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CHAIN REACTION CHAIN REACTIONPLAY 3.0 3.0 SWORDPLAY SWORDPLAY

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Page 1: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word

CHAIN REACTIONCHAIN REACTIONPLAY3.03.0SWORDPLAYSWORDPLAY

Page 2: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word
Page 3: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word

Chain Reaction 3.0 – Swordplay By Ed Teixeira

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TABLE OF CONTENTS

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

Equipment Required 2 The Dice 2

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

Figures And Terrain 3 Basing Figures 3 Defining Faces 3 Defining Characters 4 Stars And Grunts 4 Star Advantages 4

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

Reputation 5 Special Characteristics 5 Armor 5 Shields 5 Weapons 6 Attributes 6

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

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

Units 10

Organizing Your Force 10 Groups 10 Leaders 10

Replacing Leaders 10

Rules Of War 11 Turn Sequence 11 Actions 11 Order Of Activation 11

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

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

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

Heroes All 13 Reaction Tests Status And Actions 14 Carry On 14 Halt 14 Knocked Down 14 Obviously Dead 14 Out of the Fight 14 Run Away 14

Run For Cover 14 Rush Shot 14

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

Shooting 15 Line Of Sight 15 Resolving Fire 15

Target Selection 15 Shooting A Weapon 15 Ranged Combat Table 16

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

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

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

Retrieving Wounded 19

After The Battle 20 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

SPECIAL THANKS • The Godfathers - Geo “Technomancer”

Gibson, “Hannuman the Monkey-God”, Ken Hafer, and Ronald “Baddawg” Strickland

• Kim Allman for the awesome cover. Finally!

• The “usual suspects” on the THW Yahoo Group for contributing to the growth of CR 3.0 and setting the course.

.

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CHAIN REACTION 3.0 – SWORDPLAY

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

1

PROLOGUE CHAIN REACTION 3.0 - SWORDPLAY By now you may already have downloaded Chain Reaction 3.0, our free set of rules that cover modern combat. If not, hurry on over to the website and pick it up, we’ll wait.

www.twohourwargames.com

You back? Good. This set is called CR 3.0 -Swordplay and deals with hand-to-hand combat in the pre-firearms time. This can be used for both historical and fantasy games. You’ll see that the format of these rules is identical to CR 3.0 and that both share some common mechanics. Where they do we’ve duplicated them here so you can use this as a stand-alone game.

Like it’s companion set these are very generic and have a limited number of army lists. But the descriptions are clear enough that you should be able to take any figure that you have from any manufacturer and use them with these rules.

We’ll be doing some specific, low cost, add on modules that will cover specific periods but for now this is all you’ll need to get yourself into gaming as soon as possible.

So here we go and I hope you have fun. Remember fun? That’s probably why you got into gaming to begin with!

Be sure to check out the Two Hour Wargames Yahoo Group linked below for answers to questions and free downloads for other THW games. http://games.groups.yahoo.com/group/twohourwargames/

INTRODUCTION CR 3.0 - Swordplay is a skirmish set of rules that can be 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 the Reaction System used by Two Hour Wargames.

Traditional games use a turn sequence known as “IGO, UGO”. This means that I move my figures, fire, we do some melee, and maybe you do a morale test or two.

THW uses what is called the Reaction System. In this system your side activates and you move part of your force. That triggers a reaction from parts of my force. I immediately react and this may cause you to react in kind. Here’s an example of both systems using one figure on each side.

IGO UGO Our figures start on opposite sides of a building and are out of sight of each other.

• It’s my turn and I move first.

• I move my figure around the corner and see your 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 don’t get hit you take a morale test and stay where you are or maybe runaway.

• Now it’s 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 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.

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CHAIN REACTION 3.0 – SWORDPLAY

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

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THW REACTION SYSTEM Our figures start on opposite sides of a building and are 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 don’t 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 I’m only stunned.

• Or maybe I’m knocked out of the fight or worse.

• But if you miss I take a Received Fire Reaction 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 each other until either one of us gets hit, runs out of ammo, ducks back behind cover, or runs away.

• When all the reactions are finished it’s your turn.

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

There are a variety of Reaction Tests in CR 3.0 - Swordplay but you’ll be using only two of them 95% of the time. After a few turns you’ll have them memorized and will rarely refer to the rules. It’s that simple.

WORD OF ADVICE

Be sure to read all of the rules before trying to play CR 3.0 - Swordplay. And if you have a question about the rules just keep reading as the answer will be coming along shortly.

EQUIPMENT REQUIRED You will need a few things to play Chain Reaction 3.0. They are:

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

• One ruler or measuring device, ideally one device per player.

• Any combination of metal, plastic, or paper figures in a consistent scale of your choice.

• Something to represent buildings and other terrain features.

• A flat surface at least 3'x3' with larger usually being better.

THE DICE During the game you will be required to roll dice in a variety of ways. They are:

PASSING DICE This way to use the dice is to roll 2d6 and compare each result individually to the Reputation or Rep of each figure taking the test.

If the score is equal or less than the Rep then the figure has passed that die. If the score is higher than the Rep then the figure has failed that die. Figures may pass 2, 1, or 0d6 when the dice are rolled this way.

Note that there will be times when the figure may roll more or less than 2d6 but the player can never score better than pass 2d6.

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.

COUNTING SUCCESSES Another way to use the dice is by rolling them and 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.

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CHAIN REACTION 3.0 – SWORDPLAY

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

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

Example – The gang member may be armed with a pistol (1). This means that on a result of 1 when rolling 1d6 the ganger has a pistol.

READING AND ADDING THE DICE And sometimes you simply read the result of the d6 for what it is and add the scores together.

