Reaction Tests 24Vehicles in Combat 24

    Running Down Pedestrians 24Ramming Vehicles 24Bash Table 24

    Shooting 25Targeting Driver or Passengers 25Targeting Vehicles 25

    Driver Disabled 25

    The Battles 25

    Patrol 25Goal 25Forces 25Terrain 25Deployment 25Special Instructions 26

    PEF Movement 26Resolving PEFs 26

    PEF Composition Table 26How Many Of Them? 27

    Military Patrol Table 27Insurgents Patrol Table 27

    And What Are They? 27Scouting the Table Top 27Optional Reinforcements 27How the Enemy Moves 27NPC Force Movement Table 28Patrol Example 28

    Epilogue 28

    Index 29

    SPECIAL THANKS

    The Godfathers - Geo TechnomancerGibson, Hannuman the Monkey-God, KenHafer, and Ronald Baddawg Strickland

    Tony Yates for the inspirational artwork.

    Paul Kime for the great covers and maps.

    The usual suspects on the THW YahooGroup for contributing to the growth of CR3.0 and setting the course.

    And to Lil.

    .

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    PROLOGUE

    CHAINREACTION3.0

    Many of you have probably heard of Chain Reaction

    but for those of you that havent, heres a little history.

    2002

    Two Hour Wargames makes its first foray intoproviding rules for man-to-man skirmish games. Therules are called Guns and Girlsand they debut with aNews Itemon The Miniatures Page. The cover of therules (two young ladies in bikinis, high heels, andautomatic weapons) is taken as a sign of theApocalypse, by some, causing a change of title toChain Reaction and a new cover depicting a targetriddled with bullet holes.

    2004

    As word spread via the Internet, battle reports begancoming in about the games that people were playingwith CR. World War 2, dark future, and police actionswere common but there were also the American CivilWar games, Star Wars (you all understand I didntwrite Star Wars, right?), hard core sci-fi, gangsters ofthe 20s, and much more. It quickly became apparentthat you could adapt CR foralmost any period wheremodern firearms were used.

    What also became equally apparent was that gamers

    wanted bigger battles with more and more figures.That was the main reason for CR 2.0: Fully Loaded.But with bigger battles came the need for smoothermechanics and less bookkeeping. Seeing how therewas minimal book keeping in CR it was obvious thatthe mechanics would be where the ease of playwould come from. Chain Reaction 2.0 delivered.

    2008

    By now Two Hour Wargames is up to twenty plustitles covering a variety of periods from ancientwarfare to the conflict in Vietnam, as well as fantasy

    and sci-fi titles. Whereas CR 2.0 was a generic set ofrules that covered many periods in a light way theother titles are detailed and focused specifically tobring the flavor of that period to life.

    So I decided to make CR 2.0 free to the masses.

    2009

    With all the exposure and questions generated by CR2.0 its become obvious that the rules were reachinga much larger audience than before. But the jump in

    mechanics from CR 2.0 to present day THW productswas so dramatic that it became apparent to me thatCR 2.0 needed a facelift.

    So after five years Ive upgraded to CR 3.0. WhatChain Reaction has become is an introduction to theReaction System and all the other mechanics used incurrent THW products. CR 3.0 is a THW lite versiongiven to the gamer at no cost.

    Anyway, thanks for the interest, give the game aread, play the game a few times and if youve got ataste for a specific period come visit the website andthe Yahoo Group.

    As the saying goes.

    What a long strange trip its been

    Be sure to check out the Two Hour Wargames YahooGroup linked below for answers to questions and freedownloads for other THW games.

    http://games.groups.yahoo.com/group/twohourwargames/

    http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/
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    INTRODUCTIONCR 3.0 is a skirmish set of rules that can be playedwith any figures you may already have. Games areusually finished in two hours or less, hence thecompany name.

    CR 3.0 is a great way to learn the Reaction Systemused by Two Hour Wargames.

    Traditional games use a turn sequence known asIGO, UGO. This means that I move my figures, fire,we do some melee, and maybe you do a morale testor two.

    THW uses what is called the Reaction System. In thissystem your side activatesand you move part of yourforce. That triggers a reaction from parts of my force.I immediately react and this may cause you to reactin kind. Heres an example of both systems using one

    figure on each side.

    IGOUGO

    Our figures start on opposite sides of a building andare out of sight of each other.

    Its my turn and I move first.

    I move my figure around the corner and seeyour figure.

    I shoot at your figure.

    You either get hit or not.

    If you get hit I see how bad the damage is.

    If you dont get hit you take a morale test andstay where you are or maybe runaway.

    Now its your turn,

    If you stay where you are you shoot at me.

    You either hit me or not.

    If I get hit you see how bad the damage is.

    If I dont get hit I take a morale test and staywhere I am or maybe runaway.

    Now its my turn again.

    The big thing is I get to move and shoot at you andyou cant do anything about it.

    THWREACTIONSYSTEM

    Our figures start on opposite sides of a building andare out of sight of each other.

    I activate and I move first.

    I move my figure around the corner and your

    figure can see me. You take an In Sight Reaction test.

    Maybe you shoot at me.

    Maybe you shoot at me but rush your shot.

    Maybe you dont shoot at me.

    If you shoot me either you hit me or miss.

    If you hit me I see how bad the damage is.

    Maybe Im only stunned.

    Or maybe Im knocked out of the fight or

    worse.

    But if you miss I take a Received FireReaction Test.

    Maybe I shoot you.

    Maybe I duck back for cover.

    Or maybe I run away.

    We continue to fire back and forth at eachother until either one of us gets hit, runs outof ammo, ducks back behind cover, or runsaway.

    When all the reactions are finished its yourturn.

    The big thing is you get to react to what I do just likein real life.

    There are a variety of Reaction Tests in CR 3.0 butyoull be using only two of them 95% of the time.After a few turns youll have them memorized and willrarely refer to the rules. Its that simple.

    WORDOFADVICE

    Be sure to read all of the rules before trying to playCR 3.0. And if you have a question about the rulesjust keep reading as the answer will be coming alongshortly.

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    EQUIPMENT

    REQUIREDYou will need a few things to play Chain Reaction 3.0.They are:

    Six-sided dice, also known as d6. It is best tohave at least six of these, and the more youhave, the quicker games will play.

    One ruler or measuring device, ideally onedevice per player.

    Any combination of metal, plastic or paperfigures in a consistent scale of your choice.

    Something to represent buildings and other

    terrain features.

    A flat surface at least 3'x3' with larger usuallybeing better.

    THEDICEDuring the game you will be required to roll dice in avariety of ways. They are:

    PASSINGDICE

    This way to use the dice is to roll 2d6 and compare

    each result individually to the Reputation or Rep ofeach figure taking the test.

    If the score is equal or less than the Rep then thefigure has passedthat die. If the score is higher thanthe Rep then the figure has failedthat die. Figuresmay pass 2, 1, or 0d6 when the dice are rolled thisway.

    Note that there will be times when the figure may rollmore or less than 2d6 but the player can never scorebetter than pass 2d6.

    Example Jim Bob Joe (Rep 4) must take aReceived Fire Test. He rolls 2d6 and scores a 1 and

    a 5. He has passed 1d6.

    COUNTINGSUCCESSES

    Another way to use the dice is by rolling them andcounting successes. When taking a test that uses thismethod a success is any score of 1, 2, or 3. A scoreof 4, 5, or 6 is a failure.

    Example: The native dancing girl enters melee androlls 4d6. She scores a 1, 3, 3, and 4. This translatesinto three successes.

    POSSIBILITIES

    You may see numbers in parenthesis such as (1-2).

    This means that there is a chance of an eventhappening based on a d6 roll.

    ExampleThe gang member may be armed with apistol (1). This means that on a result of 1 whenrolling 1d6 the ganger has a pistol.

    READINGANDADDINGTHEDICE

    And sometimes you simply read the result of the d6for what it is and add the scores together.

    Example On the Terrain Generator Table I roll a 3and a 6 for a total of 9.

    HOWMANYD6?

    How many d6 do you roll? This is found by looking inthe upper left corner of each table. There will be anumber that tells you how many d6 should be rolled.This will usually be 3, 2, or 1 or maybe a word likeRep or Target. That means roll 3, 2, or 1d6 or 1d6 foreach point of whatever word it is.

    Example A Berber Horseman (Rep 4) isapproaching a French Legionnaire (Rep 5). TheLegionnairemust roll an In Sight Test so tosses 2d6.

    They later go into melee and see the word Rep onthe Melee Table so they each roll 1d6 per point ofRep. The Berber will roll 4d6 while the Legionnairewill roll 5.

    FIGURES ANDTERRAINLiterally hundreds of figures can be used with CR 3.0.There arent any official figures so play with what youalready have.

    You can choose from metal figures, plastic figures, or

    even paper figures. Sizes range from 6 mm to 54 mmand everything in between. The best part is that youcan use any of them and still play CR 3.0. If you dontalready have figures, you can find them in gamingstores, at conventions, or online.

    Finding terrain can be handled the same way or youcan build it from scratch. Some very nice paperterrain is available online that will work just fine. I useeBay as one source for terrain; it is also a good wayto find painted figures.

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    Perhaps the best form of guidance will come fromjoining the Two Hour Wargames Yahoo Group andasking your questions there.

    http://games.groups.yahoo.com/group/twohourwargames/

    BASINGFIGURES

    Each figure represents one real man. The easiestway to base your figures for CR 3.0 is 1 figure on around or square base as either style will work.

    Figures previously mounted for other rule systemswill also work.

