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    CHAIN REACTIONCHAIN REACTIONPLAY3.03.0SWORDPLAYSWORDPLAY

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    Chain Reaction 3.0 SwordplayBy Ed Teixeira

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    TABLEOFCONTENTS

    Prologue 1

    Introduction 1IGO UGO 1THW Reaction System 2Word of Advice 2

    Equipment Required 2The Dice 2

    Passing Dice 2Counting Successes 2Possibilities 3Reading And Adding The Dice 3How Many D6? 3

    Figures And Terrain 3Basing Figures 3Defining Faces 3

    Defining Characters 4Stars And Grunts 4Star Advantages 4

    Larger Than Life (LTL) 4Cheating Death 4Star Power 4Free Will 4

    Reputation 5Special Characteristics 5

    Armor 5Shields 5Weapons 6Attributes 6

    Getting Started 6Recruiting 7Points 7Recruiting Rolls 7The Lists 7

    Barbarian 8Empire 8

    Eastern Empire 8Feudal 8Nomad 9Northmen 9Dwarves 9Elves 9Goblins 9Orcs 10

    Units 10

    Organizing Your Force 10Groups 10Leaders 10

    Replacing Leaders 10

    Rules Of War 11Turn Sequence 11

    Actions 11Order Of Activation 11

    Movement 12Normal Movement 12Fast Movement 12Going Prone 12Involuntary Movement 12

    Reaction 12How To Take A Reaction Test 12Taking The Tests 12

    Threatened By Enemy Facing Within 6 13Bad Situation 13Received Fire 13Wanting To Charge 13Being Charged 13Man Down 13Leader Lost 13

    Heroes All 13Reaction Tests Status And Actions 14

    Carry On 14Halt 14Knocked Down 14Obviously Dead 14Out of the Fight 14

    Run Away 14Run For Cover 14Rush Shot 14

    Ranged Weapons 14List Of Weapons 14Hand Tossed Weapons 15Reloading 15

    Shooting 15Line Of Sight 15Resolving Fire 15

    Target Selection 15Shooting A Weapon 15Ranged Combat Table 16

    Determining Damage 16Auto-Kill Or Capture 16Star Power 17Pitiful Shot 17

    Melee 17List Of Weapons 18How To Melee 18Melee Combat Table 19

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    Polearms And Spears In Melee 19Groups In Melee 19Breaking Off Melee 19

    Retrieving Wounded 19

    After The Battle 20After The Battle Recovery 20

    Fighting The Battle 20Setting Up Terrain 20Types Of Terrain 21How Many Pieces Of Terrain? 21Terrain And Scenery 21

    Buildings 22Building Areas 22

    Entering And Exiting Buildings 22Movement Inside Buildings 22

    The Battles 23

    Stand Up Fight 23Terrain 23Forces 23Deployment 23

    Raid 23Terrain 23

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

    Last Words 25

    Roster Sheet 26

    QRS 28

    Index 37

    SPECIAL THANKS

    The Godfathers - Geo TechnomancerGibson, Hannuman the Monkey-God, KenHafer, and Ronald Baddawg Strickland

    Kim Allman for the awesome cover. Finally!

    The usual suspects on the THW YahooGroup for contributing to the growth of CR

    3.0 and setting the course.

    .

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    PROLOGUECHAIN REACTION 3.0 -SWORDPLAY

    By now you may already have downloaded ChainReaction 3.0, our free set of rules that cover moderncombat. If not, hurry on over to the website and pick itup, well wait.

    www.twohourwargames.com

    You back? Good. This set is called CR 3.0 -Swordplay and deals with hand-to-hand combat inthe pre-firearms time. This can be used for bothhistorical and fantasy games. Youll see that theformat of these rules is identical to CR 3.0 and thatboth share some common mechanics. Where they do

    weve duplicated them here so you can use this as astand-alone game.

    Like its companion set these are very generic andhave a limited number of army lists. But thedescriptions are clear enough that you should be ableto take any figure that you have from anymanufacturer and use them with these rules.

    Well be doing some specific, low cost, add onmodules that will cover specific periods but for nowthis is all youll need to get yourself into gaming assoon as possible.

    So here we go and I hope you have fun. Remember

    fun? Thats probably why you got into gaming tobegin with!

    Be sure to check out the Two Hour Wargames YahooGroup linked below for answers to questions and freedownloads for other THW games.

    http://games.groups.yahoo.com/group/twohourwargames/

    INTRODUCTIONCR 3.0 - Swordplay is a skirmish set of rules that canbe played with any figures you may already have.Games are usually finished in two hours or less,hence the company name.

    CR 3.0 - Swordplay is a great way to learn theReaction System used by Two Hour Wargames.

    Traditional games use a turn sequence known asIGO, UGO. This means that I move my figures, fire,we do some melee, and maybe you do a morale testor two.

    THW uses what is called the Reaction System. In thissystem your side activates and you move part of yourforce. That triggers a reaction from parts of my force.I immediately react and this may cause you to reactin kind. Heres an example of both systems using one

    figure on each side.

    IGO UGO

    Our figures start on opposite sides of a building andare out of sight of each other.

    Its my turn and I move first.

    I move my figure around the corner and seeyour figure.

    I shoot at your figure.

    You either get hit or not.

    If you get hit I see how bad the damage is.

    If you dont get hit you take a morale test andstay where you are or maybe runaway.

    Now its your turn,

    If you stay where you are you shoot at me.

    You either hit me or not.

    If I get hit you see how bad the damage is.

    If I dont get hit I take a morale test and staywhere I am or maybe runaway.

    Now its my turn again.

    The big thing is I get to move and shoot at you andyou cant do anything about it.

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    THW REACTIONSYSTEM

    Our figures start on opposite sides of a building andare out of sight of each other.

    I activate and I move first.

    I move my figure around the corner and your

    figure can see me. You take a Threatened Reaction test.

    Maybe you shoot at me.

    Maybe you shoot at me but rush your shot.

    Maybe you dont shoot at me.

    If you shoot me either you hit me or miss.

    If you hit me I see how bad the damage is.

    Maybe Im only stunned.

    Or maybe Im knocked out of the fight or

    worse.

    But if you miss I take a Received FireReaction Test.

    Maybe I shoot you.

    Maybe I Run For Cover for cover.

    Or maybe I run away.

    We continue to fire back and forth at eachother until either one of us gets hit, runs outof ammo, ducks back behind cover, or runsaway.

    When all the reactions are finished its yourturn.

    The big thing is you get to react to what I do just likein real life.

    There are a variety of Reaction Tests in CR 3.0 -Swordplay but youll be using only two of them 95%of the time. After a few turns youll have themmemorized and will rarely refer to the rules. Its thatsimple.

    WORD OFADVICEBe sure to read all of the rules before trying to playCR 3.0 - Swordplay. And if you have a questionabout the rules just keep reading as the answer willbe coming along shortly.

    EQUIPMENTREQUIREDYou will need a few things to play Chain Reaction 3.0.They are:

    Six-sided dice, also known as d6. It is best tohave at least six of these, and the more youhave, the quicker games will play.

    One ruler or measuring device, ideally onedevice per player.

    Any combination of metal, plastic, or paperfigures in a consistent scale of your choice.

    Something to represent buildings and otherterrain features.

    A flat surface at least 3'x3' with larger usuallybeing better.

    THEDICEDuring the game you will be required to roll dice in avariety of ways. They are:

    PASSINGDICE

    This way to use the dice is to roll 2d6 and compareeach result individually to the Reputation or Rep of

    each figure taking the test.If the score is equal or less than the Rep then thefigure haspassedthat die. If the score is higher thanthe Rep then the figure has failedthat die. Figuresmay pass 2, 1, or 0d6 when the dice are rolled thisway.

    Note that there will be times when the figure may rollmore or less than 2d6 but the player can never scorebetter than pass 2d6.

    Example Sir Jim Bob Joe (Rep 4) must take aReceived Fire Test. He rolls 2d6 and scores a 1 anda 5. He has passed 1d6.

    COUNTINGSUCCESSES

    Another way to use the dice is by rolling them andcounting successes. When taking a test that uses thismethod, such as when in Melee, a success is anyscore of 1, 2, or 3. A score of 4, 5, or 6 is a failure.

    Example: The native dancing girl enters melee androlls 4d6. She scores a 1, 3, 3, and 4. This translatesinto three successes.

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    POSSIBILITIES

    You may see numbers in parenthesis such as (1-2).This means that there is a chance of an eventhappening based on a d6 roll.

    Example The gang member may be armed with apistol (1). This means that on a result of 1 when

    rolling 1d6 the ganger has a pistol.

    READINGANDADDINGTHEDICE

    And sometimes you simply read the result of the d6for what it is and add the scores together.

    Example On the Terrain Generator Table I roll a 3and a 6 for a total of 9.

    HOWMANYD6?

    How many d6 do you roll? This is found by looking inthe upper left corner of each table. There will be anumber that tells you how many d6 should be rolled.This will usually be 3, 2, or 1 or maybe a word likeRep or Target. That means roll 3, 2, or 1d6 or 1d6 foreach point of whatever word it is.

    Example A Berber Horseman (Rep 4) isapproaching a Roman Legionnaire (Rep 5). TheLegionnairemust roll a threatened Test so tosses2d6. They later go into melee and see the word Repon the Melee Table so they each roll 1d6 per point ofRep. The Berber will roll 4d6 while the Legionnairewill roll 5.

    FIGURES AND TERRAINLiterally hundreds of figures can be used with CR 3.0- Swordplay. There arent any official figures so playwith what you already have.