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

HOW MANY D6? 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.

BASING FIGURES Each figure represents one real man. The easiest way to base 25mm figures for CR 3.0 - Swordplay is 1 figure on a 1” round or square base as either style will work. When using figures mounted on horses or similar simply use the smallest base necessary.

Figures previously mounted for other rule systems will also work.

DEFINING FACES

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

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

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CHAIN REACTION 3.0 – SWORDPLAY

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

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DEFINING CHARACTERS Chain Reaction 3.0 – Swordplay is played with individual figures referred to as characters. Characters are defined in the following ways.

• Is it a Star or a Grunt?

• What is its Reputation?

• Does it have any Special Characteristics?

• Does it use Armor?

• What type of Weapon does it have?

• Does the character have any Attributes?

STARS AND GRUNTS There are two types of characters. They are Stars and Grunts.

STARS – Characters that represent you, the player. We suggest your Star begin with a Rep of 5. Stars can 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 the game mechanics.

• Stars may recruit both other Stars and Grunts to form their force.

• Stars may not recruit Stars with an equal or higher Rep than themselves.

• Stars may not recruit Grunts with a higher Rep than themselves.

STAR ADVANTAGES Being a Star in CR 3.0 - Swordplay has four important advantages. These are:

Larger Than Life.

Cheating Death

Star Power

Free Will

LARGER THAN LIFE (LTL)

CR 3.0 - Swordplay can be used to capture the cinematic flavor of adventure movies where the Star is a larger than life character. This is represented in the following way.

• Stars cannot be killed by anyone with a Rep lower than the Star. Instead the worse result a Star could receive would be Out Of The Fight.

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

CHEATING DEATH

A Star can be killed by anyone with an equal or 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.

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

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

STAR POWER

This is one of the most powerful advantages that a Star has in Chain reaction 3.0 - Swordplay. But we’ll explain this in the Ranged Combat section on page 14. Just be sure to read and understand how Star Power works. It could save your life!

FREE WILL

Each time a player must take any Reaction Test he may choose which of the three possible results he wants to do without rolling dice. This is noted on the test 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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CHAIN REACTION 3.0 – SWORDPLAY

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

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REPUTATION Reputation or Rep represents a combination of training, experience, morale, and motivation and is an expression of a character’s overall fighting quality. There are five possible levels of Reputation-

• Reputation 6 – These action heroes are few and far between. The stuff of legends.

• Reputation 5 - These are veterans of numerous successful encounters. Crusader Knights are an example of a Reputation 5 character.

• Reputation 4 - These are reliable men and women of some experience. The bulk of tribal warriors and soldiers are examples of Rep 4.

• Reputation 3 – These are guys of unknown 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 for combat. Slaves impressed into service would be considered to be Rep 2.

SPECIAL CHARACTERISTICS Now we must look at some special characteristics that will further define our characters.

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

Civilians will use their own Quick Reference Sheet or QRS located in the back when taking Reaction tests. Knights (K) – Knights are armored men riding horses or similar beasts with the intent to close with their foe and defeat them in melee. The classic European Knight is a great example of this type but heavily armored cavalry such as Mamluks also qualify as knights.

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

Missile Armed (M) – Missile armed characters are those armed with ranged weapons with the intent to defeat their enemies by showering them with missile fire from a distance. Missile armed troops can be mounted on horses or similar but usually are not.

Missile armed troops will use their own Quick Reference Sheet or QRS located in the back when taking Reaction tests.

Warriors (W) – Warriors are characters armed with melee weapons with the intent to close with their foe and defeat them in melee. They fight based under tribal customs usually in families or clans. A Warrior tends to be harder to control and is more aggressive than his trained counterpart, the Soldier.

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

Soldiers (S) – Soldiers are characters armed with melee weapons with the intent to close with their foe and defeat them in melee. They fight in organized units led by officers. A Soldier tends to be easier to control than his wilder counterpart, the Warrior.

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

ARMOR

It is easy to get carried away with arguing the merits 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:

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

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

Armored (A)– The character is heavily armored with metal or similar armor.

Players should feel free to decide what type of armor their figures are wearing but we recommend that it look similar to what the figure is wearing.

SHIELDS (SH & LSH) Some characters will use shields to protect themselves from injury. Shields usually can only be used when using a One Hand Weapon. However, a mounted knight using a lance (Two Hand Weapon) is considered shielded during first round of melee.

In addition, a character only counts shielded when attacked 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 when in melee.

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CHAIN REACTION 3.0 – SWORDPLAY

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

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WEAPONS 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 character is in melee.

We will cover these in more detail in the Range Combat (page 14) and Melee sections (pages 17) of the rules.

It is possible for a character to have more than one weapon such as a Short Bow and a sword. Players are encouraged to count the figure to be armed with the weapon it has.

ATTRIBUTES CR 3.0 - Swordplay uses Attributes to further define characters. Using Attributes is strictly optional but will greatly enhance your games.

If you choose to use Attributes it’s best to limit them to your force and not use them for the non-player enemy characters, as it could require too much bookkeeping. But the choice is yours.

If you are playing a campaign, or series of connected battles, the Star is allowed two Attributes chosen from the lists.

Grunts have their initial Attribute determined by rolling 2d6 on the Attributes Table.

2 ATTRIBUTES TABLE 2d6 added together

2D6 ATTRIBUTES

2

Born Leader: Adds 1d6 to all personal Reaction Tests. Any friendly character within 4” of him will react as the Born Leader does regardless of what their reaction would have actually been.

3

Faint Hearted: Will roll only 1d6 when taking the Received Fire Test.

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 1d6 when taking the Fast Move Test.