    DEFININGFACES

    Charging onto the rear of an enemy or shooting to itsrear depends upon the actual physical location of theattacker.

    To qualify as a rear attack the attacker must beginand end its movement behind the front facing of thetarget. The front facing is defined as 90 degrees tothe left and right of the way the figure is facing.

    DEFININGCHARACTERSChain Reaction 3.0 is played with individual figuresreferred to as characters. Characters are defined inthe following ways.

    Is it a Staror a Grunt?

    What is its Reputation?

    What type ofweapondoes it have?

    Does the character have any Attributes?

    STARSANDGRUNTSThere are two types of characters. They are Starsand Grunts.

    STARS Characters that represent you, the player.We suggest your Star begin with a Rep of 5.

    GRUNTS These are the non-player characters(NPC) or characters that do not represent a player.They may be friends or foes and will come and go asthe game progresses. NPCs are controlled by thegame mechanics.

    Stars may recruit Grunts to form their force.This is done by rolling on the appropriate

    force List. For each point of Rep the Star has he may

    recruit one Grunt.

    Stars may not recruit Grunts with a higherRep than themselves.

    STARADVANTAGES

    Being a Star in CR 3.0 has four importantadvantages. These are:

    Larger Than Life.

    Cheating Death

    Free Will

    Star Power

    LARGERTHANLIFE(LTL)

    CR 3.0 can be used to capture the cinematic flavorofmodern action movies where the Star is a larger thanlife character. This is represented in the followingway.

    http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/http://games.groups.yahoo.com/group/twohourwargames/
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    Stars cannot be killed by anyone with a Replower than the Star. Instead the worse resulta Star could receive would be Out Of TheFight.

    Example- Billy Pink (Rep 5) is shot by a Rep 4 gangmember. The gang member scores an obviously

    dead result but Billy Pink is out of the fight instead.

    CHEATINGDEATH

    A Star can be killed by anyone with an equal orhigher Rep. When this occurs the Star may declarethat he is cheating death. He is immediately removedfrom the game and whisked safely home.

    When a player chooses to cheat deathhis Rep isimmediately reduced by one level.

    Example- Billy Pink (Rep 5) is shot by a Rep 5 gangmember. The gang member scores an obviously

    dead result so Billy should be dead. Instead he usesthe Cheating Death rule and leaves the game. He isnow a Rep 4.

    FREEWILL

    Each time a player must take certain Reaction Testshe may choose which of the three possible results hewants to do without rolling dice. This is noted on thetest by an *.

    Example Billy is shot at by the enemy. He is a Starso can choose his reaction on the Received Fire Test.

    He chooses to pass 2d6 and return fire.

    STARPOWER

    Usually reserved for Stars but sometimes found inGrunts, Star Power is the ability of a character toignore normally disabling damage. Stars start withStar Power equal to their Rep. Whenever a characterwith Star Power takes damage from ranged fire or inhand-to-hand combat it will roll 1d6 equal to its StarPower.

    Any result of 1, 2, or 3 reduces the damageby one level.

    Any result of 4 or 5 means the damage staysbut the d6 is retained for future use.

    Any result of 6 means the damage stays butthat die is removed from the characters StarPower for the rest of the scenario.

    Damage reduces as follows

    o Obviously Dead goes to Out of theFight

    o Out of the Fight goes to Stunned.

    o Stunned goes to no damage taken,character remains on feet and mayfunction normally.

    REPUTATIONReputation or Reprepresents a combination oftraining, experience, morale, and motivation and is anexpression of a characters overall fighting quality.There are six possible levels of Reputation-

    Reputation 6 These action heroes are fewand far between. The stuff of legends.

    Reputation 5 - These are veterans ofnumerous successful encounters. DeltaForce or SAS members would have aReputation of 5.

    Reputation 4 - These are reliable men andwomen of some experience. Undercovercops are examples of Rep 4.

    Reputation 3 These are guys of unknownquality who have seen little or no action. Lowranking gang members would have aReputation of 3.

    Reputation 2 - These are green or poorquality targetswith little motivation or desirefor combat. Your average K-Mart shopperwould be considered Rep 2.

    Reputation 1 Usually reserved for the

    extremely old or young or those that are sickor infirm. Also confirmed cowards.

    WEAPONSMost characters are assumed to have a rangedweapon whether pistol, submachine gun, etc. Somecharacters such as civilians, hostages, and childrenoften do not.

    It is possible for a character to have more than oneweapon such as a rifle and pistol. Players are

    encouraged to count the figure to be armed with theweapon it has.

    Weapons are covered in more detail in theappropriate sections entitled Ranged Combat andMelee.

    Example I choose three figures. One has a pistol,one a shotgun, and the third an assault rifle. I decideto play the figures with the weapons that they have.

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    ATTRIBUTESCR 3.0 uses Attributes to further define characters.Using Attributes is strictly optional but will greatlyenhance your games.

    If you choose to use Attributes its best to limit themto your force and not use them for the non-playerenemy characters, as it could require too muchbookkeeping. But the choice is yours.

    If you are playing a campaign, or series of connectedbattles, the Star is allowed two Attributes chosen fromthe lists.

    Grunts have their initial Attribute determined by rolling2d6 on the Attributes Table.

    2 ATTRIBUTES TABLE2d6 added together

    # ATTRIBUTES2 Born Leader: Adds 1d6 to all personal

    Reaction Tests except for the In Sight andRecover From Knock Down Tests. Anyfriendly character within 4 of him will react asthe Born Leader does regardless of what theirreaction would have actually been.

    3 Poser: Will roll only 1d6 when taking theReceived Fire Test.

    4 Agile: When the character is fast moving hedoes not suffer any shooting penalties.

    5 Slow: Treats a result of pass 2d6 as if pass1d6 when taking the Fast Move Test.

    6 Brawler: Adds 1d6 when in melee.

    7 Slow to React: -1 to Rep when taking the InSight Test.

    8 Athlete: Adds 1d6 when taking the FastMove Test.

    9 Runt: Minus 1d6 when in melee.

    10 Marksman: Will roll 2d6 instead of 1d6 whenusing a bolt-action rifle, counting the bestscore, and increasing the weapons range to60. If firing from a prone position he thenreceives a third d6.

    11 Clumsy: When testing to Fast Move and failswith doubleswill move 1d6 then fall in placecounting as stunned.

    12 Nerves of steel: Not subject to Duck Back.

    Example Billy Pink is a Star and chooses thefollowing Attributes, Agile and Born Leader. Herecruits two Grunts, Char and Dez. Char rolls an 8 sois an Athlete while Dez rolls an 11 and is Clumsy.

    GETTING

    STARTEDThis section will explain some of the games that CR3.0 can be used for. No matter the time period thelink to all of them is CR 3.0 is a game aboutfirepower.

    RECRUITINGThe first thing that has to be determined is what yourforce consists of. When first starting our werecommend using from three to ten figures perplayer, each with a variety of Reps. Once you havelearned the game mechanics you can easily play

    much larger games of upwards of fifty figures perplayer and all in a manageable two hours or less.

    To do this simply allow the Star to recruit Stars equalto his Rep instead of Grunts and let each recruitedStar recruit Grunts.

    THELISTSHeres a list of force types that you can use in CR3.0. You could also use CR 3.0 for World War 2,Colonials, and other periods. Feel free to mix and

    match or create your own lists as you see fit.As for who is armed with what we provide generalinformation. These are general army lists and if youdesire more detailed lists then see the THW websitefor rules that go into more depth for each period orgenre.

    USINGTHELISTS

    Heres how to use the lists.

    For each figure in your force roll 2d6.

    Add the scores.

    Look down the Recruit column for each totalto determine the characters Type and Rep.

    Follow the general guidelines in each list tosee what each figure is armed with.

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    MILITARYOPERATIONSIn this section we cover operations involvingtraditional military forces and irregular forces oftenreferred to as insurgents.

    MILITARYLIST

    Military groups or squads are from nine to twelvefigures in size. These squads are further brokendown into three man teams or groups consisting ofone Team Leader and two other soldiers. One TeamLeader is the overall Leader of the squad.

    Each soldier will be armed with an assaultrifle and grenades.

    One member of each team can have agrenade launcher or squad automaticweapon also called a SAW.

    Each three squads can have a rocketlauncher team of two soldiers attached to it.

    Military

    Recruit Type Rep

    Special Star 5

    2 to 4 Team Leader 5

    5 or 6 Veteran 5

    7 to 9 Soldier 4

    10 to 12 Recruit 3

    INSURGENTSLIST

    Insurgent groups are from nine to fifteen figures insize under the command of one Leader.

    Each soldier will be armed with an assaultrifle and grenades.

    Each group may have one SAW.

    Each two groups can have a one-manRocket Launcher that may fire only once pergame. It may never be reloaded.

    Insurgents

    Recruit Type Rep

    Special Star 5

    2 Leader 5

    3 to 5 Military Trained 4

    6 to 8 Experienced 3

    9 to 12 Recruit 2

    STREETWARFAREThis would also include all apocalypticgames wheresociety is in decay and criminal activity runs rampant.Rival gangs strive to eliminate each other as well asgrow in wealth. The setting could be either rural orurban as you choose.

    POLICELIST

    Police squads are five to ten figures in size. Theyrange from the officer on patrol to the elite SWATteams found in most major US cities. SWAT teamsdo not work with regular uniformed officers butreplace them in special circumstances.

    Each officer will be armed with a BA Pistoland have access to a shotgun in his cruiser.

