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CHAIN REACTION

FULLY LOADED

CHAIN REACTION 2.0: Fully Loaded

TWO HOUR WARGAMES

CHAIN REACTION 2.0:


FULLY LOADED
By Ed Teixeira

2004 Ed Teixeira

CHAIN REACTION 2.0: Fully Loaded

2004 Ed Teixeira

TABLE OF CONTENTS
INTRODUCTION

CHAIN REACTION 2.0: Fully Loaded RUNAWAY 3


5 5 5 5 6 6 6 6 6 6 6 6 6 7 RANGED COMBAT INFLICTING DAMAGE LINE OF SIGHT RESOLVING FIRE SHOOTING A WEAPON TARGET SELECTION FIRING AT A MOUNTED TARGET ARC OF FIRE BLAST EFFECT WEAPONS EXPLAINING THE RANGED COMBAT TABLE DETERMINING DAMAGE EXPLAINING THE DAMAGE TABLE AUTO-KILL OR CAPTURE PURSUE BY FIRE SNIPERS PICK UP THE GUN OR READY A GRENADE THROWING GRENADES DROPPING OR ROLLING THE GRENADE WHOS GOT THE GRENADE FLOCK OF SEAGULLS OOPS MELEE FEROCIOUS AND FRENZY DETERMINING DAMAGE CONTINUOS MELEE BREAKOFF MELEE UNARMED COMBAT BATTLEFIELD CASUALTIES MAN DOWN OBVIOUSLY DEAD RECOVER WOUNDED VEHICLES AND BUILDINGS VEHICLES BUILDINGS ARMOR PIERCING WEAPONS OR APWS APW AMMO RESTRICTIONS PENETRATION RESULTS SPECIAL DV APW KILL DISTANCES APW MISSES APW VERSUS PERSONNEL ATTACKING VEHICLES DAMAGE VERSUS PENETRATION SPECIAL WEAPONS MORTARS MORTAR CREWS AND WHO GETS THEM FIRE PROCEDURE ADDITIONAL AMMUNITION TYPES WIND DIRECTION TABLE AIRCRAFT AND OFF BOARD SUPPORT AIRCRAFT STRAFING RUNS HELICOPTER PICK UP

12 12 12 12 12 13 13 13 13 13 14 14 14 14 14 14 14 14 15 15 15 15 15 16 16 16 16 16 16 16 17 17 17 17 17 18 18 18 18 18 18 19 19 19 19 19 20 20 20 21 21 21 21

CHAIN REACTION: THE STORY CONTINUES 5

EQUIPMENT REQUIRED DICE SCALE AND FIGURES QUALIFYING FOR FLANK OR REAR RECRUITING YOUR FORCE AND REP DEFINING CHARACTERS SEPARATING THE MEN FROM THE BOYS LARGER THAN LIFE CHEATING DEATH FREE WILL RECRUITING YOUR FORCE REPUTATION PROTECTION

WEAPONS 7 LIST OF WEAPONS 7 O-RATING: THE OUTGUNNED FOOD CHAIN 8 OUTGUNNED 8 AMMO 8 TIGHT AMMO 8 ORGANIZING YOUR FORCE GROUPS LEADERS COMM LINK POINTS AND ARMING YOUR FORCE WHOS GOT WHAT THE NECESSARY EVIL POINTS AIRCRAFT COST SETTING UP THE BATTLE LOCALES TERRAIN FEATURES AND SCENERY DURING THE BATTLE TURN SEQUENCE SPECIAL VEHICLE AND MOUNTED MOVEMENT ACTIONS MOVEMENT TYPE OF MOVEMENT NORMAL MOVEMENT FAST MOVE GOING PRONE CARRYING OTHERS ENTERING AND EXITING BUILDINGS VEHICLE MOVEMENT MOUNTED MOVEMENT FIRE AND MOVE INVOLUNTARY MOVEMENT FIRE DUCK BACK
2004 Ed Teixeira

9 9 9 9 9 9 10 10 10 10 11 11 11 11 11 11 11 11 11 11 11 12 12 12 12 12 12

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REACTION CHECKS HOW TO CHECK REACTION STONE COLD HEROES ALL TYPE OF REACTION CHECKS WHEN TO TAKE A REACTION CHECK IN SIGHT OR HIDDEN IN SIGHT CHECK RECEIVED FIRE REACTION FIRE OR NOT WANTING TO CHARGE CHECK BEING CHARGED SURPRISE CHECK RALLY CHECK OVERRUN CHECK RECOVERY AFTER THE BATTLE CAMPAIGN GAME AND ARMY LISTS GETTING STARTED GENRE- OR WHAT KIND OF GAME IS THIS? LEADER, NCO, WHATEVER WHOS WHO MILITARY OPERATIONS MILITARY LIST MERCENARIES GUERRILLAS WARRIORS DARK FUTURE/GANG WARFARE GANGS POLICE B MOVIES AND ALIEN ENCOUNTERS BUGS BUG HOLES LIMITED BUG HOLES BIG BRAIN, BABIES, AND WHAT ELSE? SPECIAL BUGS PUKERS HOW IT WORKS MULTIPLE UPCHUCKING HAPPY LANDINGS ZOMBIES THE CAR WONT START! HARRY, ARE YOU OKAY? CIVILIANS CHAIN REACTION AND THE MEDIA WHO WANTS TO BE A NEWS ANCHOR? MEDIA CREW TIME IN THE CAMPAIGN ENCOUNTER MECHANICS DETERMINING THE STATE OF AWARENESS HOW MANY ENEMY ARE THERE TYPES OF ENCOUNTERS OPEN BATTLE POSSIBLE AMBUSH
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22 22 22 22 22 22 22 22 23 23 23 24 24 24 24 24 24 24 24 25 25 25 25 25 26 26 27 27 27 28 28 28 29 29 29 29 29 29 30 30 30 30 30 31 31 31 31 31 32 32 32 32

TALK THE TALK WALK THE WALK ALTERNATE OPEN BATTLE AMBUSH RAID NON COMS HOW MANY AND WHERE ARE THEY RAID MECHANICS LOOT AND BOOTY RANDOM HOUSE CLEARING ESCAPE PURSUIT ESTABLISHING THE LEAD HOW TO PURSUE VEHICLES AND MOUNTS IN PURSUIT SPLITTING THE RUNNERS OPTIONAL STUFF SALVAGE AND SCAVENGING MULTI-STATS STICKERS AND SHOOTERS ADVANCED SV GENERATION ADVANCED MV GENERATION SKILLS WHAT ARE THEY? HOW MANY SKILLS AND HOW GOOD IS HE? LIST OF SKILLS YEARS OF STUDY CHALLENGES DEFINING A TASK SKILL OR REP? OPPOSED OR UNOPPOSED TASK? TASK DIFFICULTY COMPLETING AN UNOPPOSED TASK COMPLETING AN OPPOSED TASK IMPROVING REP RULE OF 6 REP 7 OR HIGHER TOURNAMENT BATTLES CHOOSING YOUR ARMY TYPE OF BATTLE AND TERRAIN SO WHO WINS? QUICK AND EASY INDEX UNIT ROSTER SHEET QUICK REFERENCE SHEETS

32 33 33 33 34 34 34 34 35 35 35 35 35 35 36 36 36 36 36 36 36 36 37 37 37 37 37 37 37 38 38 38 38 38 39 39 39 39 39 39 39 39 41 42

SPECIAL THANKS TO THE GODFATHERS Geo Technomancer Gibson, Hannuman the Monkey-God, Ken Hafer , and Ronald Baddawg Strickland ALSO THANKS TO: Ron Pehr ,Craig Artl, and the Godfathers Editing John Bell, Donna Nail Interior art Chris Martinez Interior and Cover art And the THW Yahoo Group thanks guys!

CHAIN REACTION 2.0: Fully Loaded


CHAIN REACTION THE STORY CONTINUES When Chain Reaction first appeared two years ago no one realized the true potential of the game. As word spread via the net about CR, battle reports began coming in about the games that people were using the rules for. World War 2, dark future, and police actions were common but there were also the American Civil War games, Star Wars (you all understand I didnt write Star Wars, right?), hard core sci-fi, gangsters of the 20s, and much more. It quickly became apparent that you could adapt CR for almost any period where modern fire arms were used. What also became equally apparent was that gamers wanted bigger battles with more and more figures. That was the main reason for CR 2.0: Fully Loaded. But with bigger battles came the need for smoother mechanics, less Hollywood if you will and less book keeping. Seeing how there was minimal book keeping in CR it was obvious that the mechanics would be where the ease of play would come from. Yet the challenge would be to streamline the mechanics, make them fundamentally easier, yet keep the realism that so many gamers said they got from the original Chain Reaction. I believe Chain Reaction 2.0 delivers this and more. What started as an upgrade to CR has almost become a different game. Almost. But CR 2.0 doesnt replace CR, it just allows for larger games with more figures. If anything its the logical progression of the system. The spirits the same, just the mechanics have changed. Play either one, play them bothjust play! Ed Teixeira 8/01/2004 Be sure to check out the Two Hour Wargames Yahoo Group linked below for answers to questions and free downloads for CR and all the other THW games. http://games.groups.yahoo.com/group/twohourwarga mes/ Vehicles have been re-worked and blend smoothly with the combat mechanics. All this has been done without losing the ability to get started almost immediately. Learning the rules will take two or three games but learning sound tactics will take longer. Chain Reaction 2.0 is all about real life tactics, not game tactics. And best of all, you can still use any figures you want. So what are you waiting for? NOTE ON RULES: CHAIN REACTION and CHAIN REACTION 2.0 share some rules in common. These rules will be found in both sets to allow either set to be played as a stand alone game. THE LEAST YOU NEED TO KNOW At the end of most sections will be a box called The Least You Need To Know. This summarizes each section to assist you with getting into the game.

EQUIPMENT REQUIRED
To play CHAIN REACTION 2.0 you will need the following items Two or more six-sided dice. One ruler or measuring device. Any combination of metal, plastic, or paper figures in a consistent scale. A flat surface at least 3x3 feet. Material to represent buildings and other terrain features. DICE Sometimes there will be a reference to passing dice. If the score on the individual die is equal or less than the target number then the die is said to have passed. Example The player has a Rep of 5. This means that 5 is the target number to determine success. On a roll of 5 or lower the die has passed. On a roll of 6 or higher it has not. During reaction checks it is possible to pass 2, 1, or 0 dice. This is explained in greater depth elsewhere in the book in the section dealing with Reaction Checks. SCALE AND FIGURES The easiest way to mount 25mm figures for CHAIN REACTION 2.0 is 1 figure on a 1 square base. Vehicles do not need to be mounted but if they are then use the smallest basing necessary. Figures previously mounted for other rule systems will also work. You should mount your figure carefully so that it is facing one flat edge. This defines the units Front. The opposite base edge is the Rear and the other two sides are the Flanks.

INTRODUCTION
What you have in your hands is the culmination of years of feedback and wants from the players who have taken Chain Reaction to another level. Mechanics have been streamlined, the Hollywood element removed, and a large dose of realism injected into the system. The reaction system, the core of Chain Reaction, has developed to the point where situational modifiers have been eliminated. Combat has increased in speed and it has become much more real and deadly. Larger battles can be played with CR 2.0 Where ten figures could be used before, twenty or more can easily be handled.
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CHAIN REACTION 2.0: Fully Loaded


QUALIFYING FOR FLANK OR REAR Being on the flank or rear or shooting to a targets flank or rear depends upon the actual physical location of the attacker. To qualify as a flank attack the figure must be behind the front facing of the target. To qualify as a rear attack the figure must be behind the rear facing of the target. THE LEAST YOU NEED TO KNOW Chain Reaction 2.0 can be played with any figures from any manufacturer. CR 2.0 is played with six sided dice. You will need a measuring device. One figure equals one man or vehicle. 3 Characters that have reached the pinnacle of success, the legendary Rep 7, cannot use the Larger Than Life rule. CHEATING DEATH To "cheat death" the player declares his intent and he is removed from play and allowed to immediately end his involvement in the encounter. This represents some amazing occurrence that has happened allowing him to have "cheated death". However, cheating death does have repercussions. Anyone cheating death will have his Rep immediately reduced by 1. But dont fret as you can still rebuild your Rep and perhaps improve upon it! FREE WILL This is the biggest rule that separates Stars from Grunts. Each time a player must take any of the reaction checks he may choose which of the three possible results he wants without rolling dice. RECRUITING YOUR FORCE If desired, players are allowed to recruit as many grunts as they want but never any with a higher Rep than themselves. Otherwise, recruiting is affected by the Encounter that is being played. This is explained in the appropriate section of the rules. There are three characteristics that define each character whether they are Stars or Grunts. They are: Reputation Protection Weapon REPUTATION Reputation represents a combination of training, experience, morale, and motivation and is an expression of a characters overall fighting quality. There are seven possible ReputationsReputation 7 Those of Greek hero stature complete with their own Achilles Heel. Can only be reached if using the optional rules in the rear of the book. Reputation 6 These action heroes are few and far between. The stuff of legends. Reputation 5 - These are veterans of numerous successful encounters. Members of Delta Force are Rep 5. Reputation 4 - These are reliable men and women of some experience. Undercover cops are examples of Rep 4. Reputation 3 These are guys of unknown quality who have seen little or no action. Lower ranking gang members are Rep 3. Reputation 2 - These are green or poor quality targets with little motivation or desire for combat. Your average K-Mart shopper would be considered Rep 2.

RECRUITING YOUR FORCE AND REP


DEFINING CHARACTERS CHAIN REACTION 2.0 is played with individual figures referred to as characters. There are two types of characters. They are Stars and Grunts. Stars Characters that represent you, the player. The main character around which the whole CHAIN REACTION 2.0 campaign revolves. Either roll on the appropriate List or pick your character, whichever you prefer. Grunts These are the non-player characters that make up your group or entourage. They will come and go as the campaign progresses. These are pre-generated for you in CHAIN REACTION 2.0. SEPARATING THE MEN AND WOMEN FROM THE BOYS AND GIRLS OR PLAYER ADVANTAGES Being a Star in CR 2.0 has three important advantages or "perks". They are: 1. The "Larger Than Life" rule. 2. The "Cheating Death" rule. 3. The Free Will rule. If desired some Grunts may be allowed to utilize any or all of the player advantages. LARGER THAN LIFE (LTL) CR 2.0 can be used to capture the "flavor" of modern action and adventure movies where the hero is a "larger than life" character. This is represented in the following two ways. 1 - Any star that is using LTL may not be killed by any character or creature with a lower Rep than his own. The worst damage he can receive will be a disabling wound or out of fight result. Treat all results of "obviously dead" as out of the fight. 2 - When the star is "legally killed" by a character or creature of equal or higher Rep, he may choose instead to "cheat death".
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CHAIN REACTION 2.0: Fully Loaded


Reputation 1 Usually reserved for the extremely old or young or those that are sick or infirm. Also confirmed cowards. PROTECTION Most if not all characters in CR 2.0 will be clad in regular clothing of some type. They are considered to be unprotected. Occasionally characters may have some sort of defensive armor such as flak jackets or full out body armor like 20th century SWAT teams. Others such as riot police may have large shields providing some form of protection. In these cases they are said to be protected. Being protected is incorporated in both the Ranged Fire and Melee Results Tables. THE LEAST YOU NEED TO KNOW Figures are divided into Stars representing you and Grunts representing your group or entourage. You may recruit as many grunts as desired of your Rep or less. You may not recruit higher Rep grunts. Rep or Reputation range from 6 to 1. Protection reduces your chance of taking damage from both melee and shooting. Stars are separate from grunts by the usage of three rules, LTL, Cheating Death, and Free Will. Impact The relative damage a hit from the weapon will do. The higher the Impact the more deadly the weapon.

WEAPONS
There are two basic ways to inflict damage in CHAIN REACTION 2.0. The first way is through weapons fire and the other is through hand to hand combat or melee. Trust me on this. Hand to hand is considered to be a last resort. Most characters are assumed to have a ranged weapon whether pistol, sub machine gun, etc. Some characters such as civilians, hostages, and children often do not. This is clarified in the Lists found elsewhere in the book. It is possible for a character to have more than one weapon, a primary weapon and a secondary weapon. Each weapon is defined and in some cases weapons have been lumped into broader categories. Weapons are defined by four characteristics. Type What they are Range The range listed for every weapon is its effective range or the range that the firer is deemed to have a reasonable chance of hitting the target. Targets In effect, the maximum number of d6 allowed when fired by the character. Each die has the potential to do damage to a target and any or all dice may be applied to one or more figures. Also defines the spread of the weapon. Example A submachine gun with Target of 3 may fire at up to three targets in a three inch width.
2004 Ed Teixeira

LIST OF WEAPONS Pistol Although everyone seems to carry a pistol this is really an emergency weapon. Pistols have a range of 12 , Target of 1, and has an Impact of 1. BA Pistol Large caliber, limited issue pistol, with a large Impact. Range of 12, Target of 1, and Impact of 2. Shotgun These are both single and double-barreled varieties and also include pump shotguns as well. Each is handled a little differently although they do share some common qualities. All have a range of 12 and all have an Impact of 2 per shot. They however, do have some differences. Single barrel shotguns roll 4d6 counting the best 2 scores. They have a Target Rating of 2. Must be reloaded after being fired. Double barrel shotguns have two single barrels that are fired as outlined above. When fired together they roll 8d6 counting the best 4 scores. Only one barrel may be fired if desired but each barrel must be reloaded after the weapon has been fired. They have a Target Rating of 3. Pump shotguns roll 4d6 counting the best 2 scores. They have a Target Rating of 2. Pump or combat shotguns do not have to be reloaded after each fire but are affected by the Tight Ammo rule explained elsewhere. Although only half of the dice rolled are counted to inflict damage, pump shotguns must count every die rolled toward the tight ammo rule. Shotguns can engage multiple targets as other weapons with the following restrictions. At a range of 3 or less they will hit only 1 target. At any range over 3 they will hit their maximum targets either 2 or 3 if firing both barrels of a double barrel shotgun. Example Barnes fires a double barrel shotgun at three targets. Unfortunately, he is at 2 range and can only hit one of them even though the target Rating is 3. He is allowed to roll 8d6 counting the best four against the target. Carbine Lightweight low caliber semiautomatic weapon. Range of 24, Target of 2, and Impact of 1. Sub-machine Gun Capable of engaging multiple targets with a range of 24, Target of 3, and Impact of 1. Rifle (Sniper Rifle) Its not just for hunting anymore. Long range of 48 (60 if a sniper rifle), has a Target of 1, and an Impact of 2. There are also semi-automatic rifles which will allow for a Target Rating of 2 instead. When