6 Brawler: Adds 1d6 when in melee. 7

Slow to React: -1 to Rep when taking the Threatened Reaction Test.

8

Athlete: Adds 1d6 when taking the Fast Move Test.

9 Runt: Minus 1d6 when in melee. 10

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

11

Clumsy: When testing to Fast Move and fails with doubles will move 1d6” then fall in place prone. May not regain feet until next active.

12

Nerves of steel: Not subject to Run For Cover.

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.

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CHAIN REACTION 3.0 – SWORDPLAY

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

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RECRUITING The first thing that has to be determined is what does your force consist of. When first starting out we recommend using from three to ten figures per player, each with a variety of Reps. Once you have learned the game mechanics you can easily play much larger games of upwards of fifty figures per player and all in a manageable two hours or less.

POINTS I personally don’t use points but here they are. Note that you must pay for every weapon on the figure. This means if you give an archer a bow and a sword be sure to pay for both! If you choose not to give the archer a sword then when in melee he will default to +0d6 for weapon. But an archer in melee is a bad proposition anyway! If you choose to use points to build a force I suggest 150 points for a quick game.

Rep Cost Star Rep

6 10 5 8 4 6 3 5 2 3

Special Characteristic Cost Knight 5 Missile Armed 2 Soldier 3 Warrior 2 Horse 2

Ranged Weapon Cost Arquebus 6 Axe, throwing 3 Crossbow 6 Dart 1 Javelin 3 Longbow 6 Pistol 6 Short Bow 4 Sling 4

Melee Weapon Cost Lance 4 One-hand sword or mace 2 Polearm 4 Spear 3 Two-hand axe, sword, or club 4

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

RECRUITING ROLLS As explained previously you can use points to determine your force. I prefer using a combination of points and recruiting rolls. Start with a set number of points for your force. Next roll 2d6 and compare the result to the Recruit column on your Army list to see who you have recruited, and repeat the process until their point costs equal or exceed the point total.

Example – I choose to play a 200-point game. I am allowed to take up to half of the total in points from the 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 100 points I was allowed.

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

• “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 the force so I’m done rolling.

THE LISTS Here are some generic Army lists that you can use with CR 3.0 – Swordplay. Feel free to mix and match or create your own lists as you see fit. As for who is armed with what we provide general information. We have divided them into six historical armies listed first and four fantasy armies following but players are encouraged to mix and match.

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CHAIN REACTION 3.0 – SWORDPLAY

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BARBARIAN This list covers the typical Barbarian tribes of Western Europe such as the Germans. Enemies would 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 any cavalry may add a sword for 2 additional points.

EMPIRE This list covers the typical army of the Western Roman 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* 18

10 Guard Infantry (S) 6 A/LSh Axe* 25 11 or 12

Archers (M)

4

N Short Bow

12

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

EASTERN EMPIRE This list covers the armies of Eastern Empires such as Fatimid Egypt. Enemies would be Nomad, Feudal, and Eastern Empire.

EasternEmpire

Recruit Type RepArmorWeaponPoints2 Nobles (W) 6 A/Sh Lance* 30 3

Horse Archer (MM)

4

N Short Bow

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 Short Bow

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 additional points. Those with an * are armed with lance, short bow, and sword.

FEUDAL This list covers the Feudal armies of Western Europe centered on the mounted knight. Enemies would be Barbarian, Nomad, Feudal, Northmen, Eastern Empire and Feudal.

Feudal

Recruit Type Rep Armor Weapon Points2 Knights (K) 5 (6) A/LSh Lance* 31 3

Mounted Crossbow (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 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.

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

Nomad

Recruit Type RepArmorWeaponPoints2 to 9

Horse Archer (MM)

4

N Short Bow

14

10 Nobles (W) 5 P/Sh Lance* 26 11

Archer (W)

3

N Short Bow

11

12 Infantry (W) 3 N/LSh Spear 13

Infantry and archers are optional and may be replaced with a horse archer. Those with an * are armed with lance, short bow, and sword.

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

Northmen

Recruit Type RepArmor Weapon Points2 or 3 Fanatics (W) 6 N/LSh Spear* 23 4 to 7 Warriors (W) 4 P/LSh Spear 16

8 Veterans (W) 5 A/LSh Spear 21 9

Household (W)

5

A Two-hand Axe

18

10 to 12

Archers (M)

4

N Short Bow 12

Archers may add a sword at 2 additional points. Those with an * may trade in their spear and shield for a two-hand axe at a –1 point. Fanatics are charged an additional 5 points but 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.

Dwarves

Recruit Type RepArmor Weapon Points2 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 additional 5 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 longbow and spear. Maidens count as Fanatics and are charged an additional 5 points but are allowed a +1d6 for all Reaction Tests. 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.

Goblins

Recruit Type RepArmorWeaponPoints2 to 5

Archers (M)

3

N Short Bow

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 a short 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 Points2 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 Fanatics and 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 of 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 “historical” necessity.

ORGANIZING YOUR FORCE There are two special rules that can affect the organization of your figures and how you may move them. They are the Group and Leader rules.

GROUPS At the start of the battle each side must divide their figures into groups of 1 or more figures. Groups are those figures within 4” of one another and in clear Line of Sight of another group member. Note that Line of Sight or LOS is explained in detail later in the rules.

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.

Example – Sir William, Cedric, and Daniel are in one group. They are all within 4” of each other and can see at least one other member of the group. They get fired on and Cedric runs for cover outside of 4” from 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, Daniel becomes part of the group and may immediately move with Sir William.

LEADERS Each group will start the battle with a Leader. The Leader provides the following benefits. • The Leader allows for all figures in his group to

activate when he does. • Leaders lead! Leaders that are in the front rank of

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 result to the Rep of the Leader. If the result is pass 1d6 then this may be added to the reaction results of figures in the group.

