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WELCOME TO THE THW WORLD!

What: A free introduction to the game mechanics used by THW


Game Design and Two Hour Wargames.

Scale: Man-to-man modern firefights where 1 figure or counter


equals 1 man.

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


scenarios where no two games ever play out exactly alike.

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

While our counterpart Sword Play is all about combat with sword,
spell and shield, Chain Reaction is about combat with modern
firearms.

Chain Reaction gives you a chance to try out THW game mechanics
for free, before trying one of our period specific games. Why waste
time learning many different games with many different game
mechanics? Chain Reaction contains game mechanics similar to all
our other games and that means ....

LEARN ONE SET OF MECHANICS, PLAY MANY PERIODS!

THW GAME DESIGN – TWO HOUR WARGAMES


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

2HW – CR
FREE
Includes color counters and Battle Board to get you into the game ASAP!
CHAIN REACTION
2018

WRITTEN BY ED TEIXEIRA
SPECIAL THANKS TO:
Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland: For
insisting that, “It's not just a gang warfare game."
The THW Folks on the Group and Forum: For the constant
support.
And Lil
Order of Action .................................................................... 8
Table of Contents Recovery .................................................................................. 8
Introduction ..............................................................................1 PEFs......................................................................................... 9
Word Of Advice ...............................................................1 How Many PEFs .................................................................. 9
Needed to Play .........................................................................1 Resolving PEFs.................................................................... 9
The Dice – D6 ......................................................................1 Who Are They? ................................................................. 10
Figures or Counters ..............................................................1 How Many of Them? ......................................................... 10
On the Battle Board .........................................................2 Encounters ............................................................................. 10
Using the Tables ......................................................................2 Confrontation ......................................................................... 10
Defining Characters .................................................................2 Objective............................................................................ 10
Star or Grunt ........................................................................2 Forces ................................................................................ 10
Star Advantages ...................................................................2 Deployment ....................................................................... 10
Star Power ........................................................................2 Special Instructions............................................................ 11
Extraordinary Effort .........................................................3 Uh, oh! ............................................................................... 11
Free Will ..........................................................................3 How Many of Them? ......................................................... 11
Class & Attribute .....................................................................3 Defend ................................................................................... 11
Reputation ................................................................................3 Objective............................................................................ 11
Weapon ....................................................................................3 Forces ................................................................................ 11
Recruiting Your Band ..............................................................4 Deployment ....................................................................... 11
Combat Rules ...........................................................................4 Special Instructions............................................................ 11
Leaders .................................................................................4 How Many of Them? ......................................................... 11
Leader Function ...............................................................4 Raid ....................................................................................... 12
The Battle Board ......................................................................4 Forces ................................................................................ 12
Turn Sequence .........................................................................5 Deployment ....................................................................... 12
Active .......................................................................................5 Special Instructions............................................................ 12
Shooting ...................................................................................5 How Many of Them? ......................................................... 12
Cover....................................................................................5 Final Words ........................................................................... 12
Targeting ..............................................................................5 Citizens .............................................................................. 13
When You Can Shoot ..........................................................6 Gangers .............................................................................. 13
How to Shoot .......................................................................6 Police ................................................................................. 13
Shooting Damage .................................................................6 Military .............................................................................. 14
Duck Back............................................................................6 Mercenaries ....................................................................... 14
Return Fire ...........................................................................6
Damage ....................................................................................7
Obviously Dead ...................................................................7
Out of the Fight ....................................................................7
-1 to Rep...............................................................................7
Melee .......................................................................................7
Recovering Out of the Fights ...............................................7
Will to Fight .............................................................................8
Individual Play .........................................................................8
CHAIN REACTION 2018
INTRODUCTION NEEDED TO PLAY
Chain Reaction 2018 is the latest version of Chain Reaction, You will need a few things to play Chain Reaction 2018.
originally published back in 2002. We update it every few
years to give our players the game that they want. Styles of • Six-sided dice, referred to as d6. It is best to have two
play have evolved over the years; smaller tables, less dice or more per player.
rolling, fewer rules tables needed; these are some of the things • Any combination of metal, plastic or paper figures in
our players have said they wanted. The challenge is to give a consistent scale of your choice. Heck, you can even
them what they want while retaining the excitement and play with pen and paper. BTW – We’ve tossed in
uncertainty of the THW games. We’ve done it with Chain some counters for you to use.
Reaction 2018. • An 8” x 10” flat table surface – we call it the Battle
Board (page 4). We’ve included one for your use.
Chain Reaction 2018 is made for games of modern firepower. Heck, you can even play on an empty table.
Any period that uses self-loading guns is perfect for Chain
Reaction 2018. Cowboys, WW2, Vietnam, Gang warfare,
even some Sci Fi can be played with Chain Reaction 2018. THE DICE – D6
Chain Reaction 2018, like all THW games, is designed for During the game, you will be required to roll dice in one of
solo and same side gaming against the rules. You can also four ways. Here’s how we do it:
play head to head, but if you want a game that never plays the • TAKEN VERSUS REP: Roll 2d6 and compare each
same way twice, has logical and realistic artificial intelligence, score versus the Rep (page 3) of the figure or PEF
and can be set up in a few minutes – Chain Reaction 2018 is (page 9). If the d6 score is equal or less than the Rep,
for you. the d6 has been passed. You can pass 2d6, 1d6, or
The rules in Chain Reaction 2018 are generic to give you a 0d6, regardless of the number of d6 you actually roll.
glimpse into the THW rules system used in the other books. Example – A Ganger (Rep 4) wants to fire on the Shooting
The other books – NUTS!, 5150, All Things Zombie add very Table (page 13). I roll 2d6 and score a 1 and 5 – passing 1d6.
specific rules to these generic rules, to capture the flavor of
that period. • READ THE RESULT AS ROLLED. Read it just like it
Now’s get started! says. You may be asked to add the scores together or
roll a second time.
• ROLLING A 1/2D6. When you are asked to roll a
WORD OF ADVICE 1/2d6, roll 1d6 and covert the results:
Be sure to read the rules one section at a time. Do the review • 1 or 2 = 1.
and short exercises in the Stop boxes. We’ve broken the rules • 3 or 4 = 2.
down into smaller pieces to make them easier to learn. Yes, I • 5 or 6 = 3.
know some of you may have experience, but you still should • WHEN YOU SEE NUMBERS IN PARENTHESIS after a
use the Stop boxes, as our mechanics may be a bit different word, usually chance, that event will occur if that
from what you’ve played before. number is rolled.
If you have a question about the rules, just keep reading, as the Example –I roll a 2 on the Citizens Class List (pages 13 & 14)
answer will be coming along shortly. under the 2nd row. There is a chance (1 – 4) that the Citizen
However, if you can’t find the answer, check out the THW will have a Rep of 3. I roll another d6 and score a 2. The
Forum link below for answers to questions and free Citizen is Rep 3.
downloads.
http://site.twohourwargames.com/forum/index.php FIGURES OR COUNTERS
You can expect a response within 24 hours. Figures or counters are used on the Battle Board (page 4).
Each represents one Character. We’ve provided some easy to
use counters as well. Cut them out and mount them on 1”
double back thick tape for the best use, or play them as they
are. We just want to get you into the game ASAP.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