CHAIN REACTION 2.0: Fully Loaded


rolling to determine weapon on the Lists re-roll the rifle result. On a roll of 4 6 it is a semi-automatic rifle. Machine Pistol Capable of auto-fire and often used by police, security, and anti-terrorist forces. Short range of 12, Target Rating of 3, and an Impact of 1. Assault rifle These weapons of mass destruction have a range of 48, Target of 3, Impact of 2. Usually a military weapon, however, they are finding their way into civilian hands. Grenade This house cleaning bundle of joy has a 6 range when thrown but can engage an unlimited number of targets in a 5 blast circle counting a Rep of 4 on the Ranged to Hit Table. Perfect for clearing out buildings and lighter vehicles (DV 0) the hand grenade has an Impact of 2. Light Machine Gun Big brother to the Assault rifle this military issued weapon is becoming more and more common on the streets. Commands instant respect whenever used and has a range of 48. Target Rating of 6 while the Impact is 3. Effective against lighter vehicles up to DV 0. Often mounted on vehicles as well as being man portable. Grenade Launcher Either a separate weapon or combined with an assault rifle in an over/under tandem. If an over/under then may launch only one grenade per turn or treat as assault rifle with normal firing. May not do both at the same time. A separate grenade launcher may fire once per turn. Rotating launchers, often holding as many as 12 rounds, may fire as a normal weapon. i.e. more than once per turn. Grenade launcher range 24. Grenades launched will engage all targets in a 5 blast circle and has an Impact Rating of 2. Flame Thrower Military and mercenary use only. Great for cleaning out buildings. Will leave path of flame wherever used until battle is over. Has a limited range of 12 , Target Rating of a 3 wide path, and Impact of 4 versus personnel but ineffective against buildings and armored vehicles (DV 1 or better but will toast a car or truck (DV 0) rather nicely. May be fired only once per turn. There are three special circumstances that affect flame throwers. 1. The first time a flame thrower is used note the die score rolled on the Ranged Combat to Hit Table. If the score is a 1 then the flame thrower has only one shot left. Any other result is ignored. 2. Whenever the operator is hit by any ranged weapons fire or is caught in any blast effect circle roll once on the To Hit chart counting a Rep 3 to see if the tank has been damaged. If the result is a Hit then the tank will explode and all those within a 5 blast circle will take hits as if caught in a flame throwers blast. 3. Those attempting to pass through residual flame left behind must take a Wanting to Charge Reaction test. If they do pass they may move through the flame as follows: Roll 2D6.
2004 Ed Teixeira

Subtract the Reputation of the character from the dice score. Apply the result to the To Hit Chart. LAW Light anti-tank weapon used by military, guerrillas, or mercenaries only unless stolen. This also includes one shot disposable weapons and may only be fired once per turn regardless. Range of 48. Impact of 4 versus all target types including personnel, vehicles, and buildings. Blast area of 5 circle. Rocket Launcher Need a loader and a gunner to fire once per turn, otherwise takes one turn to load by self. Used by military or mercenaries only unless stolen. Range of 48. Impact of 5 versus all target types including personnel, vehicles, and buildings. Blast area of 5 circle. Hand to hand weapons These include any cutting, slashing, and clubbing weapon used to inflict damage in hand to hand combat. These vary from Improvised weapons (bottles, chairs, etc.) with an Impact of 1, to hand held weapons (sword, club, etc.) with Impact of 2, to two handed weapons (bigger club, bigger sword, bayonet, etc.) that have an Impact of 3. Note that two handed weapons includes power assisted one hand weapons. O-RATING: THE OUTGUNNED FOOD CHAIN All weapons are given an Outgun Rating or O-Rating. OR 4 = Flame thrower, Grenade, LAW, Rocket Launcher OR 3 = LMG. OR 2 = AR, MP and SMG OR 1 = Other weapons not listed. OUTGUNNED Outgunned is done by comparing the weapon firing to the weapon of the target figures. If the firing weapon has a higher O-Rating than the targets weapon then the target must Duck Back. AMMO Most of the weapons used in CHAIN REACTION 2.0 do not have ammo restrictions. However, the following weapons do unless using points. Rocket Launchers and LAWS are allowed 2 + 1d6 rounds. Each character may only carry three rounds. Other characters must lug any additional rounds. Grenade launchers are allowed 1 + 1d6 grenades for single shot launcher while a rotating or multishot launcher would have 2 + 2d6 rounds. TIGHT AMMO Ammo in Chain Reaction 2.0 for most weapons is pretty much unlimited. However, there still is a chance that the weapon may temporarily run out of ammo and must be reloaded. To represent this

CHAIN REACTION 2.0: Fully Loaded


down time when the weapon is being reloaded follow the procedure below. When a weapon is fired count the number of 1s that are rolled then apply to the table in the QRS in the rear of this book. THE LEAST YOU NEED TO KNOW Unless otherwise stated each figure is assumed to have a weapon as represented. Weapons are grouped and categorized by type. Each weapon has an Outgunned Rating with 4 being the best and 1 the worse. Some weapons like rocket launchers have a limited amount of ammo. Most of the others do not. For those with an unlimited supply of ammo there is a chance that they may temporarily run out. THE LEAST YOU NEED TO KNOW Groups are those figures within 4 and sight of at least one other. Groups may be Comm linked to increase this range to 24 or LOS beyond 24. The overall Leader can activate more than one group at the same time. Leaders always roll 3d6 when taking reaction checks and allow their group to roll 3D6 when Charging.

POINTS AND ARMING YOUR FORCE


WHOS GOT WHAT The lists in Chain Reaction 2.0 can be used to generate random grunts or a player can hand pick his force if so desired. The lists are suggestions and players are encouraged to use as many or as little of them as desired. Often I just match what the figure has to what the figure looks like. THE NECESSARY EVIL - POINTS You all hate em. You all want em. The necessary evil the points system. There are three ways to conduct your encounters or battles. 1. The first is to use the guidelines outlined in each Encounter. Roll twice on each list for each point of Rep of the leader to recruit your grunts. 2. The second is the Chinese Menu system outlined below. You agree on a number of points per side and build your own force by paying points for each figure on the list. This includes weapons, armor, vehicles, etc. 3. Just play with whatever you want. POINTS Characters Overall Leader = 25 Rep 6 = 30 Rep 4 = 20 Rep 2 = 10 Sniper, Frenzy, or Ferocious = Weapons Hand Held Weapon = 2 Pistol = 3 SB Shotgun = 4 Pump Shotgun = 8 Submachine Gun = 8 Sniper Rifle = 5 Assault Rifle = 12 G Launcher = 4 LMG = 24 LAW = 14 Rocket = 6 Mortar, Medium = 59 Medium mortar round = 10

ORGANIZING YOUR FORCE


There are two special rules that can affect the organization of your figures and how you may move them. They are the Group and leader rules. GROUPS Groups are those figures or vehicles within 4 and in clear Line of Sight of another group member. Groups are affected by Comm Links and Leaders. Note that Line of Sight or LOS is explained in detail later in the rules. LEADERS At the start of the battle each side must divide their figures into groups of 1 or more figures or vehicles. Each group must have 1 figure designated as its Leader. Leaders have the following benefits: Allow for all figures in the group to activate together. Rolls 3d6 for all reactions on a personal level. Allows others in their group to roll 3d6 when taking a Charge test. However, others in the Leaders group cannot score a better result than what the Leader scored unless they are Stone Cold. (See Stone Cold elsewhere in the rules.) In addition each side can have 1 figure designated as the overall Leader of the side. In addition to the above benefits, the overall Leader can activate multiple groups at the same time but only if they within 12 of him and in sight or comm linked. COMM LINK In certain periods some figures could be linked on a communications net or have use of a radio/walkie talkie. When done, this allows them to communicate for group purposes the length of the table if in LOS and up to 24 if not.

Other Leader = 10 Rep 5 = 25 Rep 3 = 15 Rep 1 = 5 Rep x 2

Two Hand Wpn = 3 BA Pistol = 4 DB Shotgun = 6 Carbine = 5 Rifle = 4 Machine Pistol = 8 Grenade = 6 G Lcher (O&U) = 16 Flame Thrower = 14 Rket Launcher = 37 Mortar, Light = 37 Lt mortar round = 6

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CHAIN REACTION 2.0: Fully Loaded


Misc. Protected = 10 Mounts = 20 Com Link = 10 liner, or just about anything. Let your imagination run wild! TERRAIN FEATURES AND SCENERY This section describes general terrain and what effect it may have on the characters. For ideas on terrain and buildings I would suggest viewing movies of the appropriate genre. Each terrain piece should be represented by a 12 by 12 or 6 x 24 area. The boundary of the terrain area should be clearly marked. It is easy to use a piece of felt for this purpose. Upon this can be laid out trees, rocks, scrub, etc. with the edge of the felt outlining the terrain boundaries. The types of terrain are as follows: No effect scrubs Low lying bushes that provide cover but do not hinder movement. Impassable rock formations - Base of inaccessible mountains or sheer cliff side. Movement not allowed. Dry riverbed Three or four inches across. Runs from one table edge to the adjacent one. Those in the riverbed count concealed from those out. Undulating terrain Gullies, washes, and small ridges. Moving through a gully or wash will be at normal speed; cutting across them will be at speed. Rough terrain or wooded area Movement reduced to half speed through area. Also visibility reduced when inside. Definite road Whether a four lane highway or a dirt road. Built up urban areas Cities and towns. Dense buildings with streets usually 12 or more wide. Entering and exiting buildings will cause a deduction to movement. River - This terrain feature must be at least 6 wide and may be up to 48 long. One end of the river must be placed at a table edge. The opposite end may terminate at a table edge other than the one it entered on, at a free lake of no more than 24 x 24 or a shoreline of an ocean or bay. After placing a river roll 1D6. On a roll of 1 the river is not fordable and a bridge must be placed across it at some point. On a roll of 2 or 3 the river is fordable for up to half its length. (Fords should be marked.) On a roll of 4 through 6 the river is fordable its entire length. Fording is performed as follows: 1. The character must stop at the rivers edge and forfeits any remaining movement. 2. Next turn, the character moves to the opposite edge and stops inside the river. 3. On subsequent turns, the character moves out of the river at the normal rate. Characters in rivers are considered downhill of units on the rivers bank.

Vehicles All vehicles must include the following costs. Vehicle. Weapons. Ammo. Crew. Example - Tanks require a commander, gunner, loader, and driver at least. Usually they would also have a machine gunner. Non-armored small vehicles = 10 Non-armored large vehicles = 20 Armored cars/half-tracks/AP = 40 Light tank = 100 Medium tank = 200 Heavy tank = 400 S Heavy tank = 600 APW Light APW = 30 Heavy APW = 70 Light AP round = 3 Medium AP round = 5 Super Heavy AP round = 9

Med APW = 50 S Heavy APW = 90 Heavy AP round = 7

AIRCRAFT COST Aircraft may be bought either to strafe the battlefield or to insert or extract figures from the battlefield. A strafing run costs 200 points plus the weapons mounted on the aircraft. A helicopter to will cost 100 points plus the cost of any weapons on it. It may only spend TWO turns in the air. Once coming in to land and once taking off. It may fire normally. THE LEAST YOU NEED TO KNOW Chain Reaction 2.0 can be played with any figures. Each figure will cost points for its Rep and any weapons or other equipment it has. Vehicles cost for themselves, crew, and any weapons they have. Strafing runs by aircraft and helicopter insertion/extraction may be bought as well.

SETTING UP THE BATTLE


LOCALES CHAIN REACTION 2.0 can take place in any locale from a crowded city to the blistering desert. The choice of location is up to you. Some encounters may specify what the terrain will look like but in general just be sure to populate the board with appropriate scenery. This could be burned out buildings, rural terrain, a luxury

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CHAIN REACTION 2.0: Fully Loaded


THE LEAST YOU NEED TO KNOW Chain Reaction 2.0 works for urban and rural encounters with any terrain. Terrain features can affect shooting and movement. Move up to full distance and fire at any time while completing his move. Stay in place (allowed to change the way faced) and fire if desired. Charge into melee.

DURING THE BATTLE


TURN SEQUENCE CR 2.0 is played in turns. Although battles can last an unlimited number of turns each turn does follow a strict sequence. Select 2d6 of different colors. Nominate one side as one color and the other side as the other. Roll both dice. This is called the Activation score. If the dice are the same (doubles) then neither side may fire or move but BOTH sides can check men down and reload weapons. If the dice are not doubles then read each die individually. The higher score determines which side can activate their groups first. The die score also determines which Rep or higher groups the corresponding side may activate. Example A Black 4 is rolled. Only figures from the black side, that are Rep 4 or higher, or grouped with a Rep 4 or higher Leader, may move. After all actions and reactions have been finished for the first group the player is allowed to proceed to the next group. Groups may be activated in any order as desired but never more than once per turn. After all of the first sides groups have been activated the other side may activate one group at a time under the above Rep restriction and continue to do so until all groups have been activated. After both sides have moved all of their eligible groups the turn is over and Activation dice are rolled again. SPECIAL VEHICLE AND MOUNTED MOVEMENT Vehicles and mounts follow a different sequence when moving. Once they become Active and move they must continue to move when either side is Active. Example - Arizona Bob is riding his horse on his activation at a speed of 12. On his enemys activation he must still move 12. Mounted figures and vehicles may slow down or speed up by their maximum speed, turn, or stop when Active. They may not do so when not Active. They may fire at any target when Active but may only fire in Reaction when not active. ACTIONS When a character is Active he may voluntarily do one of the following actions.

THE LEAST YOU NEED TO KNOW Each turn in the battle follows a specific sequence. Only one side at a time is Active. Activation is determined by a dice roll. There is a minimum Rep for Activation determined by the dice roll. Vehicles and mounts move every Activation. Others may move either when they are Active or in reaction to something.

MOVEMENT
TYPE OF MOVEMENT There are two types of movement, voluntary (when the figure is active) and involuntary (caused by a Reaction check.) NORMAL MOVEMENT Normal movement for wounded figures and Rep 2 or less is 6. All others have a movement of 8.. Vehicle movement is covered elsewhere in the rules. FAST MOVE A group of one or more figures may attempt to Fast Move each turn if desired. To do so roll 2d6, 3d6 if with a Leader. Apply the scores to each figure in the group individually. The Fast Move Table is located in the QRS in the rear of this book. GOING PRONE Figures may choose to go prone in either of two situations. 1. When a result of Duck Back is called for the figure may choose to go prone instead if there is no cover within 12. 2. He may choose to go prone voluntarily when Active. 3. Prone figures may fire next turn. CARRYING OTHERS Characters may carry other characters at up to their normal movement and cannot Fast Move. Two characters may carry one character and attempt to Fast Move. While carrying a character players may still fire but counting target as if in cover. ENTERING AND EXITING BUILDINGS AND VEHICLES Characters may enter or exit a building at a reduction of 1 if through a doorway. If doing so from

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a window that will end their move but they can still shoot.. Characters choosing to mount or dismount from a horse or other animal will take one turn and cannot move before or after. VEHICLE MOVEMENT Vehicles are rated from DV 0 to DV 8. This will affect how fast they can move and how much they can change direction while moving. Consult the Vehicle Movement table in the QRS located in the rear of this book. Speed How far a vehicle may move EACH turn when at full speed. Vehicles may increase speed at 1/2 their top speed EACH turn and decrease speed at 1/2 their top speed EACH turn. Turns How many times a vehicle may make up to a 90 degree change of direction when active. Turns are made at either the beginning or end of the movement or both if vehicle is capable of 2 changes of direction per turn. Each turn reduces the vehicles speed by . Example- An armored car becomes active and moves 12 inches. The next turn he chooses to make a turn and changes direction by 45 degrees and moves only 9. The next turn the player decides not to activate the armored car but it still moves in a straight line 9. MOUNTED MOVEMENT Figures may choose to ride horses or other mounts where appropriate. Base mounted movement is 8 but may increase to 16 at anytime. They may also maintain that speed as long as desired during the battle and can turn freely. FIRE AND MOVE Characters and vehicles may fire at any time during their activation. At the start, end, or in between and may continue their move after they fire so long as they do not exceed their allowed movement distance or get stopped by a reaction test. INVOLUNTARY MOVEMENT Characters may be forced to move during battle due to Reaction Checks. The procedure to check Reaction will be described later. However, the possible Reaction forced moves are as follows. FIRE Tester may fire at the target that caused the check or another target if so desires. If the tester can not fire he may choose to Duck Back instead or charge if not armed with a ranged weapon. DUCK BACK Move to nearest cover AWAY from threat and duck behind it or go prone if no cover is within 12. Once forced to Duck Back the figure cannot see or be seen by the figure that caused the Duck Back. This does not limit the figures ability to move or fire whether next turn or caused by a subsequent Reaction check. Next turn the figure
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automatically recovers from Duck Back and can function as normal. RUNAWAY Quit. Split. Surrounded will surrender. If there is a building within sight and away from enemy will run to it at fastest speed. This may take more than one turn to reach it. Once inside will not move or shoot unless attacked. If there is a vehicle within sight and away from enemy will run to it at fastest speed. This may take more than one turn to reach it. Once inside the vehicle they will attempt to drive away with it. Failing that they will behave as if in a building. Those that have Runaway may take a Rally Reaction check. THE LEAST YOU NEED TO KNOW There are two types of movement, voluntary when Active and Involuntary when forced by a Reaction check. Normal movement is 8 but figures may move faster by taking a Fast Movement test. Figures may also go prone at various times. Figures may carry other figures. Vehicles have unique characteristics when moving and turning. Mounted figures can move at 16 a turn indefinitely during the battle. Duck Back means you cannot see or be seen by the threat that made you Duck Back.

RANGED COMBAT
INFLICTING DAMAGE 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 2.0 to represent them. LINE OF SIGHT To shoot something you must see it. A straight line from the shooter to the target is called a Line of Sight. Line of Sight extends across the whole table and is blocked only by terrain, buildings, and sometimes weather. In nighttime the LOS is reduced to 12. However, targets in a well-lit area will count LOS as normal for those firing at them. LOS in woods is reduced to 12 in the daytime and 6 at night. LOS in inclement weather (fog, heavy rain, etc.) is reduced to 12 in the daytime and 6 at night. The only exception to the LOS rule is Indirect Fire from Mortars. RESOLVING FIRE Fire continues between two characters or more until either one side Ducks Down, is forced to Runaway, or is knocked down or out of the fight. It is

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common for characters to fire multiple times in one turn. THEY SHOOT HORSES, DONT THEY? Pass 2d6 The mount has been hit. Roll on the Mounted Damage Table below. Pass 1d6 The mount has been missed but the rider(s) must roll to hold on. Roll 1D6 vs. Rep. If pass then continue as desired if fail then they have fallen off and must roll again. Pass 1d6 then the rider is stunned/wounded. Pass 0d6 the rider is out of fight. Pass 0d6 Total miss, mount ignores fire but rider(s) must take a Received Fire reaction check. MOUNTED DAMAGE TABLE 1D6 vs. Rep. of mount less Impact Pass 1D6 Knock Down! mount is stunned/wounded, falls to ground, and rider(s) must roll 1D6 vs. Rep. Pass 1d6 then stunned/wounded. Pass 0D6 then rider is out of fight. Pass 0D6 Mount is out of fight, falls to ground, and rider(s) must roll 1D6 vs. Rep. If they pass 1D6 then he is stunned/wounded. Pass 0D6 then the rider is out of fight. Mounts remain in place for easy remounting. ARC OF FIRE Each weapon has an Arc of Fire equal to 1 for each point of Target Rating. Example LMG has Target Rating of 6 so has an Arc of Fire of 6. This means it can hit figures up to 6 from each other but never more than 1 per point of Target Rating. Example A group of six figures are fired upon by a LMG with a Target Rating of 6. Measuring from the closest figure to the firer and parallel to 6, up to five additional figures could be hit. BLAST EFFECT WEAPONS Those in a blast effect circle such as a grenade are all eligible targets and are treated as follows. The firer nominates the spot or target that he is aiming for and the circle is measured from that spot if a hit occurs.

SHOOTING A WEAPON To score a hit, first declare who the attacker is and who the target is. Roll 1 to 6d6 depending upon the Target Rating of the weapon and add them individually to the firers Reputation. Compare this total to the Ranged Combat To Hit Table. There is no need to check any modifiers prior to rolling as the modifiers are already built into the hit table. Find the total for each on the appropriate line on the table to see if a hit is scored. TARGET SELECTION A character may fire at any target in his line of sight. In addition, more than one target may be fired upon if they are within 1 of another eligible target and the weapon allows for it as described by its Target Rating. Apply one die per each target starting with the closest one. Leftover dice scores are re-applied to each target until none are left. Apply highest score first and working down to lowest. It is possible for one figure to have multiple hits. FIRING AT A MOUNTED TARGET Horses have a Rep of 6. Whenever firing at a mounted target use the following rules. Declare if the target is either the rider or the mount. If the target is the mount and a miss is scored treat it as normal. If it is a hit then consult the Mounted Damage Table following. If the target is the rider and a miss is scored then roll 2d6 versus the Rep of the shooter and consult the following table.