Example – A group of Vikings wish to take a Wanting 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 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 actually has passed 2d6.

REPLACING LEADERS In real life there will always be someone in charge of a group. If the actual Leader is disabled someone will always “step-up” and replace him. So when a Leader becomes disabled the non-Leader 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 the functions and abilities of a Leader. Example – The group comes under fire and the Leader is disabled. The group now takes the Leader Lost Reaction test and passes 2d6. The highest Rep figure in the group is now the Leader.

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RULES OF WAR Now let’s go over the rules as you will use them during the game.

TURN SEQUENCE 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.

• Before the game select 2d6 of different colors.

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

• Roll these two dice at the same time to start each 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 read each die individually. The higher score determines which side is active and will activate its groups first.

• The die score also determines which Rep or higher group the corresponding side may activate. Groups activate from the highest to the lowest Rep.

Example: A Blue 4 and a Yellow 3 are rolled. The Blue side scored higher so it activates first. Blue may activate only groups that are led by a Rep 4 or higher Leader.

• 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.

• After both sides have moved all of their eligible groups the turn is over and Activation dice are rolled again.

• 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 all dice roll the same number, simply re-roll.

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.

ACTIONS When a character is active he may voluntarily do one of the following actions.

• Move up to full distance and fire if desired, at any time during his move.

• Stay in place, changing the way he is faced if desired, and fire.

• Charge into melee in lieu of taking active fire.

ORDER OF ACTIVATION When a side is active it must activate its groups in the following order. Any and all reactions caused by one group activating have to be finished before the next group may activate.

• Highest Rep currently carrying on. If tied then...

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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MOVEMENT There are two types of movement, voluntary, when the group is active, and involuntary when caused by a caused Reaction Test.

NORMAL MOVEMENT Normal movement is 8” for all figures on foot. All mounted figures may move 12”.

FAST MOVEMENT If desired a figure may attempt to move at a faster 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 group tosses 2d6 and scores a 5 and a 4. Sir William passes 2d6 and moves 16”. Daniel (Rep 4) passes 1d6 and moves 12”. Charles (Rep 3) passes 0d6 and moves only 8”.

GOING PRONE 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.

Prone figures may not fire.

Example – Charles moves 8” and declares that he is going prone. The figure is laid down and must spend half of its movement distance to regain its feet.

INVOLUNTARY MOVEMENT Figures may be forced into involuntary actions and movement due to the results of a Reaction Test. The 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.

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.

Example – Sir William and Daniel are fired on. Sir William scores a Run For Cover so moves to the 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.

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.

REACTION This section covers the heart of the Two Hour Wargames system. It is called the Reaction System. Figures will take Reaction Tests during the game when called upon to do so. Reaction Tests reflect how a figure will perform when under physical, mental, or emotional stress during the fight.

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

HOW TO TAKE A REACTION TEST To take a Reaction Test roll 2d6 for each group and 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 same test.

TAKING THE TESTS There are a variety of Reaction Tests used in CR 3.0 - Swordplay. Here’s a list and how they are taken.

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THREATENED BY ENEMY FACING WITHIN 6” Taken by a group when any enemy group starts outside of 6” and ends its move within 6” of the group, facing the group, and not in contact with the group.

The test is taken when the enemy has finished its movement. If this movement would result in contact then the enemy would take a Want To Charge test and the group a Being Charged test. No Threatened test would then be required.

• Taken when inactive.

BAD SITUATION The Bad Situation test is taken when directed by another Reaction test and applies only to those figures actually in the Bad Situation.

Example – Daniel is an archer and Sir William a soldier. They are in the same group and pass 1d6 on the Threatened test. Daniel is unloaded so suffers a Bad Situation while Sir William will halt instead.

• Taken when active or inactive.

RECEIVED FIRE

Taken by a figure that is shot at but not hit and by any figure within 4” and able to see the figure that was fired on.

• Taken when active or inactive.

WANTING TO CHARGE

Taken when a figure can see an enemy figure and wishes to charge it. All or some of a group may charge if desired. Those advancing or counter charging due to a Reaction test do not take a Wanting To Charge test when doing so.

• Taken only when active.

BEING CHARGED

Taken by a figure that is being charged and any figure within 4” of the charged figure that can see at least one of the charging figures. This test is taken when the charger is 3” from contact. If the figure being charged is forced to run away, the charger continues its move to the spot that was vacated.

• Taken only when inactive.

MAN DOWN OR FRIENDLY RUNS FOR COVER OR RUNS AWAY This test is taken for three reasons.

1 - Taken when a friendly figure within 4” and sight goes out of the fight or obviously dead from melee or fire.

2 - Taken when a friendly figure within 4” and sight runs for cover.

3 - Taken when a friendly figure within 4” and sight runs away.

• All are taken when active or inactive.

SPECIAL NOTE

Regardless of the number of simultaneous 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. Two Orcs go out of the fight. The remaining Orcs will take the Man Down test for casualties only once. The results of the test call for one Orc to run for cover. The remaining two Orcs will now take the test for a friend running for cover.

LEADER LOST

This test replaces the Man Down test when the man down is the Leader of the group. Taken exactly like the Man Down test.

• Taken when active or inactive.

HEROES ALL Whenever double ones (snake eyes) are rolled for any of the following Reaction tests, this means the figure will go into hero mode.

• Received Fire

• Wanting To Charge

• Being Charged

• Man Down

• Leader Lost

This means they will always pass 2d6 whenever they have to take these tests for the rest of the game. Roll 1d6 for each figure in the group to determine who is affected. The high score is the one with all ties being re-rolled.