1
CHAIN REACTION 2018
ON THE BATTLE BOARD STAR OR GRUNT
All combat occurs on the Battle Board (page 4) and how the
We use two types of Characters, called Stars and Grunts.
counter or figure is placed denotes its current status. Here’s
how we do it: • STAR – This Character represents you, the player. We
suggest your Star begin with a Reputation of 5.
• Carry On – When on the Battle Board turn the
Carrying On (fully functional) counter so its feet are • GRUNT – These Characters do not represent a player.
facing you. The figure is facing the enemy. The Grunts are controlled by the game mechanics and are
Character can see and be seen. referred to as Non-Player Characters – NPCs. They
can be friends or foes and will come and go as your
• Duck Back – When on the Battle Board turn the
Story continues.
Ducking Back counter around so its feet are facing
the enemy. The figure has its back towards the
enemy. The Character cannot see or be seen. STAR ADVANTAGES
• Obviously Dead (page 7) – When on the Battle Board You can choose to play with none, some or all Star Advantages.
turn the Obviously Dead counter face down. The
figure is laid face down. Stars have three important advantages over Grunts – Star
• Out of the Fight (page 7) – When on the Battle Board Power, Extraordinary Effort and Free Will.
turn the Out of the Fight counter sideways and face
up. The figure is laid face up on its back. The STAR POWER
Character can be seen. Star Power is the ability of a Character to ignore normally
disabling damage. Here’s how we do it:
USING THE TABLES • Stars start each Encounter (page 10) with 1d6 of Star
Power for each point of Rep (page 3).
The tables are easy to memorize and use. Here’s how to use • Whenever a Star takes damage, it rolls its current
the tables: Star Power d6. Read each d6 as rolled.
• 1, 2, or 3 = Reduce the damage by one level.
• Consult the appropriate table for what you are doing. • 4 or 5 = Damage stays and the d6 is retained.
• Roll the number of d6 found in the upper left-hand • 6 = Damage stays, but the d6 is removed for the
corner of the table – usually 1d6 or 2d6. rest of the Encounter.
• Modify the number of d6 rolled by any applicable
Attribute, if any. Damage is reduced in the following ways:
• Go down the left-hand column to the appropriate row • An Obviously Dead (page 7) result becomes an Out
for the number of d6 you have passed or result of the Fight (page 7) result.
scored. • An Out of the Fight (page 7) result from shooting
• Go across the row and carry out the result. becomes a Duck Back (page 6).
• An Out of the Fight result in Melee becomes a -1 Rep
(page 7), the lowest Melee result.
DEFINING CHARACTERS It is possible to reduce damage by multiple levels if you roll
several results of 1, 2, or 3.
Note that the words figure and Character are interchangeable.
Example: A Star with a Rep of 5 is hit by gunfire. He takes
Chain Reaction 2018 is played with individual Characters that
one Obviously Dead result. The player rolls one d6 per point
are defined in the following ways.
of the Star’s Rep or 5d6 in this case.
• Is it a Star or a Grunt?
• The results are 2, 2, 4, 5, and 6.
• What is its Class and Attribute?
• One “2” reduces the Obviously Dead result to an Out of
• What is its Reputation?
the Fight.
• What kind of Weapon does it have?
• The other “2” reduces the Out of the Fight result to a
Duck Back.
• The 4 and 5 have no effect, but they are retained.
• The 6 has no effect, but is discarded for the remainder of
the Encounter.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

2
CHAIN REACTION 2018
EXTRAORDINARY EFFORT • QUICK REFLEXES: Count Rep at 1 point higher than
An Extraordinary Effort is something a Star can do in difficult actual when rolling on the Action Table.
situations. Anytime the Star rolls d6 it can choose to use an MILITARY: Military covers any organized national armed
Extraordinary Effort and roll a bonus d6. Here’s how we do it: forces.
• When the Star rolls one or more d6 on any table it • CRACK SHOT: Roll 3d6 on the Shooting Table
can choose to roll another d6 and add the result. counting the best 2d6 results.
• This can be before rolling the d6 or after they have
been rolled. POLICE: Members of any organized city, state, county, etc.
police department.
• The Star is allowed only one Extraordinary Effort per
Encounter. • NERVES OF STEEL: Always the last Character to
Leave the Battle Board.
Example – Billy Pink (Rep 5) is in melee with a Ganger (Rep
4). He will roll 2d6 and the Ganger rolls 2d6 as well. Billy
rolls 2d6 and passes 2d6. The Ganger rolls 26 and passes 1d6. REPUTATION
Billy now chooses to use his Extraordinary Effort and rolls
another 1d6 and passes. Added to the originally passed 2d6, Reputation or Rep represents a combination of experience,
he has passed a total of 3d6, 2d6 more than the Ganger. The morale and motivation. Rep is an expression of a Character’s
Ganger goes Out of the Fight. overall quality. Both Stars and Grunts use Rep. There are three
possible starting levels of Reputation:
FREE WILL
• REP 5 – These are confident Characters of numerous
The Star can choose to stay or leave, or have his side leave the successful Encounters (page 10).
Battle Board when taking the Will to Fight Test (page 14) • REP 4 – These are experienced Characters that have
before rolling the dice. performed well in Encounters (page 10).
Example – Billy Pink and Sooze must take the Will to Fight • REP 3 – These are inexperienced Characters with
Test. They are facing four Mercenaries. Billy decides to cut little experience or desire for Encounters (page 10).
his losses; grabs the Out of the Fight Char, and the trio leaves
the table. Remember, Stars always start with a Rep of 5.