    SWAT members will be armed with a BApistol and have access to assault rifles,

    shotguns and machine guns.

    Police

    Recruit Type Rep

    Special Star 5

    2 SWAT 5

    3 Detective 5

    4 or 5 Veteran 5

    6 to 9 Officer 4

    10 to 12 Rookie 3

    GANGLIST

    Gangs are from six to twelve figures in size and ledby one Leader.

    Gang members are armed with a pistol (1),BA pistol (2-3), shotgun (4), machine pistol(5), or submachine gun (6).

    Gang

    Recruit Type Rep

    Special Star 5

    2 Boss 53 or 4 Hard Case 5

    5 to 8 Banger 4

    9 or 10 Punk 3

    11 or 12 Wannabee 2

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    ORGANIZING

    YOURFORCEThere are two special rules that can affect theorganization of your figures and how you may movethem. They are the Group and Leader rules.

    GROUPSAt the start of the battle each side must divide theirfigures into groups of 1 or more figures. Groups arethose figures within 4 of one another and in clearLine of Sight of another group member. Note thatLine of Sight or LOS is explained in detail later in therules.

    You may form up or break apart your group intosmaller groups at anytime during the turn when youare active or when forced by reaction.

    Example - Billy Pink, Char, and Dez are in one group.They are all within 4 of each other and can see atleast one other member of the group. They get firedon and Char ducks back outside of 4 from Dez orBilly Pink. Although she can still see Dez or Billy sheis now in her own group and will activate by herself.Later Billy moves to within 4 of her and she becomespart of the group and may immediately move withhim.

    LEADERSEach group will start the battle with a Leader. TheLeader provides the following benefits.

    The Leader allows for all figures in his group toactivate when he does.

    Leaders lead! Leaders that are in the front rank ofagroup, or behind one scout detached from thegroupare allowed to apply Leader Die to certainReaction Tests.

    A LDRat the end of some Reaction Tests or a

    LDRin the top left corner of any applicableReaction Test designates this.

    To use Leader Die throw 1d6 and compare theresult to the Rep of the Leader. If the result ispass 1d6then this result may be added to thereaction results of figures in the group.

    Example A squad of soldiers wishes to take aWanting to Charge test. The Leader has a Rep of 4and 1d6 is thrown. The score is a 3 so the result ispass 1d6. This is now added to the results of theother figures taking their tests. The squad, all Rep 4,rolls 2d6 and scores a result of 3 and 6. This meansthat they normally would have passed 1d6. Butadding the one passed d6 from the Leader Die

    means the squad actually has passed 2d6.

    REPLACINGLEADERS

    In real life there will always be someone in charge ofa group. If the actual Leader is disabled someone willalways step-up and replace him.So when a Leader becomes disabled the non-Leaderfigure with the highest Rep in the group is consideredto be the Leader. In case of a tie the player maydesignate the Leader. The new figure now takes overthe functions and abilities of a Leader.

    Example The group comes under fire and theLeader is disabled. The group now takes the LeaderLost Reaction test and passes 2d6. The highest Repfigure in the group is now the Leader.

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    RULESOF

    WARNow lets go over the rules as you will use themduring the game.

    TURNSEQUENCEChain Reaction 3.0 is played in turns with one phaseof activation per side. Although battles can last anunlimited number of turns, each turn follows a strictsequence.

    Before the game begins select 2d6 ofdifferent colors.

    Designate one side as one color and theother side as the other color.

    Roll these two dice at the same time to starteach turn. This is called rolling for Activation.

    If the die scores are the same (doubles) re-roll them.

    If the die scores are not doubles then readeach die individually. The higher scoredetermines which side will activate its groupsfirst.

    The die score also determines which Rep or

    higher group the corresponding side mayactivate. Groups activate from the highest tothe lowest Rep.

    Example: A Blue 4 and a Yellow 3 are rolled. TheBlue side scored higher so it activates first. Blue mayactivate only groups that are led by a Rep 4 or higherLeader.

    After the first group has completed all itsactions and any reactions it may havecaused have been resolved the active side isallowed to proceed to its next group.

    After all of one sides groups have beenactivated, the other side may activate onegroup at a time under the above Represtriction and continue to do so until allgroups have been activated.

    Example: A Blue 4 and a Yellow 3 were rolled. TheBlue side has finished activating all the groups hewanted to. It is now the Yellow sides turn. Yellow mayactivate only groups that are led by a Rep 4 or higherLeader.

    After both sides have moved all of theireligible groups and all reactions have takenplace the turn is over and Activation dice arerolled again.

    When more than two sides play just addadditional colored die to the Activation roll.Any dice rolling doubles means those sides

    may not activate but the other sides may. Ifall dice roll the same number, simply re-roll.

    Now that you know the turn sequence we will explainthe rules in the order that they will occur during thegame turn. Lets start with actions.

    ACTIONSWhen a character is activehe may voluntarily do oneof the following actions.

    Move up to full distance and fire ifdesired, at any time during his move. Acharacter may always fire once whenactive, called active fire, regardless ofany firing called for due to a reactionresult.

    Example Billy Pink walks around a corner and anenemy gets an in Sight test, fires and misses. Billytakes the Received Fire test, fires, and takes out theenemy. Billy continues his move and decides toactive fire at another enemy.

    Stay in place, changing the way he isfaced if desired, and fire.

    Charge into melee in lieu of taking activefire.

    ORDEROFACTIVATIONWhen a side is active it must activate its groups fromthe highest to the lowest Rep. In cases of a tie theplayer chooses the order of activation.

    Any and all reactions caused by one group activatinghave to be finished before the next group mayactivate.

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    MOVEMENTThere are two types of movement, voluntary, whenthe group is active, and involuntary when caused bya Reaction Test.

    NORMAL MOVEMENTNormal movement is 8 for all figures.

    FASTMOVEMENTIf desired a figure may attempt to move at a fasterspeed than normal. Rolling 2d6 versus the Rep of thefigure then consulting the Fast Movement Test doesthis.

    Example Billy Pink (Rep 5) decides to have thegroup take a Fast Move test. He rolls 1d6 versus hisRep of 5 but scores a 6 so fails his Leader Die. Thegroup tosses 2d6 and scores a 5 and a 4. Billypasses 2d6 and moves 16. Dez (Rep 4) passes 1d6and moves 12. Char (Rep 3) passes 0d6 and movesonly 8.

    GOINGPRONEFigures may choose to go prone at anytime during

    their turn. This ends their movement. To regain theirfeet takes half of their movement distance.

    Activefigures that choose to go prone may fireimmediately after going prone. A figure forced to goprone by a reaction result may not fire when goingprone.

    ExampleChar moves 8 and declares that she isgoing prone. The figure is laid down and she can nowfire if desired.

    INVOLUNTARY

    MOVEMENTFigures may be forced into involuntary actions andmovement due to the results of a Reaction Test. Theprocedures for taking a Reaction Test will bedescribed later. However, the possible involuntaryactions and moves are as follows.

    Halt Cease movement or do not move.

    Duck BackMove to the nearest cover within 6.This can be in any direction, even forward. If nocover available within 6 then drop prone in place,ending your turn. Figures in Duck Back cannot see orbe seen by the cause of the test.

    Retire- Move to the nearest cover within 12 awayfrom the cause of the test, even if already in cover. Ifno cover available within 12 then drop prone in

    place, ending your turn. Remain Hunkered Down untilrallied or forced to retire again.

    Hunker Down Stay in cover or move to nearestcover within 12. If no cover available within 12 thendrop prone in place, ending your turn. Remain inplace not doing anything until rallied. Hunker Down incover cannot see or be seen by the figure thatcaused the test.

    Example Billy Pink and Dez are fired on. Billyscores a duck back so moves to the nearest cover 6towards the shooter. Dez scores a result of retire andmoves to the closest cover away from the enemy,ducks down, and now will hunker down until rallied byBilly or Char.

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    REACTIONThis section covers the heart of the Two HourWargames system. It is called the Reaction System.Figures will take Reaction Tests during the gamewhen called upon to do so. Reaction Tests reflect

    how a figure will perform when under physical,mental, or emotional stress during the fight.

    All of the tests are grouped together on the ReactionTests Table in the rear of the book.

    HOWTOTAKEA

    REACTIONTESTTo take a Reaction Test roll 2d6 and apply the resultsto all the figures in the same group taking the test.This means that some figures taking the test in thesame group could pass 2d6, 1d6, or 0d6 for the sametest.

    TAKINGTHETESTSLets look closer at each Reaction Test.

    FOCUS

    Whenever a group must determine which group it

    will fire on the Leader of the group will take thistest.

    If a group activates and has more thanone target group in its LOS then it willtake the Focus Reaction Test todetermine who it will fire at or charge.

    Taken when active.

    Example Billy, Char, and Dez activate and there aretwo target groups in LOS. Billy must take the FocusTest. He passes 2d6 so directs the group to fire atthe biggest threat. As both target groups are similarthreats they will fire at the closest target group.

    FASTMOVE Whenever a figure wants tomove farther than its normal move distance it will takethis test.

    Taken only when active.

    INSIGHT Whenever a figure has an opposinggroup enters its LOS, and it was not seen previously

    during this activation phase, the figure takes this test.

    Taken only when inactive.

    The In Sight is taken as soon as the group comesinto view. If more than one figure is in that group thetest is taken after all the figures that wish to movehave done so and have moved no more than 2.

    INSIGHTORNOT

    Figures are always either in sight or not.

    A figure is in sight when

    The enemy figure can trace a line of sight tothat figure. This still applies even if that figureis in cover or concealed.

