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3.

0
CHAIN REACTIONPLAY
SWORDPLAY
Chain Reaction 3.0 – Swordplay
By Ed Teixeira
TABLE OF CONTENTS Organizing Your Force 10
Groups 10
Leaders 10
Prologue 1 Replacing Leaders 10

Rules Of War 11
Introduction 1 Turn Sequence
Actions
11
11
IGO UGO 1
Order Of Activation 11
THW Reaction System 2
Word of Advice 2
Movement 12
Equipment Required 2 Normal Movement
Fast Movement
12
12
The Dice 2
Going Prone 12
Passing Dice 2
Involuntary Movement 12
Counting Successes 2
Possibilities 3
Reading And Adding The Dice 3 Reaction 12
How Many D6? 3 How To Take A Reaction Test 12
Taking The Tests 12
Figures And Terrain 3 Threatened By Enemy Facing Within 6”
Bad Situation
13
13
Basing Figures 3
Received Fire 13
Defining Faces 3
Wanting To Charge 13
Being Charged 13
Defining Characters 4 Man Down 13
Stars And Grunts 4 Leader Lost 13
Star Advantages 4 Heroes All 13
Larger Than Life (LTL) 4 Reaction Tests Status And Actions 14
Cheating Death 4 Carry On 14
Star Power 4 Halt 14
Free Will 4 Knocked Down 14
Reputation 5 Obviously Dead 14
Special Characteristics 5 Out of the Fight 14
Armor 5 Run Away 14
Shields 5 Run For Cover 14
Weapons 6 Rush Shot 14
Attributes 6
Ranged Weapons 14
Getting Started 6 List Of Weapons 14
Recruiting 7 Hand Tossed Weapons 15
Points 7 Reloading 15
Recruiting Rolls 7
The Lists
Barbarian
7
8
Shooting 15
Line Of Sight 15
Empire 8
Resolving Fire 15
Eastern Empire 8
Target Selection 15
Feudal 8
Shooting A Weapon 15
Nomad 9
Ranged Combat Table 16
Northmen 9
Determining Damage 16
Dwarves 9
Auto-Kill Or Capture 16
Elves 9
Star Power 17
Goblins 9
Pitiful Shot 17
Orcs 10
Units 10
Melee 17
List Of Weapons 18
How To Melee 18
Melee Combat Table 19
Polearms And Spears In Melee 19
Groups In Melee 19
SPECIAL THANKS
Breaking Off Melee 19
• The Godfathers - Geo “Technomancer”
Gibson, “Hannuman the Monkey-God”, Ken
Hafer, and Ronald “Baddawg” Strickland
Retrieving Wounded 19 • Kim Allman for the awesome cover. Finally!
• The “usual suspects” on the THW Yahoo
Group for contributing to the growth of CR
After The Battle 20 3.0 and setting the course.
After The Battle Recovery 20
.
Fighting The Battle 20
Setting Up Terrain 20
Types Of Terrain 21
How Many Pieces Of Terrain? 21
Terrain And Scenery 21

Buildings 22
Building Areas 22
Entering And Exiting Buildings 22
Movement Inside Buildings 22

The Battles 23

Stand Up Fight 23
Terrain 23
Forces 23
Deployment 23

Raid 23
Terrain 23
Forces 23
Deployment 23
Special Instructions 23
Raid – How Many Defenders? 24
Raid – Where They Are 24
Buildings Occupants Table 24
Enemy Awareness 24
NPC Movement 25

Last Words 25

Roster Sheet 26
QRS 28

Index 37
CHAIN REACTION 3.0 – SWORDPLAY

PROLOGUE INTRODUCTION
CR 3.0 - Swordplay is a skirmish set of rules that can
CHAIN REACTION 3.0 - be played with any figures you may already have.
Games are usually finished in two hours or less,
SWORDPLAY hence the company name.
By now you may already have downloaded Chain CR 3.0 - Swordplay is a great way to learn the
Reaction 3.0, our free set of rules that cover modern Reaction System used by Two Hour Wargames.
combat. If not, hurry on over to the website and pick it
Traditional games use a turn sequence known as
up, we’ll wait.
“IGO, UGO”. This means that I move my figures, fire,
www.twohourwargames.com we do some melee, and maybe you do a morale test
or two.
You back? Good. This set is called CR 3.0 -
Swordplay and deals with hand-to-hand combat in THW uses what is called the Reaction System. In this
the pre-firearms time. This can be used for both system your side activates and you move part of your
historical and fantasy games. You’ll see that the force. That triggers a reaction from parts of my force.
format of these rules is identical to CR 3.0 and that I immediately react and this may cause you to react
both share some common mechanics. Where they do in kind. Here’s an example of both systems using one
we’ve duplicated them here so you can use this as a figure on each side.
stand-alone game.
Like it’s companion set these are very generic and IGO UGO
have a limited number of army lists. But the
descriptions are clear enough that you should be able Our figures start on opposite sides of a building and
to take any figure that you have from any are out of sight of each other.
manufacturer and use them with these rules.
• It’s my turn and I move first.
We’ll be doing some specific, low cost, add on
• I move my figure around the corner and see
modules that will cover specific periods but for now
your figure.
this is all you’ll need to get yourself into gaming as
soon as possible. • I shoot at your figure.
So here we go and I hope you have fun. Remember • You either get hit or not.
fun? That’s probably why you got into gaming to
begin with! • If you get hit I see how bad the damage is.
• If you don’t get hit you take a morale test and
stay where you are or maybe runaway.
Be sure to check out the Two Hour Wargames Yahoo
Group linked below for answers to questions and free • Now it’s your turn,
downloads for other THW games. • If you stay where you are you shoot at me.
http://games.groups.yahoo.com/group/twohourwargames/
• You either hit me or not.
• If I get hit you see how bad the damage is.
• If I don’t get hit I take a morale test and stay
where I am or maybe runaway.
• Now it’s my turn again.
The big thing is I get to move and shoot at you and
you can’t do anything about it.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
THW REACTION SYSTEM
Our figures start on opposite sides of a building and
are out of sight of each other.
EQUIPMENT


I activate and I move first.
I move my figure around the corner and your
REQUIRED
figure can see me. You will need a few things to play Chain Reaction 3.0.
• You take a Threatened Reaction test. They are:

• Maybe you shoot at me. • Six-sided dice, also known as d6. It is best to
have at least six of these, and the more you
• Maybe you shoot at me but rush your shot. have, the quicker games will play.
• Maybe you don’t shoot at me. • One ruler or measuring device, ideally one
• If you shoot me either you hit me or miss. device per player.

• If you hit me I see how bad the damage is. • Any combination of metal, plastic, or paper
figures in a consistent scale of your choice.
• Maybe I’m only stunned.
• Something to represent buildings and other
• Or maybe I’m knocked out of the fight or terrain features.
worse.
• A flat surface at least 3'x3' with larger usually
• But if you miss I take a Received Fire being better.
Reaction Test.
• Maybe I shoot you.
THE DICE
• Maybe I Run For Cover for cover. During the game you will be required to roll dice in a
variety of ways. They are:
• Or maybe I run away.
• We continue to fire back and forth at each PASSING DICE
other until either one of us gets hit, runs out
of ammo, ducks back behind cover, or runs This way to use the dice is to roll 2d6 and compare
away. each result individually to the Reputation or Rep of
each figure taking the test.
• When all the reactions are finished it’s your
turn. If the score is equal or less than the Rep then the
figure has passed that die. If the score is higher than
The big thing is you get to react to what I do just like the Rep then the figure has failed that die. Figures
in real life. may pass 2, 1, or 0d6 when the dice are rolled this
There are a variety of Reaction Tests in CR 3.0 - way.
Swordplay but you’ll be using only two of them 95% Note that there will be times when the figure may roll
of the time. After a few turns you’ll have them
more or less than 2d6 but the player can never score
memorized and will rarely refer to the rules. It’s that better than pass 2d6.
simple.
Example – Sir Jim Bob Joe (Rep 4) must take a
Received Fire Test. He rolls 2d6 and scores a 1 and
a 5. He has passed 1d6.
WORD OF ADVICE
Be sure to read all of the rules before trying to play COUNTING SUCCESSES
CR 3.0 - Swordplay. And if you have a question
about the rules just keep reading as the answer will Another way to use the dice is by rolling them and
be coming along shortly. counting successes. When taking a test that uses this
method, such as when in Melee, a success is any
score of 1, 2, or 3. A score of 4, 5, or 6 is a failure.
Example: The native dancing girl enters melee and
rolls 4d6. She scores a 1, 3, 3, and 4. This translates
into three successes.
© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
POSSIBILITIES BASING FIGURES
You may see numbers in parenthesis such as (1-2). Each figure represents one real man. The easiest
This means that there is a chance of an event way to base 25mm figures for CR 3.0 - Swordplay is
happening based on a d6 roll. 1 figure on a 1” round or square base as either style
will work. When using figures mounted on horses or
Example – The gang member may be armed with a similar simply use the smallest base necessary.
pistol (1). This means that on a result of 1 when
rolling 1d6 the ganger has a pistol. Figures previously mounted for other rule systems
will also work.

READING AND ADDING THE DICE DEFINING FACES


And sometimes you simply read the result of the d6 Charging onto the rear of an enemy or shooting to its
for what it is and add the scores together. rear depends upon the actual physical location of the
Example – On the Terrain Generator Table I roll a 3 attacker.
and a 6 for a total of 9. To qualify as a rear attack the attacker must begin
and end its movement behind the front facing of the
HOW MANY D6? target. The front facing is defined as 90 degrees to
the left and right of the way the figure is facing.
How many d6 do you roll? This is found by looking in
the upper left corner of each table. There will be a
number that tells you how many d6 should be rolled.
This will usually be 3, 2, or 1 or maybe a word like
Rep or Target. That means roll 3, 2, or 1d6 or 1d6 for
each point of whatever word it is.

Example – A Berber Horseman (Rep 4) is


approaching a Roman Legionnaire (Rep 5). The
Legionnaire must roll a threatened Test so tosses
2d6. They later go into melee and see the word Rep
on the Melee Table so they each roll 1d6 per point of
Rep. The Berber will roll 4d6 while the Legionnaire
will roll 5.

FIGURES AND TERRAIN


Literally hundreds of figures can be used with CR 3.0
- Swordplay. There aren’t any official figures so play
with what you already have.
You can choose from metal figures, plastic figures, or
even paper figures. Sizes range from 6 mm to 54 mm
and everything in between. The best part is that you
can use any of them and still play CR 3.0 -
Swordplay. If you don’t already have figures, you can
find them in gaming stores, at conventions, or online.
Finding terrain can be handled the same way or you
can build them from scratch. Some very nice paper
terrain is available online that will work just fine. I use
eBay as one source for terrain; it is also a good way
to find painted figures.
Perhaps the best form of guidance will come from
joining the Two Hour Wargames Yahoo Group and
asking your questions there.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
LARGER THAN LIFE (LTL)

DEFINING CR 3.0 - Swordplay can be used to capture the


cinematic flavor of adventure movies where the Star

CHARACTERS
is a larger than life character. This is represented in
the following way.
• Stars cannot be killed by anyone with a Rep
Chain Reaction 3.0 – Swordplay is played with lower than the Star. Instead the worse result
individual figures referred to as characters. a Star could receive would be Out Of The
Characters are defined in the following ways. Fight.