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Ranged Combat To Hit Table # 3 to 7 8 Results Miss! Target protected, in cover or prone, either side fast moving, firing two weapons *, second or higher target count Miss, all others Hit! Target in cover, or third or higher target count Miss, all others Hit! All Hit! EXPLAINING THE DAMAGE TABLE Damage Table results are as follows. Knock Down The target has been hit and is knocked to the ground stunned/wounded. The target may not function in any way the remainder of the turn but can regain its feet and function as normal when next activated. All out of fight! The target has taken a serious wound and potential death.

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*When firing two weapons the maximum combined Impact Ratings of the weapons cannot exceed 2. EXPLAINING THE RANGED COMBAT TO HIT TABLE Hit Table results are as follows. Miss! The attacker has missed the target but will still cause a Received Fire Reaction check. All Hit! The attacker has scored a hit on the target and can possibly inflict damage. Roll on the Damage Table. Some results apply to certain situations and are treated on a case by case basis. If the situation applies to the target or firer then the result is usually a Miss or Hit. Cover is defined as the target as a passenger in a non-armored vehicle or behind a solid obstruction such as a wall that reduces the size of target it covers. Protected means the target is wearing armor that qualifies as protected status. Prone means the target is laying down. Fast moving means either the shooter or target is fast moving. Firing two weapons means the shooter is attempting to fire two weapons at once. Second (third) or higher target means that this target and all additional targets have been missed. DETERMINING DAMAGE After a hit is scored roll 1d6 versus the Rep of the target reduced by the Impact of the weapon used. Consult the table below as to whether the die passed or failed the modified Rep. DAMAGE TABLE 1D6 vs. Rep. of target less Impact Pass 1D6 Knock Down! figure is stunned/wounded. Pass 0D6 All are out of fight.

AUTO-KILL OR CAPTURE If a character comes into physical contact with a wounded/stunned figure he may choose to either automatically dispatch the stunned character or instead capture him (tie up, etc.) This can only be done when active. PURSUE BY FIRE Whenever a character scores a result of Runaway or Duck Back and must flee to cover the figure or figures causing the test must roll 2D6 and compare it to his Reputation. PURSUE BY FIRE TABLE Pass 2d6 He is allowed to immediately fire at the fleeing character. Pass 1d6 He is allowed a shot counting target in cover. Pass 0d6 He may not fire at all. SNIPERS When a sniper fires he may only be seen by the enemy if he misses the target. Snipers must be military trained or a professional assassin. Snipers receive the sniper bonus of one extra die when shooting his sniper rifle and cost double points. PICK UP THE GUN OR READY A GRENADE Figures may pick up dropped weapons and ready a grenade to throw next turn but will take 1 activate to do so. THROWING GRENADES Grenades can be thrown up to 6 by using the To Hit table normally. If a Miss is scored then roll 2d6 vs. Rep consulting the table following:

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WHERED THE GRENADE GO? TABLE Pass 2d6 Total miss and grenade explodes harmlessly. Pass 1d6 Look out! Grenade may have landed on intervening group either friendly or enemy. Roll on To Hit table as normal counting a Miss result as grenade explodes harmlessly. Pass 0d6 Fire in the hole! Thrower botches attempt. Each figure in the blast radius with the thrower in the center must roll 1d6 vs. their Rep. and read below. If pass 1d6 then Duck Back (go prone) and escape injury. If pass 0d6 then roll on the Damage Table. This table is only used when throwing a grenade by hand not and not when using a grenade launcher. DROPPING OR ROLLING A GRENADE Use this procedure when a grenade is being dropped over a wall, dropped through a window inside a structure, or rolled around a corner. Do not use the To Hit table first. Instead roll 2d6 vs. Rep of the user and compare to the table below: BOMBS AWAY CHECK Pass 2d6 Success! Roll on To Hit table counting the target as if in the open. If a result of Miss occurs when rolling on the To Hit table count the grenade as a dud or explodes harmlessly. Pass 1d6 Partial success! Roll on To Hit table counting the target as if in cover regardless of actual circumstances. If a result of Miss occurs when rolling on the To Hit table count the grenade as a dud or explodes harmlessly. Pass 0d6 Fire in the hole! Thrower botches attempt. Each figure in the blast radius with the thrower in the center must roll 1d6 vs. their Rep. and read below. If pass 1d6 then Duck Back (go prone) and escape injury. If pass 0d6 then roll on the Damage Table. WHOS GOT THE GRENADE? This rule eliminates the need for book keeping. At the beginning of the game determine how many grenades if any are available to each group of figures. The total number of grenades in the group will go down as they are used. Whenever anyone in the group needs to use a grenade it is assumed that they have been given one. It is not necessary to keep track of where the grenades are on an individual basis. Yes, its a fudge but makes the game move quicker! FLOCK OF SEAGULLS Whenever unarmed civilians (innocent bystanders, not Media types) are exposed to gunfire within 12 of the shooter whether they can see him or not, they will immediately take a Received Fire check even if they are not the actual targets. OOPS Whenever a civilian (including the media) is in the line of fire but is not the actual target and a result of Miss occurs on the To Hit Table, then the shooter must roll on the To Hit Table to see if the civilian was hit by mistake. The civilian then must take any appropriate reactions to the situation. THE LEAST YOU NEED TO KNOW Shooting is handled differently from melee. Line of Sight can be affected by a variety of things from buildings to weather. Firing between two characters will continue until one is forced to Duck Back or is wounded. To shoot a weapon roll 1d6 and add to your Rep. Some weapons allow for more than 1d6 to be rolled. Weapons can fire at targets to their front at a width of 1 per each point of Target Rating. When firing at a mounted target it is possible to hit the mount instead. Some weapons such as a grenade have a blast circle where all figures inside are eligible for damage. Shooting is affected by a variety of modifiers from Fast Movement to Cover and they are all figured into the Ranged to Hit Table. Figures hit by fire will always go down whether stunned or out of the fight. Stunned figures can be automatically captured or dispatched. Snipers are handled in a unique way from normal shooters. It takes one Activation to pick up and ready a dropped weapon. It is possible to drop a grenade or have it hit the wrong target. Civilians do not like gunfire and are easily scared away or can even be hit by mistake.

MELEE
Hand to hand combat or melee is carried out when two or more figures come into contact via a passed Charge Reaction check. To fight a melee follow the procedure below. Each figure in melee will roll 2d6. Modify the Rep of each figure by the following factor if it applies.

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Compare each result vs. each enemy in melee. MELEE MODIFIERS Ferocious in melee +1d6 Each point of Impact less than enemy -1 In melee with 2+ enemies -1 In melee with 3+ enemies -2 their scores. This means that when fighting them it is possible for you to pass 2d6 and still have the frenzied figure pass 1d6 more than you. Very, very, vicious characters they are! DETERMINING DAMAGE After a hit is scored roll 1d6 versus the Rep of the target reduced by the Impact of the weapon used. Consult the table below as to whether the die passed or failed the modified Rep. DAMAGE TABLE 1D6 vs. Rep. of target less Impact Pass 1D6 Knock Down! figure is stunned/wounded. Pass 0D6 All are out of fight. CONTINUOUS MELEE If after a round of melee the sides are still in contact they will fight again on the next Activation regardless of whether they are eligible to Activate or not. BREAKOFF MELEE Anytime a figure is active they may choose to end the melee and move at least 1 away from the enemy unless blocked by terrain such as when having a back to the wall. Once the melee has been broken off both sides take an immediate In Sight check and they may be allowed to shoot in the same turn that they are breaking off the melee. Example Ivan and Betts are whaling on each other. Betts becomes Active and decides to step back 1 and both immediately take an In Sight check with Betts counting as moving. UNARMED COMBAT Not all damage in melee is lethal. Unarmed combat will only result in the target being knocked out but still out of the fight. THE LEAST YOU NEED TO KNOW All the figures in contact in a melee fight at the same time by rolling dice against each other. Melee is influenced by Impact of the weapon and number of enemies that are being faced. Some creatures and characters are considered Ferocious and use an extra d6 in melee. Figures that fight one round of melee and are still standing will fight again each following Activation. Figures may break off a melee as desired. Unarmed combat is considered to be non-lethal.

After the number of dice passed are determined for each figure compare the results to the table below. MELEE RESULTS TABLE Pass same number of D6 All Miss and melee continues next turn. One passes 1D6 more than the other and wins the round of melee. Protected loser rolls 1d6. 1 3 count Miss and melee continues next turn, 4 6 loser rolls on Damage table. Other losers roll on Damage Table. One side passes 2D6 more than the other and wins the round of melee. Loser out of fight.

FEROCIOUS AND FRENZY Some figures are considered to be Ferocious when in melee. These may be either characters or creatures. They are allowed to roll an extra 1d6 in the first round of melee only, counting the best two results. In the second or subsequent rounds of continuos melee they lose the extra d6. Even worse is Frenzy. Frenzied characters and creatures will count 3d6 in melee counting all of
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BATTLEFIELD CASUALTIES
MAN DOWN Figures that are down and out of the fight from a result of shooting or close combat, may be

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stunned or wounded. The player will not know what the status of the casualty is, unless he/she has had at least one (1) of his/her figure(s) spend one (1) entire turn with the casualty making a determination as to the casualty's status. This does not mean one (1) turn carrying or dragging the casualty to a place of safety either! This means spending an entire stationary turn with the casualty conducting an examination and /or treating injuries. OBVIOUSLY DEAD Anytime a figure is hit either from fire or in melee there is a chance that he is obviously dead. This is determined by rolling 1d6 versus the Impact Rating of the round fired or weapon used in melee. If the score is equal or less than the Impact, he is said to be obviously deaddead, dead. If the score exceeds the Impact then he is man down. Be sure to check for each round fired. RECOVER WOUNDED Figures that are out of the fight may be either dead or wounded. The player does not know until he has a friendly figure spend 1 turn stationary with the figure determining its status. This is not carrying him but actually remaining stationary. When checking a figure roll 1d6 versus the figures Rep. Subtract 1 from the figures Rep for each wound. Additional dice may be rolled due to any of the following but only count the best score rolled: +1d6 if checker is a medic +2d6 if checker is a medical doctor +1d6 if target was protected Compare the score to the table below counting whether the die roll passed (rolled modified Rep or less) or failed. HOW BAD IS IT DOC? TABLE Pass 1d6 The casualty is stunned, or just "winded", and/or lightly wounded, recovers and rejoins the fight next turn! Pass 0d6 The casualty is badly wounded, and out of the fight due to the serious nature of his/her wounds! The casualty cannot move without being carried or dragged away to a place of safety by his/her buddies! THE LEAST YOU NEED TO KNOW When a figure is out of the fight he can be either man down (not sure of seriousness of injury) or obviously dead (kind of says it all.) It takes one turn to check out a man down and determine how serious he is hurt. Figures can return from man down status in the same battle. Medical staff can increase the odds of recovery.

VEHICLES AND BUILDINGS


Vehicles and buildings come in different shapes and sizes. Chain Reaction 2.0 categorizes them by DV or Defensive Value. VEHICLES Vehicles are classed as follows: Non-armored vehicles These are civilian type vehicles such as cars and trucks. They are classed as either small such a passenger cars or large such as trailer trucks. They have a DV of 0. Armored cars This includes armored halftracks and armored personnel carriers (APC). They have a DV of 1. These are usually armed with a light Armor Piercing weapon (APW) and/or LMG(s). Crew of 1 Leader, 1 driver, 1 gunner per APW, and 1 loader. LMG if used with an APW may require another gunner or may fired bb Leader if mounted on top with 360 degree arc of fire. Light tanks These are lightly armored tanks not much more than half-track or APC and have a DV of 2. Armed with either a Light or Medium APW and LMG. Crew of 1 Leader, 1 driver, 1 gunner for APW, and 1 loader. LMG may require another gunner or may be fired by Leader if mounted on turret with 360 degree arc of fire. Medium tanks Heavier armored tanks with a DV of 4 and either a Medium or Heavy APW. Also equipped with 1 or 2 LMG(s). Crew of 1 Leader, 1 driver, 1 gunner for APW, and 1 loader. Each LMG may require another gunner or may be fired by Leader if mounted on turret with 360 degree arc of fire. Heavy tanks Main Battle Tank. DV of 6, armed with a Heavy or Super Heavy APW, and 1 or 2 LMG(s). ). Crew of 1 Leader, 1 driver, 1 gunner for APW, and 1 loader. Each LMG may require another gunner or may be fired by Leader if mounted on turret with 360 degree arc of fire. Super Heavy tanks Very rare show stopper. DV of 8, armed with a Heavy or Super Heavy APW, and 1 or 2 LMG(s). ). Crew of 1 Leader, 1 driver, 1 gunner for APW, and 1 loader. Each LMG may require another gunner or may be fired by Leader if mounted on turret with 360 degree arc of fire. BUILDINGS Buildings are classified by their DV as listed below: Light metal frame Such as an older mobile home or metal shed. These structures are DV 0.

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Typical frame structure Made of wood or lightweight materials and with a DV of 1 Masonry buildings Brick type house or structure having a DV of 2. Concrete These structures have a DV of 4. Reinforced concrete/steel structure Typical bunker with DV of 6. CLANK TEST Pass 2d6 Return fire, rotating turret if necessary. Pass 1d6 If main weapon facing attacker, return fire. If main weapon not facing attacker move to hull down firing position facing attacker. Pass 0d16 Source of incoming fire unknown, button up and Runaway. If the Armor Piercing Weapon value is greater than the Defensive Value of the target then the hit may have penetrated the vehicle. (See Kill Distance following.) Roll 2d6 and compare the dice scores individually to the DV of the vehicle (full if head on, if to side or rear). Compare to the table following. PENETRATION RESULTS TABLE Pass 2d6 Round does not penetrate vehicle but crew takes a Clank Test. Pass 1d6 Round disables the vehicle and crew must bail out while those in a building are out of fight if inside a 5 template as a grenade. Pass 0d6 Round penetrates the vehicle and all crew lost. SPECIAL DV When attacked to the flank or rear the DV is reduced to half normal. Vehicles attacked from underneath or above count a DV of 1 only. Buildings of DV 2 or less have roofs of DV 1. APW KILL DISTANCES When a APW has a chance to penetrate a vehicle or building 2d6 are rolled against the target DV. However, each APW has a range where the penetration roll is not necessary if a hit is scored and instead penetration is a guaranteed result of ) pass 0d6 on the Penetration Table. This is called the Kill Distance and can be found in the previous section entitled Armor Piercing Weapons or APWs. APW MISSES When an APW is fired and a Miss is scored roll on the following table to determine where the round landed. Note that if firing at a multi-story building it is possible to hit a floor higher or lower than targeted.

ARMOR PIERCING WEAPONS OR APWs These large caliber APWs are categorized into four types. These weapons can fire an unlimited distance and have a Kill Distance where they are guaranteed to penetrate eligible targets. See the section on APW Kill Distances following. Light APW - These smaller guns have a APW value of 3. Their Kill Distance is 6. requires crew of 3. May be man-handled up to 4 per turn or rotated up to 90 degrees. May not fire when doing so. Medium APW Powerful weapons with a APW of 5. They have a Kill Distance of 12. requires crew of 3. May be man-handled up to 2 per turn or rotated up to 45 degrees. may not fire when doing so. Heavy APW A large weapon mounted on a large vehicle or towed with an APW of 7. Their Kill Distance is 18. Super Heavy APW Biggest weapon available either towed or mounted on the largest vehicles. APW of 9 with a Kill Distance of 24. An APW may fire only once before reloading. reloading takes place only when Active. An APW MAY reload and fire at the same time as long as there is a loader available. If not then they can fire or reload in the same turn but not at the same time. APW AMMO RESTRICTIONS If not playing with points then these weapons are limited in rounds as follows: Light APWs are allowed 6 + 1d6. Medium APWs are allowed 4 +1d6 . Heavy APWs are allowed 2 + 1d6. Super Heavy APWs are allowed 2 + 1/2d6. PENETRATION RESULTS Note that if the Armor Piercing Weapon value is less than or equal to the Defensive Value of the target then the weapon WILL NOT penetrate but a Hit becomes a Reaction check test instead. Armored vehicles take a Clank test while figures in a building will take a Received Fire Check.

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APW MISS TABLE 1 = Shot flies high over target (1d6) hitting terrain feature behind target or landing off table. 2 = Shot flies high over target (1d6) hitting terrain feature behind target or landing off table. 3 = Shot flies right of target (1/2d6) hitting intervening terrain or landing off table. 4 = Shot flies left of target (1/2d6) hitting intervening terrain or landing off table. 5 = Shot flies short of target (1d6) hitting ground. 6 = Shot flies short of target (1d6) hitting ground. DAMAGE VERSUS PENETRATION If a shooter does not have an APW it is still possible to damage DV 0 vehicle if armed with an Assault Rifle, Flame Thrower, LMG, mortar, or grenade. To do so fire as normal. If the result is a Hit on a score of 10 or higher then roll 1d6 and add it to the Impact of the weapon firing. If the total is 7 or higher the vehicle is disabled and the driver of the must now roll versus his Rep on the table below: LOSING CONTROL Pass 2d6 Vehicle rolls to a stop reducing speed by 12 each turn. Pass 1d6 Vehicle veers to left (1-3) or right (4 6) and if hitting a solid object will cause damage to occupants. Each figure rolls on Damage Table counting a 0 Impact. Pass 0d6 Vehicle veers to left (1-3) or right (4 6) and if hitting a solid object will cause damage to occupants. Each figure rolls on Damage Table counting a 3 Impact. THE LEAST YOU NEED TO KNOW All vehicles and buildings have Defensive Values (DV) according to toughness of target. APWs are Armor Piercing Weapons and while limited in ammo can knock out the toughest vehicles and buildings. Sometimes a vehicle may be forced to seek cover instead of being destroyed when hit by an APW. Each APW has a Kill Distance where penetration is guaranteed. Weapons such as a LAW and Rocket launchers do not have a Kill Distance. APW versus personnel count a blast circle and Impact like a Rocket. Vehicles may be attacked by personnel without an APW and is handled by the Who Wants to Be a Hero table. Sometimes it is possible to cause a vehicle to lose control form shooting even it not using an APW.

APW VERSUS PERSONNEL When using a APW versus unarmored personnel count them as if a rocket for blast effect and Impact. ATTACKING VEHICLES Infantry may choose to close assault a vehicle with a grenade or armor penetrating round. This represents the figure climbing onto the tank, etc. To do so the player declares which figure or figures are attempting to attack the vehicle and which side he is attacking. They must then take a Charge Reaction check and the target a In Sight check, NOT a Being Charged check. When the attackers come into contact with their target they roll 2D (3D6 if Stone Cold) and compare to their Rep. Check the result on the table below. WHO WANTS TO BE A HERO? Pass 2d6 Success, roll below. Pass 1d6 Fumble, device lost and attacker must retire. Pass 0d6 Disaster! Attacker rolls on Damage Table counting DV of vehicle as impact. If success is achieved roll 1D6 and add the following modifiers. +1 Each grenade or round used Compare this total to the DV of the side attacked and consult the table below. HEROIC DAMAGE TABLE Total is greater than attacked DV Roll on Penetration Results table. Total is equal or less than attacked DV Roll on Clank Test.