    A figure is not in sight when-

    It cannot be seen because of interveningterrain. Figures ducked back or hunkereddown fall into this category.

    It cannot be seen due to weather or lightrestrictions such as being farther than 12from the enemy at night.

    Example Billy Pink is inactive and behind a

    building. Gweedo is on the other side and not insight. Gweedo is now active, moves up to the cornerof the building, and can now be seen by Billy.Gweedo is considered to be In Sight. Billy takes theIn Sight test, passes 2d6 and fires.

    RECEIVEDFIRE Whenever a figure hasbeen shot at and not hit it will take this test.

    Any friendly figure within 4 and LOS to this figure willalso take the test.

    Taken when active or inactive.

    Example Billy Pink is shot at. Char and Dez arewithin 4 and can see Billy. They all take the test.

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    WANTINGTOCHARGE Whenever afigure has a LOS to an opposing group and wants tocharge into melee (hand-to-hand combat) it takes thistest.

    Taken only when active.

    Example Billy, Char and Dez are in the same

    group. Billy and Char want to charge while Dez staysput and provides fire. They roll 2d. Billy passes 2d6while Char passes 1d6. They both are allowed tocharge. Dez fires before her friends move.

    BEINGCHARGED Whenever a figure isbeing charged the figure must take this test when thecharging figure reaches 4 from contact..

    Any friendly figure within 4 and LOS to the chargingfigure will also take the test.

    Taken only when inactive.

    Example Char charges Carlos. Carlos takes theBeing Charged Test and passes 2d6 so will fire thenmelee with Char. Char must take a Received Fire testif she is not hit by Carlos fire.

    RECOVERFROMKNOCKDOWNWhenever a figure is knocked down it willimmediately take this test.

    Taken when active or inactive.

    Example Dez takes a hit and goes down. She rolls2d6 on the Recover From Knock Down Test, passes2d6, and is stunned.

    RALLY,MANDOWN&LEADER

    LOST

    The Rally, Man Down, and Leader Lost ReactionTests are the same test just taken for differentcircumstances.

    RALLY Whenever a figure that has hunkereddownand wishes to return to the fight it will take thistest. It may only be taken when a friendly figure incarry on status is within 4 and in LOS.

    Taken only when active.

    Example Dez is behind cover and hunkered down.Char moves to 3 away from her and Dez rolls 2d6 toRally. She passes 0d6 and remains hunkered down.Later in the turn Billy Pink attempts to rally Dez. 3d6are rolled this time as Billy can add his Leader Die.Dez passes 1d6 and rallies.

    MANDOWNAny figure within 4 and LOS to afriendly figure that suffers a result of stunned, out ofthe fight, or obviously dead will take this test.

    Taken when active or inactive.

    Example Dez is hit by fire and is stunned. Thegroup rolls 2d6. Both Char and Billy are within 4 and

    sight of Dez but only Char has the results applied toher as Billy has a higher Rep than Dez.

    LEADERLOST When the Leader is the ManDown this test is taken instead.

    Taken when active or inactive.

    Example The group comes under fire and theLeader goes down. The group now takes the LeaderLost Reaction Test and passes 2d6. If the Leader isout of the fight or obviously dead the figure with thehighest Rep would now become the new Leader.

    HEROESALLWhenever double ones (snake eyes) are rolled forany of the following Reaction Tests, this means thefigure will go into hero mode.

    Received Fire

    Wanting To Charge

    Being Charged

    Man Down

    Leader Lost

    This means they will always pass 2d6 whenever theyhave to take these tests for the rest of the game.Which figure? Simply roll 1d6 for each figure and addthe score to its rep. High total is a hero with ties beingrolled off.

    Example Char takes a Man Down test and passes2d6 with snake eyes. She is now in hero mode. LaterChar wants to charge and does so without needing toroll.

    REACTIONTESTSTATUSANDACTIONSHere we will explain the terms found on the ReactionTests Table.

    CARRYONThe figure is in good order and can actand react as desired. A figure is considered to becarrying onif it is notdoing any of the following.

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    Stunned

    Obviously Dead

    Out of the Fight

    Ducked Back

    Retire

    Hunkered Down

    DUCKBACKMove to the nearest cover within 6.

    This can be in any direction, even forward. If nocover is available within 6 then the figure will dropprone in place, ending its turn. It may not fire untilactive or caused by subsequent Reaction Test.Figures in Duck Back cannot see or be seen by thecause of the test but those that go prone can.

    HALT Cease movement or not move at all.

    HUNKERDOWN Stay in cover or move to nearest

    cover within 12. If no cover is available within 12

    then the figure will drop prone in place, ending itsturn. It may not function until rallied and if confrontedby an enemy within 4 will surrender. Figures inHunker Down cannot see or be seen by the cause ofthe test but those that go prone can.

    HALT Cease movement or not move at all.

    OBVIOUSLYDEAD The wound is so severe it is

    obvious that the character is dead.

    OUTOFTHEFIGHT The figure is wounded and

    cannot continue the battle. He cannot move on hisown and must be retrieved by others. If contacted by

    enemy he is considered to be captured.

    RETIRE-Move to the nearest cover within 12 awayfrom the cause of the test, even if already in cover. Ifno cover available within 12 then drop prone inplace, ending your turn. Remain Hunkered Down untilrallied or forced to retire again.

    SNAPFIRE Stop in place and fire rushing the shotand at full Target rating.

    STUNNED Figure may not act or react until havingspent one full turn of activation doing nothing.

    CHALLENGEUse this procedure when a player wants to dosomething that is not covered by another rule.

    1 Decide on the taskthe player wants to do.

    Example I want to jump from the roof of a truck tothe roof of a building.

    2 Decide what the consequencesof failure will be.

    Example If I fall I will damage a leg and reduce mymovement by half.

    3 Decide the degree of difficulty.

    4 - If the task is highly difficult then subtract one fromthe Rep of the character attempting the task.

    Example The truck will be moving so I decide it ishighly difficult. My Rep is reduced from 5 to 4.

    5 If the task is very simple then add one to the Repof the character attempting the task.

    Example The truck and roof are the same heightand only three feet apart. My Rep is increased from 5to 6.

    6 If there are circumstances that would increase ordecrease the chance of success, then increase ordecrease the Rep of the character by one point.

    Example I want to sneak by a guard and it is nighttime and his back is to me. I add one to my Rep.

    7 It is possible that there may be offsettingcircumstances that would increase or decrease thechance of success.

    Example I want to sneak by a guard and it is nighttime and his back is to me. I add one to my Rep.However; he has a higher Rep than mine so I reduceit back to 5.

    2 CHALLENGE TEST(Taken vs. Rep)

    A score of6 is always a failure

    # Dice

    Passed

    Result

    Pass 2d6 Character completes the challengesuccessfully.

    Pass 1d6 Character may chose toimmediately re-roll the challengecounting a result of pass 1d6 as ifpass 0d6.

    OR

    Decide not to continue thechallenge.

    Pass 0d6 Character fails and suffersconsequences.

    Basically after the challenger decides what the taskwill be the players must agree on the difficulty of thetask and the consequences of failure.

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    RANGEDWEAPONSThere are two ways to inflict damage in CR 3.0. Thefirst way is through ranged weapons fire and theother is through melee (hand-to-hand combat). Trustme on this. Melee is considered to be a last resort.

    Each weapon is defined by type and in some casesweapons have been lumped into broader categories.Weapons are defined by four characteristics.

    Type What they are

    Range The range listed for every weapon is itseffective rangeor the range that the firer feels he hasa reasonable chance of hitting the target.

    Targets The maximum number of d6 rolled whenfired by the character. Each d6 has the potential to dodamage to a target and any or all dice may beapplied to one or more figures. Also defines thespread of the weapon.

    Example A submachine gun with Target of 3 mayfire at up to three targets in a three-inch width.

    Impact The damage a hit from the weapon may do.

    LISTOFWEAPONSPISTOL (P)Pistols have a range of 12, Target of2, and have an Impact of 1.

    BAPISTOL (BAP)Big A$$ pistols have a rangeof 12, Target of 2, and have an Impact of 2.

    SHOTGUN(SG)Shotguns have a range of 12,Target of 3, and have an Impact of 2. They also usethe following rule.

    When firing the shotgun the shooter isallowed to roll 6d6 instead of 3d6.

    He counts only the best three scores fordamage.

    He counts all six d6 rolled for purposes oftight ammo.

    Example Jim Bob Joe fires at three targets. Hescores a 1, 1, 2, 4, 5 and 6. He counts the 4, 5 and 6for hitting the target. He also counts the two ones fortight ammo purposes so he is out of ammo.

    SUB-MACHINEGUN(SMG) SMG has a range of24, Target of 3, and have an Impact of 1.

    BOLTACTIONRIFLE(BA)(SNIPERRIFLE)Rifles have a range of 48, Target of 1, and have anImpact of 3.

    SEMI-AUTOMATICRIFLE(SA) Semi automatic

    rifles have a range of 48, Target of 2, and an Impactof 3.

    MACHINEPISTOL (MP) MPs have a range of 12,Target of 3, and an Impact of 1.

    ASSAULTRIFLE(AR)ARs have a range of 48,Target of 3, and an Impact of 3.

    SQUADAUTOMATICWEAPON(SAW) The SAWhas a range of 48, Target of 4, and an Impact of 3.

    GRENADE(G)Grenades have a 6 range whenthrown, can engage an unlimited number of targets ina 5 blast circle, and an Impact of 2.