• Is it a Star or a Grunt?
• What is its Reputation? Example- A Rep 4 Orc shoots Sir William (Rep 5).
The Orc scores an obviously dead result but Sir
• Does it have any Special Characteristics? William is out of the fight instead.
• Does it use Armor?
CHEATING DEATH
• What type of Weapon does it have?
A Star can be killed by anyone with an equal or
• Does the character have any Attributes?
higher Reputation. When this occurs the Star may
declare that he is cheating death. He is immediately
removed from the game and whisked safely home.
STARS AND GRUNTS When a player chooses to cheat death his Rep is
There are two types of characters. They are Stars immediately reduced by one level.
and Grunts. Example- A Rep 5 Moorish Archer shoots Sir William
STARS – Characters that represent you, the player. (Rep 5). The Archer scores an obviously dead result
We suggest your Star begin with a Rep of 5. Stars so Sir William should be dead. Instead he uses the
can be any troop type from any army list. Cheating Death rule and leaves the game. He is now
a Rep 4.
GRUNTS – These are the non-player characters
(NPC) or characters that do not represent a player. STAR POWER
They may be friends or foes and will come and go as
the game progresses. NPCs are controlled by the This is one of the most powerful advantages that a
game mechanics. Star has in Chain reaction 3.0 - Swordplay. But we’ll
explain this in the Ranged Combat section on page
• Stars may recruit both other Stars and 14. Just be sure to read and understand how Star
Grunts to form their force. Power works. It could save your life!
• Stars may not recruit Stars with an equal or
higher Rep than themselves. FREE WILL
• Stars may not recruit Grunts with a higher Each time a player must take any Reaction Test he
Rep than themselves. may choose which of the three possible results he
wants to do without rolling dice. This is noted on the
STAR ADVANTAGES test by an *.
Example – Billy is shot at by the enemy. He is a Star
Being a Star in CR 3.0 - Swordplay has four
so can choose his reaction on the Received Fire Test.
important advantages. These are:
He chooses to pass 2d6 and return fire.
Larger Than Life.
Cheating Death
Star Power
Free Will

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
Missile armed troops will use their own Quick
REPUTATION Reference Sheet or QRS located in the back when
taking Reaction tests.
Reputation or Rep represents a combination of
training, experience, morale, and motivation and is an Warriors (W) – Warriors are characters armed
expression of a character’s overall fighting quality. with melee weapons with the intent to close with their
There are five possible levels of Reputation- foe and defeat them in melee. They fight based under
tribal customs usually in families or clans. A Warrior
• Reputation 6 – These action heroes are few tends to be harder to control and is more aggressive
and far between. The stuff of legends. than his trained counterpart, the Soldier.
• Reputation 5 - These are veterans of Warriors will use their own Quick Reference Sheet or
numerous successful encounters. Crusader QRS located in the back when taking Reaction tests.
Knights are an example of a Reputation 5
character. Soldiers (S) – Soldiers are characters armed with
melee weapons with the intent to close with their foe
• Reputation 4 - These are reliable men and and defeat them in melee. They fight in organized
women of some experience. The bulk of units led by officers. A Soldier tends to be easier to
tribal warriors and soldiers are examples of control than his wilder counterpart, the Warrior.
Rep 4.
Soldiers will use their own Quick Reference Sheet or
• Reputation 3 – These are guys of unknown QRS located in the back when taking Reaction tests.
quality who have seen little or no action.
Feudal levies would be Reputation 3 troops.
• Reputation 2 - These are green or poor
quality levies with little motivation or desire
ARMOR
for combat. Slaves impressed into service It is easy to get carried away with arguing the merits
would be considered to be Rep 2. of the many different armor types used in ancient and
medieval times. In CR 3.0 – Swordplay we have
simplified it to three types. They are:
SPECIAL None (N)- The character does not have any armor.

CHARACTERISTICS Protected (P) – The character is using light armor


such as leather or small amounts of chain mail.
Now we must look at some special characteristics Armored (A)– The character is heavily armored
that will further define our characters. with metal or similar armor.
Civilians (C) – Civilians are all non-combatants Players should feel free to decide what type of armor
but can be pressed into service in emergencies. their figures are wearing but we recommend that it
Civilians will use their own Quick Reference Sheet or look similar to what the figure is wearing.
QRS located in the back when taking Reaction tests.
Knights (K) – Knights are armored men riding SHIELDS (SH & LSH)
horses or similar beasts with the intent to close with Some characters will use shields to protect
their foe and defeat them in melee. The classic themselves from injury. Shields usually can only be
European Knight is a great example of this type but used when using a One Hand Weapon. However, a
heavily armored cavalry such as Mamluks also mounted knight using a lance (Two Hand Weapon) is
qualify as knights. considered shielded during first round of melee.
Knights will use their own Quick Reference Sheet or In addition, a character only counts shielded when
QRS located in the back when taking Reaction tests. attacked to the front and not to the back (page 5).
Missile Armed (M) – Missile armed characters There are two types of shields. Large shields (LSh)
are those armed with ranged weapons with the intent cover at least half of the body while small shields
to defeat their enemies by showering them with (Sh) cover less than half of the body.
missile fire from a distance. Missile armed troops can
be mounted on horses or similar but usually are not. Characters using a shield are allowed a +1d6 when
in melee.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY

WEAPONS 2 ATTRIBUTES TABLE


2d6 added together
There are two classes of weapons in Chain Reaction
3.0 – Swordplay. They are Ranged Weapons, used
from afar, and Melee Weapons, used when the 2D6 ATTRIBUTES
character is in melee. 2
Born Leader: Adds 1d6 to all personal
We will cover these in more detail in the Range Reaction Tests. Any friendly character within
Combat (page 14) and Melee sections (pages 17) of 4” of him will react as the Born Leader does
the rules. regardless of what their reaction would have
It is possible for a character to have more than one actually been.
weapon such as a Short Bow and a sword. Players 3 Faint Hearted: Will roll only 1d6 when taking
are encouraged to count the figure to be armed with the Received Fire Test.
the weapon it has. 4 Agile: When the character is fast moving he
does not suffer any shooting penalties.
5 Slow: Treats a result of pass 2d6 as if pass
ATTRIBUTES 6
1d6 when taking the Fast Move Test.
Brawler: Adds 1d6 when in melee.
CR 3.0 - Swordplay uses Attributes to further define 7 Slow to React: -1 to Rep when taking the
characters. Using Attributes is strictly optional but will Threatened Reaction Test.
greatly enhance your games. 8 Athlete: Adds 1d6 when taking the Fast
Move Test.
If you choose to use Attributes it’s best to limit them
9 Runt: Minus 1d6 when in melee.
to your force and not use them for the non-player
10 Marksman: Will roll 2d6 instead of 1d6 when
enemy characters, as it could require too much
shooting, counting the best score.
bookkeeping. But the choice is yours.
11 Clumsy: When testing to Fast Move and fails
If you are playing a campaign, or series of connected with doubles will move 1d6” then fall in place
battles, the Star is allowed two Attributes chosen from prone. May not regain feet until next active.
the lists. 12 Nerves of steel: Not subject to Run For
Grunts have their initial Attribute determined by rolling Cover.
2d6 on the Attributes Table.

Example – Sir William is a Star and chooses the


following Attributes, Agile and Born Leader. He
recruits two Grunts, Charles and Despero. Charles
rolls an 8 so is an Athlete while Despero rolls an 11
and is Clumsy.

GETTING
STARTED
This section will explain how to form your force and
some of the army types that CR 3.0 - Swordplay can
be used with.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY

RECRUITING RECRUITING ROLLS


As explained previously you can use points to
The first thing that has to be determined is what does
determine your force. I prefer using a combination of
your force consist of. When first starting out we
points and recruiting rolls.
recommend using from three to ten figures per
player, each with a variety of Reps. Once you have Start with a set number of points for your force.
learned the game mechanics you can easily play
Next roll 2d6 and compare the result to the Recruit
much larger games of upwards of fifty figures per
column on your Army list to see who you have
player and all in a manageable two hours or less.
recruited, and repeat the process until their point
costs equal or exceed the point total.
POINTS
I personally don’t use points but here they are. Note Example – I choose to play a 200-point game. I am
that you must pay for every weapon on the figure. allowed to take up to half of the total in points from
This means if you give an archer a bow and a sword the Barbarian list as I see fit. I choose:
be sure to pay for both! If you choose not to give the
archer a sword then when in melee he will default to • 1 Noble @ 23 points.
+0d6 for weapon. But an archer in melee is a bad • 1 Light cavalry @ 15 points.
proposition anyway! If you choose to use points to
build a force I suggest 150 points for a quick game. • 1 Skirmisher @ 14 points.
• 1 Warrior @ 16 points.
Rep Cost
• 3 Warriors @ 42 points
Star Rep
6 10 • Total of 110 points. Close enough to the 100
5 8 points I was allowed.
4 6
I roll 2d6 on the Recruiting Column and score the
3 5
following.
2 3
Special Characteristic Cost • “7” for a Warrior @ 16 points (126 total)
Knight 5
• “3” for a Noble @ 23 points (149 total)
Missile Armed 2
Soldier 3 • “10” for a Warrior @ 14 points (163 total)
Warrior 2
• “”9” for a Warrior @16 points (179 total).
Horse 2
Ranged Weapon Cost • “6” for a Skirmisher @ 14 points (193 total).
Arquebus 6
• “3” for a Noble @ 23 points (216 total).
Axe, throwing 3
Crossbow 6 I have equaled or exceeded the point total for the
Dart 1 force so I’m done rolling.
Javelin 3
Longbow 6
Pistol
Short Bow
6
4
THE LISTS
Sling 4 Here are some generic Army lists that you can use
Melee Weapon Cost with CR 3.0 – Swordplay. Feel free to mix and match
Lance 4 or create your own lists as you see fit. As for who is
One-hand sword or mace 2 armed with what we provide general information. We
Polearm 4 have divided them into six historical armies listed first
Spear 3 and four fantasy armies following but players are
Two-hand axe, sword, or club 4 encouraged to mix and match.
Armor or Shield Cost
Protected 2
Armor 4
Shield that protects ½ or more of the body 3
Shield that protects less than ½ of the body 2

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
BARBARIAN EASTERN EMPIRE
This list covers the typical Barbarian tribes of This list covers the armies of Eastern Empires such
Western Europe such as the Germans. Enemies as Fatimid Egypt. Enemies would be Nomad, Feudal,
would be the Empire, Nomads, and Barbarian. and Eastern Empire.