CLASS & ATTRIBUTE WEAPON


We use Class to help define the Character and an Attribute to
enhance the Class. Here are the Classes and its specific We’ve broken down weapons into the following three types:
Attribute. Note that the Class and Attribute come into play on • PISTOL (1) – AKA P-1.Pull the trigger and it fires
the Action, Shooting and Will to Fight Tables. one shot. Not necessarily a pistol. You can fire at one
CITIZEN: Average, everyday ordinary Joe. target, rolling one time on the Shooting Table (page
13).
• SLOW TO REACT: Counts Rep at 1 point lower than • BIG A$$ PISTOL (2) – AKA BAP-2. Large caliber
actual when shooting if its side won on the Action weapon that fires two shots. You can fire at up to two
Table – only for first time firing in this Encounter. targets, rolling one time on the Shooting Table (page
GANGER: Gangers are members of an organization that 13), but rolling each shot separately for damage.
cooperate to benefit from illegal activities. Gangers are usually • AUTO (3) – AKA A-3. Pull the trigger and it fires
of a violent temperament. three shots. Assault Rifle, Submachine Gun; you
choose what it is. You can fire at up to three targets,
• TOUGH: Once during each Encounter the Character rolling one time on the Shooting Table (page 13), but
will treat the first Leave the Battle Board result as a rolling each shot separately for damage.
Duck Back result instead.
MERCENARY: Mercs can be found working security,
providing “muscle” for a variety of people, or performing
dangerous jobs. Guerillas count as Mercenaries.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

3
CHAIN REACTION 2018
Example – Char the Rep 4 Merc has an Automatic Weapon –
A-3. She decides to fire at two Gangers. She declares that she
will fire one shot on the 1st Ganger and two shots on the 2nd.
COMBAT RULES
Char rolls 2d6 once versus her Rep. She scores a 3 and 4,
passes 2d6, and hits both targets. She now rolls 1d6 for each Chain Reaction 2018 is all about your Story. Games will last
hit, scoring a 4, 2, and 6. The 1st target takes the 6 and the 2nd 30 minutes or less, once you become familiar with the rules.
the 4 and 2. This means you can play more than one game per sitting –
think three or four; as you keep the same Star and build its
The scores are always applied high to low from the 1st to last Story. Think of your Encounters as chapters in a book or
target. scenes in a movie. You will see the mechanics we use in
Shooting will be explained in more detail elsewhere (page 5). Chain Reaction 2018 allow you to build your Story quickly.
Having a set of combat rules that are clunky and slow would
detract from; instead of enhance your Story. That’s why we
made this combat system easy to learn and play, yet still give
RECRUITING YOUR BAND you realistic results.
BTW – These rules are deadly and unforgiving!
If you have Band members from other rule sets, just bring
them into Chain Reaction 2018. Otherwise, you start your LEADERS
career alone, but can recruit Grunts to form your Band. Here's
how we do it: Bands of Characters, yours and your opponents will always
have a Leader. Here’s how we do it:
• Your Band can be as large as your Rep, including
yourself. Therefore, a Rep 5 Star could recruit four • The Star is always the Leader of the Band.
Grunts. • A Temporary Leader is the Character with the
• You can only recruit NPCs with equal or lower Reps. highest Rep in the Band when a Leader is Out of the
• Before each Encounter (game), go to the appropriate Fight or Obviously Dead.
Class List (pages 13 & 14) and recruit your Band
members. LEADER FUNCTION
• Take the number of NPCs you need, starting with The Leader’s Rep is used when rolling on the Action (page
two 2, and going down in order. 13) and Will to Fight (page 14) Tables. It is used to determine
which side acts first – is Active.

STOP! THE BATTLE BOARD


You will use six-sided dice, called d6, in four ways. I roll a 3 We call the 8” x 10” area that the game is played on the Battle
and 5 – how many d6 did the Rep 4 Ganger pass. Board. This can be as simple or as elaborate as you like, with
or without pieces of terrain on it. We’ve included one for you.
Stars have three Advantages; Star Power, Extraordinary Effort
and Free Will. Star Power reduces damage and Free Will gives • Place one side within 3” of one board edge, either the
the Star some choice in its actions. What’s an Extraordinary 8” or 10” – it’s up to you.
Effort? When can you use it? • Place the other side within 3” of the opposite edge.
There are five Classes and each has its own Attribute. What • Always place the Leaders in the center and across
does the Mercenary have for an Attribute? What table is it from each other.
used on? • Refer to page 2 for advice on how to indicate various
battle status conditions.
Reps run from 3, the lowest, to 5 the best.
We use three types of weapons that can fire 1 shot (P-1), 2
shots BAP-2) or 3 shots (A-3). You roll 2d6 versus Rep when
shooting on the Shooting Table, but 1d6 for each hit on the
Shooting Damage Table (page 13).
You can play alone or recruit Grunts from your Class List
(pages 13 & 14). How many Characters can there be in your
Band?

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
ACTIVE
When a side is Active, each figure can do one of four things:
• Shoot (page 5).
• Charge into Melee (page 7).
• Recover from Duck Back (page 6).
• Leave the Battle Board (page 4).