    You can choose from metal figures, plastic figures, oreven paper figures. Sizes range from 6 mm to 54 mmand everything in between. The best part is that youcan use any of them and still play CR 3.0 -Swordplay. If you dont already have figures, you can

    find them in gaming stores, at conventions, or online.

    Finding terrain can be handled the same way or youcan build them from scratch. Some very nice paperterrain is available online that will work just fine. I useeBay as one source for terrain; it is also a good wayto find painted figures.

    Perhaps the best form of guidance will come fromjoining the Two Hour Wargames Yahoo Group andasking your questions there.

    BASINGFIGURES

    Each figure represents one real man. The easiestway to base 25mm figures for CR 3.0 - Swordplay is1 figure on a 1 round or square base as either stylewill work. When using figures mounted on horses orsimilar simply use the smallest base necessary.

    Figures previously mounted for other rule systemswill also work.

    DEFININGFACES

    Charging onto the rear of an enemy or shooting to itsrear depends upon the actual physical location of theattacker.

    To qualify as a rear attack the attacker must beginand end its movement behind the front facing of thetarget. The front facing is defined as 90 degrees tothe left and right of the way the figure is facing.

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    DEFININGCHARACTERSChain Reaction 3.0 Swordplay is played withindividual figures referred to as characters.Characters are defined in the following ways.

    Is it a Staror a Grunt?

    What is its Reputation?

    Does it have any Special Characteristics?

    Does it useArmor?

    What type ofWeapon does it have?

    Does the character have anyAttributes?

    STARSAND GRUNTSThere are two types of characters. They are Starsand Grunts.

    STARS Characters that represent you, the player.We suggest your Star begin with a Rep of 5. Starscan be any troop type from any army list.

    GRUNTS These are the non-player characters(NPC) or characters that do not represent a player.They may be friends or foes and will come and go as

    the game progresses. NPCs are controlled by thegame mechanics.

    Stars may recruit both other Stars andGrunts to form their force.

    Stars may not recruit Stars with an equal orhigher Rep than themselves.

    Stars may not recruit Grunts with a higherRep than themselves.

    STARADVANTAGES

    Being a Star in CR 3.0 - Swordplay has fourimportant advantages. These are:

    Larger Than Life.

    Cheating Death

    Star Power

    Free Will

    LARGERTHANLIFE(LTL)

    CR 3.0 - Swordplay can be used to capture thecinematic flavorof adventure movies where the Staris a larger than life character. This is represented inthe following way.

    Stars cannot be killed by anyone with a Rep

    lower than the Star. Instead the worse resulta Star could receive would be Out Of TheFight.

    Example- A Rep 4 Orc shoots Sir William (Rep 5).The Orc scores an obviously dead result but SirWilliam is out of the fight instead.

    CHEATINGDEATH

    A Star can be killed by anyone with an equal orhigher Reputation. When this occurs the Star may

    declare that he is cheating death. He is immediatelyremoved from the game and whisked safely home.

    When a player chooses to cheat death his Rep isimmediately reduced by one level.

    Example- A Rep 5 Moorish Archer shoots Sir William(Rep 5). The Archer scores an obviously dead resultso Sir William should be dead. Instead he uses theCheating Death rule and leaves the game. He is nowa Rep 4.

    STARPOWER

    This is one of the most powerful advantages that aStar has in Chain reaction 3.0 - Swordplay. But wellexplain this in the Ranged Combat section on page14. Just be sure to read and understand how StarPower works. It could save your life!

    FREEWILL

    Each time a player must take any Reaction Test hemay choose which of the three possible results hewants to do without rolling dice. This is noted on thetest by an *.

    Example Billy is shot at by the enemy. He is a Star

    so can choose his reaction on the Received Fire Test.He chooses to pass 2d6 and return fire.

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    REPUTATIONReputation or Rep represents a combination oftraining, experience, morale, and motivation and is anexpression of a characters overall fighting quality.There are five possible levels of Reputation-

    Reputation 6 These action heroes are fewand far between. The stuff of legends.

    Reputation 5 - These are veterans ofnumerous successful encounters. CrusaderKnights are an example of a Reputation 5character.

    Reputation 4 - These are reliable men andwomen of some experience. The bulk oftribal warriors and soldiers are examples ofRep 4.

    Reputation 3 These are guys of unknownquality who have seen little or no action.

    Feudal levies would be Reputation 3 troops.

    Reputation 2 - These are green or poorquality levies with little motivation or desirefor combat. Slaves impressed into servicewould be considered to be Rep 2.

    SPECIALCHARACTERISTICSNow we must look at some special characteristics

    that will further define our characters.

    Civilians (C) Civilians are all non-combatantsbut can be pressed into service in emergencies.

    Civilians will use their own Quick Reference Sheet orQRS located in the back when taking Reaction tests.

    Knights (K) Knights are armored men ridinghorses or similar beasts with the intent to close withtheir foe and defeat them in melee. The classicEuropean Knight is a great example of this type butheavily armored cavalry such as Mamluks alsoqualify as knights.

    Knights will use their own Quick Reference Sheet orQRS located in the back when taking Reaction tests.

    Missile Armed (M) Missile armedcharactersare those armed with ranged weapons with the intentto defeat their enemies by showering them withmissile fire from a distance. Missile armed troops canbe mounted on horses or similar but usually are not.

    Missile armed troops will use their own QuickReference Sheet or QRS located in the back whentaking Reaction tests.

    Warriors (W) Warriors are characters armedwith melee weapons with the intent to close with theirfoe and defeat them in melee. They fight based undertribal customs usually in families or clans. A Warrior

    tends to be harder to control and is more aggressivethan his trained counterpart, the Soldier.

    Warriors will use their own Quick Reference Sheet orQRS located in the back when taking Reaction tests.

    Soldiers (S) Soldiers are characters armed withmelee weapons with the intent to close with their foeand defeat them in melee. They fight in organizedunits led by officers. A Soldier tends to be easier tocontrol than his wilder counterpart, the Warrior.

    Soldiers will use their own Quick Reference Sheet orQRS located in the back when taking Reaction tests.

    ARMORIt is easy to get carried away with arguing the meritsof the many different armor types used in ancient andmedieval times. In CR 3.0 Swordplay we havesimplified it to three types. They are:

    None (N)-The character does not have any armor.

    Protected (P) The character is using light armorsuch as leather or small amounts of chain mail.

    Armored (A) The character is heavily armoredwith metal or similar armor.

    Players should feel free to decide what type of armortheir figures are wearing but we recommend that itlook similar to what the figure is wearing.

    SHIELDS(SH& LSH)

    Some characters will use shields to protectthemselves from injury. Shields usually can only beused when using a One Hand Weapon. However, amounted knight using a lance (Two Hand Weapon) isconsidered shielded during first round of melee.

    In addition, a character only counts shielded whenattacked to the front and not to the back (page 5).

    There are two types of shields. Large shields (LSh)cover at least half of the body while small shields(Sh) cover less than half of the body.

    Characters using a shield are allowed a +1d6 whenin melee.

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    WEAPONSThere are two classes of weapons in Chain Reaction3.0 Swordplay. They are Ranged Weapons, usedfrom afar, and Melee Weapons, used when thecharacter is in melee.

    We will cover these in more detail in the RangeCombat (page 14) and Melee sections (pages 17) ofthe rules.

    It is possible for a character to have more than oneweapon such as a Short Bow and a sword. Playersare encouraged to count the figure to be armed withthe weapon it has.

    ATTRIBUTESCR 3.0 - Swordplay uses Attributes to further definecharacters. Using Attributes is strictly optional but will

    greatly enhance your games.

    If you choose to use Attributes its best to limit themto your force and not use them for the non-playerenemy characters, as it could require too muchbookkeeping. But the choice is yours.

    If you are playing a campaign, or series of connectedbattles, the Star is allowed two Attributes chosen fromthe lists.

    Grunts have their initial Attribute determined by rolling2d6 on the Attributes Table.

    2 ATTRIBUTES TABLE2d6 added together

    2D6 ATTRIBUTES2

    Born Leader: Adds 1d6 to all personal

    Reaction Tests. Any friendly character within4 of him will react as the Born Leader doesregardless of what their reaction would haveactually been.

    3 Faint Hearted: Will roll only 1d6 when takingthe Received Fire Test.

    4 Agile: When the character is fast moving hedoes not suffer any shooting penalties.

    5 Slow: Treats a result of pass 2d6 as if pass1d6 when taking the Fast Move Test.

    6 Brawler: Adds 1d6 when in melee.

    7 Slow to React: -1 to Rep when taking theThreatened Reaction Test.

    8 Athlete: Adds 1d6 when taking the FastMove Test.

    9 Runt: Minus 1d6 when in melee.

    10

    Marksman: Will roll 2d6 instead of 1d6 whenshooting, counting the best score.

    11

    Clumsy: When testing to Fast Move and failswith doubles will move 1d6 then fall in placeprone. May not regain feet until next active.

    12

    Nerves of steel: Not subject to Run ForCover.

    Example Sir William is a Star and chooses thefollowing Attributes, Agile and Born Leader. Herecruits two Grunts, Charles and Despero. Charlesrolls an 8 so is an Athlete while Despero rolls an 11and is Clumsy.

    GETTING

    STARTEDThis section will explain how to form your force andsome of the army types that CR 3.0 - Swordplay canbe used with.

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    RECRUITINGThe first thing that has to be determined is what doesyour force consist of. When first starting out werecommend using from three to ten figures perplayer, each with a variety of Reps. Once you havelearned the game mechanics you can easily play

    much larger games of upwards of fifty figures perplayer and all in a manageable two hours or less.