Barbarian Eastern
Recruit Type RepArmorWeaponPoints Empire
2 or 3 Noble (K) 5 P/LSh Spear 23 Recruit Type RepArmorWeaponPoints
4 Light Cavalry (W) 4 N/Sh Javelin 15 2 Nobles (W) 6 A/Sh Lance* 30
5 or 6 Skirmisher (M) 4 N/Sh Sling 14 3 Horse Archer (MM) 4 N Short 14
7 to 9 Warriors (W) 5 N/LSh Javelin 16 Bow
10 to 12 Warriors (W) 4 N/LSh Javelin 14 4 or 5 Heavy cavalry (W) 4 A/Sh Lance 20
6 Heavy Infantry (S) 4 P/LSh Spear 17
Skirmishers may sub short bow for sling but will lose shield.
Warriors may sub spear for javelin. Skirmishers and any
7 to 8 Archers (M) 3 N Short 11
cavalry may add a sword for 2 additional points. Bow
9 to 11 Light infantry (W) 3 N/Sh Spear 12
12 Guard Infantry (S) 5 A/LSh Spear 22
EMPIRE Archers and any cavalry may add a sword at 2 additional
points. Those with an * are armed with lance, short bow,
This list covers the typical army of the Western and sword.
Roman Empire. Enemies would be Barbarians,
Nomads, and Empire.
FEUDAL
Empire This list covers the Feudal armies of Western Europe
Recruit Type RepArmorWeaponPoints centered on the mounted knight. Enemies would be
2 or 3 Heavy Cavalry (K) 5 A /LSh Spear 25 Barbarian, Nomad, Feudal, Northmen, Eastern
4 Light Cavalry (W) 4 N/Sh Javelin 15 Empire and Feudal.
5 Legionaries (S) 5 A/LSh Axe* 23
6 to 8 Legionaries (S) 4 A/LSh Axe* 21 Feudal
9 Light infantry (S) 4 P/Sh Javelin* 18
10 Guard Infantry (S) 6 A/LSh Axe* 25 Recruit Type Rep Armor Weapon Points
11 or 12 Archers (M) 4 N Short 12 2 Knights (K) 5 (6) A/LSh Lance* 31
Bow 3 Mounted 4 N Crossbow 14
Crossbow (MM) (**)
Archers may sub sling for bow and may add shield at 2
4 Sergeants (W) 4 A/LSh Lance 21
points. Archers and any cavalry may add a sword at 2
additional points. Those with an * are armed with heavy 5 Heavy Infantry (W) 4 A/LSh Spear 17
throwing weapon (pilum) or javelin and sword. 6 to 9 Infantry (W) 3 N/LSh Spear 13
10 to 12 Crossbowmen (M) 4 P Crossbow 11
Knights with a Rep of 6 represent Religious Orders or
Nobility and will cost 2 additional points. Those with an *
are armed with lance and sword and have the option not to
have a horse at a –2 points. If doing so they will also
substitute a two-hand weapon for their lance at no change
in points. Those with an ** will substitute a short bow at -2
points representing local troops used while on the
Crusades. Crossbowmen will substitute a long bow if an
English army at no additional points. Infantry in an English
army will substitute a long bow for their spear and shield at
a +1 point.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
NOMAD DWARVES
This list covers the typical nomadic armies of the This list covers the typical Dwarven armies of fantasy.
East such as Huns. Enemies would be Barbarians, Enemies would be Barbarians, Elves, Goblins,
the Empire, and Nomads. Northmen, Orcs, and Dwarves.

Nomad Dwarves
Recruit Type RepArmor Weapon Points Recruit Type Rep Armor Weapon Points
2 to 9 Horse Archer (MM) 4 N Short 14 2 to 4 Crossbows (M) 4 A Cross Bow 18
Bow 5 to 9 Soldiers (S) 5 A/LSh Spear 21
10 Nobles (W) 5 P/Sh Lance* 26 10 Anvil Guard (K) 6 A Axe 23
11 Archer (W) 3 N Short 11 11 or 12 Berserks (W) 6 N Axe 21
Bow
Berserks count as Fanatics and are charged an additional
12 Infantry (W) 3 N/LSh Spear 13
5 points but are allowed a +1d6 for all Reaction Tests.
Infantry and archers are optional and may be replaced with
a horse archer. Those with an * are armed with lance, short
bow, and sword. ELVES
This list covers the typical Eleven army found in
fantasy. Enemies would be Dwarves, Goblins, Orcs,
and Elves.
NORTHMEN
This list covers the seafaring armies such as Vikings Elves
and Saxons that were found in Western Europe.
Enemies would be Barbarians, Eastern Empire, Recruit Type Rep Armor Weapon Points
Feudal, and Northmen. 2 or 3 Scouts (W) 5 N Longbow* 16
4 to 6 Archers (S) 5 P Longbow* 19
7 to 9 Soldiers (S) 5 A/LSh Spear ** 27
Northmen 10 Guard (S) 6 A/LSh Axe 24
Recruit Type RepArmor Weapon Points 11 or 12 Maidens (W) 5 N Axe 19
2 or 3 Fanatics (W) 6 N/LSh Spear* 23 Those with an * are armed with longbow and may add a
4 to 7 Warriors (W) 4 P/LSh Spear 16 sword at +2 points. Those with ** are armed with longbow
8 Veterans (W) 5 A/LSh Spear 21 and spear. Maidens count as Fanatics and are charged an
9 Household (W) 5 A Two-hand 18 additional 5 points but are allowed a +1d6 for all Reaction
Axe Tests. They may choose two swords instead of an axe.
10 to 12 Archers (M) 4 N Short Bow 12
GOBLINS
Archers may add a sword at 2 additional points. Those with
an * may trade in their spear and shield for a two-hand axe This list covers the typical Goblin army of fantasy.
at a –1 point. Fanatics are charged an additional 5 points Enemies would be Barbarians, Dwarves, Elves, Orcs,
but are allowed a +1d6 for all Reaction Tests. and Goblins.

Goblins
Recruit Type RepArmorWeaponPoints
2 to 5 Archers (M) 3 N Short 11
Bow
6 to 7 Goblins (W) 3 N/Sh Spear 15
8 Greater Ogres (W) 6 A Axe 20
9 Riders (MM) 4 N/Sh Javelin 15
10 to 12 Greater Goblins (W) 4 P/Sh Spear 15
Riders may add a sword at 2 additional points and /or sub a
short bow for 1 point.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
ORCS Example – Sir William, Cedric, and Daniel are in one
group. They are all within 4” of each other and can
This list covers the typical Orc army of fantasy. see at least one other member of the group. They get
Enemies would be Barbarians, Dwarves, Elves, fired on and Cedric runs for cover outside of 4” from
Goblins, and Orcs. Daniel or Sir William. Although he can still see them
he is now in his own group and will activate by
himself. Later Sir William moves to within 4” of him,
Orcs Daniel becomes part of the group and may
immediately move with Sir William.
Recruit Type Rep Armor Weapon Points
2 to 4 Archers (M) 4 P Short Bow 14

5 to 7 Orcs (W) 4 P/LSh Spear 16 LEADERS


8 Trolls (K) 5 A Axe 26
9 Riders (K) 5 A/Sh Javelin* 23 Each group will start the battle with a Leader. The
Leader provides the following benefits.
10 to 12 Greater Orcs (W) 5 A/LSh Spear 20
• The Leader allows for all figures in his group to
Riders also armed with a sword. Trolls count as Fanatics activate when he does.
and are charged an additional 5 points but are allowed a • Leaders lead! Leaders that are in the front rank of
+1d6 for all Reaction Tests. a group are allowed to apply Leader Die to
certain Reaction Tests.
• A (LD) at the end of some Reaction Tests or a LD
in the top left corner of any applicable Reaction
Test designates this.
• To use Leader Die throw 1d6 and compare the
UNITS result to the Rep of the Leader. If the result is
pass 1d6 then this may be added to the reaction
It should be noted that most forces would consist of
results of figures in the group.
units made up of the same troop type. Players may
decide to follow this when composing their force or
not at their desire. It’s more about having fun and
using the figures that you already have than any Example – A group of Vikings wish to take a Wanting
“historical” necessity. to Charge test. The Leader has a Rep of 4 and 1d6 is
thrown. The score is a 3 so the result is pass 1d6.
This is now added to the results of the other figures
taking their tests. The Vikings, all Rep 4, roll 2d6 and

ORGANIZING scores a result of 3 and 6. This means that they


normally would have passed 1d6. But adding the one
passed d6 from the Leader Die means the group

YOUR FORCE
actually has passed 2d6.

REPLACING LEADERS
There are two special rules that can affect the In real life there will always be someone in charge of
organization of your figures and how you may move a group. If the actual Leader is disabled someone will
them. They are the Group and Leader rules. always “step-up” and replace him.
So when a Leader becomes disabled the non-Leader

GROUPS figure with the highest Rep in the group is considered


to be the Leader. In case of a tie the player may
designate the Leader. The new figure now takes over
At the start of the battle each side must divide their the functions and abilities of a Leader.
figures into groups of 1 or more figures. Groups are
those figures within 4” of one another and in clear
Example – The group comes under fire and the
Line of Sight of another group member. Note that
Leader is disabled. The group now takes the Leader
Line of Sight or LOS is explained in detail later in the
Lost Reaction test and passes 2d6. The highest Rep
rules.
figure in the group is now the Leader.
You may form up or break apart your group into
smaller groups at anytime during the turn when you
are active or when forced by reaction.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
• After both sides have moved all of their

RULES OF •
eligible groups the turn is over and Activation
dice are rolled again.

WAR
When more than two sides play just add
additional colored die to the Activation roll.
Any dice rolling doubles means those sides
may not activate but the other sides may. If
Now let’s go over the rules as you will use them all dice roll the same number, simply re-roll.
during the game.
Now that you know the turn sequence we will explain
the rules in the order that they will occur during the
game turn. Let’s start with actions.
TURN SEQUENCE
ACTIONS
Chain Reaction 3.0 – Swordplay is played in turns
with one phase of activation per side. Although
battles can last an unlimited number of turns, each
turn follows a strict sequence.
When a character is active he may voluntarily do one
• Before the game select 2d6 of different of the following actions.
colors.
• Move up to full distance and fire if desired, at any
• Designate one side as one color and the time during his move.
other side as the other color.
• Stay in place, changing the way he is faced if
• Roll these two dice at the same time to start desired, and fire.
each turn. This is called rolling for Activation.
• Charge into melee in lieu of taking active fire.
• If the die scores are the same (doubles) re-
roll them.
• If the die scores are not doubles then read
each die individually. The higher score
ORDER OF ACTIVATION
determines which side is active and will When a side is active it must activate its groups in the
activate its groups first. following order. Any and all reactions caused by one
group activating have to be finished before the next
• The die score also determines which Rep or
group may activate.
higher group the corresponding side may
activate. Groups activate from the highest to • Highest Rep currently carrying on. If tied
the lowest Rep. then...
Example: A Blue 4 and a Yellow 3 are rolled. The o Those that will not move but may fire.
Blue side scored higher so it activates first. Blue may
o Those that will move but may fire.
activate only groups that are led by a Rep 4 or higher
Leader. o Those recovering from Run For Cover.
• After the first group has completed all its
actions and any reactions it may have
caused have been resolved the active side is
allowed to proceed to its next group.
• After all of one side’s groups have been
activated, the other side may activate one
group at a time under the above Rep
restriction and continue to do so until all
groups have been activated.
Example: A Blue 4 and a Yellow 3 were rolled. The
Blue side has finished activating all the groups he
wanted to. It is now the Yellow sides turn. Yellow may
activate only figures that are Rep 3 or higher, or
grouped with a Rep 3 or higher Leader.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
Run Away – Will leave table at fastest speed. Will

MOVEMENT always attempt to fast move when active and will


always activate regardless of actual rep until has left
board.
There are two types of movement, voluntary, when Example – Sir William and Daniel are fired on. Sir
the group is active, and involuntary when caused by William scores a Run For Cover so moves to the
a caused Reaction Test. nearest cover 6” towards the shooter. Daniel scores a
result of Run Away so immediately takes a Fast
Move test and heads off the table.
NORMAL MOVEMENT Run For Cover – Move to the nearest cover within
Normal movement is 8” for all figures on foot. All 6”. This can be in any direction, even forward. Once
mounted figures may move 12”. the figure reaches cover it cannot see or be seen
from the direction of the test.
If no cover available within 6” then take the Bad
FAST MOVEMENT Situation test and react accordingly. If run for cover is
scored again the figure will move a full move directly
If desired a figure may attempt to move at a faster away from the enemy and end facing it.
speed than normal. Rolling 2d6 versus the Rep of the
figure then consulting the Fast Movement Test does
this.
Example – Sir William (Rep 5) decides to have the
group take a Fast Move test. He rolls 1d6 versus his
Rep of 5 but scores a 6 so fails his Leader Die. The
REACTION
group tosses 2d6 and scores a 5 and a 4. Sir William This section covers the heart of the Two Hour
passes 2d6 and moves 16”. Daniel (Rep 4) passes Wargames system. It is called the Reaction System.
1d6 and moves 12”. Charles (Rep 3) passes 0d6 and Figures will take Reaction Tests during the game
moves only 8”. when called upon to do so. Reaction Tests reflect
how a figure will perform when under physical,
mental, or emotional stress during the fight.
GOING PRONE All of the tests are grouped together on the Reaction
Tests Table in the rear of the book.
Figures may either choose to go prone or be forced
to go prone at anytime during their turn. This ends
their movement. To regain their feet takes half of their
movement distance. HOW TO TAKE A
Prone figures may not fire.
Example – Charles moves 8” and declares that he is
REACTION TEST
going prone. The figure is laid down and must spend To take a Reaction Test roll 2d6 for each group and
half of its movement distance to regain its feet. apply the die scores to each individual figure in the
group. This means that some figures taking the test in
the same group could pass 2d6, 1d6, or 0d6 for the

INVOLUNTARY same test.