Example – Both sides have been placed on the Battle Board


SHOOTING
with the figures matched up against each other. The Leaders,
B and 2, are matched up across from each other. If a figure has a Pistol (P-1), Big A$$ Pistol (BAP-2), or Auto
(A-3), it can shoot during the turn, often multiple times.

TURN SEQUENCE COVER


Cover can stop a projectile and being in Cover reduces your
chance to be hit when shot at. Here’s how we do it:
After all the Characters are set up on the Battle Board, the
fight begins. Here’s how we do it: • The side gaining the Advantage on the Action Table
(page 13) is always in Cover – the other side is not
• Consult the Action Table (page 13). unless it is Nighttime, when both sides are considered
• Roll 1d6 to see who has the Advantage. to be in Cover. When is it Nighttime? When you
• Score a 1, 2 or 3 and you do. decide that it is!
• Score a 4, 5, or 6 and they do. • After the first shots are fired, both sides are
• Modify the Rep of each Leader or Character if considered to be in Cover until the fight ends.
playing Individually (page 8) by any applicable
Attribute. Example – Billy Pink, Sooze and Char have run into a Band of
• Each Leader now rolls 2d6 versus its modified Rep. Gangers. I roll 1d6 to see who has the Advantage and the
• Determine how many d6 are passed (page 1). This Gangers do. They are in cover.
determines which side is Active and what each Both Leaders roll to see which side goes Active and Billy
Character can do. passes more d6. The Band opens fire at the Gangers, who are
• After the Active side has finished all of its actions, in cover. After they have finished their first round of shots,
both sides take the Will to Fight Test (page 14). Billy’s Band makes it into cover.
• After the Will to Fight Test is taken, if there are any
The Gangers that were missed can now return fire.
figures left on the Battle Board, the Inactive side
becomes Active and can carry out its actions.
• After the newly Active side has finished all of its TARGETING
actions, both sides take the Will to Fight Test.
The Active side matches up (targets) each of its Characters
• Repeat the process until only one or no sides remain
against an Inactive figure on the other side. After all Inactive
on the Battle Board. Yes, both sides could decide to
Characters have been targeted; the Active side can target one
leave the Battle Board at the same time!
or more Inactive figures multiple times. This is done whether
Example – Billy Pink and Sooze are having a Confrontation the figure will Shoot or Charge into Melee.
with 3 NPC Gangers. I roll 1d6 and score a 4; the Gangers
Example – Three Police Officers confront two Gangers. When
have the Advantage.
they are active, two of the Police Officers target two Gangers.
Billy now rolls 2d6 versus his Rep of 5 and passes 2d6. The Now that all the Gangers are targeted, the third cop doubles
Ganger Leader rolls 2d6 versus his Rep of 4 and passes 2d6, up on the Gang Leader.
the same number of d6. Looking on the Action Table under the
“same number of d6” row, I see that the side with the
Advantage (the Gangers) will act first.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

5
CHAIN REACTION 2018
WHEN YOU CAN SHOOT SHOOTING DAMAGE
Characters with ranged weapons can fire in three ways: When one or more hits are scored on the Shooting Table (page
13), the shooter rolls to see if any damage has occurred.
• When Active. Here’s how we do it:
• When directed to return fire by the Shooting Table
(page 13). • Consult the Shooting Damage Table.
• When being Charged, but only if the charger is • The shooter rolls 1d6 for each hit scored.
Active. • All d6 scores from the same weapon are applied high
to low from the 1st to last target.
Example – Billy Pink has won on the Action Table and fires at • Be sure to resolve all hits from all shooters on the
a Merc. He scores a hit and now rolls for damage on the same target simultaneously. As damage doesn’t stack
Shooting Damage Table (page 13). Billy scores a 1, less than (page 7), this is important!
the Rep of the Mercs – so it Ducks Back.
• Go down the left-hand column to see the result.
Later, they act and fire at Billy. They miss and he returns fire.
Example – Sooze scored a hit on one Ganger. The Ganger has
a Rep of 4 and Sooze scores a result of 5 on her 1d6 roll. The
HOW TO SHOOT result is the higher than the Rep of the target, but not a “6”,
the Ganger goes Out of the Fight (page 7).
When it’s time to shoot we use the same procedure regardless
of the number of shots from the weapon. Here’s how we do it:
• When firing with a weapon that has more than one DUCK BACK
shot, the shooter can declare its intent to fire at more The Character seeks cover. Here’s how we do it:
than one target.
• It must specify which is the 1st target, 2nd target, or • If using figures, turn it around so its back is facing
3rd target. the enemy.
• The shooter declares how many shots are applied to • If using counters place it so its feet are facing the
each target, listing them from 1st to 3rd if needed. enemy.
• Consult the Shooting Table (page 13). • This represents it ducked down behind cover and
cannot see or be seen.
• Modify the shooter by any applicable Attribute.
• The shooter now rolls 2 or 3d6 (1) versus its modified • When next Active, it pops back up, counting as being
Rep and determines how many d6 are passed. The in Cover (page 5). It can only pop up into sight and
cannot charge or shoot until next Active, but can
shooter rolls the 2d6 once, even for weapons with
Return Fire if called upon to from the Shooting Table
more than one shot!
(page 13).
• If a hit is scored, go to the Shooting Damage Table
(page 13). Example – Char gets shot at and hit by a Citizen. He rolls for
(1) If the shooter has the Crack Shot Attribute. damage on the Shooting Table and scores a 3; lower than
Char’s Rep so she Ducks Back.
Example – Sooze is armed with an Auto (A-3) and fires at
three Gangers. Sooze rolls 2d6 and scores a 3 and 6 – passing Char now Activates and Recovers from Duck Back – can see
1d6. The 1st Ganger is hit, but the 2nd and 3rd are missed so and be seen and in Cover. The Citizen now Activates and fires
can return fire after the 1st Gangers’ shooting damage is at Char, misses, and Char returns fire.
applied.
Sooze now rolls on the Shooting Damage Table (page 13). RETURN FIRE
After the damage is carried out, the Gangers who were missed The Character is allowed to return fire on whoever shot at it
will return fire. up to its maximum shots – 1, 2 or 3, with the following
Sooze is missed and fires back at both Gangers, as they had restrictions:
fired at her. She passes 1d6 so misses again. The Gangers • If suffered a result of Duck Back and Return Fire, it
cannot return fire this time as they already have done so. They must Duck Back instead and cannot Return Fire.
Duck Back instead. • If being charged and was fired upon, may not Return
Fire, but will fire at the charger instead. Can only fire
once at any charger, regardless of the number of
Return Fire results it suffered.
• Cannot exceed the number of shots for the weapon
regardless of the number of chargers fired at.
© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

