CR
CR
CR
PROLOGUE
2.0
INTRODUCTION
3.0
YOUR ROLE
4.0
NEEDED TO PLAY
The Dice
4.1.1
Passing Dice
4.1.2
Counting Successes
4.1.3
Possibilities
4.1.4
Reading and Adding the Dice
4.1.5
l /2d6
HowManyd6
4.1.6
Figures and Terrain
4.2.1
Basing Figures
4.2.2
Defining Facing
Tables
4.1
4.2
4.3
5.0
5.1
5.2
5.3
5.4
6.0
6.1
6.2
6.3
7.0
7.1
7.2
7.3
7.4
2015
8/16/2015
4
4
5
5
5
5
5
5
5
5
5
7.5
7.6
7.7
7.8
7.9
6
6
6
6
6
6
6
7
7
7
7
7
7
7.10
8
8
8
8
8
8
9
9
9
9
10
10
10
11
11
11
11
11
7.11
7.12
7.13
7.14
8.0
8.1
8.2
8.3
8.4
8.5
7.4.1
Normal Movement
7.4.2
Fast Move
7.4.3
Going Prone
7.4.4
Involuntary Movement
The Reaction System
In Sight
7.6.l
In Sight or Out of Sight
7.6.2
Triggering an In Sight Test
7.6.3
Taking the In Sight Test
7.6.4
Resolving In Sight Actions
7.6.5
Adding to Ongoing In Sights
7.6.6
Completed In Sights
Reaction Tests
7.7.l
How to Take a Reaction Test
7.7.2
Multiple Results
7.7.3
Completing Reactions
Status and Actions
Ranged Weapons
Outgunned Rankings
7.9.1
7.9.2
Tight Ammo
Shooting
7.9.3
Line of Sight
7.9.4
Cover or Concealment
7.9.5
Resolving Fire
7.9.6
Arc of Fire
7.9.7
7.9.8
Target Selection
Applying the Target Dice
7.9.9
7.9.10 Shooting the Weapon
7.9.11 Determining Damage
7.9.12 Auto-Kill or Capture
7.9.13 Firing Two Weapons at Once
7.9.14 Pitiful Shot
Grenades
7.10.1 Ready the Grenade
7.10.2 Disabling the Grenade
7.10.3 Throwing the Grenade
7.10.4 "Who's Got the Grenade?"
7.10.5 Blast Circles
7.10.6 Escaping Damage
Me lee
7.11.1 Melee Weapons
7.11.2 Charge into Melee Test
7.11.3 How to Charge into Melee
7.11.4 Melee Combat
7.11.5 Melee Damage
7.11.6 Multiple Figure Melees
Retrieving Wounded
After the Battle
Challenge
11
11
11
12
12
12
12
12
13
13
13
13
14
14
14
14
15
15
16
16
16
16
17
17
17
17
17
17
18
18
18
18
18
18
18
19
19
19
20
20
20
20
20
21
21
21
21
21
22
BUILDINGS
Building Size and Area
Entering and Exiting
Cover or Concealment
Firing at Buildings
Firing from Buildings
22
22
22
23
23
22
TERRAIN
9.5
10.0
9.4
10.1
11.0
11.1
11.2
11.3
11.4
12.0
12.1
12.2
12.3
13.0
13.l
13.2
13.3
14.0
14.l
14.2
14.3
2015
23
25
PEFs
25
ENCOUNTERS
26
Objective
Forces
Terrain
Deployment
Special Instructions
Objective
Forces
Terrain
Deployment
Special Instructions
Finding the Objective
Objective
Forces
Terrain
Deployment
Special Instructions
What is their Objective?
16.0
DESIGNER NOTES
29
29
16.1
CR
33
17.0
INDEX OF TABLES
33
OLD SCHOOL
33
25
25
26
26
26
26
26
26
26
26
26
27
27
27
27
27
27
27
27
27
27
27
28
28
28
AFTERWARDS
28
STEP-BY-STEP
29
New Grunts
Increasing Rep
Decreasing Rep
28
28
29
At the Start
During the Encounter
After the Encounter
15.1
25
Patrol
12.1.1
12.1.2
12.1.3
12.1.4
12.1.5
Raid
12.2.1
12.2.2
12.2.3
12.2.4
12.2.5
12.2.6
Defend
12.3.1
12.3.2
12.3.3
12.3.4
12.3.5
12.3.6
15.0
23
23
23
23
24
24
24
24
24
24
24
29
29
29
8/ 16/2015
1.0 PROLOGUE
Many of you have probably heard of Chain Reaction, but
for those of you that havent, heres a little history.