MOVEMENT TAKING THE TESTS


Figures may be forced into involuntary actions and There are a variety of Reaction Tests used in CR 3.0
movement due to the results of a Reaction Test. The - Swordplay. Here’s a list and how they are taken.
procedures for taking a Reaction Test will be
described later. However, the possible involuntary
actions and moves are as follows.
Halt – Cease movement or do not move.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
THREATENED BY ENEMY FACING MAN DOWN OR FRIENDLY RUNS
WITHIN 6” FOR COVER OR RUNS AWAY
Taken by a group when any enemy group starts This test is taken for three reasons.
outside of 6” and ends its move within 6” of the
1 - Taken when a friendly figure within 4” and sight
group, facing the group, and not in contact with the
goes out of the fight or obviously dead from melee or
group.
fire.
The test is taken when the enemy has finished its
2 - Taken when a friendly figure within 4” and sight
movement. If this movement would result in contact
runs for cover.
then the enemy would take a Want To Charge test
and the group a Being Charged test. No Threatened 3 - Taken when a friendly figure within 4” and sight
test would then be required. runs away.
• Taken when inactive. • All are taken when active or inactive.

BAD SITUATION
SPECIAL NOTE
The Bad Situation test is taken when directed by
another Reaction test and applies only to those Regardless of the number of simultaneous
figures actually in the Bad Situation. occurrences that would cause the Man Down test to
be taken; each test may be taken only once when
called for.
Example - Five Orcs in the same group get shot at.
Example – Daniel is an archer and Sir William a Two Orcs go out of the fight. The remaining Orcs will
soldier. They are in the same group and pass 1d6 on take the Man Down test for casualties only once. The
the Threatened test. Daniel is unloaded so suffers a results of the test call for one Orc to run for cover.
Bad Situation while Sir William will halt instead. The remaining two Orcs will now take the test for a
friend running for cover.
• Taken when active or inactive.

RECEIVED FIRE LEADER LOST


This test replaces the Man Down test when the man
Taken by a figure that is shot at but not hit and by any
down is the Leader of the group. Taken exactly like
figure within 4” and able to see the figure that was
the Man Down test.
fired on.
• Taken when active or inactive.
• Taken when active or inactive.

WANTING TO CHARGE
Taken when a figure can see an enemy figure and HEROES ALL
wishes to charge it. All or some of a group may Whenever double ones (snake eyes) are rolled for
charge if desired. Those advancing or counter any of the following Reaction tests, this means the
charging due to a Reaction test do not take a figure will go into hero mode.
Wanting To Charge test when doing so.
• Received Fire
• Taken only when active.
• Wanting To Charge
BEING CHARGED • Being Charged
Taken by a figure that is being charged and any • Man Down
figure within 4” of the charged figure that can see at
least one of the charging figures. This test is taken • Leader Lost
when the charger is 3” from contact. If the figure
This means they will always pass 2d6 whenever they
being charged is forced to run away, the charger
have to take these tests for the rest of the game. Roll
continues its move to the spot that was vacated.
1d6 for each figure in the group to determine who is
• Taken only when inactive. affected. The high score is the one with all ties being
re-rolled.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
Each weapon is defined by type and in some cases
REACTION TEST weapons have been lumped into broader categories.
Weapons are defined by four characteristics.
STATUS AND ACTIONS Type – What type of weapon it is.

Here we will explain the terms found on the Reaction Impact – Impact determines how good the weapon is
Tests Table. at penetrating armor and dealing serious damage.
Range – The range listed for every weapon is its
CARRY ON – The figure is in good order and can act
effective range or the range that the firer feels he has
and react as desired.
a reasonable chance of hitting the target.
HALT – Cease movement or not move at all. 2H – A “Y” means that the weapon requires 2 hands.
KNOCKED DOWN – Foot figure is knocked prone, Reload – A “Y” signifies that the weapon can be
mounted figure is unhorsed. If attacked in melee the reused if another projectile is loaded.
enemy will receive a +2d6 bonus for each
consecutive knocked down result. The knocked down
figure can only use their Rep d6 for melee until they
regain their feet. Prone figures can only regain their LIST OF WEAPONS
feet if they won the last round of melee or scored a
result of evenly matched and are active. Here’s a brief description of the ranged weapons that
are available for use. If a weapon does not appear on
OBVIOUSLY DEAD – The wound is so severe it is the list simply use the stats for a similar weapon.
obvious that the character is dead.
Arquebus – Primitive firearm used with two
OUT OF THE FIGHT – The figure is wounded and hands.
cannot continue the battle. He cannot move on his
own and may be retrieved by others.
Axe, throwing – Hand axe thrown prior to melee.

RUN AWAY – Will leave table at fastest speed. Will Crossbow – Slow loading but easy to use ranged
weapon with good stopping power.
always attempt to fast move when active and will
always activate regardless of actual rep until has left Dart – Light weapon tossed just prior to melee.
board.
Javelin – Light spear that can either be tossed or
RUN FOR COVER –Move to the nearest cover within used in melee.
6”. This can be in any direction, even forward. Once
the figure reaches cover it cannot see or be seen Longbow – Powerful ranged weapon with
from the direction of the test. excellent stopping power and rate of fire but required
years of training to master.
If no cover available within 6” then take the Bad
Situation test and react accordingly. If run for cover is Pistol - Primitive firearm used with one hand.
scored again the figure will move a full move directly
away from the enemy and end facing it. Short Bow – Smaller bow with limited stopping
power but high rate of fire.
RUSH SHOT – Stop in place and fire rushing the
shot. Sling – Short ranged weapon that fired rocks.

RANGED WEAPONS TABLE

RANGED Type
Arquebus
Axe, throwing
Imp
3
3
Range
24
6
2H


Y
Reload
Y
-

WEAPONS
Crossbow 3 24/12 Y Y
Dart 1 4 — -
Javelin 2 12 — -
Longbow 3 24 Y Y
There are two ways to inflict damage in CR 3.0 -
Pistol 3 6 — Y
Swordplay. The first way is through ranged weapons
Short Bow 2 24/12 Y Y
fire and the other is through hand-to-hand combat or
Sling 2 12 — Y
melee.
Shorter listed range for crossbow and short bow is for when
firing while mounted.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY

HAND TOSSED WEAPONS LOS in woods or rough terrain is reduced to 12”
in the daytime and 6” at night. If at the edge of
Figures with throwing axes, darts, and javelins are the woods then the figure may see and be seen
assumed to have more than one and this is reflected from outside the woods.
in the points cost. • LOS in inclement weather (fog, heavy rain, etc.)
is reduced to 12” in the daytime and 6” at night.
RELOADING
Ranged weapons must be reloaded or replaced after
they have been fired or throw. Rolling 2d6 on the
RESOLVING FIRE
Reload Table immediately after firing or throwing A figure may only fire if it has a LOS and a loaded
does this. weapon.

2 Reload Table
TARGET SELECTION
(Taken versus Rep immediately after firing)
A figure may fire as follows.
# Dice Passed Result
2 • Longbow, short bow, darts, • Before firing the shooter must declare who
javelins, throwing axes, and the target is and all the figures that will shoot
sling reloaded and may at it. A target will only take one Received Fire
immediately fire. test regardless of how many figures are
• Arquebus, Crossbow, and actually firing at it.
Pistol still reloading and may
not fire until active. SHOOTING A WEAPON
1 • All still reloading and may not
fire until active. First establish a LOS between the shooter and the
0 • All not reloaded but may try target figure. Then-
again next activation.
• Roll 1d6 and add it to the shooter’s Reputation.
• Compare this total to the Ranged Combat Table.
There is no need to test any modifiers prior to
rolling as the modifiers are already built into the
hit table.

SHOOTING 1 Ranged Combat


1d6 + Rep
Shooting a weapon and hand-to-hand combat are
distinctly different ways of inflicting damage. This is
1d6 + Rep Result
reflected by the different game mechanics used in
CR 3.0 - Swordplay to represent them. 3 to 7 • Miss.
8 • Target shielded – miss.
• Target concealed – miss.

LINE OF SIGHT •

Target in cover – miss.
Target prone – miss.
• Target moved fast – miss.
To shoot something you must first be able to see it. A
straight line from the shooter to the target is called a • Shooter moved fast – miss.
Line of Sight or LOS. Line of Sight extends across • Shooter rushed shot - miss.
the whole table and is blocked only by friendly • Otherwise – hit.
figures, terrain, buildings, and sometimes weather. 9 • Target in cover – miss.
• Shooter moved fast – miss.
• In nighttime the LOS is reduced to 12”. However, • Shooter rushed shot - miss.
targets in a well-lit area will count LOS as normal • Otherwise – hit.
for those firing at them.
10+ • Hit.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
MISS – The target was missed but must

immediately take a Received Fire Test. DETERMINING DAMAGE
• HIT – The target was hit and damage must be Each time a figure is hit the shooter must roll on the
determined. Ranged Combat Damage Table. Roll 1d6 and
compare the score to the Impact of the weapon.
• SHIELDED – If the target held his shield between
himself and the shooter it was missed.
• CONCEALMENT – If the target is behind an 1 Ranged Combat Damage Table
obstruction that can conceal it but cannot stop 1d6 per each hit
objects fired at it, the target was missed.
-1 to Impact if target is protected or has ½ its body shielded
• COVER – If the target is behind a solid -2 to Impact if target is armored.
obstruction that can stop objects fired at it, the
target was missed.
Score Result
• PRONE – If the target is prone it was missed. “1” • Target Obviously Dead
regardless of armor type.
• TARGET MOVED FAST – If the target passed a Impact or less • Target is Out of the Fight.
Fast Move test with 2d6 or 1d6, the target was
but not a “1”
missed.
Higher than • Target halts in place as missile
• SHOOTER MOVED FAST – If the shooter Impact glances off. Take Received Fire
passed a Fast Move test, with 2d6 or 1d6, the test.
target was missed.
Example – Daniel has hit Carlos with his crossbow.
• SHOOTER RUSHED SHOT - Shooter rushed his Daniel rolls 1d6 and scores a 4. This is higher than
shot and the target was missed. the Impact of 3 so Carlos halts in place.