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REACTION TEST STATUS AND ACTIONS Here we will explain the terms found on the Reaction Tests Table.

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

OBVIOUSLY DEAD – The wound is so severe it is obvious that the character is dead.

OUT OF THE FIGHT – The figure is wounded and cannot continue the battle. He cannot move on his own and may be retrieved by others.

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.

RUSH SHOT – Stop in place and fire rushing the shot.

RANGED WEAPONS There are two ways to inflict damage in CR 3.0 - Swordplay. The first way is through ranged weapons fire and the other is through hand-to-hand combat or melee.

Each weapon is defined by type and in some cases weapons 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 is at penetrating armor and dealing serious damage.

Range – The range listed for every weapon is its effective range or the range that the firer feels he has a reasonable chance of hitting the target.

2H – A “Y” means that the weapon requires 2 hands.

Reload – A “Y” signifies that the weapon can be reused if another projectile is loaded.

LIST OF WEAPONS Here’s a brief description of the ranged weapons that are 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 two hands.

Axe, throwing – Hand axe thrown prior to melee.

Crossbow – Slow loading but easy to use ranged weapon with good stopping power. Dart – Light weapon tossed just prior to melee.

Javelin – Light spear that can either be tossed or used in melee.

Longbow – Powerful ranged weapon with excellent stopping power and rate of fire but required years of training to master.

Pistol - Primitive firearm used with one hand.

Short Bow – Smaller bow with limited stopping power but high rate of fire.

Sling – Short ranged weapon that fired rocks.

RANGED WEAPONS TABLE Type Imp Range 2H Reload Arquebus 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 when firing while mounted.

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HAND TOSSED WEAPONS Figures with throwing axes, darts, and javelins are assumed to have more than one and this is reflected in the points cost.

RELOADING Ranged weapons must be reloaded or replaced after they have been fired or throw. Rolling 2d6 on the Reload Table immediately after firing or throwing does this.

2 Reload Table (Taken versus Rep immediately after firing)

# Dice Passed Result

2 • Longbow, short bow, darts, javelins, throwing axes, and sling reloaded and may immediately fire.

• Arquebus, Crossbow, and Pistol still reloading and may not fire until active.

1 • All still reloading and may not fire until active.

0 • All not reloaded but may try again next activation.

SHOOTING Shooting a weapon and hand-to-hand combat are distinctly different ways of inflicting damage. This is reflected by the different game mechanics used in CR 3.0 - Swordplay to represent them.

LINE OF SIGHT To shoot something you must first be able to see it. A straight line from the shooter to the target is called a Line of Sight or LOS. Line of Sight extends across the whole table and is blocked only by friendly figures, terrain, buildings, and sometimes weather.

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

• LOS in woods or rough terrain is reduced to 12” in the daytime and 6” at night. If at the edge of the woods then the figure may see and be seen from outside the woods.

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

RESOLVING FIRE A figure may only fire if it has a LOS and a loaded weapon.

TARGET SELECTION A figure may fire as follows.

• Before firing the shooter must declare who the target is and all the figures that will shoot at it. A target will only take one Received Fire test regardless of how many figures are actually firing at it.

SHOOTING A WEAPON First establish a LOS between the shooter and the target figure. Then-

• 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.

1 Ranged Combat 1d6 + 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 must immediately take a Received Fire Test.

• HIT – The target was hit and damage must be determined.

• SHIELDED – If the target held his shield between himself and the shooter it was missed.

• CONCEALMENT – If the target is behind an obstruction that can conceal it but cannot stop objects fired at it, the target was missed.

• COVER – If the target is behind a solid obstruction that can stop objects fired at it, the target was missed.

• PRONE – If the target is prone it was missed.

• TARGET MOVED FAST – If the target passed a Fast Move test with 2d6 or 1d6, the target was missed.

• SHOOTER MOVED FAST – If the shooter passed a Fast Move test, with 2d6 or 1d6, the target was missed.

• SHOOTER RUSHED SHOT - Shooter rushed his shot and the target was missed.

• OTHERWISE – If none of the circumstances apply the target was hit.

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

DETERMINING DAMAGE Each time a figure is hit the shooter must roll on the Ranged Combat Damage Table. Roll 1d6 and compare the score to the Impact of the weapon.

1 Ranged Combat Damage Table 1d6 per each hit

-1 to Impact if target is protected or has ½ its body shielded

-2 to Impact if target is armored.

Score Result

“1” • Target Obviously Dead regardless of armor type.

Impact or less but not a “1”

• Target is Out of the Fight.

Higher than Impact

• Target halts in place as missile glances off. Take Received Fire test.

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

AUTO-KILL OR CAPTURE If an active figure comes into physical contact with an 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.

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STAR POWER 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 capable of reducing damage to the Star.

Stars usually have Star Power dice equal to their Rep. In some circumstances Stars may have less points of Star Power but this is determined by specific scenarios.

Whenever a character with Star Power takes damage from ranged fire or in hand-to-hand combat it will roll 1d6 for each point of Star Power it has.

Example – Sir William is a Rep 5 with 5 Star Power points so rolls 5d6 when using his Star Power to 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

Any score of 1, 2, or 3 = success

Any 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

# of

successes 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 Evenly Matched!

0 Result remains as rolled.

Example – Sir William received a result of obviously 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

PITIFUL SHOT Rep 3 figures and only Rep 3 figures are allowed to use the pitiful shot rule. Whenever a Rep 3 fires and rolls a six but still cannot hit the target, such as when a target is in cover, he is allowed to roll 1d6 again. If the score is equal to or lower than his Rep (3) then a hit is scored. Otherwise, treat the result as a Miss requiring the target to take a Received Fire Test.