6
CHAIN REACTION 2018
DAMAGE MELEE
We use three types of damage in Chain Reaction 2018. From When Active, a Character can choose to Charge into Melee.
worst to least, we have: Here’s how we do it:
• Obviously Dead. • Declare the target of the charge.
• Out of the Fight. • The target can fire normally at an Active charger, but
• -1 to Rep. not at an Inactive charger, one forced to charge due to
a Shooting Damage Table result. Don’t see it on the
Damage does not stack; instead, always count the worst table? You won’t yet; but it does happen in some
damage. THW books – like All Things Zombie – Evolution or
Example – Billy Pink is fired on by three Gangers. He takes 5150: Missions – Infestation.
two Obviously Dead, three Out of the Fight, and two Duck • If multiple Active figures charge the same target, the
Back results. Billy counts only one of the Obviously Dead target may fire at one or more chargers, but cannot
results. Time to try Star Power! exceed its total shots for the weapon.
• If the charger survives, place it into contact with the
target.
OBVIOUSLY DEAD • Consult the Melee Table (page 14).
The Character has taken so much damage that it is obvious • Each figure rolls 2d6 versus its Rep.
that it is dead. • Up to three figures may be fought at the same time.
When fighting more than one figure, all figures roll at
the same time and the defender applies its score to all
OUT OF THE FIGHT of the attackers separately. One figure could pass
The Character has taken damage and falls to the ground. more d6 than one figure and a different number of d6
Here’s how we do it: versus another figure.
• This could result in the losers going Obviously Dead,
• If an Active enemy Character Charges an Out of the Out of the Fight, or -1 to Rep. Multiple figures
Fight Character, it can choose to automatically could suffer a -1 to Rep.
dispatch or capture it. • Any -1 to Rep damage is recovered after the melee
• To capture the Character either remove both off the ends.
Battle Board (page 4) when next Active or be the
only side remaining on the Battle Board after the Example – Fast Eddie (Rep 5) is in melee with two Citizens
fight is over. (Rep 3). Should be pretty easy, right? Fast Eddie passes 2d6
• When a Character reaches “0” Rep, it is the same as and so does each Citizen. As they pass the same number of d6,
going Out of the Fight; which brings us to.... all suffer a -1 to Rep. The Citizens drop to Rep 2, but as Eddie
is fighting two opponents, he suffers two -1 to Rep and is now
Rep 3!
-1 TO REP
Another round of melee is immediately fought. Eddie knocks
During Melee, the figure can have its current Rep reduced by1 one Citizen Out of the Fight, but and the other Citizen suffers
point. Here’s how we do it:
another -1 to Rep. Finally, after another round of melee,
• During melee it is possible for a figure to suffer one Eddie takes out the last Citizen. Eddie’s Rep returns to 5.
or more -1 to Reps at the same time – for example if
fighting two enemies at the same time.
• If a figure reaches “0” Rep it is Out of the Fight.
RECOVERING OUT OF THE FIGHTS
• If opposing figures reach “0” Rep at the same time, Characters can attempt to recover Out of the Fight Characters
ignore the result and fight another round of melee. during the Encounter. Here’s how we do it:
• Continue until only one side is left. • When Active, a figure moves into contact with the
• After a figure has completed all of its melees for the Out of the Fight figure. It can still fire, but cannot
turn; any lost Rep is recovered. charge.
• When next Active remove both figures.
• The other way is to be the only side remaining on the
Battle Board after the fight.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
• When Characters have to act at the same time, the
WILL TO FIGHT •
higher Rep Character acts first.
If the Reps are the same, then they are carried out
simultaneously, one phase at a time.
After one side finishes all of its shooting and melees, both • This means all active Characters fire at the same
sides must see if they remain on the table. Here’s how we do time.
it: • All Return Fire they cause is carried out at the
• Stars can use Free Will (page 2). same time.
• Consult the Will to Fight Table (page 14). • All…etc.
• Roll 2d6 versus the Rep of the Leader and determine Example – Billy Pink acts first, then a Ganger, then Sooze.
how many d6 are passed. Bill fires and takes out a Ganger. He’s done. The other
• Go down the left-hand column to the appropriate row Ganger acts now and fires at Sooze, misses, but causes Sooze
and across to see the results. This may result in none, to Duck Back. She forfeits her action.
one or all of the Characters leaving the Encounter.
It’s even possible that both sides could Leave the
Battle Board at the same time!
• When you Leave the Battle Board you also end the
Encounter!
RECOVERY
• Note that a Character’s result may be modified by its
Attribute. If you are keeping the same Characters to use in multiple
Encounters, making a Story, you must see if the Out of the
Example – Three Active Police Officers must take the Will to Fight and those that Left the Battle Board will return. Roll
Fight Test. I roll 2d6 versus the Rep of the Leader (4) and separately for each figure. Here’s how we do it:
score a 1 and 5. Passing 1d6, we see that one Police Officer
will leave. The Leader stays, as he is a Rep 4 while the other • Consult the Recovery Table (page 14).
two are Rep 3. One of them at random is removed and the • Roll 2d6 versus the Rep of the Character and
fight continues, with the opposite side now becoming Active. determine how many d6 are passed.
• Go down the left-hand column to the appropriate row
and across to see the results.
• Immediately carry out the results.
INDIVIDUAL PLAY • Note that the test is taken after every fight, often
multiple times during an Encounter!
We recommend playing Chain Reaction 2018 as written a couple of Example – One Ganger (Rep 4) left the Battle Board and the
times before going to Individual Play. other (Rep 3) went Out of the Fight. I roll 2d6 versus the Rep
Want more detail? Here’s how we do it: 4 Ganger and score a 5 and 6. Passing 0d6, I see that the
Ganger that left, never returns.
• Have each Character on both sides roll their own d6
on the Action Table. I roll 2d6 versus the Rep 3 Ganger and score a 1 and 6 –
• Have each Character on both sides roll their own d6 passing 1d6. I see that the Out of the Fight Ganger returns to
on the Will to Fight Table. the Band, but at 1Rep lower – he stays a 3.
• Only have the side that tales an Out of the Fight or
Obviously Dead result take the Will to Fight Test
(page 14).