• OTHERWISE – If none of the circumstances


apply the target was hit.
AUTO-KILL OR
Example - Daniel fires his crossbow at Carlos who is
in cover. Daniel rolls a 3. Adding it to his Rep of 5 he
CAPTURE
scores an 8, miss because Carlos is in cover. He is If an active figure comes into physical contact with an
now unloaded and cannot fire until he reloads. out of the fight figure he may choose to either
automatically dispatch the figure or instead capture
him (tie up, etc.)
Example – Daniel activates and runs up to the
Carlos and chooses to capture him.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
Example – Sir William received a result of obviously

STAR POWER dead. He rolls 5d6 Star Power and scores a 1, 2, 4, 5,


and 6. His damage is reduced to knocked down but
he loses one Star Power d6 for rolling the 6
Earlier in the book we mentioned that Stars have Star
Power. Star Power represents the qualities that make
the Star better than an ordinary person. It could be
luck, instinct, inner strength, etc but whatever it is it is PITIFUL SHOT
capable of reducing damage to the Star.
Rep 3 figures and only Rep 3 figures are allowed to
Stars usually have Star Power dice equal to their use the pitiful shot rule. Whenever a Rep 3 fires and
Rep. In some circumstances Stars may have less rolls a six but still cannot hit the target, such as when
points of Star Power but this is determined by specific a target is in cover, he is allowed to roll 1d6 again. If
scenarios. the score is equal to or lower than his Rep (3) then a
hit is scored. Otherwise, treat the result as a Miss
Whenever a character with Star Power takes damage requiring the target to take a Received Fire Test.
from ranged fire or in hand-to-hand combat it will roll
1d6 for each point of Star Power it has. Example – Charles (Rep 3) fires at Reeves who is in
cover. Charles scores a 6 but still cannot score a hit.
Example – Sir William is a Rep 5 with 5 Star Power He can use the Pitiful Shot rule and rolls another 1d6
points so rolls 5d6 when using his Star Power to and scores a 2. Reeves has been hit.
reduce damage.
• Any result of 1, 2, or 3 is counted as a
success.
• Any result of 6 means that die is removed
from the character’s Star Power for the rest
of the encounter.
• Any result of 4 or 5 is ignored but the d6 is
retained for future use.
• Count the number of successes that has
been rolled and consult the Star Being A Star
Table to see if the damage has been
reduced.

SP STAR BEING A STAR


Taken when a hit is scored in hand-to-hand or from fire
MELEE
When figures come into contact they can enter into
Any score of 1, 2, or 3 = success melee or hand-to-hand combat.
Any score of 4 or 5 = failure
Any score of 6 = fail and loss of that SP die Each weapon is defined by type and in some cases
weapons have been lumped into broader categories.
For each success reduce damage by one level Weapons are defined by four characteristics.
Type – What type of weapon it is.
# of Result D6 Modifier – The number of d6 the user adds when
successes in melee and helps determine its ability to penetrate
3 or more All revert to Evenly Matched! armor and deal serious damage.
2 OD reverts to Knocked Down.
OOF reverts to Evenly Matched! 2H – A “Y” signifies that the weapon requires two
Knocked Down reverts to Evenly hands to be used.
Matched! Reach – Reach is the advantage the user gets on the
1 OD reverts to OOF. first round of melee because he can deal damage
OOF reverts to Knocked Down. even before the enemy manages to get close enough
Knocked Down reverts to Evenly to use their weapon.
Matched!
0 Result remains as rolled.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY

LIST OF WEAPONS
Consult the Melee Combat Results Table
and apply the results.

Here’s a brief description of the weapons that are • When a result of Evenly Matched is scored
available for use. If a weapon does not appear on the that ends the round of melee.
list simply use the stats for a similar weapon. • When fighting multiple figures all d6 are
Lance – Long spear used by mounted troops. applied individually to each enemy. This
means that is it possible for one enemy to
One handed sword or mace – Any cutting, run out of successes and the melee resolved
stabbing, or bashing weapon used with one hand. for him while the melee can continue for
others.
Polearm – Any two handed weapon capable of
slashing, poking, or stabbing the enemy used with Example – Two Warriors (Rep 4), armed with swords,
two hands. attack Sir William (Rep 5) who is armed with a two-
hand sword.
Spear – Long thrusting weapon usually used with
one hand in an overhand motion. • Sir William will roll 5d6 for his Rep, 2d6 for his
weapon and 1d6 for the reach advantage, for a
Two-hand axe, sword, or club – Any two- total of 8d6.
handed non-pole arm weapon used with a cutting
• Both Warriors roll 4d6 for their Rep, 1d6 for their
motion.
weapon, and 1d6 for each friend attacking the
same enemy for a total of 6d6 each.
• All the d6 are rolled.
MELEE WEAPONS TABLE
Weapon Type D6 Modifier 2H Reach • Sir William scores 5 successes.
Lance +1 Y 3 • Warrior A scores 3 successes and will continue
One-hand sword or +1 — 1 to melee.
mace
Polearm +1 — 3 • Warrior B scores zero successes. As Sir William
has scored 4+ more successes than Warrior B,
Spear +1 — 2
Warrior B is obviously dead.
Two-hand axe, sword, +2 Y 2
or club

Rep Melee Combat


HOW TO MELEE (Taken vs. Rep)

Hand-to-hand combat is carried out in the following A score of 1, 2, or 3 is a success


A score of 4, 5, or 6 is a failure.
manner.
• The charger has LOS to the target, then Continue rolling until only one side has any successes or
takes and passes the Wanting To Charge all have zero successes.
test.
Weapon Type D6 Modifier
• The target of the charge takes and passes Two-hand Club, Axe, or Sword +2
the Being Charged test. Lance +1
• Each figure in melee starts with d6 equal to Sword, Mace, Spear etc +1
their Rep. Special Situations D6 Modifier
Attacking enemy in the back +2
• Each figure adds d6 when any of the melee Attacking prone enemy +2
modifiers apply.
Attacking enemy carrying wounded +2
• Each figure then rolls their d6 discarding any Shield between enemy and user +1
result of 4, 5, or 6. Mounted +1
Reach advantage first round of melee +1
• Each figure then retains any result of 1, 2, or
Each friend attacking the same enemy +1
3 and re-rolls them.
Special Attributes +1 to +3
• This continues until one or both sides have
zero d6 left to roll.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY
MELEE COMBAT RESULTS TABLE Match one charging figure to the closest enemy
# Successes Result target figure. Once each enemy target figure in the
None Protected Armored front rank has one charging figure matched against it
Score 4+ Obviously Obviously Obviously the remaining charging figures are allowed to double
more Dead Dead Dead up on these front rank figures.
successes Exploit Exploit Resolve the melees from the active players right to
Score 3 Obviously Obviously Out of the his left.
more Dead Dead Fight
successes Exploit On the next activation any figures not in melee may
now move into melee with enemy figures.
Score 2 Obviously Out of the Knocked
more Dead Fight down. . Figures of a group that have been in melee the
successes previous activation need not take a Wanting To
Score 1 Out of the Knocked Knocked Charge or Being Charged test.
more Fight down. down.
success
Score zero
successes
Evenly
matched.
Evenly
matched.
Evenly
matched.
BREAKING OFF MELEE
Anytime a figure that has been involved in a Evenly
EVENLY MATCHED – Remain in melee and when Matched result and becomes active it may choose to
active may either break off or continue the melee. end the melee by moving at least 1” away from the
enemy. He can do this unless blocked by terrain such
KNOCKED DOWN – Foot figure is knocked prone, as when having a back to the wall. Figures that break
mounted figure is unhorsed. If attacked in melee the off the melee cannot enter another melee on the
enemy will receive a +2d6 bonus for each same activation that they break off.
consecutive knocked down result. The knocked down
figure can only use their Rep d6 for melee until they
regain their feet. Prone figures can only regain their
feet if they won the last round of melee or scored a Example – Both Carlos and Charles have scored
result of evenly matched and are active. zero successes previously so they have scored an
Evenly Matched result. Charles activates first and
OUT OF THE FIGHT – The figure is wounded and breaks off the melee by moving 6” away
cannot continue the battle. He cannot move on his
own and may be retrieved by others.
OBVIOUSLY DEAD - The wound is so severe it is
obvious that the character is dead. RETRIEVING
Exploit – Mounted winner will burst through 6”
attacking new enemy if contacted. Foot winner will
continue movement up to 3” attacking new enemy up
180 degrees to its front.
WOUNDED
When a figure is retrieving wounded figures it will
behave as follows:
POLEARMS AND SPEARS IN MELEE
• Figures can voluntarily choose to retrieve
Figures on foot, directly behind and in base to base wounded figures.
contact with friendly figures on foot, in a second rank
and armed with a polearm or spear, can provide • Any figure may pick up a wounded figure and
support. The second rank figure allows the front rank continue moving it’s remaining distance but
figure to count the +1d6 melee modifier for a friendly may not exceed normal movement at any
figure attacking the same enemy. This applies if the time. It costs half a figures move distance to
second rank figure is facing the same way as the pick up the wounded figure.
front rank figure and is not in contact with any enemy • Figures may not fire weapons when
figure. retrieving wounded figures.
• Figures charged while retrieving wounded
GROUPS IN MELEE must drop the wounded or keep them but
melee at a disadvantage.
When groups charge into melee move the charging
group in a straight line towards the target group.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY

AFTER THE FIGHTING THE


BATTLE BATTLE
If you decide that you would like to keep the same Now that you know all the rules it’s time to set up and
characters for more than one battle this is an easy play your first game. First start with a flat space at
way to see if they recover from wounds. Rolling 2d6 least 3’x3’.
vs. the Rep of each figure that went out of the fight
and consulting the After The Battle Recovery Table
does this.
SETTING UP TERRAIN
Unless previously determined by the scenario,
2 AFTER THE BATTLE RECOVERY players should use the following system to generate
Taken vs. Rep of all OOF figures terrain for the battlefield.

# Dice Result 1 - Divide the table into nine roughly equal sections.
Passed See the following illustration that shows the
Pass 2d6 All return at normal Rep. corresponding number for each section of terrain. In
Pass 1d6 All return at –1 to their Rep. this case the board is square but you may be using a
Pass 0d6 OOF become OD while those that ran rectangle. It doesn’t matter just be sure and divide
away will not return. the table into nine equal sections.

Example – Charles (Rep 3) went out of the fight and


after the game I roll 2d6 to see what happened to
him. I roll a 4 and 2 passing 1d6. Charles comes
back but is now Rep 2.