SPECIAL WEAPONS
Although CR 2.0 is a skirmish rules set there may be times when more is required. This section covers mortars and aircraft. MORTARS Mortars have an important role in modern warfare. They are cheap to manufacture, easy to transport, simple to operate, robust, and deliver a High Explosive bomb with reasonable accuracy over long ranges and intervening terrain features.

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Mortars are effective versus DV 0 and DV 1 structures and vehicles while also able to cause a Clank Test for DV 2 light tanks. Man-portable infantry mortars fall into two general classes: Light and Medium. Light Mortars Up to and including 60 mm tubes. Maximum Range: 120 or tabletop. Minimum Range: 10 Target: 5 Blast Circle. Impact: 2 Counting a Rep 4 Crew: 2 Rate of Fire: 3 Medium Mortars From 70 to 80 mm tubes. Maximum Range: 120 or tabletop. Minimum Range: 10 Target: 8 Blast circle. Impact: 3 Counting a Rep 4 Crew: 3 Rate of Fire: 2 Medium mortars will usually be off table. MORTAR CREWS AND WHO GETS THEM Mortars are available to Military, Mercenaries if Military, and Guerrillas. They consist of a 2 man crew for light and a 3 man crew for medium. All must be purchased as normal including any sidearms or additional weapons carried. For each crew member less than normal subtract one from the Rate of Fire of the weapon. FIRE PROCEDURE Pick your target. This is either by direct fire where the mortar crew can physically see the target or by indirect fire where the mortar crew cannot see the target but a spotter can see the target. Players make pick the target and fire on same turn. It takes one turn to change targets (making necessary physical adjustments to mortar). When using a spotter the figure spotting must communicate to the mortar crew to fire on the target the first time. This can be done by shouting out to 6 from the crew, by comm link such as a radio, or by a pre-arranged signal such as a flare. Once the signal is sent the firing can commence. According to standard military doctrine light mortars cannot target points closer than 20 from friendly troops while medium mortars would extend out to 40. Final protective fire. This is the only time the above range restriction can be circumvented or ignored. If the enemy is within 10 of your forces you can target them for final protective fire. Final protective fire is always two consecutive Fire Missions. Spotting round (smoke) must be used for indirect fire (using another figure to spot where the rounds will land) on the first round. The spotter MUST be able to see where the spotting round landed otherwise another spotting round must be fired until one lands that can be seen by the spotter. Figures cannot be hurt by smoke rounds and they also do not count toward the number of rounds available that cause damage. Direct fire (target is visible from mortar) do not require a spotting round. Next determine number of rounds for the Fire Mission. This number is no more than one times the mortars Rate of Fire but may extend over multiple turns or reaction phases. Mortars can fire both when Active and reacting to enemy actions. The Fire Mission continues until all the rounds are shot or canceled. They may not be fired again until another Fire Mission is declared. Roll 1d6 and consult the Deviation table. MORTAR DEVIATION TABLE 1 = Right on target. 2 = Long, directly past the target 2d6 if it is a spotting round , otherwise 1d6 if not. 3 = Long, directly past the target 2d6 if it is a spotting round , otherwise 1d6 if not. 4 = Either left (1-3) or right (4-6) of the target 2d6 if it is a spotting round , otherwise 1d6 if not. 5 = Short of target 2d6 if it is a spotting round , otherwise 1d6 if not. 6 = Short of the target 2d6 if it is a spotting round , otherwise 1d6 if not. The first round to the target will set the deviation point of all following rounds. This means that each additional round in the Fire Mission rolls for deviation as outlined above from the point of impact of the first round. Example Player A decides to declare a Fire Mission on a house forty inches away from his mortar team. He declares his intent to fire 6 rounds. The team is also using a spotter as they cannot physically see the target. A die is rolled for the first spotting round and a 2 is rolled. The round will land 2d6 long of the original target. The player rolls a 7 total and the round is placed. The next round and all other subsequent rounds will use this point for future deviation (1d6), NOT the original target (the house).

ADDITIONAL AMMUNITION TYPES In addition to H. E. rounds mortars can also fire Smoke and Illumination rounds. Smoke will expand to cover three times the blast circle in a linear path in the direction of the wind. It is assumed that smoke cannot be fired through due to not knowing when and where to fire. In

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addition players can use smoke grenades which function like smoke rounds . WIND DIRECTION TABLE Rolled at start of game. 1 = North. 2 = West. 3 = West. 4 = East. 5 = East. 6 = South. Illumination rounds will illuminate a 48 circle for 3 full turns. AIRCRAFT AND OFF BOARD FIRE SUPPORT CR 2.0 is a skirmish level game but there may be times when players may want to use aircraft or represent artillery barrages or other fire support. Use of these weapons can dramatically skew the scenario in favor of the side using them and are not found in any of the Encounters. They are best used as a one time thing during the battle and are handled in the following way. AIRCRAFT STRAFING RUNS The use of aircraft in Chain Reaction 2.0 may not require an actual model. The following rules represent an aircraft flying over the battlefield and firing their weapons at eligible targets or strafing the field. To strafe the battle field first determine the edge of the board the aircraft will arrive on. Next determine the opposite edge that it will depart from. The owner of the aircraft declares that the craft is making a strafing run and the direction it is coming from. On the players NEXT Activation the aircraft enters the board. Next trace a straight 12 wide path from the entrance point to the exit point. This is the field of fire for the aircraft. The aircraft makes its strafing run and any figure armed with a weapon that has a range of 24 or greater and can trace a LOS to the aircraft must take the following Reaction check and act accordingly. ANTI-AIRCRAFT CHECK Pass 2D6 Stand and fire at aircraft when in range or may choose to Duck Back *. Pass 1d6 Infantry will Duck Back. Vehicles will head for cover and Duck Back. Pass 0d6 Infantry will Runaway. Vehicles will head for cover and Duck Back. * Note that in some circumstances reacting figures may not have a chance to fire at the attacking aircraft due to the longer range of the attacking craft. This allows for the Duck Back option. Figures that pass 2D6 will fire at the aircraft as normal on the Ranged To Hit table counting Fast Movement and Cover. Misses do no damage and do not cause a Received Fire check. If a Hit is scored rolled 2D6 versus the Rep of the pilot and consult the table below. GOLDEN BB CHECK Pass 2D6 No effect and strafing run continues. Pass 1d6 Aircraft veers off and may not fire anymore this battle. Pass 0d6 Aircraft flies off from table and crashes somewhere away in a ball of flame. If the aircraft is not hit it makes its run using the To Hit table as normal for the appropriate weapon(s). Aircraft are armed with 2 LMG. Each one covers the 6 area to either the left or right of center. Anything in the path and field of fire of a LMG may be fired upon by using the normal firing procedure. The pilots Rep is used to when firing. An alternative weapon can be one or more rockets and fired normally.

HELICOPTER PICK UP Players may decide to simulate a helicopter being used to pick up or deliver troops to the battle field. Do so as follows and note that this process may require the use of an appropriate model. At the start of the owning players Activation plot the entry point of the helicopter as per a strafing run outlined above. Next plot where the helicopter will attempt to land and roll on the Piloting Table versus the pilots Rep. Determine the Rep randomly by rolling 1d6 counting a 5 and 6 as a Rep 5 and all others as a Rep 4. PILOTING TABLE Pass 2d6 Skims the tops of the trees and may not be fired upon. Pass 1d6 Fly to target but enemy figures may take an AntiAircraft check if appropriate. Pass 0d6 Sitting duck, any and all may open fire without taking an Anti-Aircraft check. After any fire is resolved the helicopter is then placed on the landing spot.

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On the next Activation the player may unload or pickup up to 6 figures. On the Activation after figures are loaded or dropped the helicopter may leave the board. Roll another Piloting Check as before and carry out the results. Helicopters may be armed with LMG and can fire as normal whether Active or in reaction to enemy activity whether in flight or when landed subject to LOS. next to its name. This is the number or less that must be rolled on 2d6 for a figure to be Stone Cold. Rep 3 or lower figures cannot be Stone Cold. HEROES ALL Whenever a figure rolls double ones (snake eyes) on any Reaction check EXCEPT an In Sight check, he will immediately go into Hero mode. This means he is immune to any and all future Reaction tests. This will last only for the duration of the battle or until he is taken out of the fight. His Rep however, remains the same. TYPE OF REACTION CHECKS There are a variety of Reaction checks that must be made in CR 2.0. Some are used a lot while others are rarely used. But before taking a Reaction check you must determine the status of the checker. Is he either In Sight or Hidden? WHEN TO TAKE A REACTION CHECK Reaction checks are taken for the following reasons. IN SIGHT OR HIDDEN A figure is In Sight if he can be seen. This is either in the open or in cover that still allows him to be seen. An example would be in a window of a building or vehicle. A figure is Hidden if he is in cover and has yet to be seen by the enemy. An example would be someone in a window of a building or vehicle. Note that this is the same as being In Sight the difference being the figure has not been seen by the enemy. Heres an example of how this works. Ivan starts the turn hidden in a building window. He has not been seen by the enemy. Betts comes into the street and is now In Sight as Ivan can see her. Ivan takes an In Sight check as he can see Betts. Betts cannot see Ivan so she does not take one. Ivan passes 2d6 and waits until Betts is in the middle of the street and opens fire. Pop, pop, he misses and Betts scores a Duck Back on her reaction. Next turn Betts pops up. If Ivan is still in the same place then Ivan will roll an In Sight check and is still hidden. To become visible and no longer hidden the figure must have scored a result of Miss and the target does not Duck Back or has scored a Pass 0d6 on their Insight check. IN SIGHT CHECK Anytime an enemy starts out of sight and comes into sight use the In Sight Check. This may result in BOTH sides taking the test simultaneously. Example Ivan is in the middle of the street. Betts comes around the corner and they see each other. Both take the In Sight check. Note that sometimes only one side may take the check due to being hidden.

THE LEAST YOU NEED TO KNOW Mortars are available as either light or medium and can be placed off table at a predetermined distance. Crews must be purchased separately. Mortars may fire directly or indirectly with a spotter. There are minimum safe distances to fire mortars but they may fire closer if using final protective fire. Each round of a mortar must roll for possible deviation. There are three types of rounds available, high explosives, smoke, and illumination. Be sure to establish the wind direction prior to firing smoke. It is possible to have an aircraft attack the battlefield but it must be paid for prior to the game. Helicopters can insert or extract figures. Whether or not the helicopter can be shot at depends upon the quality of the pilot.

REACTION CHECKS
HOW TO CHECK REACTION The Reaction Check represents the effect of various stressful situations on a characters ability to perform tasks. Taking a Reaction Check involves taking the characters Reputation and comparing it to 2d6 counting each die score separately. If a die score is equal or less than the Reputation of the character then he is said to have passed that die. It is possible to pass 2, 1 or 0 dice. Check the number of dice passed under the appropriate Reaction table. STONE COLD Most characters roll 2d6 when taking a Reaction check. There are two exceptions to this, Leaders, and characters that are Stone Cold. Think Elias in Platoon. Both of these will always roll 3d6 whenever taking a Reaction check even if the rest of the boys dont. To determine if a character is Stone Cold each army list may have a number in parenthesis
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Example Ivan is hidden in the window. Betts comes around into the street and is in Sight. Only Ivan takes the check. RECEIVED FIRE CHECK Every time a figure is fired at it must take the Received Fire Check. RECEIVED FIRE CHECK Pass 2d6 Chargers will continue. Outgunned or unable to fire will Duck Back or finish move without firing. Those fired on by hidden may finish move and fire as desired. Others finish move and fire. Pass 1d6 Chargers armed with ranged weapons will stop in place and fire instead while those not so armed will continue the charge. Those in cover will fire or Duck Back. Others will Duck Back. Pass 0d6 Those in cover will Duck Back. Others will Runaway. When a character is forced to take a Received Fire Reaction Check he may fire at any the target he desires. REACTION FIRE OR NOT Anytime a figure is called upon to fire and does not have a weapon that allows him to do so whether because of range or not even having one, it may charge instead if in range. If either out of range for firing or charging it may either Duck Back or remain in place. WANTING TO CHARGE CHECK Anytime a figure wants to charge into hand to hand combat it must take the Wanting to Charge Check. Note that a charge move is an attempt to initiate hand to hand combat and is not defined by movement distance. Entering melee is done via this Reaction check and figures may move up to their Fast Move allowance to make contact if need be. WANTING TO CHARGE CHECK Pass 2d6 All will charge into hand to hand combat. Pass 1d6 Those in cover will remain in place and if possible will fire instead. Others charge. Pass 0d6 Those in buildings will Duck Back. Others remain in place.

IN SIGHT CHECK Pass 2d6 Hidden have option to hold fire or fire at anytime during the opponents move. Others will fire, stationary figures firing first, then moving figures next. Pass 1d6 Hidden with a Leader have option to hold fire or fire at anytime during the opponents move. Other stationary figures will fire. Moving figures may not fire. Pass 0d6 Hidden figures will fire but become exposed and cause eligible enemy to take In Sight Checks. All others may not fire. Note: Popping into view in place is considered to be moving.

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BEING CHARGED CHECK Anytime a figure is being charged to its front and can see the enemy that is charging him it must take the Being Charged Check. BEING CHARGED CHECK Pass 2d6 Those that can will fire and prepare for melee. Others will remain in place and prepare to melee. Pass 1d6 Those in cover will fire and prepare for melee. Those charged to flank or rear will Runaway. Others may not fire but will prepare for melee. Pass 0d6 Those in cover will prepare to melee. Others Runaway. SURPRISE CHECK When a figure is charged by an enemy from a concealed position or to the flank or rear it must take the following Surprise Check. SURPRISE CHECK Pass 2d6 Target turns to face enemy and takes Being Charged Check at 1 to Rep. Pass 1d6 Target is surprised and cannot react. Counts only 1d6 in melee the first round. Pass 0d6 Target is totally surprised and counts 0d6 in melee the first round. RALLY CHECK Anytime a figure has Runaway and is confronted by a friendly figure within 4 it may try to Rally and return to the fight. RALLY CHECK (May use 3d6 if friend is Leader or Stone Cold.) Pass 2d6 All back in the fight. Carry on as desired. Pass 1d6 Those in cover/buildings back in fight. Others will not rally but may try again next turn. Pass 0d6 All will not rally and may not try again but will leave if told to or if their side leaves. OVERRUN CHECK Whenever an infantry figure is attacked by an armored vehicle. OVERRUN CHECK Pass 2D6 Armed with APW will stand and fire. Not armed with APW will dodge out of way without injury counting Duck Back. Pass 1d6 Vehicle rolls on To Hit Table using Rep of driver. Pass 0d6 Vehicle hits target inflicting 1 Hit per DV of vehicle. RECOVERY AFTER THE BATTLE After each Encounter roll 2d6 vs. Rep for all figures that were badly wounded or suffered a rsult of Runaway. RECOVERY CHECK Pass 2D6 All return at normal Rep. Pass 1d6 All return at Rep 1. Pass 0d6 Wounded die and Runaways never return THE LEAST YOU NEED TO KNOW Reaction is tested by rolling 2d6 or 3d6 in some cases against the Rep of the figure checking. Stone Cold and Leader figures use 3d6 when rolling Reaction. To pass a die roll the score must be equal or less than the Rep of the checker. Even if more than 2d6 are rolled you can only pass either 2, 1, or 0 dice. The extra die result is discarded. Rolling snake eyes when taking some reaction checks can cause the figure to become a Hero. Reaction checks are taken for various reasons. Hidden figures must be exposed. Being in buildings increases the chances of passing a Reaction check.

CAMPAIGN GAME AND ARMY LISTS


GETTING STARTED The following rules will allow players to tie together all of the encounters that they have while playing Chain Reaction 2.0. But before the campaign can begin the players must decide on the genre of the game. GENRE OR WHAT IN THE HECK KIND OF GAME IS THIS? Chain Reaction 2.0 will work for ANY genre that uses heavy firepower modern weapons. Having said that let me outline the three major categories that we have divided the rules into.

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Military Operations from approximately the turn of the century to the near future? Dark future Gang Warfare. B movies & Alien encounters. Each of these will have specific rules that will apply to them. But first a little clarification LEADER, NCO, WHATEVER Each force will have a head honcho whether a military Captain, gang leader, police sergeant, etc. This is the guy or girl in charge. For building the lists these are referred to as Leaders. Each force may also have a number of lesser Leaders often called NCO, number 2, or my right hand man. Whatever they go by in the lists they are referred to as NCOs. WHOS WHO To determine what each figure represents roll 2d6 each and modify the score by whatever modifiers are listed per list. Example A Detective on the Police list would +1 to his roll. In addition there may be complex modifiers in a list. This means roll 1d6 first to determine the modifier to the 2d6 generation roll. Example Military NCO will require a 1d6 roll to determine the modifier. (1 4 = +1 while a 5 6 = +2 to the 2d6 generation dice roll.)

CHAIN REACTION 2.0: Fully Loaded


rolled up. They can be armed with either assault rifles, rifles, carbines, or submachine guns for the standard weapon. At least one member of the squad will carry a Grenade Launcher, LMG, LAW, Flame Thrower, or Rocket Launcher. There may not be more than 1 Specialist per 5 figures. All military personnel may also carry one grenade each. When recruiting Military Grunts roll 2D6 the appropriate number of times and consult the table below. MODIFIERS NCO (1-4 = +1) (5 6 = +2) Leader (1 2 = -1) (3 4 = 0) (5 6 = +1)

MILITARY OPERATIONS
These include any and all battles between armies. Typically the combatants are soldiers or guerrillas. There may be a civilian population present but in general the battles are fought between two different armed forces. These may be traditional forces such as the US Army versus the German Army during WW2. Or this may be an action where governmental forces are waging a campaign against guerrillas, such as Castro in Cuba in the 1950s. Another aspect would be instead of a national military force there could be mercenary Soldier of Fortune units instead. This would be prevalent in the Third World. Most of the forces will consist of Reputation 4 and 5 with the higher Reps being Elites such as Rangers or Delta Force. Military encounters would include Ambush, Firefight, Garrison, Patrol, Pursuit, Raid, Recover, Siege, and Sweep. All of these encounters will be explained later on in the book. Military forces can have any and all vehicles and APW as well as aircraft, mortars, and helicopters. Vehicle crews are rolled from the list for Rep determination. MILITARY LIST Military characters are usually grouped into squads of 5 or 10 soldiers. They will have 1, sometimes 2, leaders chosen after the Grunts are
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MILITARY (4) Who Score 2 Soldier 3 Soldier 4 Soldier 5 Soldier 6 Soldier 7 Soldier 8 Soldier 9 Soldier 10 Soldier 11 Soldier 12 Soldier

Rep 3 3 3 3 4 4 4 4 5 5 5

Arm flak flak flak flak flak flak flak flak flak flak flak

Weapon varies varies varies varies varies varies varies varies varies varies varies

MERCENARIES Mercenary characters are a sub-species of the military and are usually grouped into squads of 5 or 10 soldiers. They will have 1, sometimes 2, leaders chosen after the Grunts are rolled up. The major difference of mercs is the variety of weapons they may have. They can be armed with either assault rifles, rifles, carbines, or submachine guns and need not carry standard weapons. One of the squad will be a Specialist with a Grenade Launcher, LMG, LAW, Flame Thrower, or Rocket Launcher. They are not restricted in the number of Specialists that they can have. All mercs may also carry one grenade each. When recruiting Mercenary Grunts roll 2D6 the appropriate number of times and consult the table below. Mercenary forces can have up to DV 1 vehicles and APW 3 at most. They can also use mortars and helicopters. Vehicle crews are rolled from the list for Rep determination.