ORDER OF ACTION
Taking the Action Table individually requires a different way
to track who acts when. Here’s how we do it:
• Place a d6 next to each Character that will act 1st with
the “1” facing up.
• Do the same for those that act 2nd, 3rd, etc. with the
corresponding number facing up.
• When the Character acts or suffers a result of Duck
Back, remove the d6 as it can no longer act that turn.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018

STOP! PEFS
The Leader of a Band is the Star or the figure with the highest PEF stands for Possible Enemy Force and is used during every
Rep when no Star is functioning. Leader Rep is used on the Encounter (page 10). By using PEFs, we create a sense of
Action and Will to Fight Tables. How do you play uncertainty as to the number and type of NPCs.
individually?
The Battle Board is 8” x 10” and where all fighting takes
place. Leaders are placed in the center of each group and the
HOW MANY PEFS
groups are placed within 3” of opposite Battle Board edges. In Chain Reaction 2018, we will use 1/2d6 PEFs in the
Defend and Raid Encounters and 1 PEF in the Confrontation
Once set, roll 1d6 to see who has the Advantage. Who has it if encounter. In our other rules, we might use more or less, but
a 3 is scored? This is important as the side with the Advantage the procedure to resolve them is still the same.
is always in Cover. When are both sides in Cover?
The side that wins on the Action Table acts first and can Shoot,
Charge into Melee, Recover from Duck Back, or Leave the
RESOLVING PEFS
Battle. After one side has completed its actions both sides take At the start of each Encounter, resolve one PEF. Here’s how
the Will to Fight Test. Review how, when playing we do it:
“individually” (page 8), the process is different.
• Consult the PEF Resolution Table.
Roll 2d6 versus Rep when shooting, regardless of how many • Roll 2d6 versus the PEF Rep of 4.
shots you can take, from 1 to 3. You can target as many • Determine how many d6 are passed.
figures as you have shots. Review Duck Back. • Go down the left-hand column for the number of d6
-1 to Rep occurs during a melee and is cumulative. However, passed and across to see the results.
when the melee for the turn is over, Rep returns to normal.
Fight a round of Melee with a Rep 5 Star against two Rep 4 2 PEF RESOLUTION
Gangers. Remember that the -1 Rep can be suffered more than (Taken versus PEF Rep of 4)
once during a round of melee. What are the most opponents a
Character can face at one time in Melee? #D6 RESULT
Review the Will to Fight Table and how the Class and PASSED
Attributes of the Character can affect the results of the dice
rolled. 2 Contact! You’ve come across something. Remove
the PEF.
Your Rep 3 Grunt went Out of the Fight while your Rep 4 1 Something’s out there. Resolve remaining PEFs
Grunt Left the Battle Board. Roll for them on the Recovery using 3d6, counting the lowest 2d6 scores. If last
Table. PEF and have not resolved anything, count as
Now that you understand how combat works, try setting up passing 2d6. Remove the PEF.
various fights on the Battle to put the procedures into practice. 0 Nothing to worry about. If last PEF and have not
Remember: If you have any questions, you can always ask at resolved anything, count as passing 2d6. If already
the THW Forum (page 1). resolved at least one PEF as something, then it’s
nothing, but a bad case of nerves. Remove the PEF.

Example – I start the Defend Encounter and will resolve 3


PEFs. I roll 2d6 versus the PEF Rep of 4 and score a 1 and 5.
Passing 1d6 I see that I will now roll 3d6 to resolve the
remaining PEFs. That leaves 2 PEFs left.
I roll 3d6 and score a 1, 5 and 6 – passing 1d6 again! I now
roll 3d6 versus the last PEF’s Rep of 4 and this time, score a
5, 6 and 6. I pass 0d6! But as I haven’t resolved any PEF as
anything I count as passing 2d6. Now who are the enemy?

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
WHO ARE THEY?
You can choose which Class you will fight before the STOP!
Encounter or roll for them randomly. Here’s how we do it:
PEFs are Possible Enemy Forces. You don’t know what you
• Consult the Who Are They? Table. have met until you resolve the PEF with the PEF Resolution
• Roll 1d6 and read the result as rolled. Table. How many PEFs are used per Encounter?
• Go across the top row to the appropriate column for You have run into the enemy. You have 5 Band members.
the d6 result, then down to the appropriate row for You roll a 3 with the first 1/2d6 and a 1 with the next. How
who you are playing, many enemy have you run into? It’s 7; review how we arrived
• These are the enemy you meet. at that number. How do you know who they are? Run into
more than 5? Just use the 5+ column on the Class List for the
rest.
I am a Citizen and will use the Who Are They Table. I roll 1d6
1 WHO ARE THEY? and score a3. Who have I run into?