2 – Determine the overall terrain type of the


battlefield. You can base this on the actual terrain that
the forces historically fought over. Or roll 1d6 for each
section of the board counting a score of one, two, or
three as clear, four or five as wooded or jungle, and a
six for mountainous. Once this is done be sure to
move similar terrain types around the board so they
are adjacent whenever possible.
Example – I have divided the table into nine sections,
I roll 1d6 for each section individually. I score four
clear sections of terrain, three jungle sections and
two mountainous sections.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

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CHAIN REACTION 3.0 – SWORDPLAY

TYPES OF TERRAIN TERRAIN & SCENERY


There are three types of terrain. This section describes terrain and what effects it may
have on your figures. For ideas on terrain and
Clear: This terrain is primarily flat with small sight-
buildings I suggest watching movies of the
obstructing hills and irregular folds in the land.
appropriate genre.
Mountainous: These are legitimate large mountains
Each terrain piece should be represented by at least
that hinder or prevent movement through them.
a 12” by 12” or 6” x 24” area. The boundary of the
Wooded: Although trees may be found almost terrain area should be easy to distinguish. A piece of
everywhere, this represents dense wooded areas felt works well for this purpose. Upon this can be laid
such as jungles that slow travel and obscure vision. trees, rocks, scrub, etc., with the edge of the felt
outlining the terrain boundaries. It is also possible to
blend terrain, such as a wooded hill. No matter what,
HOW MANY PIECES OF make the terrain work for you with whatever you
have. The types of terrain are as follows:

TERRAIN? Clear terrain: Open, empty area with perhaps low-


lying bushes that provide concealment but not cover.
After you have determined the type of terrain on the Impassable rock formations: Base of inaccessible
battlefield its time to see what the table will look like. mountains or sheer cliff side. Movement not allowed.
Start from section number one and work your way to
section number nine. Wooded area or rough terrain: Either wooded
areas, jungles, or those with broken rocks, etc.
Roll 2d6 for each section on the Terrain Generator across them. Movement reduced to half speed
Table. This tells you the type of terrain that occupies through these areas. Visibility inside these terrain
each section. features is limited to 12” in the daytime and 6” at
night. Those at the edge of these terrain features
count as in cover and can see and be seen. Those 1”
2 TERRAIN GENERATOR TABLE or farther inside from the edge cannot.
2d6 added together
Definite road: Obviously well maintained road.
Allows for normal movement when placed over and
2d6 Clear/Hilly Mountainous Woods running through other terrain types such as a road
2 Hill Impassable Woods going through a hill. When a road is called for in one
3 Clear Woods Woods (3) section it will run the length of the board one table
edge to the opposite edge of the section. Roads run
4 Hill Clear (2) Wooded Hill
either from left to right (1-3) or up to down (4-6)
5 Clear Rough w/Road Woods w/Road through the center of each section.
6 Clear w/ Road Rough Clear
Hills: Sight blocking elevations that slope down in
7 Hill Impassable Woods two directions.
8 Clear (1) Rough Woods
River: Rivers will be 1d6 + 3” wide. You must place a
9 Woods Rough Wooded Hill
river over an existing piece of terrain such as a river
10 Clear Clear Clear going through a clear area or down a hill. If a river is
11 Hill w/River Impassable Clear w/River called for in section 5 then it is a lake instead. In any
12 Hill Clear w/River Woods other section it is placed running from the table edge
(1) There are one (1-3), two (4-5) or three (6) buildings present.
to the opposite edge of the section. After placing a
river roll 1d6. On a 1 or 2 the river is not fordable and
(2) There is one (1-5) or two (6) buildings present. a bridge must be placed across it at some point. On a
(3) There is one (1-4) or two (5-6) buildings present. 3 or higher the river is fordable. Fording is performed
as follows:
• The group must stop at the riverbank and
Example – I have determined that the overall terrain forfeits any remaining movement.
type of the board will be clear. I then roll 2d6 on the
Terrain Generator Table for section one and score a • Next turn it moves to the middle of the river
7. This means I have a hill. I then roll a 9 for section expending its whole move.
two so that’s a patch of woods. I continue until all
nine sections are full.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

21
CHAIN REACTION 3.0 – SWORDPLAY
• The third turn it exits out of the river and
stops at the opposite riverbank expending its
ENTERING AND EXITING BUILDINGS
whole move. Figures may enter or exit a building at a reduction of
• The fourth turn the group moves normally. 2” if through a doorway. If doing so through a window,
that will end their move but they can still shoot.
• Those in the middle of the river are
considered to be in cover. Example – Charles can move 12” as he passed 1d6
on a Fast Move test. He moves 6” to the door,
subtracts 2” for passing through the door, and
continues 4” more.

MOVEMENT INSIDE BUILDINGS


BUILDINGS Movement in buildings is at normal speed and always
counts cover for any figures that are inside. This does
The type of material that a building is made from not include those that have entered the building and
determines its Defensive Value or DV. Here is a list of are considered to have triggered a Threatened test
buildings by DV. Any building hit by fire by a weapon while in the doorway. .
with a higher Impact than the DV of the building will Movement between levels whether up or down costs
only count as concealment and not cover. half the move distance that the figure is allowed to
• Grass or similar hut – Made of grass or other move.
organic materials and have a DV of 1.
Example – Sir Jim Bob Joe starts his turn on the first
• Typical frame structure – Made of wood or floor. He becomes active and spends 4” of movement
lightweight materials providing a DV of 2. going up to the next floor.
• Soft fieldworks – Dirt walls or similar and have a
DV of 3
• Stone structure – Stone structures have a DV of
4.

BUILDING AREAS
In addition to their DV, each building is also rated as
having of one or more areas. Model buildings (and
real ones too!) come in many shapes and sizes. For
game purposes we need to divide buildings into
areas of roughly 6” x 6”. Roughly because if your
building is 6” x 8” or even 8” x 8” there is no need to
call it more than one area. Additional floors beyond
the ground floor areas will also count as additional
areas.
Sometimes a building may sustain a catastrophic hit
in a building area causing it to collapse. If an area
that collapses has another area above it roll 1d6 for
that upper area. On a roll of 1-4 the upper section
collapses as well. On a 5-6 it does not.
In the event that all of the areas on one level of a
building have collapsed, we can assume that when
the last one of these collapsed all areas above it
collapsed as well.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

22
CHAIN REACTION 3.0 – SWORDPLAY
• The defender is allowed to set up out to 12”

THE BATTLES •
from his table edge.
Attacker is allowed to enter from the opposite
table edge.
You’ve fielded your force, set up the terrain, and
chosen the type of battle you wish to fight. So let’s
get going.
We have two battle types for your enjoyment called
the Stand Up Fight and the Raid.
Both maybe played solo, competitively or head to
head. Adapt the rules to fit.
RAID
In this encounter your force must raid an opposing
STAND UP FIGHT settlement for loot or to rescue a member of the
group.
Your force has confronted the enemy in open battle.
TERRAIN
TERRAIN
• Set up the terrain as outlined on page 20.
• Set up the terrain as outlined on page 20.
• If playing head to head the defender sets up
• If playing head to head the defender sets up terrain and the attacker decides which table
terrain and the attacker decides which table edge top enter from.
edge to enter from.
FORCES
FORCES
• Forces can be generated either by figures
• Forces can be generated either by figures (Recruiting Rolls – page 7) or points (page
(Recruiting Rolls – page 7) or points (page 7).
7).
• You can use as few or as many figures or
• You can use as few or as many figures or points as you want.
points as you want.
• If playing head to head the enemy will use an
• If playing head to head the enemy will use an equal number of figures or points.
equal number of figures or points.
• If playing solo or cooperatively follow the
• If playing solo or cooperatively roll 2d6 and rules as outlined.
consult the How Many Enemies? Table.
DEPLOYMENT
How Many Enemies? • You can enter the board from any direction.
Dice
Number of enemy points • The enemy is deployed as per the Special
Total
Instructions in this section unless playing
2 They have twice your points head to head. If doing so then the player may
3-4 They have 50% more points than you set up his forces as desired noting any
figures that are not in sight at the start.
5 They have 10% more points than you
6-8 Forces are equal SPECIAL INSTRUCTIONS
9 You have 10% more points than them.
10 - 11 You have 50% more points than them. • The raid will take place in the Daytime (1-4),
Evening (5), or at Night Time (6).
12 You have twice as many points as them.
• Rolling on the Raid- How Many Defenders?
Table generates the number of defenders in
DEPLOYMENT the scenario.
• The larger force will be the attacker.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

23
CHAIN REACTION 3.0 – SWORDPLAY
Raid - How Many Defenders?
Total Size of Enemy Force 2 BUILDING OCCUPANTS TABLE
2 They have twice your number. -1 if in Daytime
3-4 They have 50% more your number. +1 if Evening
+2 if Night Time
5 They have 10% more your number.
6-8 Forces are equal
# Result
9 You have 10% more their number. 1 to 5 Building is empty.
10 - 11 You have 50% more their number. 6 There is one enemy inside.
12 You have twice their number. 7 There is one less enemy inside than friends
entering but no less than one.
• After arriving at a number of defenders, 8 There is the same number of enemies
generated from the appropriate army list, roll inside as you have entering the building.
1d6 for each figure. An odd result means the 9 There is the same number of enemies
figure is generated and behaves normally inside as you have entering the building.
while an even result means the figure will be 10 There is one more enemy inside as you
unarmed and use the Civilian QRS for have entering the building.
Reaction. 11 There is one more enemy inside as you
• Next roll 1d6 for each figure on the Raid – have entering the building.
Where They Are Table to see where the 12+ There are twice as many enemies inside as
figures are to be placed. you have entering the building.

1 RAID – WHERE THEY ARE ENEMY AWARENESS


+1 if in Daytime
-1 if Evening When you enter a building occupied by enemies roll
-2 if Night Time 1d6 on the Awareness Table.
Once the battle starts all the enemies are assumed to
# Result be fully aware and the test is no longer taken.
3 or less Enemy figure is inside a building.
4+ Enemy figure is outside.
• To determine where outside the figure is
1 AWARENESS TABLE
-1 if in Daytime
placed grid off the table like explained in the
+1 if Evening
Setting Terrain section (page 20). Be sure to +2 if Night Time
align the board where sections 7, 8, and 9
border the table edge that the raiders will
enter from. Roll 1d6 for each figure and place # Result
it in the corresponding section. 1 Ambushed! The enemy does not need to take the
Threatened test and are allowed a free turn of
• There will be a minimum of 1/2d6 buildings
activation.
on the table. The target of the raid can be
held in any one of them. 2 The enemy takes the Threatened test with an
additional d6.
• When you enter a building roll 1d6. On a 3 The enemy takes the Threatened test normally.
result of “1” the target of the raid is there. If 4 The enemy takes the Threatened test normally.
you do not find your target before searching 5 Activation is rolled normally.
the last building then the target will be there. 6 The enemy is caught unaware and you are
• If the target is a captured group member it allowed a free turn of activation.
will be unarmed and may not activate until • Once the battle starts roll on the Raid
contacted by a member of your group. Occupants Table for each building that has
• Anytime you enter a building roll 2d6 on the not been entered counting as if one figure
following Building Occupants Table. has entered the building. All enemies in these
buildings will exit and attack your group.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

24
CHAIN REACTION 3.0 – SWORDPLAY
NPC MOVEMENT
LAST WORDS
Whenever non-player forces are required to move,
roll 2d6 versus the Leader of each group. That’s it. Hope you enjoy the rules. If you are
interested in vehicles, campaigns, character
advancement, scenarios, air power, artillery, tons of
army lists and more detail about a specific period
2 NP FORCE MOVEMENT TABLE then test out the THW website at
(Taken versus Rep of the leader)
www.twohourwargames.com
+1d6 if the group is in cover
+1d6 if the NP side has twice as many figures on the board
But if you’re happy with what you have right here in
# Dice Result your hands then that’s good too. After all, it really is
Passed about playing the game. Take care,
Pass 2d6 • Immediately move towards the
closest enemy group. Missile Ed
troops will fire and reload normally
while melee troops will advance to
charge.
Pass 1d6 • Halt in place. Missile troops will fire
and reload normally.
Pass 0d6 • Halt in place and do nothing.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

