FULLY LOADED
2004 Ed Teixeira
2004 Ed Teixeira
TABLE OF CONTENTS
INTRODUCTION
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
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
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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!
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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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.
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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
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
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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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
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.
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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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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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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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9 10+
*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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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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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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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 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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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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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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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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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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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.)
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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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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MODIFIERS NCO
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
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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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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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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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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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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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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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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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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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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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
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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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Name
Rep
SV
MV
Spec
Pro
Wpn
Rng Tar
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.
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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
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+
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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.
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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
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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.