2002
2012
2004
As word spread via the Internet, battle reports began
coming in about the games that people were playing with
Chain Reaction. World War 2, Dark Future, and police
actions were common, but there were also American Civil
War games, Star Wars (you all understand I didnt write
Star Wars, right?), hard core Sci-Fi, Gangsters of the
20s, and much more. It quickly became apparent that you
could adapt Chain Reaction for almost any period where
modern firearms were used.
2008
2015
2009
Heres the beauty of the THW system. You can use these
tweaks with any of the THW rule sets if you want to, just
bring them over; its your game.
2.0 INTRODUCTION
WORD OF ADVICE
Be sure to read the rules one section at a time and do the
review and easy exercises in the Stop boxes. Weve
broken the rules down into smaller pieces to make it
easier to learn. If you have a question about the rules just
keep reading as the answer will be coming along shortly.
http://site.twohourwargames.com/forum/index.php
Passing Dice.
Counting Successes.
Possibilities.
Reading and Adding the Dice.
1/2D6.
But if you cant find the answer check out the THW
Forum link below for answers to questions and free
downloads.
A score of 1, 2, or 3 is a success.
A score of 4, 5, or 6 is a failure.
4.1.3 POSSIBILITIES
4.1.5 1/2D6
When asked to roll a 1/2d6, heres how we do it:
Roll 1d6.
(1 2) = 1.
(3 4) = 2.
(5 6) = 3.
4.3 TABLES
Wherever possible all the tables that you will usually use
during the game have been grouped together in the back
of the book. When reading a section it is recommended
that you review the table in question.
STOP!
Chain Reaction can be played in three ways:
But Stars? That's you. You will see that you have much
more freedom, as in real life, to do what you want, as well
as some distinct advantages that separate you from the
Grunts.
A success is a score of 1, 2 or 3.
Possibilities are the numbers in parenthesis next to an
event. Scoring that number means the event has
happened.
Star Power.
Larger Than Life.
Cheating Death.
Free Will.
Is it a Star or a Grunt?
What is its Reputation?
What type of Weapon does it have?
5.1.1 STARS
5.1.2 GRUNTS
5.3 REPUTATION
5.4 WEAPONS
STOP!
RECRUITING
(Read the result as rolled)
1
2
3
4
5
6
3
3
4
4
4
5
3
3
4
4
4
5
3
3
4
4
4
5
3
4
4
4
5
5
3
4
4
4
4
5
STOP!
You can never have Grunts with a higher Rep than your
own.
6.2 GROUPS
You will start the game alone, but you can recruit Grunts
to join you. Here's how we do it:
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. Heres 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
broken. There are now two groups that will activate separately.
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
group. I score a 4 so have passed 1d6. This is added to
the group result so they have passed 2d6.
STOP!
10
7.4 MOVEMENT
There are two types of movement, voluntary, when the
figure is active, and involuntary when caused by a
Reaction Test.
This system will mean that many times lower Rep figures
will not be able to activate. This reflects their lack of
confidence and hesitancy to engage the enemy. It also
stresses the importance of higher Rep Leaders!
Now that you know the turn sequence we will explain the
rules in the order that they will occur during the game
turn. This may be different than traditional rules but is
much more effective.
7.2 ACTIONS
When a figure is active it can voluntarily do one of the
following actions.
7.3 FIRING
11
7.6 IN SIGHT
STOP!
12
Fire.
If the figure cannot fire it will Charge into Melee
if within 6.
If the figure cannot fire or Charge into Melee it
will Duck Back if in enemy ranged weapons
range.
Otherwise Carry On.
13
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
the one side being active and moving?
In the picture above we see the white group come into sight of
three enemy figures. After the white group has moved 2
additional inches, only 7 and 8 are involved in the In Sight Test.
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
test and the higher Rep between 7 and 8 was used instead.
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
allowed to roll one Leader Die. He rolls a 4 and passes 1d6.
Adding the pass 1d6 result means soldier 7 passes 2d6, so
returns fire while soldier 8, due to a lower Rep, returns fire, but
counts the Rush Shot penalty.
See the Status and Actions section (7.8) for more details.
14
STOP!
Take three figures and place them on the table. They are a
Rep 5 Leader, a Rep 4 Ganger and a Rep 3 Ganger. All
three are fired on. The dice are rolled and a 4 is scored for
the Leader Die. The other d6 result in a 4 and 6. Look on
the Received Fire Test and see how the three Gangers
react.
Return Fire.
Rush Shot.
Outgunned.
Duck Back.
Leave the Battlefield.
-1 to Rep.
Out of the Fight.
Obviously Dead.
15
TYPE
RANGE
TARGET
48
48
6
12
12
48
48
12
48
24
3
1
5 (1)
3
1
5 (1) (2)
2
3 (6) (3)
4
3
7.9.3 SHOOTING
Shooting a weapon and hand-to-hand combat are
distinctly different ways of inflicting damage. This is
reflected by the different game mechanics used in Chain
Reaction 2015.