25
CHAIN REACTION 3.0 – SWORDPLAY
STAR SHEET GRUNT SHEET
Name Class Rep Name Class Rep

Attribute Benefit Star Power Attribute Benefit Star Power

Skill Benefit Level Skill Benefit Level

Armor D6 Modifier Shield

Ranged Weapon Impact Range

Melee Weapon D6 Modifier Misc

Armor D6 Modifier Shield

GRUNT SHEET
Ranged Weapon Impact Range
Name Class Rep

Attribute Benefit Star Power

Melee Weapon D6 Modifier Misc Skill Benefit Level

Armor D6 Modifier Shield

Ranged Weapon Impact Range

Item How Many Where At


Melee Weapon D6 Modifier Misc

GRUNT SHEET
Name Class Rep

Attribute Benefit Star Power

Skill Benefit Level

Armor D6 Modifier Shield

Ranged Weapon Impact Range

Melee Weapon D6 Modifier Misc

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

26
CHAIN REACTION 3.0 – SWORDPLAY
GRUNT SHEET GRUNT SHEET
Name Class Rep Name Class Rep

Attribute Benefit Star Power Attribute Benefit Star Power

Skill Benefit Level Skill Benefit Level

Armor D6 Modifier Shield Armor D6 Modifier Shield

Ranged Weapon Impact Range Ranged Weapon Impact Range

Melee Weapon D6 Modifier Misc Melee Weapon D6 Modifier Misc

GRUNT SHEET GRUNT SHEET


Name Class Rep Name Class Rep

Attribute Benefit Star Power Attribute Benefit Star Power

Skill Benefit Level Skill Benefit Level

Armor D6 Modifier Shield Armor D6 Modifier Shield

Ranged Weapon Impact Range Ranged Weapon Impact Range

Melee Weapon D6 Modifier Misc Melee Weapon D6 Modifier Misc

GRUNT SHEET GRUNT SHEET


Name Class Rep Name Class Rep

Attribute Benefit Star Power Attribute Benefit Star Power

Skill Benefit Level Skill Benefit Level

Armor D6 Modifier Shield Armor D6 Modifier Shield

Ranged Weapon Impact Range Ranged Weapon Impact Range

Melee Weapon D6 Modifier Misc Melee Weapon D6 Modifier Misc

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

27
CHAIN REACTION 3.0 – SWORDPLAY

RANGED WEAPONS TABLE


1 Ranged Combat Damage Table
1d6 per each hit
Type Imp Range 2H Reload
Arquebus 3 24 Y Y -1 to Impact if target is protected or has ½ its body shielded
Axe, throwing 3 6 — - -2 to Impact if target is armored.
Crossbow 3 24/12 Y Y
Dart 1 4 — -
Javelin 2 12 — - Score Result
Longbow 3 24 Y Y “1” • Target Obviously Dead
Pistol 3 6 — Y regardless of armor type.
Short Bow 2 24/12 Y Y Impact or less • Target is Out of the Fight.
Sling 2 12 — Y but not a “1”
Higher than • Target halts in place as missile
Shorter listed range for crossbow and short bow is for when Impact glances off. Take Received Fire
firing while mounted. test.

2 Reload Table
(Taken versus Rep immediately after firing)

# Dice Passed Result


SP STAR BEING A STAR
Taken when a hit is scored in hand-to-hand or from fire
2 • Longbow, short bow, darts,
javelins, throwing axes, and Any score of 1, 2, or 3 = success
sling reloaded and may Any score of 4 or 5 = failure
immediately fire. Any score of 6 = fail and loss of that SP die
• Arquebus, Crossbow, and
For each success reduce damage by one level
Pistol still reloading and may
not fire until active.
1 • All still reloading and may not # of Result
fire until active. successes
0 • All not reloaded but may try 3 or more All revert to Evenly Matched!
again next activation. 2 OD reverts to Knocked Down.
OOF reverts to Evenly Matched!
Knocked Down reverts to Evenly
Matched!
1 Ranged Combat 1 OD reverts to OOF.
1d6 + Rep
OOF reverts to Knocked Down.
Knocked Down reverts to Evenly
Matched!
1d6 + Rep Result
0 Result remains as rolled.
3 to 7 • Miss.
8 • Target shielded – miss.
• Target concealed – miss.
• Target in cover – miss.
• Target prone – miss.
• Target moved fast – miss.
• Shooter moved fast – miss.
• Shooter rushed shot - miss.
• Otherwise – hit.
9 • Target in cover – miss.
• Shooter moved fast – miss.
• Shooter rushed shot - miss.
• Otherwise – hit.
10+ • Hit.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES

QRS
CHAIN REACTION 3.0 – SWORDPLAY
OUT OF THE FIGHT – The figure is wounded and
MELEE COMBAT cannot continue the battle. He cannot move on his
own and may be retrieved by others.
Rep Melee Combat OBVIOUSLY DEAD - The wound is so severe it is
(Taken vs. Rep) obvious that the character is dead.
A score of 1, 2, or 3 is a success EXPLOIT - Mounted winner will burst through 6”
A score of 4, 5, or 6 is a failure. attacking new enemy if contacted. Foot winner will
Continue rolling until only one side has any successes or
continue movement up to 3” attacking new enemy up
all have zero successes. 180 degrees to its front.

Weapon Type D6 Modifier MELEE WEAPONS TABLE


Two-hand Club, Axe, or Sword +2 Weapon Type D6 Modifier 2H Reach
Lance +1 Lance +1 Y 3
Sword, Mace, Spear etc +1 One-hand sword or +1 — 1
Special Situations D6 Modifier mace
Attacking enemy in the back +2 Polearm +1 — 3
Attacking prone enemy +2 Spear +1 — 2
Attacking enemy carrying wounded +2 Two-hand axe, sword, +2 Y 2
Shield between enemy and user +1 or club
Mounted +1
Reach advantage first round of melee +1
Each friend attacking the same enemy +1 2 AFTER THE BATTLE RECOVERY
Special Attributes +1 to +3 Taken vs. Rep of all OOF figures

MELEE COMBAT RESULTS TABLE # Dice Result


# Successes Result Passed
None Protected Armored Pass 2d6 All return at normal Rep.
Score 4+ Obviously Obviously Obviously Pass 1d6 All return at –1 to their Rep.
more Dead Dead Dead Pass 0d6 OOF become OD while those that ran
successes Exploit Exploit away will not return.
Score 3 Obviously Obviously Out of the
more Dead Dead Fight
successes Exploit
Score 2 Obviously Out of the Knocked
more Dead Fight down.
successes
Score 1 Out of the Knocked Knocked
more Fight down. down.
success
Score zero Evenly Evenly Evenly
successes matched. matched. matched.
EVENLY MATCHED – Remain in melee and when
active may either break off or continue the melee.
KNOCKED DOWN – Foot figure is knocked prone,
mounted figure is unhorsed. If attacked in melee the
enemy will receive a +2d6 bonus for each
consecutive knocked down result. The knocked down
figure can only use their Rep d6 for melee until they
regain their feet. Prone figures can only regain their
feet if they won the last round of melee or scored a
result of evenly matched and are active.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES

QRS
CHAIN REACTION 3.0 – SWORDPLAY
* = Star May choose to pass 2d6, 1d6, or 0d6.
2 CIVILIAN REACTION TESTS
A score of “6” is always a failure.

Reason Pass 2d6 Pass 1d6 Pass 0d6


Fast Move (Ldr) • Move up to 1.5X • Those in cover remain • Those in cover
normal distance. in place instead. remain in place
• Others move up to instead.
normal distance. • Others move up to
normal distance.
Threat – Enemy Within • If outnumbered 2:1 or • Take Bad Situation • Run away.
6” And Facing (Ldr)* more will take Bad test.
Situation test.
• Otherwise halt.
Bad Situation • Run for cover. • Run away. • Run away.
Received Fire (Ldr) * • All carry on. • All Halt. • Take Bad
Situation test.
Wanting To Charge • All will charge into • All Halt. • Take Bad
(Ldr)* melee. Situation test.
Being Charged (Ldr)* • Halt. • Take Bad Situation • Run away.
test.
Man Down • Carry on. • If Rep of casualty is • All will run away.
equal or higher then
run for cover.
• Otherwise Take Bad
Situation test.
Leader Lost* • Carry on. New Leader • Run for cover. New • Run away.
chosen when next Leader chosen when
active. next active.
CARRY ON – The figure is in good order and can
act and react as desired.
HALT – Cease movement or not move at all.
RUN AWAY – Will leave table at fastest speed.
Will always attempt to fast move when active and
will always activate regardless of actual rep until
has left board.
RUN FOR COVER –Move to the nearest cover
within 6”. This can be in any direction, even
forward. Once the figure reaches cover it cannot
see or be seen from the direction of the test.
If no cover available within 6” then take the Bad
Situation test and react accordingly. If run for
cover is scored again the figure will move a full
move directly away from the enemy and end
facing it.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES

QRS
CHAIN REACTION 3.0 – SWORDPLAY
2 KNIGHT REACTION TESTS

* = Star May choose to pass 2d6, 1d6, or 0d6.


Reason Pass 2d6 Pass 1d6 Pass 0d6
Fast Move (Ldr) • Armored foot move up • All move up to 1.5X • Others move up to
to 1.5X normal normal distance. normal distance.
distance.
• Others, including
armored mounted,
move up to 2X normal
distance.
Threat – Enemy Within • If outnumbered 2:1 or • All advance half move. • Take Bad Situation
6” And Facing (Ldr)* more will halt. test.
• If in cover or
fieldworks will halt.
• Otherwise charge and
do not have to take
the Wanting To
Charge test.
Bad Situation • Halt. • Halt. • Run away.
Received Fire (Ldr) * • Charge and do not • Chargers carry on. • Take Bad Situation
have to take the • Retrieving wounded test.
Wanting To Charge carry on.
test. • Others will halt.
Wanting To Charge • All will charge into • All will charge into • All will halt.
(Ldr)* melee. melee.
Being Charged (Ldr)* • Counter charge 3” • Counter charge 3” and • Take Bad Situation
and do not have to do not have to take the test.
take the Wanting To Wanting To Charge
Charge test. test.
Man Down • Carry on. • If Rep of casualty is • Take Bad Situation
equal or higher then test.
halt.
• Otherwise carry on.
Leader Lost* • Carry on. New Leader • Carry on. New Leader • Halt. New Leader
immediately steps up. immediately steps up. chosen when next
active.

CARRY ON – The figure is in good order and can act RUN FOR COVER –Move to the nearest cover within
and react as desired. 6”. This can be in any direction, even forward. Once
the figure reaches cover it cannot see or be seen from
HALT – Cease movement or not move at all. the direction of the test.

RUN AWAY – Will leave table at fastest speed. Will If no cover available within 6” then take the Bad
always attempt to fast move when active and will Situation test and react accordingly. If run for cover is
always activate regardless of actual rep until has left scored again the figure will move a full move directly
board. away from the enemy and end facing it.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

QRS
CHAIN REACTION 3.0 – SWORDPLAY
* = Star May choose to pass 2d6, 1d6, or 0d6.
2 MISSILE REACTION TESTS
.