    POINTS

    I personally dont use points but here they are. Notethat you must pay for every weapon on the figure.This means if you give an archer a bow and a swordbe sure to pay for both! If you choose not to give thearcher a sword then when in melee he will default to+0d6 for weapon. But an archer in melee is a badproposition anyway! If you choose to use points tobuild a force I suggest 150 points for a quick game.

    Rep CostStar Rep

    6 10

    5 8

    4 6

    3 5

    2 3

    Special Characteristic CostKnight 5

    Missile Armed 2

    Soldier 3

    Warrior 2Horse 2

    Ranged Weapon CostArquebus 6

    Axe, throwing 3

    Crossbow 6

    Dart 1

    Javelin 3

    Longbow 6

    Pistol 6

    Short Bow 4

    Sling 4

    Melee Weapon CostLance 4

    One-hand sword or mace 2

    Polearm 4

    Spear 3

    Two-hand axe, sword, or club 4

    Armor or Shield CostProtected 2

    Armor 4

    Shield that protects or more of the body 3

    Shield that protects less than of the body 2

    RECRUITING ROLLS

    As explained previously you can use points todetermine your force. I prefer using a combination ofpoints and recruiting rolls.

    Start with a set number of points for your force.

    Next roll 2d6 and compare the result to the Recruitcolumn on your Army list to see who you haverecruited, and repeat the process until their pointcosts equal or exceed the point total.

    Example I choose to play a 200-point game. I amallowed to take up to half of the total in points fromthe Barbarian list as I see fit. I choose:

    1 Noble @ 23 points.

    1 Light cavalry @ 15 points.

    1 Skirmisher @ 14 points.

    1 Warrior @ 16 points.

    3 Warriors @ 42 points

    Total of 110 points. Close enough to the 100points I was allowed.

    I roll 2d6 on the Recruiting Column and score thefollowing.

    7 for a Warrior @ 16 points (126 total)

    3 for a Noble @ 23 points (149 total)

    10 for a Warrior @ 14 points (163 total)

    9 for a Warrior @16 points (179 total).

    6 for a Skirmisher @ 14 points (193 total).

    3 for a Noble @ 23 points (216 total).

    I have equaled or exceeded the point total for theforce so Im done rolling.

    THELISTSHere are some generic Army lists that you can usewith CR 3.0 Swordplay. Feel free to mix and matchor create your own lists as you see fit. As for who isarmed with what we provide general information. Wehave divided them into six historical armies listed firstand four fantasy armies following but players areencouraged to mix and match.

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    BARBARIAN

    This list covers the typical Barbarian tribes ofWestern Europe such as the Germans. Enemieswould be the Empire, Nomads, and Barbarian.

    Barbarian

    Recruit Type RepArmorWeaponPoints2 or 3 Noble (K) 5 P/LSh Spear 23

    4 Light Cavalry (W) 4 N/Sh Javelin 15

    5 or 6 Skirmisher (M) 4 N/Sh Sling 14

    7 to 9 Warriors (W) 5 N/LSh Javelin 16

    10 to 12 Warriors (W) 4 N/LSh Javelin 14

    Skirmishers may sub short bow for sling but will lose shield.Warriors may sub spear for javelin. Skirmishers and anycavalry may add a sword for 2 additional points.

    EMPIRE

    This list covers the typical army of the WesternRoman Empire. Enemies would be Barbarians,Nomads, and Empire.

    Empire

    Recruit Type RepArmorWeaponPoints2 or 3 Heavy Cavalry (K) 5 A /LSh Spear 25

    4 Light Cavalry (W) 4 N/Sh Javelin 15

    5 Legionaries (S) 5 A/LSh Axe* 23

    6 to 8 Legionaries (S) 4 A/LSh Axe* 21

    9 Light infantry (S) 4 P/Sh Javelin* 1810 Guard Infantry (S) 6 A/LSh Axe* 25

    11 or 12 Archers (M) 4 N ShortBow

    12

    Archers may sub sling for bow and may add shield at 2points. Archers and any cavalry may add a sword at 2additional points. Those with an * are armed with heavythrowing weapon (pilum) or javelin and sword.

    EASTERNEMPIRE

    This list covers the armies of Eastern Empires suchas Fatimid Egypt. Enemies would be Nomad, Feudal,and Eastern Empire.

    EasternEmpireRecruit Type RepArmorWeaponPoints

    2 Nobles (W) 6 A/Sh Lance* 30

    3 Horse Archer (MM) 4 N ShortBow

    14

    4 or 5 Heavy cavalry (W) 4 A/Sh Lance 20

    6 Heavy Infantry (S) 4 P/LSh Spear 17

    7 to 8 Archers (M) 3 N ShortBow

    11

    9 to 11 Light infantry (W) 3 N/Sh Spear 12

    12 Guard Infantry (S) 5 A/LSh Spear 22

    Archers and any cavalry may add a sword at 2 additionalpoints. Those with an * are armed with lance, short bow,and sword.

    FEUDAL

    This list covers the Feudal armies of Western Europecentered on the mounted knight. Enemies would beBarbarian, Nomad, Feudal, Northmen, EasternEmpire and Feudal.

    FeudalRecruit Type Rep Armor Weapon Points

    2 Knights (K) 5 (6) A/LSh Lance* 31

    3 MountedCrossbow (MM)

    4 N Crossbow(**)

    14

    4 Sergeants (W) 4 A/LSh Lance 21

    5 Heavy Infantry (W) 4 A/LSh Spear 17

    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 orNobility and will cost 2 additional points. Those with an *are armed with lance and sword and have the option not tohave a horse at a 2 points. If doing so they will also

    substitute a two-hand weapon for their lance at no changein points. Those with an ** will substitute a short bow at -2points representing local troops used while on theCrusades. Crossbowmen will substitute a long bow if anEnglish army at no additional points. Infantry in an Englisharmy will substitute a long bow for their spear and shield ata +1 point.

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    NOMAD

    This list covers the typical nomadic armies of theEast such as Huns. Enemies would be Barbarians,the Empire, and Nomads.

    Nomad

    Recruit Type RepArmor WeaponPoints2 to 9 Horse Archer (MM) 4 N Short

    Bow14

    10 Nobles (W) 5 P/Sh Lance* 26

    11 Archer (W) 3 N ShortBow

    11

    12 Infantry (W) 3 N/LSh Spear 13

    Infantry and archers are optional and may be replaced witha horse archer. Those with an * are armed with lance, shortbow, and sword.

    NORTHMEN

    This list covers the seafaring armies such as Vikingsand Saxons that were found in Western Europe.Enemies would be Barbarians, Eastern Empire,Feudal, and Northmen.

    Northmen

    Recruit Type RepArmor Weapon Points

    2 or 3 Fanatics (W) 6 N/LSh Spear* 23

    4 to 7 Warriors (W) 4 P/LSh Spear 168 Veterans (W) 5 A/LSh Spear 21

    9 Household (W) 5 A Two-handAxe

    18

    10 to 12 Archers (M) 4 N Short Bow 12

    Archers may add a sword at 2 additional points. Those withan * may trade in their spear and shield for a two-hand axeat a 1 point. Fanatics are charged an additional 5 pointsbut are allowed a +1d6 for all Reaction Tests.

    DWARVES

    This list covers the typical Dwarven armies of fantasy.Enemies would be Barbarians, Elves, Goblins,Northmen, Orcs, and Dwarves.

    DwarvesRecruit Type RepArmor Weapon Points

    2 to 4 Crossbows (M) 4 A Cross Bow 18

    5 to 9 Soldiers (S) 5 A/LSh Spear 21

    10 Anvil Guard (K) 6 A Axe 23

    11 or 12 Berserks (W) 6 N Axe 21

    Berserks count as Fanatics and are charged an additional5 points but are allowed a +1d6 for all Reaction Tests.

    ELVES

    This list covers the typical Eleven army found in

    fantasy. Enemies would be Dwarves, Goblins, Orcs,and Elves.

    Elves

    Recruit Type Rep Armor Weapon Points

    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

    10 Guard (S) 6 A/LSh Axe 24

    11 or 12 Maidens (W) 5 N Axe 19

    Those with an * are armed with longbow and may add a

    sword at +2 points. Those with ** are armed with longbowand spear. Maidens count as Fanatics and are charged anadditional 5 points but are allowed a +1d6 for all ReactionTests. They may choose two swords instead of an axe.

    GOBLINS

    This list covers the typical Goblin army of fantasy.Enemies would be Barbarians, Dwarves, Elves, Orcs,and Goblins.

    GoblinsRecruit Type RepArmorWeaponPoints

    2 to 5 Archers (M) 3 N ShortBow

    11

    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 ashort bow for 1 point.

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    ORCS

    This list covers the typical Orc army of fantasy.Enemies would be Barbarians, Dwarves, Elves,Goblins, and Orcs.

    Orcs

    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

    8 Trolls (K) 5 A Axe 26

    9 Riders (K) 5 A/Sh Javelin* 23

    10 to 12 Greater Orcs (W) 5 A/LSh Spear 20

    Riders also armed with a sword. Trolls count as Fanaticsand are charged an additional 5 points but are allowed a+1d6 for all Reaction Tests.

    UNITS

    It should be noted that most forces would consist ofunits made up of the same troop type. Players maydecide to follow this when composing their force ornot at their desire. Its more about having fun andusing the figures that you already have than anyhistorical necessity.

    ORGANIZINGYOURFORCEThere are two special rules that can affect theorganization of your figures and how you may movethem. They are the Group and Leader rules.

    GROUPSAt the start of the battle each side must divide theirfigures into groups of 1 or more figures. Groups arethose figures within 4 of one another and in clearLine of Sight of another group member. Note thatLine of Sight or LOS is explained in detail later in therules.