(Read result as rolled)

# 1–3 4–5 6 ENCOUNTERS


CITIZEN Citizen Ganger Police
GANGER Ganger Police Citizen We call your games, Encounters. We have three different
MERCENARY Military Mercenary Police Encounters in Chain Reaction 2018.
MILITARY Mercenary Military Ganger • Confrontation.
POLICE Ganger Citizen Mercenary • Defend.
• Raid.
Example – I am playing Mercenaries (Guerillas) and resolve a
PEF as contact. I roll 1d6 and score a 3; I go down the Our period specific rules use many, many more; up to sixteen
column to the Mercenaries column and am fighting the in some cases!
Military.
CONFRONTATION
HOW MANY OF THEM?
If you don’t already know how many NPCs you are In this Encounter, you and the opposition have met each other
confronting use the following procedure: face to face and not on the best of terms. The opposition has
you cornered and intends to do you physical harm or you
• Start with the number of Characters in your Band, could be causing the Confrontation, in that case, just flip the
including yourself. script. Harm could be lethal (using weapons) or non-lethal
• Roll 1/2d6 and add that to your number. (melee only) – choose!
• Roll 1/2d6 and subtract if from the new total.
• That’s how many you’ve met, never less than one.
• Go to the appropriate Class List (pages 13 & 14) and OBJECTIVE
take the number of NPCs you need, starting at the top • To be successful you must escape unharmed if you
and going down in order. are being confronted or cause harm if doing the
confronting.
Example – Sgt. Billy Pink (Rep 5) and Corporal, Sooze (Rep
4) enter a building and resolve a PEF. Okay, I wanted to
embellish my Story so said Billy went into a building. I roll FORCES
1/2d6 and score a 1 giving Billy a total of 3. I roll a second
1/2d6 and score a 3. This gives me a total of zero – they have • You can be alone or with members of your Band.
met the minimum of one. If I had rolled a 3 the first time and a • The NPCs will be generated as per the Special
1 the second time they would have met 4 NPCs! Instructions.

DEPLOYMENT
• Figures are placed on the Battle Board normally.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
SPECIAL INSTRUCTIONS
• There will be one PEF. When resolving the PEF, use
DEFEND
the Who Are They Table or choose who you’ve met
ahead of time. In this Encounter, you are being raided. Maybe you’re
• Consult the Action Table (page 13) and roll for the protecting a business or an employer’s place. Or maybe
Advantage. somebody has it in for you and wants to pay you a visit at
• Follow the Turn Sequence (page 5) until the fight is home.
finished.
• Play continues until the player has accomplished the OBJECTIVE
objective, been incapacitated, or leaves the
Encounter. • To be successful you must protect the place, defeat
all of the attackers, driving them off the Battle Board.

UH, OH!
Here’s an optional “fun” rule.
FORCES
• You can be alone or with members of your Band.
So during the melee one side is getting a beat down and
• The NPCs will be generated as per the Special
decides it’s time to draw guns. Here’s how we do it:
Instructions.
• Players can choose to do this whenever Active.
• When Active and outnumbered 2:1 or more roll 1d6 DEPLOYMENT
versus the Rep of the NPC Leader – or each
Character if playing Individually (page 8). • Figures are placed on the Battle Board normally.
• Pass 1d6 = Continue the melee.
• Pass 0d6 = Pull out a gun! Fisticuffs immediately SPECIAL INSTRUCTIONS
stop. Go to the Action Table with the escalating
Character counting the Advantage. • There will be 1/2d6 PEFs. When resolving the PEF,
• Continue the Confrontation normally. use the Who Are They Table or choose who you’ve
met ahead of time.
• Consult the Action Table (page 13) and roll for the
HOW MANY OF THEM? Advantage.
If you don’t already know how many NPCs you are • Regardless of who has the Advantage, you are in a
confronting use the normal procedure: building so always start the fight in Cover.
• Follow the Turn Sequence (page 5) until the fight is
• Start with the number of Characters in your Band, finished.
including yourself. • Play continues until the player has accomplished the
• Roll 1/2d6 and add that to your number. objective, been incapacitated, or leaves the
• Roll 1/2d6 and subtract if from the new total. Encounter.
• That’s how many you’ve met, never less than one.
• Go to the appropriate Class List (pages 13 & 14) and
take the number of NPCs you need, starting at the top HOW MANY OF THEM?
and going down in order. If you don’t already know how many NPCs you are
confronting use the normal procedure:

1 WHO ARE THEY? • Start with the number of Characters in your Band,
including yourself.
(Read result as rolled) • Roll 1/2d6 and add that to your number.
• Roll 1/2d6 and subtract if from the new total.
# 1–3 4–5 6
• That’s how many you’ve met, never less than one.
CITIZEN Citizen Ganger Police • Go to the appropriate Class List (pages 13 & 14) and
GANGER Ganger Police Citizen take the number of NPCs you need, starting at the top
MERCENARY Military Mercenary Police and going down in order.
MILITARY Mercenary Military Ganger
POLICE Ganger Citizen Mercenary

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
1 WHO ARE THEY? HOW MANY OF THEM?
(Read result as rolled) If you don’t already know how many NPCs you are
confronting use the normal procedure:
# 1–3 4–5 6
• Start with the number of Characters in your Band,
CITIZEN Citizen Ganger Police including yourself.
GANGER Ganger Police Citizen • Roll 1/2d6 and add that to your number.
MERCENARY Military Mercenary Police • Roll 1/2d6 and subtract if from the new total.
MILITARY Mercenary Military Ganger • That’s how many you’ve met, never less than one.
POLICE Ganger Citizen Mercenary • Go to the appropriate Class List (pages 13 & 14) and
take the number of NPCs you need, starting at the top
and going down in order.
RAID
1 WHO ARE THEY?
You’re raiding the enemy. Maybe it’s a Job or maybe it’s
(Read result as rolled)
personal. You could be raiding to harm someone, rescue a
friend, or maybe trying to recover an object. You can choose # 1–3 4–5 6
the reason.
CITIZEN Citizen Ganger Police
GANGER Ganger Police Citizen
FORCES MERCENARY Military Mercenary Police
• You can be alone or with members of your Band. MILITARY Mercenary Military Ganger
• The NPCs will be generated as per the Special POLICE Ganger Citizen Mercenary
Instructions.