    GRENADELAUNCHER(GL) The grenadelauncher replaces the figures normal weapon andallows for a grenade to be fired up to 24, can engagean unlimited number of targets in a 5 blast circle,and an Impact of 2. Grenade launchers may fire onceduring the turn in reaction or when active.

    ROCKETLAUNCHER(RL) If the RL has asecond figure acting as a loader it may fire onceduring the turn in reaction or when active. If a loaderis not present then the shooter must spend one turnof activation doing nothing but loading the weapon.Rocket Launchers have a range of 48; can engagean unlimited number of targets in a 5 blast circle,and an Impact of 5.

    WEAPONS TABLEType Range Targets Imp

    Pistol 12 2 1

    BA Pistol 12 2 2

    Shotgun 12 3 2

    Bolt Action Rifle 48 1 3

    Semi-Automatic Rifle 48 2 3

    Machine Pistol 12 3 1

    Submachine Gun 24 3 1Assault Rifle 48 3 3

    Grenade 6 5 blast circle 2

    Squad Automatic Weapon 48 4 3

    Grenade Launcher 24 5 blast circle 2

    Rocket Launcher 48 5 blast circle 5

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    OUTGUNNEDRANKINGSWhen firing, some weapons are perceived to havegreater firepower than others. This is called theirOutgunned Ranking or OR.

    If a figure shoots with a weapon with a higherOR than what the target has or if the targetcannot shoot back then the target isoutgunned. The target will take the ReceivedFire test but cannot score better than DuckBack.

    Example Billy has an assault rifle (OR 3) but is outof ammo. He is fired on by Slag who is using a semi-automatic rifle. Billy takes the received Fire test andpasses 2d6. Although Billy has a higher OR weapon,he cannot fire because he is out of ammo, so mustDuck Back instead.

    Na Outgunned RankingsStars, retrieving wounded and chargers are never

    outgunned.

    OutgunnedRanking

    Weapon Type

    5 Grenades and Rocket Launchers,4 SAW3 Target 3 weapons.2 Target 2 weapons.1 Target 1 weapons.

    0 Those that may not return fire or out ofrange.

    Note that Stars, chargers, and those retrievingwounded are never outgunned.

    TIGHTAMMOAmmo in Chain Reaction 3.0 is pretty muchunlimited. However, there still is a chance that theweapon may temporarily run out of ammo and mustbe reloaded. So anytime two or more 1s turn upwhen firing the weapon is out of ammo and may notbe fired again until one turn of activation is spentreloading it. Figures reloading weapons may notexceed their normal move.

    The weapon is considered out of ammo after all d6have been applied.

    Example Carlos fires with a SAW and rolls a 1, 1, 4and 5. He scores two hits with the 4 and 5 but the twoones mean he is out of ammo.

    SHOOTINGShooting a weapon and hand-to-hand combat aredistinctly different ways of inflicting damage. This isreflected by the different game mechanics used inCR 3.0 to represent them.

    LINEOFSIGHTTo shoot something you must first be able to see it. Astraight line from the shooter to the target is called aLine of Sight or LOS. Line of Sight extends acrossthe whole table and is blocked only by friendlyfigures, terrain, buildings, and sometimes weather.

    In nighttime the LOS is reduced to 12. However,targets in a well-lit area will count LOS as normalfor those firing at them.

    LOS in woods or rough terrain is reduced to 12

    in the daytime and 6 at night. If at the edge ofthe woods then the figure may see and be seenfrom outside the woods.

    LOS in inclement weather (fog, heavy rain, etc.)is reduced to 12 in the daytime and 6 at night.

    RESOLVINGFIREFire continues between two or more figures until oneside is unable to return fire. This can happen for thefollowing reasons.

    Run out of ammo by rolling two or moreones.

    The weapon, such as a Rocket Launcher,can only fire once per turn.

    One side has Ducked Back.

    One side has retired.

    One side has been hit by fire.

    It is common for figures to fire multiple times in oneturn.

    Example

    Char fires at Carlos and misses. Carlostakes the Received Fire test. Carlos fires back andmisses as well. Char takes the Received Fire testand passes 2d6. Normally she should return fire butinstead Char will duck back as she is outgunned.

    TARGETSELECTION

    A figure may fire at up to one target per point ofTarget rating of the weapon. The targets must be notmore than 1 from each other.

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    Before firing the shooter must declare howmany shots will go onto each target. It ispossible for one target to have multiple hits.

    Roll the dice and arrange the dice from thehighest to the lowest.

    Apply the dice to the targets as stated prior toshooting with the highest d6 on the first

    target.

    Example Carlos fires his SAW at Dez and Char. Hedeclares to fire 1d6 at the first target, Dez, and therest at Char. Carlos rolls a 3, 5, 1 and 2. The d6 arelaid out from high to low (5, 3, 2, and 1). The 5 will beapplied to Dez and the rest applied to Char.

    SHOOTINGAWEAPON

    First establish a LOS between the shooter and thetarget figure. Then-

    Roll 1 to 4d6 depending upon the Target rating ofthe weapon and add them individually to theshooters Reputation.

    Compare these totals individually to the RangedCombat Table. There is no need to test anymodifiers prior to rolling as the modifiers arealready built into the hit table.

    Target Ranged Combat1d6 + Rep

    A result of two or more ones means out of ammo.

    1d6 + Rep Result

    3 to 7 Miss.8 Target concealed miss.

    Target in cover miss.

    Target prone miss.

    Target moved fast miss.

    Shooter moved fast miss.

    Shooter is snap firing - miss.

    Second or higher target miss.

    Otherwise hit.

    9 Target in cover miss.

    Shooter moved fast miss. Shooter is snap firing - miss.

    Third or higher target miss.

    Otherwise hit.

    10+ Hit.

    MISS The target was missed but mustimmediately take a Received Fire Test.

    HIT The target was hit and damage must bedetermined.

    CONCEALMENTIf the target is behind anobstruction that can conceal it but cannot stop abullet it was missed.

    COVERIf the target is behind a solid

    obstruction that can stop a bullet it is in cover andwas missed.

    PRONEIf the target is prone it was missed.

    TARGETMOVEDFASTIf the target passed aFast Move test with 2d6 or 1d6, the target wasmissed.

    SHOOTERMOVEDFASTIf the shooterpassed a Fast Move test, with 2d6 or 1d6, thetarget was missed.

    Shooter is snap firingShooter rushedhis shot and the target was missed.

    SECOND(THIRD)ORHIGHERTARGETIfthe target was the second (third) or higher targetshot at by the same shooter then it was missed.

    OTHERWISE If none of the circumstancesapply the target was hit.

    Example - Billy Pink fires his BA pistol at Carlos whois in cover. Billy rolls a 3 and 6. Each die score isadded individually to his Rep of 5. This means ascore of 8, miss because Carlos is in cover, and an11, which is a hit.

    DETERMININGDAMAGEEach time a figure is hit the shooter must roll on theRanged Combat Damage Table. Roll 1d6 andcompare the score to the Impact of the weapon.

    1 Ranged CombatDamage Table1d6 per each hit

    Score Result

    1 Target Obviously DeadImpact or lessbut not a 1

    Target is Out of the Fight.

    Higher thanImpact

    Target is knocked down andimmediately takes RecoverFrom Knock Down Test.

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    Example Billy Pink has hit Carlos with his BA pistol.Billy rolls 1d6 and scores a 3. This is higher than theImpact of 2 so Carlos is knocked down and must takethe Recover From Knock Down Test. Carlos passes2d6 and is stunned.

    AUTO-KILLORCAPTUREIf an active figure comes into physical contact with astunned or out of the fight figure he may choose toeither automatically dispatch the figure or insteadcapture him (tie up, etc.)

    Example Billy Pink activates and runs up to thestunned Carlos and chooses to capture him.

    FIRINGTWOWEAPONSATONCEIt is possible to use two pistols, BA pistols, machinepistols or any combination of any at the same time.This results in more firepower but at the cost ofreduced accuracy. Figures doing so will count eachweapon as snap firing when doing so.

    PITIFUL SHOTRep 3 figures and only Rep 3 figures are allowed touse the pitiful shotrule. Whenever a Rep 3 fires androlls a six but still cannot hit the target, such as whena target is in cover, he is allowed to roll 1d6 again. Ifthe score is equal to or lower than his Rep (3) then ahit is scored. Otherwise, treat the result as a Missrequiring the target to take a Received Fire Test.

    Example Char (Rep 3) fires at Reed who is incover. She scores a 6 but still cannot score a hit. Shecan use the Pitiful Shot rule and rolls another 1d6and scores a 2. Reed has been hit.

    THROWINGGRENADESGrenades can be thrown up to 6. Simply nominatethe spot the grenade is to land, roll 2d6 versus thethrowers Rep, and consult the Throwing GrenadeTable.

    2 THROWING GRENADE TABLE(Taken vs. Rep)

    # Dice

    Passed

    Result

    Pass 2d6 Grenade lands on the nominatedspot. Test for damage.

    Pass 1d6 If the thrower cannot see thenominated spot, such as behindcover or concealment, the grenademisses. The explosion howevercauses the target to take a

    Received Fire test countingoutgunned.

    If the thrower can see thenominated spot or the grenade isbeing dropped over a wall, rolledinto a doorway, or similar it landson the nominated spot. Test fordamage.

    Pass 0d6 Oops! Grenade is dropped. Allwithin the blast circle must roll theirRep or less on 1d6 to drop proneand escape damage. Otherwiseroll for damage.