X
OR
5
4
3
2
1
0
OUTGUNNED RANKINGS
WEAPON TYPE
16
17
7.10 GRENADES
Example Billy Pink has hit Hans (Rep 4) with his semiauto rifle. Billy rolls 1d6 and scores a 4. This is equal or
higher than Hanss Rep, but not a 6, so Hans goes Out of
the Fight.
# D6
PASSED
1
RESULT
18
"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
passes 1d6. As he cannot see the nominated spot he has missed,
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.
THROWING A GRENADE
(Taken vs. Rep)
# D6
PASSED
RESULT
"A" decides to drop the grenade over the wall. He rolls 2d6 on
the Throwing the Grenade Table and passes 2d6. The grenade
lands on the nominated spot and all within the blast circle can
be hit. I now roll 1d6 for each target on the Ranged Damage
Table. This does not include "A" as he is in Cover, but he must
take a Received Fire Test.
19
Pick the spot that you want the blast circle to hit.
If throwing a grenade you do not need to have a
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.
STOP!
To shoot you need a clear LOS to the target. Roll 1d6 for
each point of Target and add each to the Rep of the
shooter. Arrange the dice from highest to lowest when
firing. Which weapon does not need a LOS to use?
7.11MELEE
When figures come into contact they can enter into melee
(hand-to-hand combat).
20
Pink starts with 5d6 for Rep and adds the following
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
following modifiers: +2d6 for a Two Hand Melee
Weapon. He rolls 6d6 and scores a 1, 2, 4, 4, 4 and 6 for
2 successes.
21
# DICE
PASSED
RESULT
2
1
8.0 BUILDINGS
We handle buildings in an abstract and simple way so as
not to slow down game play.
STOP!
7.14 CHALLENGE
22
1 3 = Clear.
4 = Urban.
5 = Wooded.
6 = Mountainous.
9.0 TERRAIN
There are four types of terrain. They areClear: This terrain is flat and does not conceal or provide
Cover.
Now that you know all the rules its time to set up and
play your first game. First start with a flat space at least
3x3.
23
9.4.4 BUILDINGS
When a result of (B) is rolled on the Terrain Generator
Table there will be buildings in the section. Heres how
we do it:
TERRAIN GENERATOR
(Read the result as rolled)
#
1
2
3
4
5
6
CLEAR
Clear
Clear
Clear
Clear (B)
Hill
Woods
URBAN
Clear
Clear
Clear (B)
Clear (B)
Hill (B)
Woods
WOODED
Clear
Clear
Woods
Woods
Woods (B)
Wooded Hill
MOUNTAIN
Impassable
Clear
Impassable
Woods
Woods
Impassable
9.4.5 WOODS
These include woods, marshes and areas of rough terrain
providing Cover and Concealment.
9.4.2 HILL
These are elevations that slope down in two directions
and blocks Line of Sight between figures on opposite
sides of its crest or ridgeline.
9.4.3 IMPASSABLE
These are the bases of inaccessible mountains or sheer
cliff sides.
9.4.1 CLEAR
24
11.0 PEFS
BUILDING TYPE
CLEAR OR WOODED
1
2
3
4
5
6
URBAN
One area one floor.
One area one floor.
Two areas one floor.
Two areas one floor.
Two areas two floors.
Two areas two floors.
STOP!
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.
The solo and same side rules are brilliant. You do not
draw a card to see if a group moves; nor do you have to
make the best decision for the non-player enemy. The
game mechanics in Chain Reaction does all that for you.
25
12.0 ENCOUNTERS
Patrol.
Raid.
Defend.
12.1 PATROL
You are the eyes and ears of the main force. Inflicting
casualties is not your primary goal!
12.1.1 OBJECTIVE
12.1.2 FORCES
12.1.3 TERRAIN
12.1.4 DEPLOYMENT
26
12.2 RAID
12.2.1 OBJECTIVE:
12.3 DEFEND
12.2.2 FORCES
12.3.2 FORCES
12.2.4 DEPLOYMENT
12.3.1 OBJECTIVE
12.2.3 TERRAIN
12.3.3 TERRAIN
27
13.0 AFTERWARDS
NEW RECRUITS
(Taken vs. Rep)
A d6 result of "6" is always a failure regardless of Rep.
# D6
PASSED
2
1
0
RESULT
You can recruit new Grunts to bring your
Band up to full strength.
You can recruit one new Grunt.
No new recruits available.
28
3.
4.
1.
2.
3.
STOP!
After the Encounter you could recruit new Grunts.
If you do well you and your group members could
increase in Rep.
14.0 STEP-BY-STEP
Here's a step-by-step outline that will help you to get
started. After a few games it will become second nature
and you wont need it anymore. In fact, you may choose
not to use some parts, but if you do, theyre there!