DEPLOYMENT FINAL WORDS


• Figures are placed on the Battle Board normally.
That’s the rules. We’ve made the mechanics and Encounters
very simple to give you chance to see what the THW is all
SPECIAL INSTRUCTIONS about. We hope this explains how the basic THW rules work.
• There will be 1/2d6 PEFs. When resolving the PEF, Our other rules are a bit more detailed in the Story and period
use the Who Are They Table or choose who you’ve of play, but the basic rules are presented here. If you have any
met ahead of time. questions, ask away on the THW Forum (page 1).
• Consult the Action Table (page 13) and roll for the
Advantage. 2 PEF RESOLUTION
• Regardless of who has the Advantage, they are in a
(Taken versus Rep of 4)
building so always start the fight in Cover.
• Follow the Turn Sequence (page 5) until the fight is #D6 RESULT
finished.
• Play continues until the player has accomplished the PASSED
objective, been incapacitated, or leaves the 2 Contact! You’ve come across something. Remove
Encounter. the PEF.
1 Something’s out there. Resolve remaining PEFs
using 3d6, counting the lowest 2d6 scores. If last
PEF and have not resolved anything, count as
passing 2d6. Remove the PEF.
0 Nothing to worry about. If last PEF and have not
resolved anything, count as passing 2d6. If already
resolved at least one PEF as something, then it’s
nothing, but a bad case of nerves. Remove the PEF.

© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
CITIZENS
# TYPE REP WEAPON CITIZENS GANGERS
1
2
Leader
Grunt
4
4 (1)
P–1
P–1 POLICE ACTION
3 Grunt 3 Unarmed
4 Grunt 3 Unarmed
2 SHOOTING
5+ Grunt 3 Unarmed (Taken versus Rep)
(1) Chance (1 – 4) of Rep 3.
Score of “6” is always a failure.

GANGERS ATTRIBUTE
CITIZEN – SLOW TO REACT: Counts Rep at 1 point lower than
# TYPE REP WEAPON actual when shooting if its side won on the Action Table – only
1 Leader 5 (1) A– 3 for first time firing in this Encounter.
2 Grunt 4 A– 3 MILITARY – CRACK SHOT: Roll 3d6 on the Shooting Table
3 Grunt 4 BAP – 2 counting the best 2sd6 results.
4 Grunt 4 (2) BAP – 2
5+ Grunt 3 BAP – 2 #D6 RESULT
(1) Chance (1 – 3) of Rep4. (2) Chance (1 – 3) of Rep 3. PASSED
2 Hit all Targets.
POLICE 1 Miss:
• If shooter is a Citizen.
# TYPE REP WEAPON • If being charged. Chargers continue.
1 Leader 5 (1)
BAP – 2 • If the target is in Cover. Targets return fire. If
2 Grunt 4 BAP – 2 Target has already returned fire, will Duck
3 Grunt 4 A– 3 Back instead.
4 Grunt 4 BAP – 2 • If the 2nd or higher target. Targets return fire.
5+ Grunt 4 BAP – 2 If Target has already returned fire, will Duck
(1) Chance (1 – 2) of Rep4. Back instead.
Otherwise:
2 ACTION • Hit.
0 Miss all Targets:
(Taken versus Leader Rep)
• Chargers continue into contact.
Score of “6” is always a failure. • Targets return fire. If Target has already
Roll 1d6 – 1, 2, or 3 you gain the Advantage, 4, 5, or 6 they do. returned fire, will Duck Back instead.

ATTRIBUTE
1 SHOOTING DAMAGE
MERCENARY – QUICK REFLEXES: Count Rep at 1 point
higher than actual. (Taken versus Rep)

# RESULT
#D6 RESULT
PASSED “6” Obviously Dead.
Rep or higher, but Out of the Fight.
More d6 The figures on the side that passed more d6 can: not a “6”.
• Shoot. Lower than Rep. All Duck Back.
• Charge into Melee.
• Recover from Duck Back.
• Leave the Battle Board.
Same Side with the Advantage counts as passing more
number
of d6
d6. SHOOTING
SHOOTING DAMAGE
© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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CHAIN REACTION 2018
MERCENARIES 2 WILL TO FIGHT
(Taken versus Leader Rep)
MILITARY Score of “6” is always a failure.

MELEE ATTRIBUTE
GANGER – TOUGH: Once during each Encounter the
Character will treat the first Leave the Battle Board result as a
MILITARY Duck Back result.
POLICE – NERVES OF STEEL: Always the last Character to
# TYPE REP WEAPON Leave the Battle Board.
(1)
1 Leader 5 A– 3
2 Grunt 4 A– 3 #D6 RESULTS
3 Grunt 4 A– 3 PASSED
4 Grunt 4 (2) A– 3
5+ Grunt 3 A– 3 2 All – If more than 50% Out of the Fight,
(1) Chance (1 – 2) of Rep4. (2) Chance (1 – 2) of Rep 3. Obviously Dead, or Left the Battle Board, count as
passing 1d6.
Otherwise – Carry On.
MERCENARIES 1 Citizens – Leave the Battle Board.
# TYPE REP WEAPON Gangers – Two figures Leave the Battle Board.
Military or Mercenaries – One figure Leaves the
(1)
1 Leader 5 A– 3 Board.
Battle
2 Grunt 4 A– 3 Police – One figure Leaves the Battle Board.
3 Grunt 4 A– 3
4 Grunt 4 (2) BAP – 2 Duck Backs will leave first.
5+ Grunt 3 BAP – 2 Then lowest Rep will leave, if Reps are tied, roll
(1) Chance (1 – 2) of Rep4. (2) Chance (1 – 2) of Rep 3. randomly.
0 All – Whole side Leaves the Battle Board.
2 MELEE
(Taken versus Rep) 2 RECOVERY
(Taken vs. Rep)

# D6 RESULT
#D6 RESULTS PASSED
PASSED 2 Character returns to the Band.
Pass 2d6 Loser is Out of the Fight. 1 Character returns to the Band at -1 to Rep, but no
more lower than 3.
Pass 1d6 Loser suffers -1 to Rep. 0 Character does not return to the Band.
more Fight another round of melee.
Pass Both suffer -1 to Rep.
same Fight another round of melee.

WILL TO FIGHT
RECOVERY
© 2018 Ed Teixeira – Two Hour Wargames 8/12/2018

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