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MODIFIERS NCO (+1) Leader (1 = -1) (2 4 = 0) (5 - 6 = +1) MERCS (5) Score Who 2 Soldier 3 Soldier 4 Soldier 5 Soldier 6 Soldier 7 Soldier 8 Soldier 9 Soldier 10 Soldier 11 Soldier 12 Soldier GUERRILLAS (3) Score Who Rep Arm 2 Guerrilla 2 none 3 Guerrilla 2 none 4 Guerrilla 3 none 5 Guerrilla 3 none 6 Guerrilla 3 none 7 Guerrilla 3 none 8 Guerrilla 3 none 9 Guerrilla 4 none 10 Guerrilla 4 none 11 Guerrilla 5 none 12 Guerrilla 5 none Weapon varies varies varies varies varies varies varies varies varies varies varies

Rep 3 3 3 4 4 4 4 5 5 5 5

Arm flak flak flak flak flak flak flak flak flak flak flak

Weapon varies varies varies varies varies varies varies varies varies varies varies

GUERRILLAS Guerrillas are normally outgunned by the military and usually grouped into squads of 5 or 10 soldiers. They will have 1, sometimes 2, leaders chosen after the Grunts are rolled up. The major difference of guerrillas is the lack of standardization in their weapons. Most are armed with whatever they can find or more likely the remnants of the past war. They can be armed with either assault rifles, rifles, carbines, or submachine guns and normally will have a few of each type in use. They will not have a standard weapon. One of the guerrillas acting as a Specialist will carry a grenade launcher, LAW, or Light Machine Gun. Guerrillas may not have more than 1 Specialist per each 10 characters. Grenades are rare but they can have LAWS. When recruiting Guerrilla Grunts roll 2D6 the appropriate number of times and consult the table below. MODIFIERS NCO (1-4 = 0) (5 6 = +1) Leader (1 2 = -1) (3 4 = 0) (5 6 = +1)

WARRIORS This list represents groups of people with a warrior tradition such as Zulu tribesmen and the like. These are rarely found in modern times but may find a way into Chain Reaction 2.0 scenarios if recreating Colonial time period battles. Warriors are always outgunned by the military and usually organized into groups of 10 or 20 warriors. They will have 1, sometimes 2, Leaders chosen after the Grunts are rolled up. The major difference of warriors are their lack of modern firearms. What little firearms they may possess will be whatever they have scavenged from past wars. No more than 10% of them can have modern firearms and this is limited to pistols and rifles. If not armed with a firearm the figure will carry either a one or two handed weapon. They may also carry light throwing spears counting as a pistol for Impact and Target Rating but with a range of only 6. They must be retrieved after being thrown. They may also have lightweight shields counting as protection in melee and but not from modern firearms. Many warriors will be considered Ferocious and some even Frenzied. When recruiting Warrior Grunts roll 2D6 the appropriate number of times and consult the table following.

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and innocent bystanders will be common. Non-player characters can be taken from the Gang, Police, Civilians, Mercenary, or Military lists. GANGS Gangs will be loosely organized into groups of from three to eight characters. There is usually only one leader and rarely a second in command. When the leader dies or is disabled the gang typically falls apart. The leader may be designated from the non-player characters that are rolled. Weapons will vary with the lower Reputation gang members having the weakest weapons. Gangs are allowed no more than 1 Specialist per eight characters. When recruiting Gang Grunts roll 2D6 the appropriate number of times and consult the table below. MODIFIERS Juvenile (1 = -1) Young (2 4 = 0) Mature (5 6 = +1) NCO (+1) Leader (1 4 = +1) (5 6 = +2) GANG (3) Who Score 2 Ganger 3 Ganger 4 Ganger 5 Ganger 6 Ganger 7 Ganger 8 Ganger 9 Ganger 10 Ganger 11 Ganger 12 Ganger

MODIFIERS NCO

(1-4 = +1) (5 6 = +2) Leader (1 2 = 0) (3 4 = +1) (5 6 = ++2)

WARRIORS (5) Who Score 2 Warrior 3 Warrior 4 Warrior 5 Warrior 6 Warrior 7 Warrior 8 Warrior 9 Warrior 10 Warrior 11 Warrior 12 Warrior

Rep 3 3 4 4 4 4 4 5 5 5 5

Arm none none none none none none none none none none none

Weapon varies varies varies varies varies varies varies varies varies varies varies

Rep 2 3 3 3 3 4 4 4 4 5 5

Arm none none none none none none none none none none none

Weapon varies varies varies varies varies varies varies varies varies varies varies

DARK FUTURE GANG WARFARE


This would include all apocalyptic future games where society is in decay and criminal activity runs rampant. Rival gangs strive to eliminate each other as well as grow in wealth. The setting could be either rural or urban such as the Wasteland setting used in our Wasteland Warriors game. Most of the forces will consist of Reputation 3 or Reputation 4. The civilian presence will be strong
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POLICE Police will be organized into groups of two to eight characters. If desired police can be assumed to be within 1D6 turns of their vehicles and have the option to up gun to shotguns and assault rifles if the situation warrants it. However, in general they will be armed with pistols. There will always be one leader and command will fall to the next person in line. In some encounters the police player may decide to use a SWAT team in which case upgrade the armor of all the police to body armor and arm them as a Military force. Tear gas grenades may also be available (Count damage from the grenade as if unarmed hand to hand combat.) When recruiting Police Grunts roll 2D6 the appropriate number of times and consult the table below.

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MODIFIERS Detective (+1) NCO (1 - 3 = -1) (4 5 = +1) (6 = +2) Leader (1 2 = -1) (3 5 = 0) (6 = +1) POLICE (4) Who Rep Arm Weapon Score 2 Officer 3 none BA pistol 3 Officer 3 none BA pistol 4 Officer 3 none BA pistol 5 Officer 4 none BA pistol 6 Officer 4 none BA pistol 7 Officer 4 none BA pistol 8 Officer 4 none BA pistol 9 Officer 5 none BA pistol 10 Officer 5 none BA pistol 11 Officer 5 none BA pistol 12 Officer 5 none BA pistol * May upgrade to body armor with shotguns or assault rifles as SWAT team. Bugs follow the obviously dead guidelines of the attacker rolling the weapons Impact or less. However, if the Bug is NOT obviously dead then it is merely forced to immediately stop in place shrieking and can move as normal on its next Activation. Bugs do not roll on the Damage Table. The following turn after a Bug has disabled its victim will be spent in dismembering its target. If the Bug is driven off prior to activating that turn the target is treated normally for recovering after the battle. If not, the target is considered obviously dead. Bugs do not take any Reaction checks except for the Received Fire check. Bugs do not Duck Back or Runaway but instead, remain in place and shriek, while if in melee combat they will stagger back 1 face the enemy. Bugs are very visual creatures and will always head towards visible targets. Intervening Bugs do not block line of sight. They however, are smarter than Zombies and if someone tries to hide they will proceed to the last spot they were seen. If Bugs have eliminated their targets (or think they have) they will migrate in a random direction like generating a bug hole. Bugs may also swarm onto and over one story buildings and vehicles without any loss in movement.

B MOVIES AND ALIEN ENCOUNTERS


This category runs the gamut from encounters with BUGS to the classic B movie Zombies. Forces could be from any of the previous lists as well as the Civilian list that follows. Not all Civilians need be armed. These could represent army personnel, local sheriffs or even innocents stopping in a deserted town only to find it inhabited by Zombies and Ghouls. Here are the rules that govern Them. BUGS Vicious larger than man-size arachnids that attack without provocation. Live solely to destroy. NOT for the faint of heart or bad of shot. Hmmm, crunch and munch. BUGS Score 2 - 12 Rep 4 Arm Protected

BUG HOLES Each planet or area is BUG rated from low 1 to high 5. Each time the Activation Score roll is a 7 , roll 2d6 and compare to the BUG rate and then consult the table below: THERE BE BUGS! Count half Bug Rate if it is night Pass 2d6 Bug hole! Pass 1d6 If Bug hole is already in play and there are bugs from the hole still on the board then another one becomes active. If no Bug hole in play then no Bug hole is imminent. Pass 0d6 No Bug hole imminent. When a bug hole is created roll 1D6. On a score of 1 the hole is to the partys front. On a 2 the hole is to the right of the group. A 3 is to the rear and a 4 is to the left of the group. A score of 5 or 6 must be re-rolled. After the direction of the hole is discovered, roll 2D6. Count he lower score as the tens and the higher score as the ones. This yields a score from 11 to 66. This is the distance in inches that the 3

They may only inflict damage in hand to hand combat and have an Impact of 4. Movement for BUGS is 12 regardless of terrain or other intervening prone Bugs and do not count as Fast Movement even though moving 12. They may not Fast Move. All Bugs count as Frenzy adding 1d6 every round of melee and counting all three. All Bugs function as one group regardless of distance between them.

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hole will appear. Anyone standing in a bug hole when it opens is killed. If the Bug hole opens outside of visibility range of the target or there are no visible targets for the Bugs they will move in a random direction by rolling 1d6. Bugs movement is tested once then they exit the board if no targets are found. 1 = Move forward (12 oclock). 2 = Move to the right (3 oclock) 3 = Move backward (6 oclock) 4 = Move to the left (9 oclock) 5 = Halt in place and roll again next turn. 6 = Halt in place and roll again next turn. On the first turn of the hole opening all bugs will appear. If there isnt enough room on the table for the bugs the remainder are assumed to be in the hole and will exit as room allows. The number of bugs attacking equals the number of characters in the human group + 1D6. This means that rescue missions where there are lots of civilians can be very dangerous. that the players will only face a maximum of three Bug Holes each Encounter. Also use this system when exploring in Bug Holes. The first level would have a Bug Rating of 2 while each level down increase by 1. Example : Level three would have a Bug rating of 4. BIG BRAIN, BABIES, AND WHAT ELSE? Once in awhile it may be necessary to go down into the Bug Hole. When down there it is possible to meet a brain bug (2), a nest of babies (3), live human prisoners (4), more bugs (5 - 7), or possibly nothing (8 - 12). SPECIAL BUGS PUKERS Large slow moving Bug that pukes toxic liquid onto unsuspecting victims. Lots of liquid. HOW IT WORKS Deep in the belly of the beast copious amounts of searingly acidic liquid are brewed . When desired the puker begins a regurgitation action that pukes the golden gobs skyward a considerable distance. The goo is highly toxic on contact and has been known to eat through low level armored vehicles. When Active the puker can start his regurgitation cycle. Roll 1d6, on a result of 1 the puker fires his goo, (projectile vomiting skyward) up to 24. When it hits the ground it covers a 5 blast circle and everyone in the circle rolls 1d6 on the Ranged To Hit table counting the Puker as a Rep 4 and applying all modifiers as normal. Puker bile has an Impact of 3 versus both personnel, vehicles and buildings. MULTIPLE UPCHUCKING When the puker rolls its 1d6 if it is not a 1 then the beast is building up his bile. Next Activation roll 1d6 again. If the score is equal or less than the previous score he continues to build. This continues until the puker scores either a 1 or exceeds the previous roll. In either case the puker fires off a blast of goo for each roll taken. Example Turn one the puker rolls a 4. He has built up one round. Turn Two he rolls a 3, less than the previous and builds up another round (now two). Turn three he rolls a 1 and the three rounds are launched. HAPPY LANDINGS The puker nominates the target of his fire. When the goo is launched roll 1d6. The projectile works exactly like a mortar and follows the deviation listed on the Puker Deviation table following LIMITED BUG HOLES Only one Bug Hole per point of area Bug Rating may be created per Encounter. Example: Planet Zipzip9 has a Bug Rating of 3. This means
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PUKER DEVIATION TABLE 1 = Right on target. 2 = Long, directly past the target 2d6 if indirect fire , otherwise 1d6 if not. 3 = Long, directly past the target 2d6 if it indirect fire , otherwise 1d6 if not. 4 = Either left (1-3) or right (4-6) of the target 2d6 if indirect fire, otherwise 1d6 if not. 5 = Short of target 2d6 if indirect fire, otherwise 1d6 if not. 6 = Short of the target 2d6 if indirect fire , otherwise 1d6 if not. HARRY, ARE YOU OKAY? Another rule is the Harry, are you okay? rule. If a character receives a hit in melee with a Zombie or ghoul that character must roll 1D6. Add his Reputation to the score and if the total is 7 or higher he is okay. If the total is 6 or less then the character will turn or become infected in 1/2D6 turns. He then takes the attributes of a Zombie with no chance of recovery. Or maybe not if they can find the antidote! Hmm, sounds like a Recover mission to me. CIVILIANS This group represents citizens who arm themselves for personal defense. They are a staple of the B movie/Aliens genre, as they wouldnt do well against most other groups. Civilians are loosely organized in bands of from 3 to 12 characters. There is almost always just one leader and when he is eliminated the mob will soon disperse. The leader may be designated from the non-player characters that are rolled. Weapons will vary greatly. Civilians are not restricted in the number of Specialists they may have. When recruiting Civilian Grunts roll 2D6 the appropriate number of times and consult the table below. The vast majority of Civilians will be men and any woman will probably be in charge! MODIFIERS Juvenile/Kid (1 = -1) Young (2 4 = 0) Mature (5 6 = +1) Nomad/Wasteland dweller +2 NCO (+1) Leader (1 4 = +1) (5 6 = +2) CIVILIANS (2) Who Rep Arm Score 2 Non-com 2 none 3 Non-com 2 none 4 Non-com 2 none 5 Non-com 2 none 6 Non-com 3 none 7 Non-com 3 none 8 Non-com 3 none 9 Non-com 4 none 10 Non-com 4 none 11 Non-com 4 none 12 Non-com 5 none

ZOMBIES Are they Undead? You bet. Inhuman, most definitely. Infected, probably, but no matter what the case these dimwitted creatures have a taste for human flesh and can be found in different places at different times. Zombies are Reputation 4 and can only do damage in hand to hand combat. They only use 1d6 in melee. If they kill/stun their target they will spend 1/2d6 turns eating. After 1 turn any victim will be dead. Zombies do not have to take ANY Reaction tests. When a hit is scored check for obviously dead . If they are not then they will fall to the ground and on next Activation may regain their feet but not function otherwise. If a Zombie is shot and not obviously dead he will stager back 1 per Impact per hit. This could mean the Zombie could skip back up to 6 or more. In melee when a zombie has been hit roll 1d6 versus the Rep of the attacker if they are using a bladed weapon. If equal or less the zombie has been decapitated (obviously dead) otherwise they will get back up next activation. Zombies will move at 6 and cannot fast move. Zombies are more audio than visual creatures. They cannot recognize a human outside of 12 but will be attracted by gunfire. When a shot happens roll 1d6 and on a result of 4 6 an additional 1d6 zombies will move to within 12 of the shooter. Otherwise they move by using the Bug Hole Table in the BUGS section. B movie encounters could be almost anything. Typically the characters will encounter Zombies in regular settings such as a town, etc. The easiest way is to approach it from the Zombies point of viewlets eat! THE CAR WONT START! In B movies if a character must start a vehicle in a hurry, oh, lets say because a Zombie is trying to crash through the window, then it will only start on a 1D6 roll of 1 3. This may be attempted each turn.
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Weapon varies varies varies varies varies varies varies varies varies varies varies

CHAIN REACTION 2.0 AND THE MEDIA


If it bleeds it leads is a popular media saying. Reporters are always around it seems so here are the rules governing them. Media use is always optional. When an encounter begins roll 1D6 on the coverage table below.

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MEDIA COVERAGE TABLE 1- 2 = Full coverage, media crew present. 2 4 = Possible coverage, roll on table next turn. 5 + = No chance of coverage. Modify the die roll as follows: Rural area +1 B Movie +1 Aliens +3 Urban -1 Dark Future -1 Military 1980s + -2 WHO WANTS TO BE A NEWS ANCHOR? Media crews are always two man teams with one Tech (cameraman) and one Reporter. Remember that either may be male or female! The Reporter is always the leader. Media crews always move last. For media types to gain encounter points use the following methods. Cameramen must roll on the "To Hit" table to get the "shot". These shots gain the points. Getting a photo shot has the same restrictions (cover, etc.) as using a weapon. Range is 12. Reporters must get into hand to hand combat and score a Hit to get an interview. But before the reporter is allowed to roll on the To Hit Table he or she must get access to the target. To do so the reporter must get to within 2 of the target who then rolls 2d6 versus its Rep modified by the following. +1 each point of Rep higher than Reporter -1 each point of Rep lower than Reporter. and consults the table following. REPORTER ON HAND TABLE Pass 2D6 The interviewee will "push the reporter away". Pass 1D6 The reporter gets a "no comment". Counts as sound bite but interview is over! Pass 0d6 The target is ready to spill their guts. Time to roll on the To Hit Table. This allows for lower level types to mug for the camera whereas higher types are less likely to grant interviews. Only once per turn can a reporter ask questions (roll on the To Hit table) although interviews may last as long as desired. Media do not carry weapons, although possibly a driver, (Rep 2 or 3) who may be armed, and/or a bodyguard, (Rep 4) who will be armed, may accompany them. Remember that Media Crews are subject to the OOPS rule but not the Flock of Seagulls rule. MEDIA CREW (3) Score Who Rep Arm 2 Reporter 3 none 3 Tech 3 none 4 Reporter 4 none 5 Tech 3 none 6 Tech 4 none 7 Reporter 3 none 8 Reporter 4 none 9 Tech 4 none 10 Reporter 5 none 11 Tech 3 none 12 Tech 3 none Weapon mike camera mike camera camera mike mike camera mike camera camera

TIME IN THE CAMPAIGN


The campaign starts in early January of any year the player deems as appropriate and dependent upon the genre played. Months are divided into early and late such as early January, late March, etc. CHAIN REACTION 2.0 is played in bimonthly turns. At the start of each turn each player rolls 2D6. If a character rolls a 7 then there is an encounter. Any other roll results in no encounter. ENCOUNTERS Encounters are the scenarios for CHAIN REACTION 2.0. They form the basis for the campaign. All encounters follow a similar pattern, which is: 1 What the Encounter is. 2 Who is involved in the Encounter. 3 Where the Encounter will occur and what the terrain is like. 4 How victory is determined. To determine what type of encounter occurs roll 2D6 for each encounter listed below and modify the score by the appropriate genre modifier. The high score is the encounter that will happen. If an encounter reads NA then it is not available. Military +1 +2 -1 -1 Gang 0 +1 -1 -2 B 0 +1 -1 0

Open Battle Raid Escape Pursuit

ENCOUNTER MECHANICS
This section will deal with the mechanics of Encounters as they relate to the tabletop. DETERMINING STATE OF AWARENESS The side that is defending in the encounter must roll on this table. If there is not a defender in the encounter then BOTH sides must roll this test.