    Example Dez decides to toss a grenade at Carloswho is in cover. She is aiming for a spot beyond thecover that she cannot see. She rolls 2d6 versus herRep of 4 and scores a 3 and a 6. She has passed1d6 and misses. Carlos takes the Received Fire testand passes 2d6 but must duck back as the grenadeoutguns the SAW. Billy now runs up to the wall anddrops a grenade over it. Billy also passes 1d6 but ashe is dropping it over the wall and not throwing it thegrenade hits. Carlos now tests for damage.

    HITTINGWITHABLASTEFFECT

    WEAPONS

    Once a grenade or rocket has landed on thenominated spot, the player will center a 5 blast circletemplate on it. I suggest a common CD for this.

    Any figure within the circle may be damaged.

    Roll once for each figure on the Ranged CombatDamage Table.

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    Example Billy dropped the grenade behind the walland Carlos was in the blast template. Billy rolls 1d6and scores a 2 versus the Impact of 2 of the grenade.Carlos is out of the fight.

    WHOSGOTTHEGRENADE?

    This rule eliminates the need for bookkeeping wheregrenades are concerned. So long as grenades areavailable to that force, whenever a figure needs touse a grenade, it is assumed to have one. It is notnecessary to keep track of where the grenades areon an individual basis. Yes, its fudgingbut it makesthe game move more quickly!

    FLOCKOFSEAGULLSThis is a new rule only for Civilians, but not Stars, andwill apply through all the scenarios. Each time gunfireoccurs a Civilian must take the Flock of SeagullsTest. This is done by rolling 2d6 and applying theresults individually to everyone in the group.

    2 FLOCKOF SEAGULLS(Taken when gunfire occurs)

    # Of D6

    Passed

    Result

    2 Halt.

    1 Duck back.If already ducked backthen hunkerdown.

    0 Retire.

    MELEEWhen figures come into contact they can enter intomelee (hand-to-hand combat). Before doing thisplease remember that you have a gun!

    HAND-TO-HANDWEAPONS Thereare three categories.

    One Hand Weapons (HW) Thoseused with one hand such as a sword. Thesehave an Impact of 2.

    Two Handed Weapons (THW)Those requiring two hands to use such as atwo-handed axe. These have an Impact of 3.

    Improvised Weapons (IW or TIW)Improvised weapons are those that are notdesigned as weapons but will work in a

    pinch. These can be used with one hand, likea pipe, or with two hands, like a baseball bat.Improvised weapons will count one Impactless than the corresponding real weapons.

    HOWTOMELEEHand-to-hand combat is carried out in the followingmanner.

    The charger has LOS to the target, thentakes and passes the Wanting To Charge

    test.

    The target of the charge takes and passesthe Being Charged test.

    Each figure in melee starts with d6 equal totheir Rep.

    Each figure adds or subtracts d6 when any ofthe melee modifiers apply.

    Each figure then rolls their d6 discarding anyresult of 4, 5, or 6.

    Each figure then retains any result of 1, 2, or

    3 and re-rolls them. This continues until one or both sides have

    zero d6 left to roll.

    Consult the Melee Combat Table and applythe results.

    When fighting against more than one figurethe outnumbered figure must decide howmany dice to apply to each attacker.

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    Rep Melee CombatTaken vs. Rep

    -2d6 if prone or attacked to rear-2d6 if retrieving wounded

    -1d6 if have lower Impact weapon

    A score of 1, 2, or 3 is a success

    A score of 4, 5, or 6 is a failure.

    When fighting multiple attackers must divide d6

    Continue rolling until one side has any successes or allsides have zero successes.

    # Successes ResultScore 2+moresuccesses

    Enemy Obviously Dead.

    Score 1 moresuccess

    Enemy Out of the Fight

    No successesscored

    Evenly matched. Remain in meleeand when active may either breakoff the melee or continue themelee.

    Example Billy Pink and Carlos are in melee. Billyhas a two handed sword and Carlos a small pipe.

    Billy starts with 5d6 for his Rep. No modifiersapply so he rolls 5d6.

    Carlos starts with 4d6 for Rep and subtracts 1d6for having a lower Impact weapon. Carlos will roll

    3d6. Bill rolls a 1, 2, 3, 6 and a 6. He keeps the 1, 2,

    and 3 and discards the 6 and 6. He will re-roll3d6.

    Carlos rolls a 1, 4 and 6. He keeps the 1 anddiscards the 4 and 6. He will re-roll 1d6.

    Billy rolls 3d6 and scores a 1, 2 and 6. He keepsthe 1 and 2 and discards the 6. He will re-roll2d6.

    Carlos rolls 1d6 and scores a 1. He keeps the 1and will re-roll 1d6.

    Billy rolls 2d6 and scores a 1 and 3. He will re-roll2d6.

    Carlos rolls 1d6 and scores a 5. He tosses the 5and has zero d6 to re-roll.

    Billy has won the melee with 2 more successesso Carlos is obviously dead.

    BREAKINGOFFMELEEAnytime a figure that is locked in melee becomesactive it may choose to end the melee by moving atleast 1 away from the enemy. He can do this unlessblocked by terrain such as when having a back to thewall. Once the melee has been broken off the other

    side will take an immediate In Sight Test and willcarry out the result.

    Example Both Carlos and Char have scored zerosuccesses previously so they are locked in melee.Char activates first and breaks off the melee bymoving 6 away. Carlos takes an In Sight Test andpasses 1d6 and can fire at Char but taking a snapfire.

    RETRIEVINGWOUNDEDWhen a figure is retrieving wounded figures it willbehave as follows:

    Figures can voluntarily choose to retrievewounded figures.

    In addition, any figure that scores a pass 2d6or 1d6 result on a Reaction test and must

    duck back will retrieve any wounded figurewithin 4. Those scoring a result of pass 0d6and must duck back will not retrievewounded figures.

    Any figure may pick up a wounded figure andcontinue moving its remaining distance butmay not exceed normal movement at anytime.

    Figures may not fire weapons whenretrieving wounded figures.

    Figures charged while retrieving wounded

    must drop the wounded or keep them butmeleeing at2d6. If they drop the woundedthey may not recover them until next active.

    Those retrieving wounded are neveroutgunned.

    Example Billy Pink scores a result of duck back bypassing 1d6. Char is within 4 of Billy so he is allowedto move to her, pick her up, and then move to coverand duck down even if exceeding his normal move.

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    AFTERTHE

    BATTLEIf you decide that you would like to keep the samecharacters for more than one battle this is an easyway to see if they recover from wounds. Rolling 2d6vs. the Rep of each figure that went out of the fightand consulting the After The Battle Recovery Tabledoes this.

    2 AFTER THE BATTLE RECOVERYTaken vs. Rep of all OOF figures

    # Dice

    Passed

    Result

    Pass 2d6 All return at normal Rep.Pass 1d6 All return at1 to their Rep.

    Pass 0d6 OOF becomes OD while those thatretired will not return.

    Example Char (Rep 3) went out of the fight andafter the game I roll 2d6 to see what happened to her.I roll a 4 and 2 passing 1d6. Char comes back but isnow Rep 2.

    FIGHTINGTHE

    BATTLENow that you know all the rules its time to set up andplay your first game. First start with a flat space atleast 3x3.

    SETTINGUPTERRAINUnless previously determined by the scenario,players should use the following system to generateterrain for the battlefield.

    1 - Divide the table into nine roughly equal sections.See the following illustration that shows the

    corresponding number for each section of terrain. Inthis case the board is square but you may be using arectangle. It doesnt matter just be sure and dividethe table into nine equal sections.

    2 Determine the overall terrain type of thebattlefield. You can base this on the actual terrain thatthe forces historically fought over. Or roll 1d6 for eachsection of the board counting a score of one, two, orthree as clear, four or five as wooded or jungle, and asix for mountainous. Once this is done be sure tomove similar terrain types around the board so theyare adjacent whenever possible.

    Example I have divided the table into nine sections,I roll 1d6 for each section individually. I score fourclear sections of terrain, three jungle sections andtwo mountainous sections.

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    TYPESOFTERRAINThere are three types of terrain.

    Clear: This terrain is primarily flat with small sight-obstructing hills and irregular folds in the land.

    Mountainous: These are legitimate large mountains

    that hinder or prevent movement through them.

    Wooded:Although trees may be found almosteverywhere, this represents dense wooded areassuch as jungles that slow travel and obscure vision.

    HOWMANYPIECESOF

    TERRAIN?After you have determined the type of terrain on thebattlefield its time to see what the table will look like.

    Start from section number one and work your way tosection number nine.

    Roll 2d6 for each section on the Terrain GeneratorTable. This tells you the type of terrain that occupieseach section.

    2 TERRAIN GENERATOR TABLE2d6 added together

    2d6 Clear/Hilly Mountainous Woods

    2 Hill Impassable Woods

    3 Clear Woods Woods (3)

    4 Hill Clear(2) Wooded Hill

    5 Clear Rough w/Road Woods w/Road

    6 Clear w/ Road Rough Clear

    7 Hill Impassable Woods

    8 Clear(1) Rough Woods

    9 Woods Rough Wooded Hill

    10 Clear Clear Clear

    11 Hill w/River Impassable Clear w/River

    12 Hill Clear w/River Woods

    (1) There is one (1-3), two (4-5) or three (6) buildings present.

    (2) There is one (1-5) or two (6) buildings present.

    (3) There is one (1-4) or two (5-6) buildings present.

    Example I have determined that the overall terraintype of the board will be clear. I then roll 2d6 on theTerrain Generator Table for section one and score a7. This means I have a hill. I then roll a 9 for sectiontwo so thats a patch of woods. I continue until allnine sections are full.