Example – Charles (Rep 3) fires at Reeves who is in cover. Charles scores a 6 but still cannot score a hit. He can use the Pitiful Shot rule and rolls another 1d6 and scores a 2. Reeves has been hit.

MELEE When figures come into contact they can enter into melee or hand-to-hand combat.

Each weapon is defined by type and in some cases weapons 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 when in melee and helps determine its ability to penetrate armor and deal serious damage.

2H – A “Y” signifies that the weapon requires two hands to be used.

Reach – Reach is the advantage the user gets on the first round of melee because he can deal damage even before the enemy manages to get close enough to use their weapon.

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LIST OF WEAPONS Here’s a brief description of the weapons that are available for use. If a weapon does not appear on the list 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 of slashing, poking, or stabbing the enemy used with two hands. Spear – Long thrusting weapon usually used with one hand in an overhand motion.

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

MELEE WEAPONS TABLE Weapon Type D6 Modifier 2H Reach

Lance +1 Y 3 One-hand sword or mace

+1 — 1

Polearm +1 — 3 Spear +1 — 2 Two-hand axe, sword, or club

+2 Y 2

HOW TO MELEE Hand-to-hand combat is carried out in the following manner.

• The charger has LOS to the target, then takes and passes the Wanting To Charge test.

• The target of the charge takes and passes the Being Charged test.

• Each figure in melee starts with d6 equal to their Rep.

• Each figure adds d6 when any of the melee modifiers apply.

• Each figure then rolls their d6 discarding any result of 4, 5, or 6.

• Each figure then retains any result of 1, 2, or 3 and re-rolls them.

• This continues until one or both sides have zero d6 left to roll.

• Consult the Melee Combat Results Table and apply the results.

• When a result of Evenly Matched is scored that ends the round of melee.

• When fighting multiple figures all d6 are applied individually to each enemy. This means that is it possible for one enemy to run out of successes and the melee resolved for him while the melee can continue for others.

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 his weapon and 1d6 for the reach advantage, for a total of 8d6.

• Both Warriors roll 4d6 for their Rep, 1d6 for their weapon, 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 continue to melee.

• Warrior B scores zero successes. As Sir William has 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 success A score of 4, 5, or 6 is a failure. Continue rolling until only one side has any successes or all have zero successes.

Weapon Type D6 Modifier Two-hand Club, Axe, or Sword +2 Lance +1 Sword, Mace, Spear etc +1

Special Situations D6 Modifier Attacking 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

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MELEE COMBAT RESULTS TABLE # Successes

None Result

Protected

Armored Score 4+ more successes

Obviously Dead Exploit

Obviously Dead Exploit

Obviously Dead

Score 3 more successes

Obviously Dead Exploit

Obviously Dead

Out of the Fight

Score 2 more successes

Obviously Dead

Out of the Fight

Knocked down. .

Score 1 more success

Out of the Fight

Knocked down.

Knocked down.

Score zero successes

Evenly matched.

Evenly matched.

Evenly 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.

OUT OF THE FIGHT – The figure is wounded and 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.

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.

POLEARMS AND SPEARS IN MELEE Figures on foot, directly behind and in base to base contact with friendly figures on foot, in a second rank and armed with a polearm or spear, can provide support. The second rank figure allows the front rank figure to count the +1d6 melee modifier for a friendly figure attacking the same enemy. This applies if the second rank figure is facing the same way as the front rank figure and is not in contact with any enemy figure.

GROUPS IN MELEE When groups charge into melee move the charging group in a straight line towards the target group.

Match one charging figure to the closest enemy target figure. Once each enemy target figure in the front rank has one charging figure matched against it the remaining charging figures are allowed to double up on these front rank figures.

Resolve the melees from the active players right to his left.

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

Figures of a group that have been in melee the previous activation need not take a Wanting To Charge or Being Charged test.

BREAKING OFF MELEE Anytime a figure that has been involved in a Evenly Matched result and becomes active it may choose to end the melee by moving at least 1” away from the enemy. He can do this unless blocked by terrain such as when having a back to the wall. Figures that break off the melee cannot enter another melee on the same activation that they break off.

Example – Both Carlos and Charles have scored zero successes previously so they have scored an Evenly Matched result. Charles activates first and breaks off the melee by moving 6” away

RETRIEVING WOUNDED When a figure is retrieving wounded figures it will behave as follows:

• Figures can voluntarily choose to retrieve wounded figures.

• Any figure may pick up a wounded figure and continue moving it’s remaining distance but may not exceed normal movement at any time. It costs half a figures move distance to pick up the wounded figure.

• Figures may not fire weapons when retrieving wounded figures.

• Figures charged while retrieving wounded must drop the wounded or keep them but melee at a disadvantage.

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AFTER THE BATTLE If you decide that you would like to keep the same characters for more than one battle this is an easy way to see if they recover from wounds. Rolling 2d6 vs. the Rep of each figure that went out of the fight and consulting the After The Battle Recovery Table does this.

2 AFTER THE BATTLE RECOVERY Taken vs. Rep of all OOF figures

# Dice Passed

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 ran

away will not return.

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.

FIGHTING THE BATTLE Now that you know all the rules it’s time to set up and play your first game. First start with a flat space at least 3’x3’.

SETTING UP TERRAIN Unless previously determined by the scenario, players should use the following system to generate terrain 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. In this case the board is square but you may be using a rectangle. It doesn’t matter just be sure and divide the table into nine equal sections.

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.

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TYPES OF TERRAIN There 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 almost everywhere, this represents dense wooded areas such as jungles that slow travel and obscure vision.