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Determine the sides State of Awareness by rolling 2d6 and comparing them to the Rep of the sides CinC. Reps are modified by the situations below. Check the results on the State of Awareness Table. No open outbreak of hostilities -2 Behind own lines 2 No mans land +1 No action the last month 1 In enemy territory +2 BOLO* in force if law enforcement agency +1. * Be on the lookout for issued on suspect. STATE OF AWARENESS Pass 2d6 Side is at heightened State of Awareness and may post sentries/point personnel that do not need to use the Awareness Check Table. Pass 1d6 Side has a low State of Awareness. May post sentries/point personnel but these must use the Awareness Check Table. Pass 0d6 Side is slack and unaware. No sentries/point personnel posted. Whole side subject to Awareness Check Table. AWARENESS CHECK Use immediately prior to any In Sight check when an enemy comes into sight. If an alarm has been sounded or shots heard then figure is allowed to use one additional die for check. Pass 2d6 Target aware and may roll In Sight check normally. Pass 1d6 Target unaware but may still roll In Sight check but counts 1 to Rep. Pass 0d6 Target taken by surprise and may not roll In Sight check. HOW MANY ENEMY ARE THERE After determining who is involved in the encounter, we must next find out how many of them there are. Roll 12d6 and consult the table below to generate the number of enemy figures. Note that if desired you can substitute points for figures. HOW MANY OF THEM TABLE 2 They have twice as many figures as you do. 3 or 4 They have as many more figures than you do. 5 They have 1 more figure than you do. 6 The forces are equal. 7 The forces are equal. 8 The forces are equal. 9 You have 1 more figure than they do. 10 or 11 You have as many more figures than they do. 12 You have twice as many figures as they do. TYPES OF ENCOUNTERS There are five types of encounters. They are: 1. Open Battle 2. Ambush 3. Raid 4. Escape 5. Pursuit 6. Here are detailed descriptions of the possible Encounters.

OPEN BATTLE
In this encounter, two forces will meet face to face with the possibility of battle. This can be two large groups, or just two characters confronting each other. However, before the encounter can start we must check the possibility that one has set an Ambush instead. POSSIBLE AMBUSH To determine if there is an Ambush both sides roll 2d6 and compare the scores to the Rep of the Leaders. Consult the table below and carry out the appropriate result. AMBUSH TABLE Both pass same number of dice No ambush, proceed to Talk The Talk below. One side passes 1d6 more than the other. Side who passed more dice may keep up to 1/4 of its force "concealed" 12 from the enemy. May place on board only if a battle occurs. Proceed to Talk The Talk below. One side passes 2d6 more than the other. Side who passed 2D6 more has set an ambush. Go to Ambush encounter. TALK THE TALK Whenever two groups meet there may be a way to settle this confrontation in a non-violent way.

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This takes the form of a conference between the two leaders of the groups at the head of their respective parties. Both parties will move forward until the Leaders are 3" apart from each other. Their party must stay behind their leader. As both groups come into view, they "size each other up" and decide what to do next. Once the characters are in place the Leaders will "Talk the Talk". Each leader rolls 2D6 versus their Rep with the modifiers being applied to both. This would mean a + mod for one would count as a - mod for the other. Note that the enemy may actually just be figures whose disposition to the player is unknown. TALK THE TALK Helpful to other side in past +2 Favorable reaction to player in past +1 Player outnumbers enemy by 2:1 or more +1 Player has drop on enemy +1 Enemy has drop on player -1 Each female in player party if enemy are slavers -1 Player outnumbered by enemy by 2:1 -1 Enemy became Belligerent in the past -2 Enemy is hated enemy* -2 * An example of hated enemies would be Germans and Russians in WW2. Next, the two Leaders compare the number of dice they have passed and refer to the tables below: TALK THE TALK Both sides pass same d6 No conflict and the encounter is resolved peacefully. One side passes 1d6 more than the other Side passing 1d6 more receives a "Favorable result". One side passes 2d6 more than the other If player passes 2d6 more he receives a Favorable result from the enemy. If enemy passes 2d6 more he becomes "Belligerent" to the player. TALK THE TALK INTERACTION TABLE Encounter resolved peacefully Both sides ignore each other. Favorable result Simple action that favors the player. Becomes Belligerent Walk the Walk Example: Police stop a character and question him. A favorable result for the police could be a simple action such as the character surrendering peacefully.
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In reverse, a Favorable result for the suspect could be the cop letting him go. Talk the Talk may be used to attempt to surrender. WALK THE WALK Okay, for whatever reason the two sides are definitely going to rumble. Now the two Leaders of each group roll 1D6 and add to their Rep. The Leader with the high score is allowed to make the first move and becomes active. After one round of combat whether melee or firing is finished, roll Activation dice as normal and the battle begins in earnest. ALTERNATE OPEN BATTLE Players may decide to forego any talking and get right to the walking by setting up from opposite edges and moving into action.

AMBUSH
An ambush encounter can only be arrived at by a result from the Open Battle encounter. In an Ambush encounter one side will enter from one edge of the table and attempt to exit on the opposite table edge. The other side will set an ambush. The ambusher places the terrain and chooses which edge of the table the other player will enter. The forces involved are determined normally. The non-ambushing force moves towards the opposite table edge. Each turn roll the Activation dice as normal. When doubles are rolled the ambushers will spring their trap. The ambushers will spring the ambush from suitable cover and at a distance of 4d6 inches. The direction they come from will be determined by rolling another 1d6. AMBUSH SETUP TABLE (1) Ambushers attack from the front of the group. (2) Ambushers attack from the right flank of the group. (3) Ambushers attack from the rear of the group. (4) Ambushers attack from the left flank of group. (5) Ambushers attack from any combination of directions. (6) Ambushers must make an In Sight check. Roll again until direction(s) of attack are determined. An Ambush can trigger a Pursuit.

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There are four different types of raids. They are: Destroy Raiders want to inflict as many casualties as possible on the target. Occupation Raiders want to drive the enemy out of the area for the purpose of occupying it. Loot Raiders desire to loot the area of any and all valuables. Recover Raiders want to recover a specific item of person. To determine the objective of the Raid roll 2d6 on the appropriate list. Military Destroy (2 6) Occupation (7 10) Loot (NA) Recover (11 12) Mercenaries Destroy (2 6) Occupation (7 8) Loot (9) Recover (10 12) Guerrillas Destroy (2 5) Occupation (6 7) Loot (8 - 11) Recover (12) Warriors Destroy (2 7) Occupation (8) Loot (9 - 12) Recover (NA) Gang Destroy (2 7) Occupation (8) Loot (9 - 11) Recover (12) Police Destroy (2 4) Occupation (5) Loot (NA) Recover (6 - 12) The terrain is set up as outlined elsewhere, with the structures placed in the center of the board. The forces involved are determined normally. See the next section about Non Coms. NON COMS (NOT NCOs) There may be non-combatants at the site of the Raid. Roll 1d6 to determine if there will be. 1 - 4 = No non-combatants present. 5 - 6 = Non-combatants present. HOW MANY ARE THERE AND WHAT ARE THEY Roll 1d6 and consult the table below to determine how many non-combatants there will be. Compare to the size of the enemy force that is involved in the encounter. NON-COMBATANTS TABLE 1 Twice the size of defending force. 2 - 4 Equal to size of defending force. 5 - 6 Half the size of defending force. Non-combatants can be men (1 3), women (4 5), or children (6) determined at random or noncombatants may be specifically selected prior o the battle. These are usually rolled on the Civilian list. RAID MECHANICS The defender sets up terrain. At least one terrain piece must be a dwelling or building. The defender is allowed to deploy his characters as desired with the restriction that no more than two thirds may be deployed inside dwellings. Those deployed inside or concealed need not be placed on the board, but may instead be clearly noted on paper. In a Recover Raid, the defender must secretly designate one dwelling to hold the captive at set up. Which one is only revealed once the raiders have entered the dwelling. The defenders have the option to move the captive about as desired, although in this case the captive must be placed on the table, revealing its location to the raiders. After the terrain and defenders are placed, the raider chooses which direction he will attack from. To determine where he is allowed to place his forces both sides must roll 2d6 versus the Rep of their leader. Compare the number of passed dice to the table below. RAID TABLE Both side pass the same number of 2d6 Raiders start from 24 away and the battle begins as normal. One side passes 1d6 more than the other If the raiders passed 1d6 more than the defenders then they are allowed to start 24 away and start the battle Active. If the defenders passed 1d6 more than the raiders then they are Active and the raiders will start 24" away. One side passes 2d6 more than the other. If the raiders passed 2d6 more than the defenders then they start 12 away and are Active. If the defenders 2d6 more than the raiders then they are Active and allowed to redeploy their forces with the raiders starting 24 away.

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In a loot Raid whenever a character spends a full turn inside a dwelling without any interference he is said to have looted the place. He is allowed one roll of 2d6 on the Loot and Booty Table at the end of this section. LOOT AND BOOTY TABLE Roll 2d6 each time the character loots a dwelling. Modify the score as follows: +2 Loot from a wealthy dwelling +1 Loot from a wasteland dwelling. +1 Loot from a business dwelling -1 Loot from a poor dwelling -2 Loot from a backwards village Die Score Total (2 6) = Trinkets of little or no value. (7) = Single target small arms. (9) = Automatic weapon. (10) = Valuable merchandise. (11) = Valuable information. (12+) = Much sought after item. Valuable merchandise is up to the players discretion and could be a weapon or other item. Valuable information can be anything from a location of something to a formula or other bit of info. Can be used as the reason behind the Raid. Much sought after item could be either of the above but of more importance. A successful Raid will usually generate a Pursuit encounter. RANDOM HOUSE CLEARING Use this when playing a solo or same side Raid. Whenever a 7 is rolled for the Activation score do the following: Generate number of enemy involved as normal. When enter a room or area roll 1d6 or 2d6, whichever is equal to the possible enemy involved. The score is the amount of enemy in the room. Next roll for location of figures. Grid off the room in 1 increments and roll 2 dice to plot their location. Example 3 and 5 would be 3 from farthest left corner and 5 down from farthest wall. Same coordinates means directly adjacent. Next, determine their State of Awareness as outlined elsewhere in the rules. Passing 2d6 means there will be twice as many rescuers as captives. Passing 1d6 means that there will be an equal number of rescuers as captives. Passing 0d6 means that there will be no help coming. Remember to count both the captives and rescuers when determining the number of captors that are used in the encounter. The captives and rescuers will start in the location where they are being held. They all will be armed. All mounts or vehicles available for getaway will be 4d6 from where the prisoners are kept. When the character(s) exits the prison roll 1d6 each time he moves. At the end of the first turn, his captors will be "alerted" on a roll of 1 - 2. At the end of each subsequent turn roll 1d6 with the chance of the captors being alerted increasing by 1 point each turn. When the die score is equal or less than the needed "alert" score the captors are alerted and may respond. The number of captors is generated as normal and placed 2d6 inches away from the escapees. They will start either where the captives were held (1 4) or between the captives and the escape mounts/vehicles (5 - 6. If re-captured, the character will be placed back into prison, the original sentence, if any to be carried out. A successful Escape will generate a Pursuit encounter.

PURSUIT
Strategic pursuit can be triggered by any encounter where a character leaves the board whether voluntarily or not. Non-player characters will pursue characters if they outnumber them. The player however, will always have the option to pursue or not. Three things define a pursuit. The Lead - The time elapsed before a pursuit can be mounted and sent out. The Runners this is the party being chased. The Chasers - This is the party sent in pursuit. ESTABLISHING THE LEAD First, establish how much time has elapsed before the pursuers are sent out. How much of a lead do the Runners have? This is determined by rolling 2d6. The result is the number of hours the lead is. HOW TO PURSUE Add the result of 1d6 to the lowest Rep in the runners party. Then add the total to the lead in hours.

ESCAPE
One side is trying to escape while the other side will try to prevent this. The encounter occur in any location the character has been captured at whether rural, city, a prison, or simple building. Set up terrain as normal. Before the escape is attempted the player must roll 2d6 versus the Rep of the lead captive.
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The chasers now add the result of 1d6 to the lowest Rep in their party. This total is now subtracted from the modified lead in hours determined above. Repeat this process with the runners and chasers rolling in turn until the lead either exceeds 24 hours or decreases to 0 or less. If the lead is increased to over 24 then the runners have escaped. If the lead is reduced to 0 or less then the chasers have caught the runners and go to the Open Battle encounter. There is a possibility of Ambush but there is no chance to Talk the Talk or Walk the Walk. Instead, the runners place their figures in the center of the table. They then decide from which direction the chasers will come. Deploy the Chasers 24 from the runners. VEHICLES AND MOUNTS IN PURSUIT If both the runners and chasers are in vehicles or mounted, or neither party is mounted proceed as above. If the runners or chasers must share mounts, subtract 1 from their total before applying it to the lead. No more than 2 may ride the same mount. When sharing mounts always count the Rep of the rider not the character being carried. If one side is mounted or in vehicles and the other has insufficient mounts of vehicles for at least half of their party, the poorly mounted party may only count half of their 1d6 plus lowest Rep score before applying it to the lead. SPLITTING THE RUNNERS Runners may split up their party at anytime and the chasers may do the same, or elect to follow only one band of runners. If the runners split their party and the chasers split to follow, carry out two separate pursuits, starting the lead at the time of the split. MULTI-STATS Chain Reaction 2.0 is usually played with characters that have only one stat that is used for combat and morale. This is called their Rep. Using this rule gives characters more than one stat and each has a different function. The new stats are: Shooting Value (SV) This number is used when firing a weapon. Melee Value (MV) This number is used when fighting in melee. Rep This is used for all non-combat related checks including Reaction checks. STICKERS AND SHOOTERS A quick way to determine the SV and MV of a figure is to declare them to be either a Sticker, proficient at melee, or a Shooter, proficient at firing a weapon. If a figure is a Sticker then its MV is equal to its Rep while its SV is one less. If a figure is a Shooter then its SV is equal to its Rep while its MV is one less. ADVANCED SV GENERATION If you want more variation to generating the SV of a figure then use this procedure. SV GENERATION TABLE Roll 1d6 and add the following to the score: -1 Figure is from the Military or Mercenary lists. +1 Figure is from the Gang or Guerrilla lists. +2 Figure is from the Civilian or Warrior lists. If the modified score is lower than the Rep of the figure then its SV is equal to its Rep plus 1. If the modified score is equal to the Rep of the figure then its SV is equal to its Rep. If the modified score is higher than the Rep of the figure then its SV is equal to its Rep minus 1. ADVANCED MV GENERATION If you want more variation to generating the MV of a figure then use this procedure. MV GENERATION TABLE Roll 1d6 and add the following to the score: -2 Figure is from the Warrior list. -1 Figure is from the Military or Mercenary lists. +2 Figure is from the Civilian list. If the modified score is lower than the Rep of the figure then its MV is equal to its Rep plus 1. If the modified score is equal to the Rep of the figure then its MV is equal to its Rep. If the modified score is higher than the Rep of the figure then its MV is equal to its Rep minus 1.

OPTIONAL STUFF
This section of the rules is optional and you can use none, any, or all of them as desired. Alternatively you may choose to apply them to certain characters such as the Stars only and select Grunts. Using them will require a bit of book keeping but will flesh out the characters in your campaign. SALVAGE AND SCAVENGING If after any encounter one side controls the battlefield they are allowed to scavenge and salvage any of the weapons, armor, etc. left behind by the loser. This may either be exchanged for their own weapons or stockpiled in a designated location and could become the basis for an encounter.

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SKILLS So now your characters have a Rep and two stats for combat, SV and MV. Still want more? Then consider using the Skills package. WHAT ARE THEY? Skills are the demonstrated knowledge or ability of a character to perform certain actions. They fall into three categories. 1. Physical skills Those that are of a physical natures such as swimming or climbing but can also require some mental knowledge to perform such as driving or sky diving. 2. Knowledge skills Those that are mentally driven and require the answers to questions such as archaeology or chemistry. 3. Interpersonal skills Those that are based on interaction with other people such as intimidation or influencing others. HOW MANY SKILLS AND HOW GOOD IS HE? Each Star is allowed 1 Skill per point of Rep. Each Grunt is allowed 1 Skill each. If desired players may allow Grunts to have more than one Skill. The level of skill is determined by the following Skills Generation Table. SKILLS GENERATION TABLE Roll 1d6 and add the following to the score: Physical Skill Warrior figure will 2 from die score. Military or Mercenary 1 from die score. Civilian will +1 to die score. Knowledge Skill Civilian figure will -1 from die score. Gang or Guerrilla figure +1 to die score. Warrior figure will +2 to die score. Interpersonal Skill Police figure will 2 from die score. Civilian will 1 from die score. Military or Mercenary figure will +1 to die score. If modified score is: If the modified score is less than or equal to the Rep of the figure, then its Skill level is equal to its Rep. If the modified score is higher than the Rep of the figure then its Skill level is equal to its Rep minus one. LIST OF SKILLS To try and list every Skill would be impossible. So here is a partial list with examples of what type they are. Physical Skills Acrobatics Climbing, dodging, jumping, etc. Drive Ability to drive civilian vehicles. Horsemanship Able to ride a horse or similar. Sailing Able to sail a boat. Swim Able to swim. Stealth Ability to move quietly or sneak about. Gambling Ability to influence games of chance. Track Ability to follow a trail in the outdoors. Survival Basic survival skills. Knowledge Skills Science Specific field such as chemistry. Heavy equipment Able to use bulldozers, etc. Pilot Ability to fly an aircraft. Repair Ability to fix things with tools. Disarm Ability to disarm booby traps. Magic Ability to perform simple illusions. Occult Studies - Knowledge of demons etc. Medical May function in a healing capacity. Clever Jack of all trades. Journalism Ability to write clearly for money. Know Language Able to read/write common language. Know Obscure Language Able to read/write obscure language or dialect. Interpersonal Skills Influence Ability to get people to cooperate. Bravado Ability to bluff effectively. Interrogate Ability to extract information. Intimidate Ability to force people to cooperate. Seduce Ability to get people to cooperate by sexual innuendo, physical beauty, or actions. Inspire Ability to raise peoples morale. YEARS OF STUDY Players may decide to have their character spend years of study on a particular Skill to raise his level. To reflect this the player may choose to reduce the number of Skills by one when choosing them and raise the level of any desired Skill 1 point. Example Charlie, a Rep 3 character, has the option to take up to three skills. He decides instead to take only two and raise one of these by 1 level. CHALLENGES Use this procedure whenever a character wants to perform an action that is not covered under any other rule in Chain Reaction 2.0. Challenges represent the characters attempt to complete a Task successfully. DEFINING A TASK A Task is a challenge out of the ordinary. Opening a door is not a Task. Picking the lock or breaking it down would be. Riding a horse is not a task. Leaping a fence with it would be.