Reason Pass 2d6 Pass 1d6 Pass 0d6


Fast Move (Ldr) • Armored foot move up • Those in cover move • Those in cover
to 1.5X normal normal speed. remain in place
distance. • Armored foot move up instead.
• Others move up to 2X to normal distance. • Others move up to
normal distance. • Others move up to 1.5X normal distance.
normal distance.
Threat – Enemy Within • Fire. • Fire. • Rush shot.
6” And Facing (Ldr)* • If unloaded Take Bad • If unloaded Take Bad • If unloaded Take
Situation test. Situation test. Bad Situation test.
Bad Situation • Run for cover. • Run away. • Run away.
Received Fire (Ldr) * • Fire. • Fire. • Rush shot.
• If unloaded Take Bad • If unloaded Take Bad • If unloaded Take
Situation test. Situation test. Bad Situation test.
Wanting To Charge • All will charge into • All halt. • Take Bad Situation
(Ldr)* melee. test.
Being Charged (Ldr)* • Rush shot then melee. • Take Bad Situation test. • Run away.
• If unloaded Take Bad
Situation test.
Man Down • Carry on. • If Rep of casualty is • Take Bad Situation
equal or higher then run test.
for cover.
• Otherwise Take Bad
Situation test.
Leader Lost* • Halt. New Leader • Run for cover. New • Run away.
chosen when next Leader chosen when
active. next active.

CARRY ON – The figure is in good order and can act


and react as desired.
HALT – Cease movement or not move at all.
RUN AWAY – Will leave table at fastest speed. Will
always attempt to fast move when active and will
always activate regardless of actual rep until has left
board.
RUN FOR COVER –Move to the nearest cover within
6”. This can be in any direction, even forward. Once
the figure reaches cover it cannot see or be seen
from the direction of the test.
If no cover available within 6” then take the Bad
Situation test and react accordingly. If run for cover is
scored again the figure will move a full move directly
away from the enemy and end facing it.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

QRS
CHAIN REACTION 3.0 – SWORDPLAY
* = Star May choose to pass 2d6, 1d6, or 0d6.
2 MTD MISSILE REACTION TESTS

Reason Pass 2d6 Pass 1d6 Pass 0d6


Fast Move (Ldr) • Armored move up to • Armored move up to • Move up to normal
2X normal distance. 1.5X normal distance. distance.
• Others move up to 3X • Move up to 2X normal
normal distance. distance.
• Armored
Threat – Enemy Within • Fire. • Fire. • Rush shot.
6” And Facing (Ldr)* • If unloaded Take Bad • If unloaded Take Bad • If unloaded Take
Situation test. Situation test. Bad Situation test.
Bad Situation • Run for cover. • Run for cover. • Run away.
Received Fire (Ldr) * • Fire. • Rush shot. • Rush shot.
• If unloaded Take Bad • If unloaded Take Bad • If unloaded Take
Situation test. Situation test. Bad Situation test.
Wanting To Charge • All will charge into • Fire if in range. • Take Bad Situation
(Ldr)* melee. • Otherwise halt. test.
Being Charged (Ldr)* • Rush shot then run for • Take Bad Situation test. • Run away.
cover.
Man Down • Carry on. • If Rep of casualty is • Take Bad Situation
equal or higher then run test.
for cover.
• Otherwise Take Bad
Situation test.
Leader Lost* • Halt. New Leader • Run for cover. New • Run away.
chosen when next Leader chosen when
active. next active.

CARRY ON – The figure is in good order and can


act and react as desired.
HALT – Cease movement or not move at all.
RUN AWAY – Will leave table at fastest speed.
Will always attempt to fast move when active and
will always activate regardless of actual rep until
has left board.
RUN FOR COVER –Move to the nearest cover
within 6”. This can be in any direction, even
forward. Once the figure reaches cover it cannot
see or be seen from the direction of the test.
If no cover available within 6” then take the Bad
Situation test and react accordingly. If run for
cover is scored again the figure will move a full
move directly away from the enemy and end
facing it.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

QRS
CHAIN REACTION 3.0 – SWORDPLAY
2 SOLDIER REACTION TESTS

* = Star May choose to pass 2d6, 1d6, or 0d6.


Reason Pass 2d6 Pass 1d6 Pass 0d6
Fast Move (Ldr) • Armored foot move up • All move up to 1.5X • Move up to normal
to 1.5X normal normal distance. distance.
distance.
• Others, including
armored mounted,
move up to 2X normal
distance.
Threat – Enemy Within • If outnumbered 2:1 or • All halt. • Take Bad Situation
6” And Facing (Ldr)* more will halt. test.
• If in cover or
fieldworks will halt.
• Otherwise advance
half move.
Bad Situation • Halt. • Halt. • Run for cover.
Received Fire (Ldr) * • All carry on. • Chargers carry on. • Take Bad Situation
• Retrieving wounded test.
carry on.
• Others will halt.
Wanting To Charge • All will charge into • All will charge into • All will halt.
(Ldr)* melee. melee.
• Those armed with •
hand-tossed weapons
will make a rushed
shot before contact.
Being Charged (Ldr)* • Halt. • Halt. • Take Bad Situation
• Those armed with test.
hand-tossed weapons
will make a rushed
shot before contact.
Man Down • Carry on. • If Rep of casualty is • Take Bad Situation
equal or higher then test.
take Bad Situation test.
• Otherwise carry on.
Leader Lost* • Carry on. New Leader • Carry on. New Leader • Halt. New Leader
immediately steps up. immediately steps up. chosen when next
active.

CARRY ON – The figure is in good order and can act RUN FOR COVER –Move to the nearest cover within
and react as desired. 6”. This can be in any direction, even forward. Once
the figure reaches cover it cannot see or be seen
HALT – Cease movement or not move at all. from the direction of the test.

RUN AWAY – Will leave table at fastest speed. Will If no cover available within 6” then take the Bad
always attempt to fast move when active and will Situation test and react accordingly. If run for cover is
always activate regardless of actual rep until has left scored again the figure will move a full move directly
board. away from the enemy and end facing it.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

QRS
CHAIN REACTION 3.0 – SWORDPLAY
* = Star May choose to pass 2d6, 1d6, or 0d6.
2 WARRIOR REACTION TESTS

Reason Pass 2d6 Pass 1d6 Pass 0d6


Fast Move (Ldr) • Armored foot move up • All move up to 1.5X • Move up to normal
to 1.5X normal normal distance. distance.
distance.
• Others, including
armored mounted,
move up to 2X normal
distance.
Threat – Enemy Within • If outnumbered 2:1 or • If outnumbered 2:1 or • Take Bad Situation
6” And Facing (Ldr)* more will halt. more will halt. test.
• If in cover or fieldworks • If in cover or
will halt. fieldworks will halt.
• Otherwise advance full • Otherwise advance
move. half move.
Bad Situation • Halt. • Run for cover. • Run away.
Received Fire (Ldr) * • All carry on. • Chargers carry on. • Take Bad Situation
• Retrieving wounded test.
carry on.
• Others will halt.
Wanting To Charge • All will charge into • All will charge into • All will halt.
(Ldr)* melee. melee.
• Those armed with
hand-tossed weapons
will make a rushed
shot before contact.
Being Charged (Ldr)* • Counter charge 3” and • Halt. • Take Bad Situation
do not have to take the test.
Wanting To Charge
test.
• Those armed with
hand-tossed weapons
will make a rushed
shot before contact.
Man Down • Carry on. • If Rep of casualty is • Take Bad Situation
equal or higher then test.
take Bad Situation
test.
• Otherwise carry on.
Leader Lost* • Carry on. New Leader • Halt. New Leader • Halt. New Leader
immediately steps up. chosen when next chosen when next
active. active.

CARRY ON – The figure is in good order and can act RUN FOR COVER –Move to the nearest cover within
and react as desired. 6”. This can be in any direction, even forward. Once
the figure reaches cover it cannot see or be seen
HALT – Cease movement or not move at all. from the direction of the test.

RUN AWAY – Will leave table at fastest speed. Will If no cover available within 6” then take the Bad
always attempt to fast move when active and will Situation test and react accordingly. If run for cover is
always activate regardless of actual rep until has left scored again the figure will move a full move directly
board. away from the enemy and end facing it.

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

QRS
CHAIN REACTION 3.0- SWORDPLAY
INDEX
Activation, 11, 22, 28 Reputation, 2, 4, 5, 11, 12, 15, 25
Attributes, 4, 6, 28 Retrieving Wounded, 19
Being Charged, 13 Run For Cover, 2, 11, 12, 14, 28
Buildings, 22 Rush Shot, 14
Carry On,14, 28 Shooting, 15
Characters, 4 Star, 4, 17, 29
Cheating Death, 4 Star Power, 4, 17
Combat, 4 Terrain, 2, 3, 20, 21
Counting Successes, 2 Turn Sequence, 11
Dice, 2, 3, 15, 20, 25, 29, 30 Wanting To Charge, 13
Fast Movement, 6, 12, 22, 28 Weapons, 6, 14, 17
Free Will, 4
Group, 1, 3, 10, 11
Grunts, 4, 6
Halt, 12, 14, 28
IGO UGO, 1
Knocked Down, 14, 17, 19, 28, 29, 30
Larger Than Life, 4
Leader, 6, 10, 11, 12, 13, 28
Line Of Sight, 15
Lists, 7
Man Down, 13
Melee, 17, 18, 19, 30
Movement, 12, 21, 25, 28
NPC, 15, 16, 17, 19, 20, 24, 25, 29, 30
Obviously Dead, 15, 16, 29
Out of the Fight, 16, 29
Passing Dice, 2
Pitiful Shot, 17
Prone, 12
Raid, 23, 24
Ranged Combat, 15, 16, 29
Reaction Check, 12, 14, 28
Rear, 3
Received Fire, 2, 4, 6, 13, 16, 17, 28
Recovery, 20, 30
Recruiting, 7

© 2009 ED TEIXEIRA – TWO HOUR WARGAMES 6/4/2009

36
Where’s my machine gun?
When Chain Reaction came out seven years ago the
unique Reaction System took the gaming world by
surprise. That led to CR 2.0 and now CR 3.0 which you
can get free at our website. But hey, that’s all about
modern guns.

But our gamers wanted more. They wanted “old school”


combat where arguments were settled at the tip of a
sword.

That’s what Chain Reaction 3.0 – Swordplay is all about.


Hand to hand combat with sharp cutting and sticking
weapons.

So we’re giving away this companion rules set for you to


use. That’s right, giving away as in it’s free. All the latest
mechanics that can be used for ancient, medieval, and
fantasy hand to hand combat.

Free.

Because we want you to try the Origins Award winning


Reaction System which Two Hour Wargames is built
around. What is the Reaction System?

It’s not for everyone. If you like total control of your forces
then just keep walking because you’ll hate it. But if you
want realism where you control yourself and your forces
succeed or fail based on your leadership skills then
you’ve come to the right place.

Just try it and if you like it then there’s a whole world of


games covering a variety of genres and periods waiting
for you. And you STILL can use any figures you already
have!

And if you don’t like CR 3.0 – Swordplay it’s all good.


Because really it’s all about playing games that you like.

Just play the game! FREE!


Get Chain Reaction 3.0 free at www.twohourwargames.com

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