    You may form up or break apart your group intosmaller groups at anytime during the turn when youare active or when forced by reaction.

    Example Sir William, Cedric, and Daniel are in onegroup. They are all within 4 of each other and cansee at least one other member of the group. They getfired on and Cedric runs for cover outside of 4 fromDaniel or Sir William. Although he can still see themhe is now in his own group and will activate byhimself. Later Sir William moves to within 4 of him,Daniel becomes part of the group and may

    immediately move with Sir William.

    LEADERSEach group will start the battle with a Leader. TheLeader provides the following benefits.

    The Leader allows for all figures in his group toactivate when he does.

    Leaders lead! Leaders that are in the front rank ofagroup are allowed to apply Leader Die tocertain Reaction Tests.

    A (LD) at the end of some Reaction Tests or a LDin the top left corner of any applicable ReactionTest designates this.

    To use Leader Die throw 1d6 and compare theresult to the Rep of the Leader. If the result is

    pass 1d6then this may be added to the reactionresults of figures in the group.

    Example A group of Vikings wish to take a Wantingto Charge test. The Leader has a Rep of 4 and 1d6 isthrown. 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 andscores a result of 3 and 6. This means that theynormally would have passed 1d6. But adding the one

    passed d6 from the Leader Die means the groupactually has passed 2d6.

    REPLACINGLEADERSIn real life there will always be someone in charge ofa group. If the actual Leader is disabled someone willalways step-up and replace him.So when a Leader becomes disabled the non-Leaderfigure with the highest Rep in the group is consideredto be the Leader. In case of a tie the player maydesignate the Leader. The new figure now takes overthe functions and abilities of a Leader.

    Example The group comes under fire and theLeader is disabled. The group now takes the LeaderLost Reaction test and passes 2d6. The highest Repfigure in the group is now the Leader.

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    RULESOFWARNow lets go over the rules as you will use themduring the game.

    TURNSEQUENCEChain Reaction 3.0 Swordplay is played in turnswith one phase of activation per side. Althoughbattles can last an unlimited number of turns, eachturn follows a strict sequence.

    Before the game select 2d6 of differentcolors.

    Designate one side as one color and theother side as the other color.

    Roll these two dice at the same time to starteach turn. This is called rolling for Activation.

    If the die scores are the same (doubles) re-roll them.

    If the die scores are not doubles then readeach die individually. The higher scoredetermines which side is active and willactivate its groups first.

    The die score also determines which Rep orhigher group the corresponding side mayactivate. Groups activate from the highest tothe lowest Rep.

    Example: A Blue 4 and a Yellow 3 are rolled. TheBlue side scored higher so it activates first. Blue mayactivate only groups that are led by a Rep 4 or higherLeader.

    After the first group has completed all itsactions and any reactions it may havecaused have been resolved the active side isallowed to proceed to its next group.

    After all of one sides groups have beenactivated, the other side may activate onegroup at a time under the above Represtriction and continue to do so until allgroups have been activated.

    Example: A Blue 4 and a Yellow 3 were rolled. TheBlue side has finished activating all the groups hewanted to. It is now the Yellow sides turn. Yellow mayactivate only figures that are Rep 3 or higher, orgrouped with a Rep 3 or higher Leader.

    After both sides have moved all of theireligible groups the turn is over and Activationdice are rolled again.

    When more than two sides play just addadditional colored die to the Activation roll.Any dice rolling doubles means those sidesmay not activate but the other sides may. If

    all dice roll the same number, simply re-roll.Now that you know the turn sequence we will explainthe rules in the order that they will occur during thegame turn. Lets start with actions.

    ACTIONSWhen a character is active he may voluntarily do oneof the following actions.

    Move up to full distance and fire if desired, at anytime during his move.

    Stay in place, changing the way he is faced ifdesired, and fire.

    Charge into melee in lieu of taking active fire.

    ORDEROFACTIVATIONWhen a side is active it must activate its groups in thefollowing order. Any and all reactions caused by onegroup activating have to be finished before the next

    group may activate.

    Highest Rep currently carrying on. If tiedthen...

    o Those that will not move but may fire.

    o Those that will move but may fire.

    o Those recovering from Run For Cover.

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    MOVEMENTThere are two types of movement, voluntary, whenthe group is active, and involuntary when caused bya caused Reaction Test.

    NORMAL MOVEMENTNormal movement is 8 for all figures on foot. Allmounted figures may move 12.

    FASTMOVEMENTIf desired a figure may attempt to move at a fasterspeed than normal. Rolling 2d6 versus the Rep of thefigure then consulting the Fast Movement Test does

    this.

    Example Sir William (Rep 5) decides to have thegroup take a Fast Move test. He rolls 1d6 versus hisRep of 5 but scores a 6 so fails his Leader Die. Thegroup tosses 2d6 and scores a 5 and a 4. Sir William

    passes 2d6 and moves 16. Daniel (Rep 4) passes1d6 and moves 12. Charles (Rep 3) passes 0d6 andmoves only 8.

    GOINGPRONEFigures may either choose to go prone or be forcedto go prone at anytime during their turn. This endstheir movement. To regain their feet takes half of theirmovement distance.

    Prone figures may not fire.

    Example Charles moves 8 and declares that he isgoing prone. The figure is laid down and must spendhalf of its movement distance to regain its feet.

    INVOLUNTARY

    MOVEMENTFigures may be forced into involuntary actions andmovement due to the results of a Reaction Test. Theprocedures for taking a Reaction Test will bedescribed later. However, the possible involuntaryactions and moves are as follows.

    Halt Cease movement or do not move.

    Run Away Will leave table at fastest speed. Willalways attempt to fast move when active and willalways activate regardless of actual rep until has leftboard.

    Example Sir William and Daniel are fired on. SirWilliam scores a Run For Cover so moves to thenearest cover 6 towards the shooter. Daniel scores a

    result of Run Away so immediately takes a FastMove test and heads off the table.

    Run For Cover Move to the nearest cover within6. This can be in any direction, even forward. Oncethe figure reaches cover it cannot see or be seenfrom the direction of the test.

    If no cover available within 6 then take the BadSituation test and react accordingly. If run for cover isscored again the figure will move a full move directlyaway from the enemy and end facing it.

    REACTIONThis section covers the heart of the Two HourWargames system. It is called the Reaction System.Figures will take Reaction Tests during the gamewhen called upon to do so. Reaction Tests reflecthow a figure will perform when under physical,mental, or emotional stress during the fight.

    All of the tests are grouped together on the ReactionTests Table in the rear of the book.

    HOWTOTAKEAREACTIONTESTTo take a Reaction Test roll 2d6 for each group andapply the die scores to each individual figure in thegroup. This means that some figures taking the test inthe same group could pass 2d6, 1d6, or 0d6 for thesame test.

    TAKINGTHETESTSThere are a variety of Reaction Tests used in CR 3.0- Swordplay. Heres a list and how they are taken.

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    THREATENED BYENEMYFACINGWITHIN6

    Taken by a group when any enemy group startsoutside of 6 and ends its move within 6 of thegroup, facing the group, and not in contact with thegroup.

    The test is taken when the enemy has finished itsmovement. If this movement would result in contactthen the enemy would take a Want To Charge testand the group a Being Charged test. No Threatenedtest would then be required.

    Taken when inactive.

    BAD SITUATION

    The Bad Situation test is taken when directed byanother Reaction test and applies only to thosefigures actually in the Bad Situation.

    Example Daniel is an archer and Sir William asoldier. They are in the same group and pass 1d6 onthe Threatened test. Daniel is unloaded so suffers aBad Situation while Sir William will halt instead.

    Taken when active or inactive.

    RECEIVED FIRETaken by a figure that is shot at but not hit and by any

    figure within 4 and able to see the figure that wasfired on.

    Taken when active or inactive.

    WANTINGTOCHARGETaken when a figure can see an enemy figure andwishes to charge it. All or some of a group maycharge if desired. Those advancing or countercharging due to a Reaction test do not take aWanting To Charge test when doing so.

    Taken only when active.

    BEINGCHARGEDTaken by a figure that is being charged and anyfigure within 4 of the charged figure that can see atleast one of the charging figures. This test is takenwhen the charger is 3 from contact. If the figurebeing charged is forced to run away, the chargercontinues its move to the spot that was vacated.

    Taken only when inactive.

    MANDOWNORFRIENDLYRUNSFORCOVER ORRUNSAWAY

    This test is taken for three reasons.

    1 - Taken when a friendly figure within 4 and sightgoes out of the fight or obviously dead from melee or

    fire.2 - Taken when a friendly figure within 4 and sightruns for cover.

    3 - Taken when a friendly figure within 4 and sightruns away.

    All are taken when active or inactive.

    SPECIAL NOTE

    Regardless of the number of simultaneous

    occurrences that would cause the Man Down test tobe taken; each test may be taken only once whencalled for.

    Example - Five Orcs in the same group get shot at.Two Orcs go out of the fight. The remaining Orcs willtake the Man Down test for casualties only once. Theresults of the test call for one Orc to run for cover.The remaining two Orcs will now take the test for afriend running for cover.

    LEADERLOSTThis test replaces the Man Down test when the man

    down is the Leader of the group. Taken exactly likethe Man Down test.

    Taken when active or inactive.

    HEROESALLWhenever double ones (snake eyes) are rolled forany of the following Reaction tests, this means thefigure will go into hero mode.

    Received Fire

    Wanting To Charge Being Charged

    Man Down

    Leader Lost

    This means they will always pass 2d6 whenever theyhave to take these tests for the rest of the game. Roll1d6 for each figure in the group to determine who isaffected. The high score is the one with all ties beingre-rolled.

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    REACTIONTESTSTATUSANDACTIONSHere we will explain the terms found on the ReactionTests Table.