    TERRAIN&SCENERYThis section describes terrain and what effects it mayhave on your figures. For ideas on terrain andbuildings I suggest watching movies of theappropriate genre.

    Each terrain piece should be represented by at leasta 12 by 12 or 6 x 24 area. The boundary of theterrain area should be easy to distinguish. A piece offelt works well for this purpose. It is also possible toblend terrain, such as a wooded hill. No matter what,make the terrain work for you with whatever youhave. The types of terrain are as follows:

    Clear terrain: Open, empty area with perhaps low-lying bushes that provide concealment but not cover.

    Impassable rock formations: Base of inaccessiblemountains or sheer cliff side. Movement not allowed.

    Wooded area or rough terrain: Either wooded

    areas, jungles, or those with broken rocks, etc.across them. Movement reduced to half speedthrough these areas. Visibility inside these terrainfeatures is limited to 12 in the daytime and 6 atnight. Those at the edge of these terrain featurescount as in cover and can see and be seen. Those 1or farther inside from the edge cannot.

    Definite road: Obviously well maintained road.Movement on a road is at normal speed. When aroad is called for in one section it will run the length ofthe board one table edge to the opposite edge of thesection. Roads run either from left to right (1-3) or upto down (4-6) through the center of each section.

    Hills: Sight blocking elevations that slope down intwo directions.

    River:Rivers will be 1d6 + 3 wide. You must place ariver over an existing piece of terrain such as a rivergoing through a clear area or down a hill. If a river iscalled for in section 5 then it is a lake instead. In anyother section it is placed running from the table edgeto the opposite edge of the section. After placing ariver roll 1d6. On a 1 or 2 the river is not fordable anda bridge must be placed across it at some point. On a3 or higher the river is fordable. Fording is performedas follows:

    The group must stop at the riverbank andforfeits any remaining movement.

    Next turn it moves to the middle of the riverexpending its whole move.

    The third turn it exits out of the river andstops at the opposite riverbank expending itswhole move.

    The fourth turn the group moves normally.

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    Those in the middle of the river areconsidered to be in cover.

    GAMINGTHESTREET

    WARFARETABLENote that when playing Street Warfare you will befighting in and through buildings. The best way toplay out these battles is start with a 12 wide streetwith buildings on each side that runs the length of thetable. Add to that, as you like.

    BUILDINGSThe type of material that a building is made fromdetermines its Defensive Value or DV. Here is a list ofbuildings by DV. Any building hit by fire by a weaponwith a higher Impact than the DV of the building willonly count as concealment and not cover.

    Grass or similar hut Made of grass or otherorganic materials and have a DV of 1.

    Typical frame structure Made of wood orlightweight materials providing a DV of 2.

    Soft fieldworks Sandbags or similar stacked toprovide cover and have a DV of 3

    Concrete structure Hard structures have a DVof 4.

    BUILDINGAREASIn addition to their DV, each building is also rated ashaving of one or more areas. Model buildings (andreal ones too!) come in many shapes and sizes. Forgame purposes we need to divide buildings intoareasof roughly 6 x 6. Roughly because if yourbuilding is 6 x 8 or even 8 x 8 there is no need tocall it more than one area. Additional floors beyondthe ground floor areas will also count as additionalareas.

    Sometimes a building may sustain a catastrophic hitin a building area causing it to collapse. If an areathat collapses has another area above it roll 1d6 forthat upper area. On a roll of 1-4 the upper sectioncollapses as well. On a 5-6 it does not.

    In the event that allof the areas on one level of abuilding have collapsed, we can assume that whenthe last one of these collapsed all areas above itcollapsed as well.

    ENTERINGANDEXITINGBUILDINGS

    Figures may enter or exit a building at a reduction of2 if through a doorway. If doing so through a windowthat will end their move but they can still shoot.

    ExampleChar can move 12 as she passed 1d6 ona Fast Movetest. She moves 6 to the door, subtracts2 for passing through the door, and continues 4more.

    MOVEMENTINSIDEBUILDINGS

    Movement in buildings is at normal speed and alwayscounts cover for any figures that are inside. This doesnot include those that have entered the building andare considered to have triggered an In Sight testwhile in the doorway. .

    Movement between levels whether up or down costshalf the move distance.

    Example Jim Bob Joe starts his turn on the firstfloor. He becomes active and spends 4 of movementgoing up to the next floor.

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    VEHICLESIn this section we introduce vehicles to ChainReaction 3.0. The rules for vehicles are simple onpurpose as the real starsof the game are thecharacters.

    CHARACTERS ANDVEHICLESA character may do one of the following.

    Enter a vehicle at a cost of 2" from theirmovement.

    Start up the vehicle.

    Drive the vehicle.

    Fire from the vehicle. Note that the drivermay also fire and drive the vehicle but willcount as snap firing while doing so.

    Exit the vehicle at a cost of 2" from theirmovement.

    Turning off the vehicle may be done at anytime andmay be combined with any of the above actions.

    GROUPS

    All the passengers in or on a vehicle will count asbeing in the same group. Any vehicles within 4 ofeach other are counted as being in the same group.

    TYPESOFVEHICLESThere are two types of vehicles used in Run and Gun

    Vehicle List

    Type Seats DV

    Small 6 3

    Large 3/10 4

    DEFININGTHEVEHICLE

    TYPEThe type of vehicle it is.

    SEATSHow many passengers the vehicle cansafely carry. Note that large vehicles may also carrytwo figures on the running boards, one per side.Figures on the running boards do not count as incover or concealed.

    DVThe Defensive Value (page 22) of the vehicle.Use this when firing at occupants of the vehicle.

    VEHICLEMOVEMENTVehicles may only move when Active. Vehiclemovement done as follows.

    If the vehicle starts off the table-

    Nominate the spot where the vehicle will

    enter the table.

    Decide if the vehicle will stop on the table orexit the table on an opposite table edge.

    o If stopping on the table, nominate thespot where the vehicle will stop at.

    o If exiting the table nominate the spotit will exit the table at. This cannot beon the edge that the vehicle enteredfrom.

    If the vehicle starts on the table-

    Decide if the vehicle will move and stop onthe table or exit the table on an oppositetable edge.

    o If stopping on the table, nominate thespot where the vehicle will stop at.

    o If exiting the table nominate the spotit will exit the table at.

    ONTHETABLEMOVEMENT

    If the vehicle is entering and exiting the table on thesame turn it is considered to be going fast.

    If the vehicle is starting or stopping on the table it isnot considered to be Fast Moving.

    REVERSINGDIRECTION

    Anytime a vehicle wishes to move in reverse it maydo so at up to at a maximum of 8". The vehicle musthave been stopped prior to moving in reverse.

    TURNING

    Vehicles may voluntarily turn (change direction up to

    90 degrees) whenever desired during their movementand as many times as desired per turn.

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    REACTIONTESTS

    Drivers may be required to take Received Fire Testand this is found on the Reaction Test QRS at theback of the book.

    VEHICLESINCOMBAT

    Vehicles can be involved in combat in a variety ofways.

    RUNNINGDOWNPEDESTRIANS

    The attacker picks a target that he can reach. Thedriver and each target will roll 2d6 versus their Reps,modify it by any circumstances that may apply, andcarry out the results from the Run Down Table (page24). Note that stunned and OOF figures will not rollany d6 but the driver still will.

    2 Run DownTaken vs. Rep of driver and each target

    -1 to Target Rep if prone or attacked to rear-1 to target Rep if retrieving wounded

    -1 to Driver Rep if trying to run down more than one Target.

    # d6 Passed Driver passesmore

    Target passesmore

    Pass more2d6 than

    opponent

    Target knockeddown and Out of

    the Fight

    Target dodgesaside and may

    fire at driver.Pass 1d6more thanopponent

    Target knockeddown andimmediately takesRecover FromKnock Down Test.

    Target dodgesaside but maynot fire.

    Both sidespass thesamenumber ofd6

    Higher Rep countsas if passed 1d6more thanopponent.

    Higher Repcounts as ifpassed 1d6more thanopponent.

    RAMMINGVEHICLES

    There may come a time when one character wishesto ram his vehicle into another vehicle.The driver ofthe ramming vehicle will roll 2d6 versus his Rep,modify it by any circumstances that may apply, andcarry out the results from the Collision Table (page24).

    2 CollisionTaken vs. Rep of driver of the ramming vehicle

    +1 to Rep if T-Boning the target vehicle.-1 to Rep if smaller vehicle attempting to ram larger vehicle.

    A result of '6" is always a failure!

    # d6Passed

    Result

    2 If smaller ramming larger count as ifpassed 1d6. Otherwise

    Opposing vehicle hit, disabled and comesto a stop 2d6 away from winners vehicle.Each occupant immediately takes therecover from Knocked Down Test.Ramming vehicle moves forward 1d6" andcomes to a stop. Must be restarted.

    1 If smaller ramming larger passing 1d6count as if passed 0d6. Otherwise

    Opposing vehicle hit and comes to a stop2d6 away from winners vehicle. May bedisabled (1-3) or can be restarted (4-6).Each occupant immediately takes therecover from Knocked Down Test.Ramming vehicle moves forward 1/2d6"and comes to a stop. Must be restarted.

    0 Driver loses nerve and veers away fromthe target continuing on its course.

    SHOOTINGPlayers may fire at the driver, passengers or vehiclesif they have a LOS. Passengers and even the drivermay fire from a moving vehicle.