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There are a few things that need to be determined to define a task. SKILL OR REP? If using the Skills package then use the appropriate Skill instead of the characters Rep. However, when doing so and a figure does not have the Skill challenged then they default to a Skill Level of 2 less than their Rep. OPPOSED OR UNOPPOSED TASK? Tasks are divided into two types as follows: Unopposed Task The character is trying to complete a Task that does not involve another character. Such as climbing a wall, reading an ancient manuscript, unlocking a door, or other similar Task. Opposed Task The character is trying to complete a Task that does involve another character. Such as wrestling a weapon from someone, trying to intimidate another character, sneaking by a guard without being seen, or other similar Task. TASK DIFFICULTY After it has been determined if the Task is unopposed or opposed the player must determine how difficult the Task is. All unopposed Tasks have a Difficulty Factor (DF) as follows: Easy (+1) Tough (0) Hard (-1) Players must agree as to the difficulty factor of a specific Task and this is purely subjective unless already determined prior to the Encounter. COMPLETING AN UNOPPOSED TASK The character attempting the task applies the DF of the Task to his Rep. This is the Task Target Number. He then rolls 2d6 versus this number as if taking a Reaction Check. Consult the table below for the results. UNOPPOSED TASK TABLE Pass 2d6 Successfully perform Task. Pass 1d6 Character doesnt think he can do it and stops short of failing OR he may decide to immediately try again by rolling 2d6 again. If a result of pass 1d6 occurs on this roll treat it as a result of 0d6 Pass 0D6 Can't do it and fails with possible physical harm. Example Deckard is being chased and sprints for the edge of the roof overlooking the alley
2004 Ed Teixeira

between buildings and decides to leap over it (DF -1). His Rep is a 5 and with the DF of 1 the number 4 is his target number. He rolls a 2 and a 6. He passes on 1 die. He stops short of the edge, looks down, and decides he has to try it anyway, as the andys are hot on his tail. He rolls again and scores a result of 1 and 6 or pass 1d6. This is his second attempt so he counts pass 0d6 and falls into the alleysplat. The consequence of failing must be known prior to the character attempting the Task. COMPLETING AN OPPOSED TASK Opposed Tasks are handled slightly different. Characters do not use the DF list from the unopposed Tasks but instead use the Rep of the character opposing the Task. The DF becomes the difference between the opposing Reps. In addition, a situation advantage of either a +1 or -1 may be added if there is something that gives one or the other characters an advantage during the attempt. Players must agree as to the advantage of a specific character and this is purely objective unless already determined prior to the Encounter. After the Reps of the opposing characters have been applied and the advantage determined this result is the Task Target Number. He then rolls 2d6 versus this number as if a Reaction Check. Consult the table below for the results. OPPOSED TASK TABLE Pass 2d6 Successfully perform Task. Pass 1d6 Character doesnt think he can do it and stops short of failing OR he may decide to immediately try again by rolling 2d6 again. If a result of pass 1d6 occurs on this roll treat it as a result of 0d6 Pass 0D6 Can't do it and fails with possible physical harm. Example - Deckard (Rep 5) is trying to sneak past Pris (Rep 6) and Isidore (Rep 4) to gain entrance to a building without causing an alarm. He is trying this in an unlit area so it is determined he has a +1 situation advantage. His attempt versus Pris would be (Rep 5 1 for Pris higher Rep, +1 for the advantage of the area being unlit) for a Task Target Number of 5. His attempt versus Isidore would be (Rep 5 +1 for Isidores lower Rep, +1 for the advantage on the area being unlit) for a Task Target Number of 7. As both Pris and Isidore are involved they both are opposing the Task and although only one set of dice are rolled the results are applied to both characters.

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CHAIN REACTION 2.0: Fully Loaded


Deckard rolls a 6 and a 4. He passes 2d6 against Isidore (it was automatic) and could sneak by him but he passes only 1d6 versus Pris so may either stop the attempt before failing or try again. He chooses to try again and rolls the same result except this time the pass 1d6 counts as pass 0d6 and Pris sees him and can react by both Deckard and Pris taking an In Sight check. Isidore still hasnt caught on so cannot respond on the first round. The consequence of failing must be known prior to the character attempting the Task. RULE OF 6 When rolling to complete a Task any die score of a 6 regardless of modifiers means that the die is failed. IMPROVING REP Each time a character has successfully completed an Encounter he receives 1 RP toward improving his Rep. A successful encounter is where the character did not run away, did not score an out of fight result, and engaged in either shooting or melee combat. For media types this would equate to getting a picture or interview. Consult the table below for the number of RP needed to advance to the next level. REP ADVANCEMENT TABLE Rep RP 2 2 3 4 4 6 5 8 6 10 If a character runs away he loses any current RP and must start over. Once a character improves his Rep he starts over at 0 RP accumulated. REP 7 AND HIGHER After many Encounters the player may have a figure that is Rep 6 and has successfully completed 10 more Encounters. Can he move on to the ultimate? Can he attain the highest Rep allowed, that of Rep 7? Of course, he can! But before you start believing that youre a God just remember two words obviously dead. opponents as desired. Players should agree if Special Weapons are to be allowed. Next they should agree on the total points per side. A good start would be 1000 points in infantry and small arms and increased as you become more familiar with the rules. If vehicles and special weapons are used then they must be declared prior to the battle and should not exceed half the infantry point total. TYPE OF BATTLE AND TERRAIN The type of battle will be a open battle where the objective is to destroy the enemy. Terrain is set up by one player while the other decides which opposite direction the forces will enter from. SO WHO WINS? To determine who wins follow the formula below: 1. Start with 1000 points or whatever total was agreed upon. 2. Add the total points in Rep of any enemy figures killed or equipment recovered. 3. Subtract the total points in Rep of any friendly figures killed or equipment lost. 4. Subtract double the points in Rep of any friendly figures wounded and not recovered. High total wins. QUICK AND EASY INDEX Heres a quick look at where everything can be found and alphabetically laid out. Actions11 Aircraft10, 21 Ambush32, 33 Ammo8 Anti-Aircraft21 APC/armored car17 Arc of Fire13 Armor Piercing Weapons18, 19 Army Lists25,26, 27, 28, 30, 31 Auto-Kill14 Awareness32 Being Charged24 Blast Effect Weapons13 Breakoff from Melee16 Bug Holes28, 29 Bugs28, 29 Buildings17 Cameramen31 Campaign24 Capture14 Carrying Others11 Casualties16 Challenges37 Characters6 Charge23 Cheating Death6 Choosing Your Army39

TOURNAMENT BATTLES
After the battle is over everyone wants to know who won. So here it is, how to fight Tournament Battles and who wins. CHOOSING YOUR ARMY Players may choose any army list that they want to. Although it is recommended that players stay within the same genre feel free to mix and match
2004 Ed Teixeira

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CHAIN REACTION 2.0: Fully Loaded


Civilians List30 Comm Link9 Damage13, 14, 16 Dice5 Duck back12 DV18 Encounters31 Entering/Exiting Buildings11 Equipment needed to play5 Escape35 Fast Move11 Ferocious16 Figures5 Fire and Move12 Fire12, 13 Flank6 Force Size33 Free Will6 Frenzy16 Gangs 27, 34 Genre24 Golden BB21 Grenades14, 15 Groups9 Grunts6 Guerrillas26, 34 Helicopters21 Heroes19, 22 Hidden22 House Clearing35 In Sight22, 23 Involuntary Movement12 Larger Than Life6 Lead35 Leaders9, 25 Line of Sight12 Locales10 Loot and Booty35 Losing Control19 Man Down16 Media30, 31 Melee Value36 Melee15 Mercenaries25, 26, 34 Military25, 34 Mortar19 Mortar Ammunition Types20 Mortar Deviation Table20 Mounted Movement11, 12, 36 Mounted Targets13 Movement11 NCO25 Non Coms (seagulls)15, 35 Obviously Dead17 Open Battle32, 33 Optional Rules36 Outgunned8 Overrun24 Penetration Results18 Piloting Table.21
2004 Ed Teixeira

Points9 Police 27, 28, 34 Prone11 Protection7 Pukers29, 30 Pursue by Fire14 Pursuit35 Raid34, 35 Rally24 Ranged Combat Table14 Reaction Checks22 Reaction Fire23 Rear6 Received Fire Check23 Recovery After the Battle24 Recruiting Your Force6 Rep Advancement (Improving Rep)39 Reporters31 Reputation or Rep6, 39 Rule of 639 Runaway12 Runners36 Scale5 Scavenging.36 Setting Up the Battle10 Shooters36 Shooting Value36 Skills37 Skills List37 Snipers14 Solo Play35 Stars6, 37 Stickers36 Stone Cold22 Studying Skills37 Surprise24 Talk the Talk32 Tanks17 Target Selection13 Task Difficulty38 Tasks37, 38 Terrain10 Time in the Campaign31 Tournament Battles39 Truck17 Turn Sequence11 Unarmed Combat16 Vehicle Movement11, 12, 36 Vehicles11, 12, 17, 19, 36 Walk the Walk33 Warriors27, 34 Weapons7, 15, 18 Weapons List7, 18 Wind Direction21 Wounded17 Zombies30 Zombie rules30

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CHAIN REACTION 2.0: Fully Loaded


Name Rep SV MV Spec Pro Wpn Rng Tar Imp OD OOF #WDS COST

Name

Rep

SV

MV

Spec

Pro

Wpn

Rng Tar

Imp OD OOF #WDS

COST

HOW TO FILL OUT THE UNIT ROSTER SHEET Name Whatever you want to call the figure. Rep Reputation SV Shooting Value MV Melee Value Spec Any special traits such as Frenzy, Leader, etc. Protected If the figure is Protected. Wpn Weapon Rng Range of the weapon. Tar Target Rating of the weapon. Imp Impact of the weapon. OD Check off when the figure is obviously dead,. OOF Check off when figure is out of the fight. #WDS List number of wounds figure takes. COST Cost of the figure including Rep, weapon, special abilities, etc.

UNIT HISTORY AND INFO

2004 Ed Teixeira

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CHAIN REACTION 2.0: Fully Loaded


FAST MOVE TEST (2d6 vs. Rep)
Pass 2d6 Figure successfully Fast Moves up to 16. Pass 1d6 Figure successfully Fast Moves up to 12. Pass 0d6 Figure moves up to 8 counting as if making a Fast Move for shooting resolution.

CR 2.0 QRS
O-RATING: OUTGUNNED FOOD CHAIN
All weapons are given a Outgun Rating or ORating. OR 4 = Flame thrower, Grenade, LAW, Rocket Launcher OR 3 = LMG. MMG. HMG OR 2 = AR, MP and SMG OR 1 = Other weapons not listed.

VEHICLE MOVEMENT
Type Non-armored small vehicles Non-armored large vehicles Armored cars half-tracks and APC Light tank Medium tank Heavy tank Super Heavy tank Speed 24 12 12 12 9 6 4 Turns 1 1 1 1 1 1 1

TIGHT AMMO (# 1s rolled)


ONE 1 rolled No effect, weapon may be fired as normal. TWO 1s rolled Weapon will cease fire and cannot fire again until reloaded. May reload only when become active and may not fire while doing so.

Ranged Combat To Hit Table (1d6 + Rep)


Impact 0 1 2 3 1 2 2 1 1 2 1 2 2 2 3 4 4 5 Results 3 to 7 Miss! 8 Target protected, in cover or prone, either side fast moving, firing two weapons *, second or higher target count Miss, all others Hit! Target in cover, or third or higher target count Miss, all others Hit! All Hit! #

WEAPONS TABLE
Weapon Unarmed combat Improvised weapon Hand Held Wpn Two Hand Wpn Pistol BA Pistol Shotgun (special) Carbine Submachine Gun Rifle (Sniper Rifle) Machine Pistol Assault Rifle Grenade Grenade Launcher (O&U) LMG Flame Thrower LAW Rocket Launcher Range x x x x 12 12 12 24 24 48/60 12 48 6 24 48 12 48 48 Targets 1 1 1 1 1 1 2/3 2 3 1 3 3 5 circle 5 circle 6 3 wide 5 circle 5 circle

9 10+

DAMAGE TABLE (1d6 vs. Rep - Impact)


Pass 1D6 Knock Down! figure is stunned/wounded. Pass 0D6 All are out of fight.

PURSUE BY FIRE TABLE (2d6 vs. Rep)


Pass 2d6 He is allowed to immediately fire at the fleeing character. Pass 1d6 He is allowed a shot counting target in cover. Pass 0d6 He may not fire at all.

Okay to copy for personal use only.

2004 Ed Teixeira

42

CHAIN REACTION 2.0: Fully Loaded


WHERED THE GRENADE GO?(2d6 vs. Rep)
Pass 2d6 Total miss and grenade explodes harmlessly. Pass 1d6 Look out! Grenade may have landed on intervening group either friendly or enemy. Roll on To Hit table as normal counting a Miss result as grenade explodes harmlessly. Pass 0d6 Fire in the hole! Thrower botches attempt. Each figure in the blast radius with the thrower in the center must roll 1d6 vs. their Rep. and read below. If pass 1d6 then Duck Back (go prone) and escape injury. If pass 0d6 then roll on the Damage Table.

DAMAGE TABLE (1d6 vs. Rep - Impact)


Pass 1D6 Knock Down! figure is stunned/wounded. Pass 0D6 All are out of fight.

HOW BAD IS IT DOC? TABLE (1d6 vs. Rep)


Additional dice may be rolled due to any of the following but only count the best score rolled: +1d6 if checker is a medic +2d6 if checker is a medical doctor +1d6 if target was protected Pass 1d6 The casualty is stunned, or just "winded", and/or lightly wounded, recovers and rejoins the fight next turn! Pass 0d6 The casualty is badly wounded, and out of the fight due to the serious nature of his/her wounds! The casualty cannot move without being carried or dragged away to a place of safety by his/her buddies!

BOMBS AWAY CHECK (2d6 vs. Rep)


Pass 2d6 Success! Roll on To Hit table counting the target as if in the open. If a result of Miss occurs when rolling on the To Hit table count the grenade as a dud or explodes harmlessly. Pass 1d6 Partial success! Roll on To Hit table counting the target as if in cover regardless of actual circumstances. If a result of Miss occurs when rolling on the To Hit table count the grenade as a dud or explodes harmlessly. Pass 0d6 Fire in the hole! Thrower botches attempt. Each figure in the blast radius with the thrower in the center must roll 1d6 vs. their Rep. and read below. If pass 1d6 then Duck Back (go prone) and escape injury. If pass 0d6 then roll on the Damage Table.

PENETRATION RESULTS TABLE (2d6 vs. DV)


Pass 2d6 Round does not penetrate vehicle but crew takes a Clank Test on the table below. Pass 1d6 Round disables the vehicle and crew must bail out while those in a building are out of fight if inside a 5 template as a grenade. Pass 0d6 Round penetrates the vehicle and all crew lost.

CLANK TEST (2d6 vs. Rep)


Pass 2d6 Return fire, rotating turret if necessary. Pass 1d6 If main weapon facing attacker, return fire. If main weapon not facing attacker move to hull down firing position facing attacker. Pass 0d16 Source of incoming fire unknown, button up and Runaway.

MELEE MODIFIER
Ferocious in melee +1d6 Each point of Impact less than enemy -1 In melee with 2 enemies -1 In melee with 3+ enemies -2

MELEE RESULTS TABLE Pass same number of D6 All Miss and melee continues next turn. One passes 1D6 more than the other and wins the round of melee. Protected loser rolls 1d6. 1 3 count Miss and melee continues next turn, 4 6 loser rolls on Damage table. Other losers roll on Damage Table. One side passes 2D6 more than the other and wins the round of melee. Loser out of fight.
2004 Ed Teixeira

CR 2.0 QRS
Okay to copy for personal use only.

43

CHAIN REACTION 2.0: Fully Loaded BEING CHARGED CHECK REACTION CHECKS (2d6 vs. Rep)
IN SIGHT CHECK Pass 2d6 Hidden have option to hold fire or fire at anytime during the opponents move. Others will fire, stationary figures firing first, then moving figures next. Pass 1d6 Hidden with a Leader have option to hold fire or fire at anytime during the opponents move. Other stationary figures will fire. Moving figures may not fire. Pass 0d6 Hidden figures will fire but become exposed and cause eligible enemy to take In Sight Checks. All others may not fire. RECEIVED FIRE CHECK Pass 2d6 Chargers will continue. Outgunned or unable to fire will Duck Back or finish move without firing. Those fired on by hidden may finish move and fire as desired. Others finish move and fire. Pass 1d6 Chargers armed with ranged weapons will stop in place and fire instead while those not so armed will continue the charge. Those in cover will fire or Duck Back. Others will Duck Back. Pass 0d6 Those in cover will Duck Back. Others will Runaway. WANTING TO CHARGE CHECK Pass 2d6 All will charge into hand to hand combat. Pass 1d6 Those in cover will remain in place and if possible will fire instead. Others charge. Pass 0d6 Those in buildings will Duck Back. Others remain in place.

Pass 2d6 Those that can will fire and prepare for melee. Others will remain in place and prepare to melee. Pass 1d6 Those in cover will fire and prepare for melee. Those charged to flank or rear will Runaway. Others may not fire but will prepare for melee. Pass 0d6 Those in cover will prepare to melee. Others Runaway. SURPRISE CHECK Pass 2d6 Target turns to face enemy and takes Being Charged Check at 1 to Rep. Pass 1d6 Target is surprised and cannot react. Counts only 1d6 in melee the first round. Pass 0d6 Target is totally surprised and counts 0d6 in melee the first round. RALLY CHECK (May use 3d6 if friend is Leader or Stone Cold) Pass 2d6 All back in the fight. Carry on as desired. Pass 1d6 Those in cover back in fight. Others will not rally but may try again next turn. Pass 0d6 All will not rally and may not try again but will leave if told to or if their side leaves. OVERRUN CHECK Pass 2D6 Armed with APW will stand and fire. Not armed with APW will dodge out of way without injury counting Duck Back. Pass 1d6 Vehicle rolls on To Hit Table using Rep of driver. Pass 0d6 Vehicle hits target inflicting 1 Hit per DV of vehicle.

GETTING STARTED
1 Choose genre (page 24) 2 Choose army list (pages 25 30) 3 Pick Encounter (page 31) 4 Decide how many involved (page 31) 5 Make copy of Unit Roster (page 41) 5 Outfit the force (page 9) 6 Set up terrain (page 10)