HOW MANY PIECES OF TERRAIN? After you have determined the type of terrain on the battlefield its time to see what the table will look like. Start from section number one and work your way to section number nine.

Roll 2d6 for each section on the Terrain Generator Table. This tells you the type of terrain that occupies each section.

2 TERRAIN GENERATOR TABLE 2d6 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 terrain type of the board will be clear. I then roll 2d6 on the Terrain Generator Table for section one and score a 7. This means I have a hill. I then roll a 9 for section two so that’s a patch of woods. I continue until all nine sections are full.

TERRAIN & SCENERY This section describes terrain and what effects it may have on your figures. For ideas on terrain and buildings I suggest watching movies of the appropriate genre.

Each terrain piece should be represented by at least a 12” by 12” or 6” x 24” area. The boundary of the terrain area should be easy to distinguish. A piece of felt works well for this purpose. Upon this can be laid 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, make the terrain work for you with whatever you have. 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 inaccessible mountains or sheer cliff side. Movement not allowed.

Wooded area or rough terrain: Either wooded areas, jungles, or those with broken rocks, etc. across them. Movement reduced to half speed through these areas. Visibility inside these terrain 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” or farther inside from the edge cannot.

Definite road: Obviously well maintained road. Allows for normal movement when placed over and running through other terrain types such as a road going through a hill. When a road is called for in one section it will run the length of the board one table edge to the opposite edge of the section. Roads run either 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 in two directions.

River: Rivers will be 1d6 + 3” wide. You must place a river over an existing piece of terrain such as a river going through a clear area or down a hill. If a river is called for in section 5 then it is a lake instead. In any other section it is placed running from the table edge to the opposite edge of the section. After placing a river roll 1d6. On a 1 or 2 the river is not fordable and a bridge must be placed across it at some point. On a 3 or higher the river is fordable. Fording is performed as follows:

• The group must stop at the riverbank and forfeits any remaining movement.

• Next turn it moves to the middle of the river expending its whole move.

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• The third turn it exits out of the river and stops at the opposite riverbank expending its whole move.

• The fourth turn the group moves normally.

• Those in the middle of the river are considered to be in cover.

BUILDINGS The type of material that a building is made from determines its Defensive Value or DV. Here is a list of buildings by DV. Any building hit by fire by a weapon with a higher Impact than the DV of the building will only count as concealment and not cover.

• Grass or similar hut – Made of grass or other organic materials and have a DV of 1.

• Typical frame structure – Made of wood or lightweight materials providing a DV of 2.

• 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.

ENTERING AND EXITING BUILDINGS Figures may enter or exit a building at a reduction of 2” 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 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 Movement in buildings is at normal speed and always counts cover for any figures that are inside. This does not include those that have entered the building and are considered to have triggered a Threatened test while in the doorway. .

Movement between levels whether up or down costs half the move distance that the figure is allowed to move.

Example – Sir Jim Bob Joe starts his turn on the first floor. He becomes active and spends 4” of movement going up to the next floor.

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THE BATTLES 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.

STAND UP FIGHT Your 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 up terrain and the attacker decides which table edge to enter from.

FORCES

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

• You can use as few or as many figures or points as you want.

• If playing head to head the enemy will use an equal number of figures or points.

• If playing solo or cooperatively roll 2d6 and consult the How Many Enemies? Table.

How Many Enemies?

Dice Total 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 you 6 - 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 12” from his table edge.

• Attacker is allowed to enter from the opposite table edge.

RAID In this encounter your force must raid an opposing settlement for loot or to rescue a member of the group.

TERRAIN

• Set up the terrain as outlined on page 20.

• If playing head to head the defender sets up terrain and the attacker decides which table edge top enter from.

FORCES

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

• You can use as few or as many figures or points 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 the rules as outlined.

DEPLOYMENT

• You can enter the board from any direction.

• The enemy is deployed as per the Special Instructions in this section unless playing head to head. If doing so then the player may set up his forces as desired noting any figures 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 in the 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, roll 1d6 for each figure. An odd result means the figure is generated and behaves normally while an even result means the figure will be unarmed and use the Civilian QRS for Reaction.

• Next roll 1d6 for each figure on the Raid – Where They Are Table to see where the figures are to be placed.

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

# Result

3 or less Enemy figure is inside a building. 4+ Enemy figure is outside.

• To determine where outside the figure is placed grid off the table like explained in the Setting Terrain section (page 20). Be sure to 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 it in the corresponding section.

• There will be a minimum of 1/2d6 buildings on the table. The target of the raid can be held in any one of them.

• When you enter a building roll 1d6. On a result of “1” the target of the raid is there. If you do not find your target before searching the last building then the target will be there.

• If the target is a captured group member it will be unarmed and may not activate until contacted by a member of your group.

• Anytime you enter a building roll 2d6 on the following Building Occupants Table.

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

# Result

1 to 5 Building is empty. 6 There is one enemy inside. 7 There is one less enemy inside than friends

entering but no less than one. 8 There is the same number of enemies

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

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

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

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

you have entering the building.

ENEMY AWARENESS

When you enter a building occupied by enemies roll 1d6 on the Awareness Table.

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

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

# Result 1 Ambushed! The enemy does not need to take the

Threatened test and are allowed a free turn of activation.

2 The enemy takes the Threatened test with an additional 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 Raid Occupants Table for each building that has not been entered counting as if one figure has entered the building. All enemies in these buildings 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 NP FORCE 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

# Dice Passed

Result

Pass 2d6 • Immediately move towards the closest enemy group. Missile 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.