    TARGETINGDRIVEROR

    PASSENGER S

    Drivers and passengers will count cover if inside avehicle and as fast movingif moving over 8.

    TARGETINGVEHICLES

    There is a chance that a shooter can disable avehicle with ranged weapons fire. This is done in thefollowing way.

    Fire normally at the vehicle. If a result of 10or higher is scored the vehicle has been hit.

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    For each hit roll 2d6 versus the Impact of theweapon used and consult the DisabledVehicle Table.

    2 Disabled Vehicle Table(Taken vs. the Impact of the weapon)

    -1 to Impact if target is a large vehicle

    # Passed d6 Result

    Pass 2d6 Vehicle, if moving, will crash and rollover. All inside or on are Out of theFight. OtherwiseVehicle disabled and all inside Out ofthe Fight.

    Pass 1d6 Vehicle, if moving, will crash and rollover. All inside or on will immediatelytake the Recover From Knock DownTest. OtherwiseVehicle disabled and all inside willimmediately take the Recover From

    Knock Down Test.Pass 0d6 No effect, driver takes the Received

    Fire Test.

    DRIVERDISABLED

    If the driver of a vehicle becomes disabled for anyreason the vehicle will move forward a full move andcome to a stop.

    THEBATTLESYouve fielded your force, set up the terrain, andchosen the type of battle you wish to fight. So letsget going.

    Weve served up a great way to get you started. Itcan be used in rural area for Military Ops or in anurban area for Street Warfare.

    PATROLWe recommend using this for your first battle. In thisbattle your force is entering enemy territory to scoutout the area. Usually the Military will be patrolling anInsurgent area but if you like feel free to reverse theroles.

    GOAL

    You must move through all the sections ofthe board and drive away any enemy youmeet.

    FORCES

    Your force can be as big or as small as youdesire.

    Decide which list the enemy will use. Do notworry about gathering their force as allenemy forces, if any, are determined in theSpecial Instructions section.

    TERRAIN

    Set up terrain as outlined in the Setting UpTerrain section.

    DEPLOYMENT

    Divide the board into nine equal sizedsections as you did when generating terrain.

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    Your patrol will enter the board from the edgebordering sections 7, 8, and 9.

    Next roll 1d6. The score indicates whichnumbered section of the map could contain aPossible Enemy Force or (PEF).

    PEFS represent the possible location of enemyforces but dont worry; this will be explained in

    more detail, as you need to know.

    Place an enemy figure of any type in thissection of the board to represent the possiblePEF. If a terrain feature could block the LOSfrom your force to the PEF be sure to placethe PEF to do so. If no such feature ispresent then place the PEF in the center ofthat section.

    Repeat this process until you have threePEFs placed on the board. It is possible tohave more than one PEF in one section.

    Now roll 2d6 for each PEF. Take the lowerscore. If doubles are rolled simply counteither score. This score is the Rep of thePEF that will be used for activation while itstill is a PEF.

    SPECIAL INSTRUCTIONS

    Once the terrain has been set and the PEFsgenerated the battle can begin. Move thepatrol onto the board into section 7, 8, or 9 orany combination of them. After the patrol hasentered the board activation is handled

    normally. If the patrol has an LOSimmediately resolve it. See the section calledResolving PEFs on page 24.

    PEFMOVEMENTOnce the patrol has been placed on the table thePEFs, using the Reps that you generated in theDeployment Section, are handled just like normalgroups. When they activate they will move using thePEF Movement Table. Roll 2d6 for each PEF startingwith the highest and moving to the lowest.

    2 PEFMOVEMENT TABLE(Taken versus the PEF Rep)

    # DicePassed

    Result

    Pass 2d6 (1-4) PEF will move 16 towardsnearest PEF if others on table or

    split into two PEFS if not. New PEFbehaving individually starting withthe next Activation.

    (5-6) PEF will move 16 towardsnearest enemy.

    Pass 1d6 (1-2) PEF will move 8 towardsnearest PEF if others on table orsplit into two PEFS if not. New PEFbehaving individually starting withthe next Activation.

    (3-6) PEF will move 8 towardsnearest enemy (3-6).

    Pass 0d6 PEF doesnt move.

    PEFs that move do not suffer any movementpenalties.

    RESOLVINGPEFS

    There are two ways to resolve PEFs. The first iswhen a friendly group has LOS to a PEF.

    Roll 1d6 and consult the PEF ForceComposition Table to see what it iscomposed of. Be sure to note how manyPEFs have previously been resolved and usethe corresponding row.

    Example I enter the board in section 7 and have aclear LOS to a PEF in section 4. It is time to resolvethe PEF. How many PEFS have I resolvedpreviously? None, so I will use the 0 PEF row. I roll1d6 and score a 5. The result is C.

    PEF Force Composition TableDie Score

    PreviouslyResolved PEFs:

    1 2 3 4 5 6

    0 PEF A B C C C C

    1 PEF A A B B C C2 PEFS A A A B B B

    3+ PEFS D C C C C C

    A: Main Body. The PEF is replaced by asizeable amount of troops. Roll 2d6 and add3, then consult the How Many of ThemTable. In addition, roll another 1d6. On 15you have come across the enemy CinC.

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    B: Stragglers. The PEF is replaced by asmallish amount of troops. Roll 2d6 andsubtract 3, consult the How Many of ThemTable. In addition, roll another 1d6. On aresult of 1 the enemy CinC leads this smallgroup.

    C: False alarm.Dont be so jittery! Twerent

    nothing at all, really. Remove the PEF fromplay.

    D:Enemy. If the enemy Main Body has notbeen found then this is it. If it has been foundthen count as Stragglers.

    HOWMANYOFTHEM?

    Now you know theyre there, but you need to knowhow many of them there are.

    MILITARY PATROLHOW MANY OF THEM?

    DiceTotal

    Number of enemy figures

    2 They have 1/2 as many figures.

    3 - 4 They have one less figure.

    5 - 6 They have an equal number of figures.

    7 - 8 They have one more figure.

    9 - 10 They have as many more figures.

    11 They have 2X as many more figures in twogroups.

    12+ They have 3X as many more figures in threegroups.

    Insurgents Patrol How Many Of Them?

    DiceTotal

    Number of enemy figures

    2 - 4 They have 1/2 as many figures.

    5 - 6 They have one less figure.

    7 - 8 They have an equal number of figures.

    9 - 10 They have one more figure.

    11 They have as many more figures in twogroups.

    12 They have 2X as many more figures in two

    groups.

    ANDWHATARETHEY?

    After you know how many enemy there are recruit theactual figures from the appropriate army list. Try toplace the enemy figures so that the center figure,closest to your figure is on the location of the PEF,with the other figures in any reasonable formationbased on that figure. Note that when figures are

    placed on the table the Rep of the PEF is no longerused.

    SCOUTINGTHETABLETOP

    Now that you know how to resolve the PEFs the nextquestion you have to ask is what about the rest of thetable?

    Look at the tabletop that you are going to play on.There may be terrain features that the enemy canhide in such as buildings, woods, or behind a hill. Todetermine if there areenemies lurking in thesefeatures we use the following procedure.

    When a group first gets a LOS to a piece of terrainplace a PEF in it and resolve it as explained on page24.

    OPTIONAL REINFORCEMENTS

    If all players agree before hand, an activation roll ofdoubles may herald the arrival of reinforcements.

    Immediately re-roll the activation dice to see if theenemy receives reinforcements. If the enemy score ishigher, one more PEF enters the table via the enemytable edge (1-3), left flank (4), right flank (5) orfriendly board edge (6). This PEF will follow thenormal rules for PEF movement and resolution. Rollthe dice again to see who activates first.

    If the player scores higher then no reinforcements willarrive.

    Or if you desire there being a chance of

    reinforcements for both sides then anytime theactivation roll comes up seven the side with thehigher die score will receive 1-3 additional figuresentering from their respective table edge that theystarted from.

    HOWTHEENEMY

    MOVESWhen PEFs are first deployed they will moveaccording to the PEF Movement Table.

    When they are resolved and actual figures are placedon the table they will now use the NP ForceMovement Table. NP means non-player and are thegroups that are not being controlled by another playersuch as when you play solo or same side. Obviouslyif playing against another person this table is notused.

    When an enemy group is active, roll 2d6 versus theRep of its Leader. Then compare the results on the

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    NP Force Movement Table to see what that group willdo.

    2 NPFORCE MOVEMENT TABLE(Taken versus Rep of the leader)

    +1d6 if the group is in cover

    +1d6 if the NP side has twice as many figures on the board

    # DicePassed

    Result

    Pass 2d6 If outnumber the enemy thegroup will split into two groups ofequal size. One group will move toposition, preferably in cover, to firewhile a second group will encircleto the left (1-3) or right (4-6) flankto attack the enemy.

    Otherwise will seek cover in rangeof own weapons to fire at enemy. If

    enemy retireswill follow.Pass 1d6 If outnumber the enemy will

    move to position, preferably incover, to fire at the enemy.

    Otherwise will seek cover andremain in place. If attacked to aflank they will retire.

    Pass 0d6 If outnumber the enemy will seekcover and remain in place. Ifattacked to a flank they will retire.

    Otherwise will haltin place.

    Example

    Activation dice are rolled and the enemyactivates first with a score of 4. This means that onlyenemy groups with a Rep 4 or higher Leader canactivate. I start from high to low and the Rep 5 groupgoes first. I roll a 3 and a 5. As the group outnumbersme it breaks into two smaller groups, both led byLeaders. One group remains in place and fires whilethe othe