    CARRYON The figure is in good order and can actand react as desired.

    HALT Cease movement or not move at all.

    KNOCKED DOWN Foot figure is knocked prone,mounted figure is unhorsed. If attacked in melee theenemy will receive a +2d6 bonus for eachconsecutive knocked down result. The knocked downfigure can only use their Rep d6 for melee until theyregain their feet. Prone figures can only regain theirfeet if they won the last round of melee or scored aresult of evenly matched and are active.

    OBVIOUSLYDEAD The wound is so severe it isobvious that the character is dead.

    OUTOFTHEFIGHT The figure is wounded andcannot continue the battle. He cannot move on hisown and may be retrieved by others.

    RUNAWAY Will leave table at fastest speed. Willalways attempt to fast move when active and willalways activate regardless of actual rep until has leftboard.

    RUNFORCOVERMove to the nearest cover within6. This can be in any direction, even forward. Once

    the figure reaches cover it cannot see or be seenfrom the direction of the test.

    If no cover available within 6 then take the BadSituation test and react accordingly. If run for cover isscored again the figure will move a full move directlyaway from the enemy and end facing it.

    RUSHSHOT Stop in place and fire rushing theshot.

    RANGEDWEAPONSThere are two ways to inflict damage in CR 3.0 -Swordplay. The first way is through ranged weaponsfire and the other is through hand-to-hand combat ormelee.

    Each weapon is defined by type and in some casesweapons have been lumped into broader categories.Weapons are defined by four characteristics.

    Type What type of weapon it is.

    Impact Impact determines how good the weapon isat penetrating armor and dealing serious damage.

    Range The range listed for every weapon is itseffective range or the range that the firer feels he hasa reasonable chance of hitting the target.

    2H A Y means that the weapon requires 2 hands.

    Reload A Y signifies that the weapon can bereused if another projectile is loaded.

    LISTOFWEAPONSHeres a brief description of the ranged weapons thatare available for use. If a weapon does not appear on

    the list simply use the stats for a similar weapon.

    Arquebus Primitive firearm used with twohands.

    Axe, throwing Hand axe thrown prior to melee.

    Crossbow Slow loading but easy to use rangedweapon with good stopping power.

    Dart Light weapon tossed just prior to melee.

    Javelin Light spear that can either be tossed orused in melee.

    Longbow Powerful ranged weapon withexcellent stopping power and rate of fire but requiredyears of training to master.

    Pistol -Primitive firearm used with one hand.

    Short Bow Smaller bow with limited stoppingpower but high rate of fire.

    Sling Short ranged weapon that fired rocks.

    RANGED WEAPONSTABLE

    Type Imp Range 2H ReloadArquebus 3 24 Y Y

    Axe, throwing 3 6 -

    Crossbow 3 24/12 Y Y

    Dart 1 4 -

    Javelin 2 12 -

    Longbow 3 24 Y Y

    Pistol 3 6 Y

    Short Bow 2 24/12 Y Y

    Sling 2 12 Y

    Shorter listed range for crossbow and short bow is for whenfiring while mounted.

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    HAND TOSSED WEAPONS

    Figures with throwing axes, darts, and javelins areassumed to have more than one and this is reflectedin the points cost.

    RELOADING

    Ranged weapons must be reloaded or replaced afterthey have been fired or throw. Rolling 2d6 on theReload Table immediately after firing or throwingdoes this.

    2 Reload Table(Taken versus Rep immediately after firing)

    # Dice Passed Result

    2 Longbow, short bow, darts,javelins, throwing axes, andsling reloaded and may

    immediately fire. Arquebus, Crossbow, and

    Pistol still reloading and maynot fire until active.

    1 All still reloading and may notfire until active.

    0 All not reloaded but may tryagain next activation.

    SHOOTINGShooting a weapon and hand-to-hand combat aredistinctly different ways of inflicting damage. This isreflected by the different game mechanics used inCR 3.0 - Swordplay to represent them.

    LINEOFSIGHTTo shoot something you must first be able to see it. Astraight line from the shooter to the target is called aLine of Sight or LOS. Line of Sight extends acrossthe whole table and is blocked only by friendlyfigures, terrain, buildings, and sometimes weather.

    In nighttime the LOS is reduced to 12. However,targets in a well-lit area will count LOS as normalfor those firing at them.

    LOS in woods or rough terrain is reduced to 12in the daytime and 6 at night. If at the edge ofthe woods then the figure may see and be seenfrom outside the woods.

    LOS in inclement weather (fog, heavy rain, etc.)is reduced to 12 in the daytime and 6 at night.

    RESOLVINGFIREA figure may only fire if it has a LOS and a loadedweapon.

    TARGETSELECTION

    A figure may fire as follows.

    Before firing the shooter must declare whothe target is and all the figures that will shootat it. A target will only take one Received Fire

    test regardless of how many figures areactually firing at it.

    SHOOTINGA WEAPON

    First establish a LOS between the shooter and thetarget figure. Then-

    Roll 1d6 and add it to the shooters Reputation.

    Compare this total to the Ranged Combat Table.There is no need to test any modifiers prior torolling as the modifiers are already built into thehit table.

    1 Ranged Combat1d6 + Rep

    1d6 + Rep Result

    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.

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    MISS The target was missed but mustimmediately take a Received Fire Test.

    HIT The target was hit and damage must bedetermined.

    SHIELDED If the target held his shield betweenhimself and the shooter it was missed.

    CONCEALMENT If the target is behind anobstruction that can conceal it but cannot stopobjects fired at it, the target was missed.

    COVER If the target is behind a solidobstruction that can stop objects fired at it, thetarget was missed.

    PRONE If the target is prone it was missed.

    TARGETMOVED FAST If the target passed aFast Move test with 2d6 or 1d6, the target wasmissed.

    SHOOTERMOVED FAST If the shooterpassed a Fast Move test, with 2d6 or 1d6, thetarget was missed.

    SHOOTERRUSHED SHOT-Shooter rushed hisshot and the target was missed.

    OTHERWISE If none of the circumstancesapply the target was hit.

    Example - Daniel fires his crossbow at Carlos who isin cover. Daniel rolls a 3. Adding it to his Rep of 5 hescores an 8, miss because Carlos is in cover. He isnow unloaded and cannot fire until he reloads.

    DETERMININGDAMAGEEach time a figure is hit the shooter must roll on theRanged Combat Damage Table. Roll 1d6 andcompare the score to the Impact of the weapon.

    1 Ranged CombatDamage Table1d6 per each hit

    -1 to Impact if target is protected or has its body shielded-2 to Impact if target is armored.

    Score Result

    1 Target Obviously Deadregardless of armor type.

    Impact or lessbut not a 1

    Target is Out of the Fight.

    Higher than

    Impact

    Target halts in place as missile

    glances off. Take Received Firetest.

    Example Daniel has hit Carlos with his crossbow.Daniel rolls 1d6 and scores a 4. This is higher thanthe Impact of 3 so Carlos halts in place.

    AUTO-KILL ORCAPTUREIf an active figure comes into physical contact with anout of the fight figure he may choose to eitherautomatically dispatch the figure or instead capturehim (tie up, etc.)

    Example Daniel activates and runs up to theCarlos and chooses to capture him.

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    STARPOWEREarlier in the book we mentioned that Stars have StarPower. Star Power represents the qualities that makethe Star better than an ordinary person. It could beluck, instinct, inner strength, etc but whatever it is it iscapable of reducing damage to the Star.

    Stars usually have Star Power dice equal to theirRep. In some circumstances Stars may have lesspoints of Star Power but this is determined by specificscenarios.

    Whenever a character with Star Power takes damagefrom ranged fire or in hand-to-hand combat it will roll1d6 for each point of Star Power it has.

    Example Sir William is a Rep 5 with 5 Star Powerpoints so rolls 5d6 when using his Star Power toreduce damage.

    Any result of 1, 2, or 3 is counted as asuccess.

    Any result of 6 means that die is removedfrom the characters Star Power for the restof the encounter.

    Any result of 4 or 5 is ignored but the d6 isretained for future use.

    Count the number of successes that hasbeen rolled and consult the Star Being A StarTable to see if the damage has beenreduced.

    SP STAR BEING A STARTaken when a hit is scored in hand-to-hand or from fire

    Any score of 1, 2, or 3 = successAny score of 4 or 5 = failure

    Any score of 6 = fail and loss of that SP die

    For each success reduce damage by one level

    # ofsuccesses

    Result

    3 or more All revert to Evenly Matched!2 OD reverts to Knocked Down.

    OOF reverts to Evenly Matched!Knocked Down reverts to EvenlyMatched!

    1 OD reverts to OOF.OOF reverts to Knocked Down.Knocked Down reverts to EvenlyMatched!

    0 Result remains as rolled.

    Example Sir William received a result of obviouslydead. He rolls 5d6 Star Power and scores a 1, 2, 4, 5,and 6. His damage is reduced to knocked down buthe loses one Star Power d6 for rolling the 6

    PITIFUL SHOTRep 3 figures and only Rep 3 figures are allowed touse thepitiful shotrule. Whenever a Rep 3 fires androlls a six but still cannot hit the target, such as whena target is in cover, he is allowed to roll 1d6 again. Ifthe score is equal to or lower than his Rep (3) then ahit is scored. Otherwise, treat the result as a Missrequiring the target to take a Received Fire Test.

    Example Charles (Rep 3) fires at Reeves who is incover. Charles scores a 6 but still cannot score a hit.He can use the Pitiful Shot rule and rolls another 1d6and scores a 2. Reeves has been hit.

    MELEEWhen figures come into contact they can enter intomelee or hand-to-hand combat.