CR 2.0 QRS
Okay to copy for personal use only.
2004 Ed Teixeira

44

CR 2.0 FAQ
Heres a FAQ compiled from players on the THW Yahoo Group. Reading it all will give you a better understanding of the rules and how they work. Any future questions can be directed to the THW Yahoo Group listed in the rules. Hope this helps, Ed 1/27/2005 How do you decide how many leaders you can have per side? Do you just pick them after you've determined the Reps of your squaddies? The lists for each army have guidelines suggesting the number of leaders you can use. However, if you want to start the game in groups of one figure then you could spend the extra points and make them all leaders. Why? Two words, "obviously dead". Doesn't matter what Rep you are etc. if the shooter scores the Impact or less of the weapon firing on a 1d6 roll, you're obviously dead. So these "super troopers" can be created but they'll be outnumbered and take heavy casualties. Personally I use one Leader per group of 5 to 10 figures. Let's says I have three groups, one led by a REP 5, one led by a REP 4 and one led by a REP 3.We dice for activation and I roll a five. Does this mean only the group led by the REP 5 guy can activate this turn, or can the other two activate as well? Yes, only the group led by the Rep 5 figure. This is a change from prior CR. Not everyone is guaranteed to move every turn. And better quality leaders and troops will do more during the battle. But this does not restrict Reaction test such as an In Sight test. which is an important thing to. Using Rep 5 figures in defense is a waste as they can activate more often. Conversely, a Rep 3 led attack may tend to bog down. A Rep 5 CinC is a pretty powerful guy as he can activate multiple groups within 12" of him. Now tactics like a human wave are possible. Lets say on an activation roll the Bugs roll a 5 while the humans roll a 3. Since the Bugs are Rep 4, they can't move even though they won the initiative, while the humans can. Is this correct? Correct. Remember, even though each "turn" isn't a fixed time frame they can be as short as a splitsecond to three to five minutes and anything in between. The activation rule creates tension during the game and is another way to take control away from the player. Just a clarification, if I hit a BUG, and he isn't obviously dead, he stops but is back to normal next activation, correct? With the exception of when the "In Sight" and "When Charged" test are taken, the rest of the marine fire will be at the end of their own activation, meaning that hit on a bug that doesn't

result in an "obviously dead" result is really the same as a miss, since the BUGS will move normally on their activation anyway, whether hit or not. .... right? Not really. REP 4 BUGS will not activate on a 5 or 6. Also, if you have a Rep 5 Marine it is possible to beat the BUG to the punch. i.e. roll a 5 for activation where they are guaranteed to fire first. I have a group of three targets that are eligible to be fired at. Im firing with a LMG. How do I determine who gets hit and how bad? First decide how many shots you will fire. For the LMG this can be from 2 to 6. Next decide which targets will be fired at. This can be from 1 to 3 in this case. Decide how many shots you want to fire at each figure with the one closest taking the most. Next roll the dice and sort them from highest to lowest scores. The highest scores are applied to the closest figure and worked along the line until all are applied. Finally read the results on the To Hit table for the results. It is actually easier than it sounds. Heres an example: Three targets come into view and I want to fire 6 shots. I want to fire at all three putting two shots on each target. I roll the dice and score a 6,5,5,3,2 and 1 after arranging them from highest to lowest. The first target takes the 6 and 5 result. The next takes a 5 and table. 3 while the last receives the 2 and 1. Finally I add each to my Rep, and find the result on the To Hit table. Remember that you can elect to fire all 6 shots at one figure if you so choose! So you can choose to roll only two dice? Why would you do that? Anytime you fire with a Target Rated weapon of two or higher you may choose to fire less shots in a controlled burst. For Target 2 weapons you can choose to fire only one while Target Rated 3 or more must roll at least 2 shots each time. A thrown hand grenade that misses rolls on the 'Where did the grenade go?"; however, it says that a missed grenade launcher grenade doesn't. What does it do instead? The grenade just overshoots harmlessly. Two marines shot at one bug. Does the bug do a "received fire" check once or twice? The Received Fire test is taken each time it is fired on immediately when fired on, so two tests. Joe pops up from behind cover to take a shot. Joe sees Rico, Rico sees Joe. Joe only passes one die on his in sight check and so may not fire (his

popup counts as movement). Rico can and does fire, missing Joe. Joe passes his received fire check with two dice. Can Joe return fire now, even though had Rico not fired on him, Joe would not have been able to fire this activation? The concept of the reaction test is that for that split second that is what is happening. What I mean is, and this will make lots of people say "Ah, ha! That changes things", it only determines the action of that phase, not the whole turn. So, in your case...Joe pops up, Rico and Joe both take tests. Joe passes 1d6 and cannot fire during the reaction phase. This doesn't mean he cannot fire the whole turn, just as a reaction. He is STILL allowed to fire, as he is active. The only way to lose a fire is due to a runaway of duck back. Let's say Joe pops into view. Rico and he both take reaction tests. Let's say Joe fails and so does Rico. Well, Joe is the active player so he is still allowed to fire as per the rules. The leader rules on page 9 say the leader "allows others in the group to roll 3D6 when taking a Charge test." Is that for "Wanting to Charge," "Being Charged," or both of those? (It's not mentioned on the specific tables, though there is a note to use 3D6 on a Rally check.) Only when wanting to charge and not being charged. Is there a maximum range for APWs? I only saw the kill distances specified. Can they essentially target the entire tabletop, or have a 48" max range like rockets? No maximum range. Mortars -- In the stat boxes for mortars, what does 'Impact 2 Counting a "Rep" 4' mean? Impact is 2 for hits and a Rep 4 for using the To Hit table. If you land the mortar on the target you still roll vs. the To Hit Table. This allows for cover, missing as guys go prone, etc. Is a mortar's Rate of Fire the total number of shots possible per turn, or per phase? Per phase. I was confused by this part of the mortar firing procedure: The number of rounds for a fire mission "is no more than one times the mortars rate of fire." I read that as meaning either 3 or 2 depending on type of mortar, but the example shows a fire mission lasting 6 rounds. The example is "Firing for Effect" where the minimum is two fire missions. Otherwise you're correct, 3 or 2 rounds. This doesn't mean that you can't call in consecutive fire missions without having to fire a spotting round in between.

A Bug gets plugged. It isn't obviously dead, so it stops and howls. Does it then take a received fire test? No, as it was hit just like when a human gets hit. Vehicle Movement in the enemy's activation when does it occur? At the beginning of his activation? At the end? When you choose? When he chooses? At beginning of activation. In CR, a Duck Back result required a character to forfeit their next movement. What is the effect in CR2.0? They can function as normal on their next activation and can react as required by any test. On the Melee Results Table for passing 1d6, it explains what happens vs. a Protected target. I assume vs. an unprotected target the loser rolls on the Damage table automatically. Is this correct? Correct. Is there a minimum or default Rep for Stars? Nope, my Stars start at a Rep 3 and try to grow better. Kind of a young Indian Jones, alas, many dont make it! Group Activation. How does this work. Do you move and shoot with one figure in the group before moving on to the next, or could you move all your figures, shoot with them, then finish their move (i.e. massed fire)? All figures can move together and fire together subject to the enemy reaction and based on the In Sight test. Are reaction rolls on a figure by figure basis or are they by the group? All the examples I've seen are just with two figures, but lets say a squad of 5 figures (Squad A) are peering over a wall and an enemy figure from Squad B moves into the open in front of them (stupid, I know, but just for example's sake). Do each of the 5 figures in Squad A roll an in sight test or do you roll 1 test for the squad? If 4 of the five figures in Squad A are allowed to fire do they all get to fire at the enemy figure in the open and then the enemy figure gets to roll it's Received Fire check or do you perform each of the reaction shots separately and roll a received fire check vs. each one? All fire based on the results of the In Sight test. After all figures that can fire at the same time (for example passed 2d6) have fired he then and the received fire check but only one. If I chuck a grenade at a group of five guys and miss, do they all take "received Fire" tests? Yep, and the grenade counts pretty high on the Outgunned food chain so most will duck back. Grenade is yelled and people spend more time ducking than watching where it lands.

Whenever a character is active, he can voluntarily move up to his full distance and fire. Now, let's say an active character fires as a result of a reaction test. Does this reaction fire use up the shot he is entitled to as an active character, or may he fire again? Nope, the reaction fires burns up his active fire for the turn. What do bugs count as on the "outgunned food chain"? If Bugs are close, but stopped and shrieking by previous gunfire, throwing a grenade at them is bad business. With an impact of two, 2/3 will check for received fire and probably charge. Or do they count as OR 1 on the outgunned table? BUGS are never outgunned as they just don't care. Same as melee only figures without ranged weapons that coincidently don't live too long either. Activation is figure by figure, I believe. You complete all actions for one figure and the reactions from that before moving on to activate another figure in the group. Is this correct? Nope activation is by group, not figure. Reaction is by figure. If I have an inactivated figure that shoots at an enemy figure as a result of a Reaction, does he lose his own active fire this turn (i.e. when it's his turn to activate he may move but not fire)? No. Firing in reaction when you are inactive doesnt prevent him from firing when he becomes active on his turn. However, if another situation occurs during the same turn, which requires him to shoot as a result of the Reaction roll, he may still shoot. Am I correct? Yes, you can always fire in reaction unless not allowed by weapon type such as a rocket launcher which may fire only once per turn and must be reloaded. If I activate a group and start moving the first guy, do I have to finish all my actions with him (shoot, move up to 8" if not moving fast), or can I move him, say, 4", shoot, move another guy up, then move the first guy another 4"? Yep, you can move one then the other then the first firing when you want. This is a radical change from traditional rules and follows real life more accuracy IMHO. Example- Three guys in a group. First guy moves 4 to point A. Next guy follows, then next guy. Then first guy finishes move 4 to point B etc. Yep, totally in the scope of the rules. Now, keep in mind that reaction tests by the enemy will affect this as the first guy may get shot etc. Good representation of real life tactics. I activate a group of SWAT guys, lined up outside the trailer that the bad guys are holed up in. The Bad Guys are waiting, in ambush, inside. As the

SWAT team was activated by their leader as a group...do the Bad Guys have to wait until ALL of the SWAT team is moved, before reacting? No, because it is a doorway the SWAT guys will be hampered as to who goes in first. We play two guys in a singlewide door and three for a double wide. As soon as they get through an In Sight test is taken. Because CR and most of the THW rules are fluid in scope of time etc. you have to think things through logically which isn't bad when playing alone. Now why wouldn't the SWAT guys be firing through windows, charging through two doors, or more importantly lobbing a stun grenade or something? BTW in the grenade case he uses the "Bombs Away " check. What happens if a group loses its leader? Does this mean that each figure must activate individually (i.e. move and shoot one figure before the next) as opposed to being able to do the "1-2-3 GO..." you mentioned in another thread? Are there any other penalties? They still receive the benefits of moving as a group including move and firing. Group coherency is 4" and within line of sight. What happens if this is broken? Then they are spit up into multiple groups and must be moved separately. Keep in mind that groups are defined at the START of the turn. Its possible to move out of sight of each other then finish together, such as moving around a wall to end up within sight at turns end. A group is around a corner, and activates, wanting to rush around and take out the guys waiting some distance down the other side. So, the leader activates the group, in the '1-2-3-GOGOGO!' mad rush. Can the reacting player demand that his figs/groups start taking In Sight checks as soon as the first guy comes around the corner, or? Sure, he can demand it. But its wrong. In a rush he would have to handle them all at once as determined by the Active player. See the comments about doorways above that limit the amount of figures that can pass into sight. Do you consider all figures inside a wooded area to be in Cover all the time? Yes, unless if in a designated clearing. Are troops inside a wooded area Protected? No, protected refers to body armor only. If you prone in a wooded area are you also out of LOS? No. Prone does not make anyone out of LOS. If you use a flamethrower, grenade etc against multiple targets, do you roll a "to hit" for each target or just once for the weapon? Grenades. Nominate the target point and then roll one die. If its a hit, roll one die for each target in the blast area that is an eligible target. Example A roll of 9

would cause a hit to all except those in cover or third or higher target. Flamethrower. Note the special rules for flamethrower ammunition. Other, than that roll one die for each figure in the 3" wide path as outlined above with grenades. The closest figure to the origin point is the first and so on. With both grenades and flamethrowers you can hit lots of targets but unless a 10 or better is scored the chances of damaging a lot of them is pretty remote. However, all the eligible targets do count for outgunning. The question lies with the interpretation of a Duck Back while in wooded area. Does the figure duck back behind a tree and out of LOS (but remains in LOS range i.e. 12"), or does he actually back out of the 12" range? Regardless of the terrain the figure occupies, those that Duck Back will seek cover first, then proceed 12 away of not suitable cover can be found. What is the arc for taking the In Sight test? The Insight check is tested when a figure can see the target figure when the test is called for. If someone comes up from behind, they cannot see him or her, as in real life. He also could not turn around, as it isn't his activation. Insight tests are allowed only in the players field of vision, 180 degrees to the front. Can I choose my own Star? And why would I choose a Rep 3 Star if I could choose a Rep 6? The rule was written to make it as flexible and challenging for the player as desired and is a matter of preference. There's no way I'd pick a Rep 6 as my Star. Not much of a challenge. Personally, I prefer to start out as a Rep 3 and earn the advancement. Not all players feel that way and rightfully so. Its all about enjoying the game. And just so you know, a Rep 6 or even 7 isn't godlike. Why? Two words, obviously dead. In p6 characters are divided into 'Stars' and 'Grunts'. In p9 into 'Leaders' (one of whom can be an Overall Leader) and 'Grunts'. In p25 into 'Leaders', 'NCOs' and 'Grunts'. I assume that the 'Star' in p6, the 'Overall Leader' in p9 and the 'Leader' in p25 are one and the same? They can be. First off ALL characters are either Stars or Grunts (page 6) Any figure can be a leader if designated by the player. Any leader can be the "overall leader" Often when I play a Rep 3 character I start him out as a Star but not a leader. Only when he has gained some notoriety and advancement do I move him up. Does the rule "players are allowed to recruit as many grunts as they want but never any with a higher rep than themselves" only apply to pointcosted games?

No this is a basic rule that means if your figure is the leader he cannot have higher Rep figures under his command. Personally I allow the use of higher Reps than my own figure but I cannot be the leader. How is the Rep of the player figure calculated? Solely at your discretion. Can Rep 7 characters cheat death? Yes, but they drop to level 6. This means he must now survive 10 more successful encounters to return to level 7. Anyone starting a Rep 3 figure and makes it to 7 probably earned it and understands how to play the game, uses sound tactics, knows when to run, and is also lucky. What does BA stand for? (as in BA Pistol) Big A$$ pistol. As in, Then he shoved this Big A$$ pistol in my face!" Do previously stunned/wounded characters move 6" or 8? They will move 6 normally and either 6, 9, or 12 if fast moving. In the Melee results table in p16, what happens if one passes 1d6 and wins the melee and the loser is unprotected? Go to the damage table. Clarify Obviously Dead. When is it taken and who takes it? OD is checked immediately anytime a figure is hit. Roll Impact of the weapon used or less on 1D6 and he is OD. If not OD then roll on the Damage table. In the Recover Wounded check, does the -1 to Rep for every wound refer to both "knocked down" and "out of fight" results, or only to "out of fight"? Only out of fight results. If a character "ducks back" behind cover, or moves there after being seen, I assume he isn't considered as hidden. But let say he moves from there to another bit of cover without being spotted. Is he now considered "hidden" behind the new cover? Or does a character have to be behind cover, AND never seen previously in the game, to be considered "hidden"? Nope, just not seen in the new area that he is in. If a target gets fired on and does not get hit can it still suffer being outgunned? Correct. This happens all the time when using a LMG on a large number of targets. Usually one or two get hit but the rest are normally outgunned. If I get shot by more than one figure at the same time do I take more than one Received Fire test?

No. You only take one. A rocket launcher fires at a group and misses, do they take a Received Fire check? Only if they were eligible targets, i.e. within the blast template. Can you chuck a grenade over a hedgerow (wall, etc) without LOS to the other side? Yes, but as they cannot see the target use the Bombs Away Table. If a model receives fire, reacts with a "Fire" result can he fire at any target, or just the one that fired on him? This was debated and a rule changed. It is under the received Fire table on page 23. Yes, any target and here's why. Figure wants to shoot at the LMG. Pops up and is fired on by a rifleman to the flank. If he passes and doesn't Duck Back he still fires at the LMG because the fire from the rifleman did not physically stop him from shooting whereas a Duck Back would have. Player sets the vehicle movement at say 6" per turn for his DV 1 Humvee. Does this mean he moves 6" each activation for a total of 12" in a turn? Correct. Whatever total speed you want to go will be halved for each phase. During a turn in which neither side gets to activate (say the activation score on BOTH die were too high) does the vehicle still move? No. This is an artificial lull in the battle. Five figures in a Group activate and move into sight of an enemy LMG. Three come under direct fire while two others do not. Who takes a Received Fire test? Only the figures that are actually fired upon. Those that aren't fired on and active will be able to fire during their turn. Example - Mutt and Jeff turn a corner and see Piggly Wiggly. Mutt passes 1 die, Jeff passes 0 die and Piggly Wiggly passes 2. PW fires and takes Mutt out. Reaction tests are over (In Sight) but Jeff is still active and is allowed to fire. Must I shoot when the In Sight table calls for the shot (passed 2d6) or can I refuse to shoot at all? And what is with figures without fire weapons? Those unable to fire are covered in the Received Fire check which explains what will happen to them. Figures who cannot duck back because there isnt cover close-by have the option to go prone. When prone are you visible for the other combatants? Yes. Can you fire a weapon when you are prone? Yes.

A lone Bug turns a corner and finds itself in sight of 3 marines, 2 of them in charge reach. Being on its own, it can only charge one of them, though. How many marines take a 'being charged' test? None because when the Bug turns the corner all the marines take an In Sight test. If the Bug survives he can charge one marine, who then takes the charge test. Two marines are side-by-side, bases touching, in a corridor. A pack of bugs charge them frontally, but only one of them manages to makes contact. Must the Bug fight both marines, or may it select to fight only one of them? Both of them if it physically contacts them. Does a flamethrower leave a residual path of flames if it misses? Yes, but you have to determine where the miss ended up. I do 1d6 1-2 Left 2", 3-4 right 2", 5-6 short 2". In any case the miss does not hit another target. I am just painting a few Street Violence figures which are double armed (LMG+MP, RL+MP, GL+MP), and I wonder if theres a rule exchanging weapons in combat? Yep, use the Picking Up the Gun rule on page eight. If mortars making indirect fire are controlled by a comm-linked spotter, shouldn't they be allowed a second ranging round if the first one deviates too much? Sure on the following activation and before the Fire Mission. Is it possible to move to a trooper who is wounded with halve of your movement allowance and drag the trooper to safety with the rest of your movement allowance? Yes, this is possible. Is it possible for a figure to "fast move" to the wounded, take him on his shoulders and go on with normal movement? Sort of... You could fast move to the wounded, spend one activation tossing him onto the shoulders like picking up a weapon, then move away next turn or due to a reaction test. Can you check for the wound status AFTER you have moved the wounded trooper or must he examined before he is dragged to safety? Yes, the wounded can be checked after being dragged away. It takes one turn to check the status of a wounded figure but it can be done whenever desired. I just was wondering how the outgunned rule would work when a tank shoots at infantry or at another tank? The maximum O-Rating in the rules is 4.

APW counts as rocket. You could count the APW values for outgunned ratings when applying to tank to tank, but I don't. Instead if the tank hasn't a chance to penetrate it counts as unable to fire on the Received Fire test and may Duck Back. What are the (numbers) after the campaign army lists? For example, what does Military(4) mean? This is the number or less on 2d6 for the figure to be Stone Cold. Hans has a ready grenade and is now active. His target is 10" away. He moves up 4" and throws to the target, which is now 6" away. He has 4" of move left. Hans will move back to his starting point. Questions: A) Could Hans have rolled for a fast move and then dashed on the throw the grenade? Hans tosses the grenade, it is resolved, and then he moves remainder. B) Does the grenade go BANG as soon as it is thrown, or at the finish of his move? Soon as thrown. C) Hans passed 2d6 and puts it right on target. The two Brits were in the blast circle. The die rolls were a 1 and a 2, add 4 for the Rep, and no damage to the Brits. Both Brit are to take a Received fire check? Yes, and will probably be outgunned. D) The two Brits were behind a 4-foot wall, using it as cover from the Huns. The grenade lands behind them where the wall does them no good from the grenade blast. On the Received Fire table it says for Pass 1d6 "Those in cover will fire or Duck Back. Is the cover figured from the thrower of the grenade or the grenade itself? Cover is in relationship to the thrower but the Brits are outgunned anyway and would duck back behind the wall that they are at. E) Is there any chance that a man might see a grenade sailing through the air right at him, hitting the ground near him...Clank, and roll up to bump him on the toe? Maybe giving him a chance to hit the deck first? That's built into the To Hit table as in the above example you gave when the total was a Miss. How fast does a man crawl anyway? And can he crawl...FAST? Never thought of it but I'd say 1", 3" fast. Can a figure fire multiple shots or continue to fire at a downed figure if they want him extra dead? Or does more shots just mean more targets can be hit? Oh yeah. Definitely can pump as many shots into a figure as desired. And at a 1 per wound on the

recovery table, when a figure receives wounds equal to its rep it is OD. Does going prone use the entire active players move? Can he move and drop prone at the end of his move? Yep, players may go prone at anytime during their turn and does not take the whole turn. If a man in a vehicle takes a received fire check and rolls a Duck Back, where does he duck back too? If driving he will move away from the shooter. If sitting in a vehicle he will duck down in the vehicle or outside it if he desire, and cannot see or be seen from the shooter direction. Can a man be aimed at in a vehicle or are you firing on the vehicle as a whole? Shooters choice. You can either target the man or the vehicle itself. If a man passes 2d6 on his Move Fast roll & moves only 5" that turn, Is he moving fast? It is possible to move fast under 8". This represents an unexpected quick burst of speed. Say Hans is Ducking Back & is running the full 12" to cover. Can he trigger Insight checks & fire from other enemies as his path crosses new fields of fire? Yes, he can. Also as he is in Duck Back he cannot return fire if the Reaction test says so. Is it possible to recover from Runaway by a Reaction test such as Received Fire? No, the only way to recover is via the Rally test.

ZOMBIES, AND GANGSTERS, AND MORE, OH MY!


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