29
7.14 CHALLENGE
CHALLENGE TEST
PEF RESOLUTION
CIRCUMSTANCE
MODIFIER TO REP
RESULT
+1
-1
+1
# D6
PASSED
# D6
PASSED
1
0
RESULT
Contact! You have run into enemy. Roll 1d6:
1 = Three less than your group.
2 = Two less than your group.
3 = One less than your group.
4 = One more than your group.
5 = Two more than your group.
6 = Three more than your group.
Can never run into less than one enemy.
Somethings out there! Resolve the next PEF
with 3d6 counting the lowest two scores.
False alarm! Just a case of nerves. If this is
the last PEF and no enemy has been
contacted, count as if passed 2d6.
11.4 NP MOVEMENT
2
NP FORCE MOVEMENT
(Taken versus Rep)
# D6
PASSED
IF NP OUTNUMBERS
PLAYER 2+ TO 1
PEF MOVEMENT
#D6
PASSED
2
1
0
RESULT
0
30
Remain in Cover or
move to nearest
Cover. May fire at
enemy if in range
after reaching Cover.
OTHERWISE
Move to Cover that
allows NP to fire at
closest player group.
Remain in Cover or
move to nearest
Cover. May fire at
enemy if in range
after reaching Cover.
Remain in Cover or
move to nearest
Cover. May fire at
enemy if in range
after reaching Cover.
7.6.3 IN SIGHT
REP
TARGET
IN SIGHT
MOD
-1d6
3 to 7
8
RESULT
SHOOTER MISSED
SHOOTER MISSED IF
Fast Moving.
Rush Shot.
TARGET WAS MISSED IF
In Cover.
Prone.
Fast Moving.
Second or higher target.
OTHERWISE HIT.
SHOOTER MISSED IF
Fast Moving.
Rush Shot.
TARGET WAS MISSED IF
In Cover.
Third or higher target.
OTHERWISE HIT.
SHOOTER HITS TARGET
Fire.
If the figure cannot fire it will Charge into Melee
if within 6.
If the figure cannot fire or Charge into Melee it
will Duck Back if in ranged weapons range.
Otherwise Carry On.
9
7.9 WEAPONS
TYPE
Assault Rifle (AR)
Bolt Action Rifle (BAR)
Grenade (G)
Machine Pistol (MP)
Pistol (P)
Rocket Launcher (RL)
Semi-Auto Rifle (SAR)
Shotgun (SG)
Squad Auto Weapon (SAW)
Submachine Gun (SMG)
RANGE
TARGET
48
48
6
12
12
48
48
12
48
24
3
1
5 (1)
3
1
5 (1) (2)
2
3 (6) (3)
4
3
10+
7.9.5 COVER
COVER OR CONCEALMENT
TYPE
Buildings or
Woods
Vehicles
RANGED COMBAT
RESULT
Stationary figures are in Cover and
Concealment. Moving figures concealed.
Figures inside are in Concealment.
Figures behind are in Cover.
31
SCORE
RESULT
"6"
Rep of Target or
higher, but not a 6.
Lower than Rep of
Target
Obviously Dead.
Out of the Fight.
Duck Back no Reaction Test
taken.
7.11.2 CHARGE
MELEE DAMAGE
CIRCUMSTANCE
MODIFIER
Target in Cover
Target charged to flank
Target charged to rear
#D6
CIRCUMSTANCE
+1d6
-1d6
-2d6
CHARGER
SCORE
TARGET
Pass same
number d6
as opponent
Target fires.
CIRCUMSTANCE
#D6
+1d6
+2d6
+1d6
PASSED
2
RECEIVED FIRE
(LDR)
Outgunned:
Duck Back.
Otherwise:
Return Fire.
Outgunned:
Duck Back.
Otherwise:
Rush Shot
# DICE
PASSED
RESULT
2
1
MOD
If in Cover.
Received Fire Test
MOD
REACTION TESTS
MELEE COMBAT
CIRCUMSTANCE
Obviously Dead.
Out of the Fight.
+1
RESULT
6 or higher
Rep of Target or
higher, but not 6 or
higher.
Lower than Rep of
Target
PASSED
Pass more
d6 than
opponent
MODIFIER
32
Outgunned:
Leave the
Battlefield.
Otherwise:
Duck Back.
+1d6
+Ldr Die
MAN DOWN
Carry On.
SCORE
"1"
Impact or less but
not a "1"
Higher than Impact
TYPE
RANGE
48
12
48
6
12
12
48
48
12
48
3
2
1
5 (1)
3
2
5 (2)
2
3 (6) (3)
4
3
2
3
2
1
1
5
3
2
3
24
TARGET IMPACT
RESULT
33