    Each weapon is defined by type and in some casesweapons have been lumped into broader categories.Weapons are defined by four characteristics.

    Type What type of weapon it is.

    D6 Modifier The number of d6 the user adds whenin melee and helps determine its ability to penetrate

    armor and deal serious damage.

    2H A Y signifies that the weapon requires twohands to be used.

    Reach Reach is the advantage the user gets on thefirst round of melee because he can deal damageeven before the enemy manages to get close enoughto use their weapon.

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    LISTOFWEAPONSHeres a brief description of the weapons that areavailable for use. If a weapon does not appear on thelist simply use the stats for a similar weapon.

    Lance Long spear used by mounted troops.

    One handed sword or mace Any cutting,stabbing, or bashing weapon used with one hand.

    Polearm Any two handed weapon capable ofslashing, poking, or stabbing the enemy used withtwo hands.

    Spear Long thrusting weapon usually used withone hand in an overhand motion.

    Two-hand axe, sword, or club Any two-handed non-pole arm weapon used with a cuttingmotion.

    MELEEWEAPONSTABLE

    Weapon Type D6 Modifier 2H ReachLance +1 Y 3

    One-hand sword ormace

    +1 1

    Polearm +1 3

    Spear +1 2

    Two-hand axe, sword,or club

    +2 Y 2

    HOWTOMELEEHand-to-hand combat is carried out in the followingmanner.

    The charger has LOS to the target, thentakes and passes the Wanting To Chargetest.

    The target of the charge takes and passesthe Being Charged test.

    Each figure in melee starts with d6 equal totheir Rep.

    Each figure adds d6 when any of the meleemodifiers apply.

    Each figure then rolls their d6 discarding anyresult of 4, 5, or 6.

    Each figure then retains any result of 1, 2, or3 and re-rolls them.

    This continues until one or both sides havezero d6 left to roll.

    Consult the Melee Combat Results Tableand apply the results.

    When a result of Evenly Matched is scoredthat ends the round of melee.

    When fighting multiple figures all d6 areapplied individually to each enemy. Thismeans that is it possible for one enemy torun out of successes and the melee resolvedfor him while the melee can continue forothers.

    Example Two Warriors (Rep 4), armed with swords,attack Sir William (Rep 5) who is armed with a two-hand sword.

    Sir William will roll 5d6 for his Rep, 2d6 for hisweapon and 1d6 for the reach advantage, for atotal of 8d6.

    Both Warriors roll 4d6 for their Rep, 1d6 for theirweapon, and 1d6 for each friend attacking the

    same enemy for a total of 6d6 each.

    All the d6 are rolled.

    Sir William scores 5 successes.

    Warrior A scores 3 successes and will continueto melee.

    Warrior B scores zero successes. As Sir Williamhas scored 4+ more successes than Warrior B,Warrior B is obviously dead.

    Rep Melee Combat(Taken vs. Rep)

    A score of 1, 2, or 3 is a successA score of 4, 5, or 6 is a failure.

    Continue rolling until only one side has any successes orall have zero successes.

    Weapon Type D6 ModifierTwo-hand Club, Axe, or Sword +2

    Lance +1

    Sword, Mace, Spear etc +1

    Special Situations D6 Modifier

    Attacking enemy in the back +2Attacking prone enemy +2

    Attacking enemy carrying wounded +2

    Shield between enemy and user +1

    Mounted +1

    Reach advantage first round of melee +1

    Each friend attacking the same enemy +1

    Special Attributes +1 to +3

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    MELEE COMBAT RESULTS TABLE# Successes

    NoneResult

    Protected ArmoredScore 4+moresuccesses

    ObviouslyDeadExploit

    ObviouslyDeadExploit

    ObviouslyDead

    Score 3

    moresuccesses

    Obviously

    DeadExploit

    Obviously

    Dead

    Out of the

    Fight

    Score 2moresuccesses

    ObviouslyDead

    Out of theFight

    Knockeddown. .

    Score 1moresuccess

    Out of theFight

    Knockeddown.

    Knockeddown.

    Score zerosuccesses

    Evenlymatched.

    Evenlymatched.

    Evenlymatched.

    EVENLYMATCHED Remain in melee and whenactive may either break off or continue the melee.

    KNOCKED DOWN Foot figure is knocked prone,mounted figure is unhorsed. If attacked in melee theenemy will receive a +2d6 bonus for eachconsecutive knocked down result. The knocked downfigure can only use their Rep d6 for melee until theyregain their feet. Prone figures can only regain theirfeet if they won the last round of melee or scored aresult of evenly matched and are active.

    OUTOFTHEFIGHT The figure is wounded andcannot continue the battle. He cannot move on hisown and may be retrieved by others.

    OBVIOUSLYDEAD -The wound is so severe it is

    obvious that the character is dead.

    Exploit Mounted winner will burst through 6attacking new enemy if contacted. Foot winner willcontinue movement up to 3 attacking new enemy up180 degrees to its front.

    POLEARMSAND SPEARSINMELEE

    Figures on foot, directly behind and in base to basecontact with friendly figures on foot, in a second rankand armed with a polearm or spear, can providesupport. The second rank figure allows the front rank

    figure to count the +1d6 melee modifier for a friendlyfigure attacking the same enemy. This applies if thesecond rank figure is facing the same way as thefront rank figure and is not in contact with any enemyfigure.

    GROUPSINMELEE

    When groups charge into melee move the charginggroup in a straight line towards the target group.

    Match one charging figure to the closest enemytarget figure. Once each enemy target figure in thefront rank has one charging figure matched against itthe remaining charging figures are allowed to doubleup on these front rank figures.

    Resolve the melees from the active players right tohis left.

    On the next activation any figures not in melee maynow move into melee with enemy figures.

    Figures of a group that have been in melee theprevious activation need not take a Wanting ToCharge or Being Charged test.

    BREAKINGOFFMELEEAnytime a figure that has been involved in a EvenlyMatched result and becomes active it may choose toend the melee by moving at least 1 away from theenemy. He can do this unless blocked by terrain suchas when having a back to the wall. Figures that breakoff the melee cannot enter another melee on thesame activation that they break off.

    Example Both Carlos and Charles have scoredzero successes previously so they have scored anEvenly Matched result. Charles activates first andbreaks off the melee by moving 6 away

    RETRIEVINGWOUNDEDWhen a figure is retrieving wounded figures it willbehave as follows:

    Figures can voluntarily choose to retrievewounded figures.

    Any figure may pick up a wounded figure andcontinue moving its remaining distance but

    may not exceed normal movement at anytime. It costs half a figures move distance topick up the wounded figure.

    Figures may not fire weapons whenretrieving wounded figures.

    Figures charged while retrieving woundedmust drop the wounded or keep them butmelee at a disadvantage.

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    AFTERTHEBATTLEIf you decide that you would like to keep the samecharacters for more than one battle this is an easyway to see if they recover from wounds. Rolling 2d6vs. the Rep of each figure that went out of the fightand consulting the After The Battle Recovery Tabledoes this.

    2 AFTER THE BATTLE RECOVERYTaken vs. Rep of all OOF figures

    # DicePassed

    Result

    Pass 2d6 All return at normal Rep.Pass 1d6 All return at 1 to their Rep.

    Pass 0d6 OOF become OD while those that ranaway will not return.

    Example Charles (Rep 3) went out of the fight andafter the game I roll 2d6 to see what happened tohim. I roll a 4 and 2 passing 1d6. Charles comesback but is now Rep 2.

    FIGHTINGTHEBATTLENow that you know all the rules its time to set up andplay your first game. First start with a flat space atleast 3x3.

    SETTINGUPTERRAINUnless previously determined by the scenario,players should use the following system to generateterrain for the battlefield.

    1 - Divide the table into nine roughly equal sections.See the following illustration that shows the

    corresponding number for each section of terrain. Inthis case the board is square but you may be using arectangle. It doesnt matter just be sure and dividethe table into nine equal sections.

    2 Determine the overall terrain type of thebattlefield. You can base this on the actual terrain thatthe forces historically fought over. Or roll 1d6 for eachsection of the board counting a score of one, two, orthree as clear, four or five as wooded or jungle, and asix for mountainous. Once this is done be sure tomove similar terrain types around the board so theyare adjacent whenever possible.

    Example I have divided the table into nine sections,I roll 1d6 for each section individually. I score fourclear sections of terrain, three jungle sections andtwo mountainous sections.

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    TYPESOFTERRAINThere are three types of terrain.

    Clear: This terrain is primarily flat with small sight-obstructing hills and irregular folds in the land.

    Mountainous: These are legitimate large mountains

    that hinder or prevent movement through them.

    Wooded: Although trees may be found almosteverywhere, this represents dense wooded areassuch as jungles that slow travel and obscure vision.

    HOWMANYPIECESOFTERRAIN?After you have determined the type of terrain on thebattlefield its time to see what the table will look like.

    Start from section number one and work your way tosection number nine.

    Roll 2d6 for each section on the Terrain GeneratorTable. This tells you the type of terrain that occupieseach section.

    2 TERRAIN GENERATOR TABLE2d6 added together

    2d6 Clear/Hilly Mountainous Woods

    2 Hill Impassable Woods

    3 Clear Woods Woods (3)

    4 Hill Clear(2) Wooded Hill

    5 Clear Rough w/Road Woods w/Road

    6 Clear w/ Road Rough Clear

    7 Hill Impassable Woods

    8 Clear(1) Rough Woods

    9 Woods Rough Wooded Hill

    10 Clear Clear Clear

    11 Hill w/River Impassable Clear w/River

    12 Hill Clear w/River Woods

    (1) There are one (1-3), two (4-5) or three (6) buildings present.

    (2) There is one (1-5) or two (6) buildings present.

    (3) There is one (1-4) or two (5-6) buildings present.

    Example I have determined that the overall terraintype of the board will be clear. I then roll 2d6 on theTerrain Generator Table for section one and score a7. This means I have a hill. I then roll a 9 for sectiontwo so thats a patch of woods. I continue until allnine sections are full.

    TERRAIN& SCENERYThis section describes terrain and what effects it mayhave on your figures. For ideas on terrain andbuildings I suggest watching movies of theappropriate genre.

    Each terrain piece should be represented by at leasta 12 by 12 or 6 x 24 area. The boundary of theterrain area should be easy to distinguish. A piece offelt works well for this purpose. Upon this can be laidtrees, rocks, scrub, etc., with the edge of the feltoutlining the terrain boundaries. It is also possible toblend terrain, such as a wooded hill. No matter what,make the terrain work for you with whatever youhave. The types of terrain are as follows:

    Clear terrain: Open, empty area with perhaps low-lying bushes that provide concealment but not cover.

    Impassable rock formations: Base of inaccessiblemountains or sheer cliff side. Movement not allowed.

    Wooded area or rough terrain: Either woodedareas, jungles, or those with broken rocks, etc.across them. Movement reduced to half speedthrough these areas. Visibility inside these terrainfeatures is limited to 12 in the daytime and 6 atnight. Those at the edge of these terrain featurescount as in cover and can see and be seen. Those 1or farther inside from the edge cannot.

    Definite road: Obviously well maintained road.Allows for normal movement when placed over andrunning through other terrain types such as a roadgoing through a hill. When a road is called for in one

    section it will run the length of the board one tableedge to the opposite edge of the section. Roads runeither from left to right (1-3) or up to down (4-6)through the center of each section.

    Hills: Sight blocking elevations that slope down intwo directions.

    River: Rivers will be 1d6 + 3 wide. You must place ariver over an existing piece of terrain such as a rivergoing through a clear area or down a hill. If a river iscalled for in section 5 then it is a lake instead. In anyother section it is placed running from the table edgeto the opposite edge of the section. After placing a

    river roll 1d6. On a 1 or 2 the river is not fordable anda bridge must be placed across it at some point. On a3 or higher the river is fordable. Fording is performedas follows:

    The group must stop at the riverbank andforfeits any remaining movement.

    Next turn it moves to the middle of the riverexpending its whole move.

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    The third turn it exits out of the river andstops at the opposite riverbank expending itswhole move.

    The fourth turn the group moves normally.

    Those in the middle of the river areconsidered to be in cover.

    BUILDINGSThe type of material that a building is made fromdetermines its Defensive Value or DV. Here is a list ofbuildings by DV.Any building hit by fire by a weaponwith a higher Impact than the DV of the building willonly count as concealment and not cover.

    Grass or similar hut Made of grass or otherorganic materials and have a DV of 1.

    Typical frame structure Made of wood orlightweight materials providing a DV of 2.

    Soft fieldworks Dirt walls or similar and have aDV of 3

    Stone structure Stone structures have a DV of4.

    BUILDINGAREASIn addition to their DV, each building is also rated ashaving of one or more areas. Model buildings (andreal ones too!) come in many shapes and sizes. Forgame purposes we need to divide buildings intoareas of roughly 6 x 6. Roughly because if yourbuilding is 6 x 8 or even 8 x 8 there is no need tocall it more than one area. Additional floors beyondthe ground floor areas will also count as additionalareas.

    Sometimes a building may sustain a catastrophic hitin a building area causing it to collapse. If an areathat collapses has another area above it roll 1d6 for

    that upper area. On a roll of 1-4 the upper sectioncollapses as well. On a 5-6 it does not.

    In the event that allof the areas on one level of abuilding have collapsed, we can assume that whenthe last one of these collapsed all areas above itcollapsed as well.

    ENTERINGAND EXITINGBUILDINGS

    Figures may enter or exit a building at a reduction of2 if through a doorway. If doing so through a window,that will end their move but they can still shoot.

    Example Charles can move 12 as he passed 1d6on a Fast Move test. He moves 6 to the door,

    subtracts 2 for passing through the door, andcontinues 4 more.

    MOVEMENTINSIDEBUILDINGS

    Movement in buildings is at normal speed and alwayscounts cover for any figures that are inside. This doesnot include those that have entered the building andare considered to have triggered a Threatened testwhile in the doorway. .

    Movement between levels whether up or down costshalf the move distance that the figure is allowed to

    move.

    Example Sir Jim Bob Joe starts his turn on the firstfloor. He becomes active and spends 4 of movementgoing up to the next floor.

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    THEBATTLESYouve fielded your force, set up the terrain, andchosen the type of battle you wish to fight. So letsget going.

    We have two battle types for your enjoyment calledthe Stand Up Fight and the Raid.

    Both maybe played solo, competitively or head tohead. Adapt the rules to fit.

    STAND UPFIGHTYour force has confronted the enemy in open battle.

    TERRAIN

    Set up the terrain as outlined on page 20.

    If playing head to head the defender sets upterrain and the attacker decides which tableedge to enter from.

    FORCES

    Forces can be generated either by figures(Recruiting Rolls page 7) or points (page7).

    You can use as few or as many figures orpoints as you want.

    If playing head to head the enemy will use anequal number of figures or points.

    If playing solo or cooperatively roll 2d6 andconsult the How Many Enemies? Table.

    How Many Enemies?

    DiceTotal

    Number of enemy points

    2 They have twice your points

    3 - 4 They have 50% more points than you

    5 They have 10% more points than you6 - 8 Forces are equal

    9 You have 10% more points than them.

    10 - 11 You have 50% more points than them.

    12 You have twice as many points as them.

    DEPLOYMENT

    The larger force will be the attacker.

    The defender is allowed to set up out to 12from his table edge.

    Attacker is allowed to enter from the oppositetable edge.

    RAIDIn this encounter your force must raid an opposingsettlement for loot or to rescue a member of thegroup.

    TERRAIN

    Set up the terrain as outlined on page 20.

    If playing head to head the defender sets upterrain and the attacker decides which tableedge top enter from.

    FORCES

    Forces can be generated either by figures(Recruiting Rolls page 7) or points (page7).

    You can use as few or as many figures orpoints as you want.

    If playing head to head the enemy will use an

    equal number of figures or points.

    If playing solo or cooperatively follow therules as outlined.

    DEPLOYMENT

    You can enter the board from any direction.

    The enemy is deployed as per the SpecialInstructions in this section unless playinghead to head. If doing so then the player mayset up his forces as desired noting anyfigures that are not in sight at the start.

    SPECIAL INSTRUCTIONS

    The raid will take place in the Daytime (1-4),Evening (5), or at Night Time (6).

    Rolling on the Raid- How Many Defenders?Table generates the number of defenders inthe scenario.

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    Raid - How Many Defenders?Total Size of Enemy Force

    2 They have twice your number.

    3 - 4 They have 50% more your number.

    5 They have 10% more your number.

    6 - 8 Forces are equal

    9 You have 10% more their number.10 - 11 You have 50% more their number.

    12 You have twice their number.

    After arriving at a number of defenders,generated from the appropriate army list, roll1d6 for each figure. An odd result means thefigure is generated and behaves normallywhile an even result means the figure will beunarmed and use the Civilian QRS forReaction.

    Next roll 1d6 for each figure on the Raid

    Where They Are Table to see where thefigures are to be placed.

    1 RAID WHERE THEY ARE+1 if in Daytime-1 if Evening-2 if Night Time

    # Result3 or less Enemy figure is inside a building.

    4+ Enemy figure is outside.

    To determine where outside the figure isplaced grid off the table like explained in theSetting Terrain section (page 20). Be sure toalign the board where sections 7, 8, and 9border the table edge that the raiders willenter from. Roll 1d6 for each figure and placeit in the corresponding section.

    There will be a minimum of 1/2d6 buildingson the table. The target of the raid can beheld in any one of them.

    When you enter a building roll 1d6. On aresult of 1 the target of the raid is there. If

    you do not find your target before searchingthe last building then the target will be there.

    If the target is a captured group member itwill be unarmed and may not activate untilcontacted by a member of your group.

    Anytime you enter a building roll 2d6 on thefollowing Building Occupants Table.

    2 BUILDING OCCUPANTS TABLE-1 if in Daytime+1 if Evening+2 if Night Time

    # Result1 to 5 Building is empty.

    6 There is one enemy inside.

    7 There is one less enemy inside than friendsentering but no less than one.

    8 There is the same number of enemiesinside as you have entering the building.

    9 There is the same number of enemiesinside as you have entering the building.

    10 There is one more enemy inside as youhave entering the building.

    11 There is one more enemy inside as youhave entering the building.

    12+ There are twice as many enemies inside asyou have entering the building.

    ENEMYAWARENESS

    When you enter a building occupied by enemies roll1d6 on the Awareness Table.

    Once the battle starts all the enemies are assumed tobe fully aware and the test is no longer taken.

    1 AWARENESS TABLE-1 if in Daytime+1 if Evening+2 if Night Time

    # Result1 Ambushed! The enemy does not need to take the

    Threatened test and are allowed a free turn ofactivation.

    2 The enemy takes the Threatened test with anadditional d6.

    3 The enemy takes the Threatened test normally.

    4 The enemy takes the Threatened test normally.

    5 Activation is rolled normally.6 The enemy is caught unaware and you are

    allowed a free turn of activation.

    Once the battle starts roll on the RaidOccupants Table for each building that hasnot been entered counting as if one figurehas entered the building. All enemies in thesebuildings will exit and attack your group.

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    NPC MOVEMENT

    Whenever non-player forces are required to move,roll 2d6 versus the Leader of each group.

    2 NPFORCE MOVEMENT TABLE(Taken versus Rep of the leader)

    +1d6 if the group is in cover+1d6 if the NP side has twice as many figures on the board

    # DicePassed

    Result

    Pass 2d6 Immediately move towards theclosest enemy group. Missiletroops will fire and reload normallywhile melee troops will advance tocharge.

    Pass 1d6 Halt in place. Missile troops will fireand reload normally.

    Pass 0d6 Halt in place and do nothing.

    LASTWORDSThats it. Hope you enjoy the rules. If you areinterested in vehicles, campaigns, characteradvancement, scenarios, air power, artillery, tons ofarmy lists and more detail about a specific periodthen test out the THW website at

    www.twohourwargames.com

    But if youre happy with what you have right here inyour hands then thats good too. After all, it really isabout playing the game. Take care,

    Ed

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    STARSHEETName Class Rep

    Attribute Benefit Star Power

    Skill Benefit Level

    Armor D6 Modifier Shield

    Ranged Weapon Impact Range

    Melee Weapon D6 Modifier Misc

    Item How Many Where At

    GRUNTSHEET

    Name Class Rep

    Attribute Benefit Star Power

    Skill Benefit Level

    Armor D6 Modifier Shield

    Ranged Weapon Impact Range

    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

    GRUNTSHEET

    Name Class Rep

    Attribute Benefit Star Power

    Skill Benefit Level

    Armor D6 Modifier Shield

    Ranged Weapon Impact Range

    Melee Weapon D6 Modifier Misc

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    GRUNTSHEET

    Name Class Rep

    Attribute Benefit Star Power

    Skill Benefit Level

    Armor D6 Modifier Shield

    Ranged Weapon Impact Range

    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

    GRUNTSHEET

    Name Class Rep

    Attribute Benefit Star Power

    Skill Benefit Level

    Armor D6 Modifier Shield

    Ranged Weapon Impact Range

    Melee Weapon D6 Modifier Misc

    GRUNTSHEET

    Name Class Rep

    Attribute Benefit Star Power

    Skill Benefit Level

    Armor D6 Modifier Shield

    Ranged Weapon Impact Range

    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

    GRUNTSHEET

    Name Class Rep

    Attribute Benefit Star Power

    Skill Benefit Level

    Armor D6 Modifier Shield

    Ranged Weapon Impact Range

    Melee Weapon D6 Modifier Misc

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    RANGED WEAPONSTABLE

    Type Imp Range 2H ReloadArquebus 3 24 Y Y

    Axe, throwing 3 6 -

    Crossbow 3 24/12 Y Y

    Dart 1 4 -

    Javelin 2 12 -Longbow 3 24 Y Y

    Pistol 3 6 Y

    Short Bow 2 24/12 Y Y

    Sling 2 12 Y

    Shorter listed range for crossbow and short bow is for whenfiring while mounted.

    2 Reload Table(Taken versus Rep immediately after firing)

    # Dice Passed Result

    2 Longbow, short bow, darts,javelins, throwing axes, andsling reloaded and mayimmediately fire.

    Arquebus, Crossbow, andPistol still reloading and maynot fire until active.

    1 All still reloading and may notfire until active.

    0 All not reloaded but may tryagain next activation.

    1 Ranged Combat1d6 + Rep

    1d6 + Rep Result

    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.

    1 Ranged CombatDamage Table1d6 per each hit

    -1 to Impact if target is protected or has its body shielded-2 to Impact if target is armored.

    Score Result1 Target Obviously Deadregardless of armor type.

    Impact or lessbut not a 1

    Target is Out of the Fight.

    Higher thanImpact

    Target halts in place as missileglances off. Take Received Firetest.

    SP STAR BEING A STARTaken when a hit is scored in hand-to-hand or from fire

    Any score of 1, 2, or 3 = successAny score of 4 or 5 = failure

    Any score of 6 = fail and loss of that SP die

    For each success reduce damage by one level

    # ofsuccesses

    Result

    3 or more All revert to Evenly Matched!

    2 OD reverts to Knocked Down.OOF reverts to Evenly Matched!Knocked Down reverts to Evenly

    Matched!1 OD reverts to OOF.

    OOF reverts to Knocked Down.Knocked Down reverts to EvenlyMatched!

    0 Result remains as rolled.

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    MELEECOMBATRep Melee Combat

    (Taken vs. Rep)

    A score of 1, 2, or 3 is a successA score of 4, 5, or 6 is a failure.

    Continue rolling until only one side has any successes orall have zero successes.

    Weapon Type D6 ModifierTwo-hand Club, Axe, or Sword +2

    Lance +1

    Sword, Mace, Spear etc +1

    Special Situations D6 ModifierAttacking enemy in the back +2

    Attacking prone enemy +2

    Attacking enemy carrying wounded +2

    Shield between enemy and user +1

    Mounted +1

    Reach advantage first round of melee +1

    Each friend attacking the same enemy +1

    Special Attributes +1 to +3

    MELEE COMBAT RESULTS TABLE# Successes

    NoneResult

    Protected ArmoredScore 4+moresuccesses

    ObviouslyDeadExploit

    ObviouslyDeadExploit

    ObviouslyDead

    Score 3

    moresuccesses

    Obviously

    DeadExploit

    Obviously

    Dead

    Out of the

    Fight

    Score 2moresuccesses

    ObviouslyDead

    Out of theFight

    Knockeddown.

    Score 1moresuccess

    Out of theFight

    Knockeddown.

    Knockeddown.

    Score zerosuccesses

    Evenlymatched.

    Evenlymatched.

    Evenlymatched.

    EVENLYMATCHED Remain in melee and whenactive may either break off or continue the melee.

    KNOCKED DOWN Foot figure is knocked prone,mounted figure is unhorsed. If attacked in melee theenemy will receive a +2d6 bonus for eachconsecutive knocked down result. The knocked downfigure can only use their Rep d6 for melee until theyregain their feet. Prone figures can only regain theirfeet if they won the last round of melee or scored aresult of evenly matched and are active.

    OUTOFTHEFIGHT The figure is wounded andcannot continue the battle. He cannot move on hisown and may be retrieved by others.

    OBVIOUSLYDEAD -The wound is so severe it isobvious that the character is dead.

    EXPLOIT-Mounted winner will burst through 6

    attacking new enemy if contacted. Foot winner willcontinue movement up to 3 attacking new enemy up180 degrees to its front.

    MELEEWEAPONSTABLE

    Weapon Type D6 Modifier 2H ReachLance +1 Y 3

    One-hand sword ormace

    +1 1

    Polearm +1 3

    Spear +1 2

    Two-hand axe, sword,or club

    +2 Y 2

    2 AFTER THE BATTLE RECOVERYTaken vs. Rep of all OOF figures

    # DicePassed

    Result

    Pass 2d6 All return at normal Rep.

    Pass 1d6 All return at 1 to their Rep.

    Pass 0d6 OOF become OD while those that ranaway will not return.

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    2 CIVILIANREACTIONTESTSA score of 6 is always a failure.

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

    Reason Pass 2d6 Pass 1d6 Pass 0d6

    Fast Move (Ldr) Move up to 1.5Xnormal distance.

    Those in cover remainin place instead.

    Others move up tonormal distance.

    Those in coverremain in place

    instead. Others move up to

    normal distance.

    Threat Enemy Within6 And Facing (Ldr)*

    If outnumbered 2:1 ormore will take BadSituation test.

    Otherwise halt.

    Take Bad Situationtest.

    Run away.

    Bad Situation Run for cover. Run away. Run away.

    Received Fire (Ldr) * All carry on. All Halt. Take BadSituation test.

    Wanting To Charge(Ldr)*

    All will charge intomelee.

    All Halt. Take BadSituation test.

    Being Charged (Ldr)*

    Halt.

    Take Bad Situationtest.

    Run away.

    Man Down Carry on. If Rep of casualty isequal or higher thenrun for cover.

    Otherwise Take BadSituation test.

    All will run away.

    Leader Lost* Carry on. New Leaderchosen when nextactive.

    Run for cover. NewLeader chosen whennext active.

    Run away.

    CARRYON The figure is in good order and canact and react as desired.

    HALT Cease movement or not move at all.

    RUNAWAY Will leave table at fastest speed.Will always attempt to fast move when active andwill always activate regardless of actual rep untilhas left board.

    RUNFORCOVERMove to the nearest coverwithin 6. This can be in any direction, evenforward. Once the figure reaches cover it cannotsee or be seen from the direction of the test.

    If no cover available within 6 then take the BadSituation test and react accordingly. If run for

    cover is scored again the figure will move a fullmove directly away from the enemy and endfacing it.

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    2 KNIGHTREACTIONTESTS

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

    Reason Pass 2d6 Pass 1d6 Pass 0d6

    Fast Move (Ldr) Armored foot move up

    to 1.5X normaldistance.

    Others, includingarmored mounted,move up to 2X normaldistance.

    All move up to 1.5X

    normal distance.

    Others move up to

    normal distance.

    Threat Enemy Within6 And Facing (Ldr)*

    If outnumbered 2:1 ormore will halt.

    If in cover orfieldworks will halt.

    Otherwise charge anddo not have to takethe Wanting To

    Charge test.

    All advance half move. Take Bad Situationtest.

    Bad Situation Halt. Halt. Run away.

    Received Fire (Ldr) * Charge and do nothave to take theWanting To Chargetest.

    Chargers carry on.

    Retrieving woundedcarry on.

    Others will halt.

    Take Bad Situationtest.

    Wanting To Char