LAST WORDS 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 then test out the THW website at

www.twohourwargames.com

But if you’re happy with what you have right here in your hands then that’s good too. After all, it really is about playing the game. Take care,

Ed

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STAR SHEET Name 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

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

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

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

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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

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

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

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

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

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

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QRS

RANGED WEAPONS TABLE Type Imp Range 2H Reload Arquebus 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 when firing while mounted.

2 Reload Table (Taken versus Rep immediately after firing)

# Dice Passed Result

2 • Longbow, short bow, darts, javelins, throwing axes, and sling reloaded and may immediately fire.

• Arquebus, Crossbow, and Pistol still reloading and may not fire until active.

1 • All still reloading and may not fire until active.

0 • All not reloaded but may try again next activation.

1 Ranged Combat 1d6 + 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 Combat Damage Table 1d6 per each hit

-1 to Impact if target is protected or has ½ its body shielded

-2 to Impact if target is armored.

Score Result

“1” • Target Obviously Dead regardless of armor type.

Impact or less but not a “1”

• Target is Out of the Fight.

Higher than Impact

• Target halts in place as missile glances off. Take Received Fire test.

SP STAR BEING A STAR

Taken when a hit is scored in hand-to-hand or from fire

Any score of 1, 2, or 3 = success Any 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

# of

successesResult

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 Evenly Matched!

0 Result remains as rolled.

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MELEE COMBAT Rep Melee Combat

(Taken vs. Rep)

A score of 1, 2, or 3 is a success A score of 4, 5, or 6 is a failure. Continue rolling until only one side has any successes or all have zero successes.

Weapon Type D6 Modifier Two-hand Club, Axe, or Sword +2 Lance +1 Sword, Mace, Spear etc +1

Special Situations D6 Modifier Attacking 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

None Result

Protected

Armored Score 4+ more successes

Obviously Dead Exploit

Obviously Dead Exploit

Obviously Dead

Score 3 more successes

Obviously Dead Exploit

Obviously Dead

Out of the Fight

Score 2 more successes

Obviously Dead

Out of the Fight

Knocked down.

Score 1 more success

Out of the Fight

Knocked down.

Knocked down.

Score zero successes

Evenly matched.

Evenly matched.

Evenly 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.

OUT OF THE FIGHT – The figure is wounded and 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.

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.

MELEE WEAPONS TABLE Weapon Type D6 Modifier 2H Reach

Lance +1 Y 3 One-hand sword or mace

+1 — 1

Polearm +1 — 3 Spear +1 — 2 Two-hand axe, sword, or club

+2 Y 2

2 AFTER THE BATTLE RECOVERY Taken vs. Rep of all OOF figures

# Dice Passed

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 ran

away will not return.

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2 CIVILIAN REACTION TESTS A 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 1.5X

normal distance. • Those in cover remain

in place instead. • Others move up to

normal distance.

• Those in cover remain in place instead.

• Others move up to normal distance.

Threat – Enemy Within 6” And Facing (Ldr)*

• If outnumbered 2:1 or more will take Bad Situation test.

• Otherwise halt.

• Take Bad Situation test.

• Run away.

Bad Situation • Run for cover. • Run away. • Run away. Received Fire (Ldr) * • All carry on. • All Halt. • Take Bad

Situation test. Wanting To Charge (Ldr)*

• All will charge into melee.

• All Halt. • Take Bad Situation test.

Being Charged (Ldr)* • Halt. • Take Bad Situation test.

• Run away.

Man Down • Carry on. • If Rep of casualty is equal or higher then run for cover.

• Otherwise Take Bad Situation test.

• All will run away.

Leader Lost* • Carry on. New Leader chosen when next active.

• Run for cover. New Leader chosen when next active.

• Run away.

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.

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CHAIN REACTION 3.0 – SWORDPLAY

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

QRS

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

to 1.5X normal distance.

• Others, including armored mounted, move up to 2X normal distance.

• All move up to 1.5X normal distance.

• Others move up to normal distance.

Threat – Enemy Within 6” And Facing (Ldr)*

• If outnumbered 2:1 or more will halt.

• If in cover or fieldworks will halt.

• Otherwise charge and do not have to take the Wanting To Charge test.

• All advance half move. • Take Bad Situation test.

Bad Situation • Halt. • Halt. • Run away. Received Fire (Ldr) * • Charge and do not

have to take the Wanting To Charge test.

• Chargers carry on. • Retrieving wounded

carry on. • Others will halt.

• Take Bad Situation test.

Wanting To Charge (Ldr)*

• All will charge into melee.

• All will charge into melee.

• All will halt.

Being Charged (Ldr)* • Counter charge 3” and do not have to take the Wanting To Charge test.

• Counter charge 3” and do not have to take the Wanting To Charge test.

• Take Bad Situation test.

Man Down • Carry on. • If Rep of casualty is equal or higher then halt.

• Otherwise carry on.

• Take Bad Situation test.

Leader Lost* • Carry on. New Leader immediately steps up.

• Carry on. New Leader immediately steps up.

• Halt. New Leader chosen when 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.

Page 39: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word

CHAIN REACTION 3.0 – SWORDPLAY

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

QRS

2 MISSILE 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

to 1.5X normal distance.

• Others move up to 2X normal distance.

• Those in cover move normal speed.

• Armored foot move up to normal distance.

• Others move up to 1.5X normal distance.

• Those in cover remain in place instead.

• Others move up to normal distance.

Threat – Enemy Within 6” And Facing (Ldr)*

• Fire. • If unloaded Take Bad

Situation test.

• Fire. • If unloaded Take Bad

Situation test.

• Rush shot. • If unloaded Take

Bad Situation test. Bad Situation • Run for cover. • Run away. • Run away. Received Fire (Ldr) * • Fire.

• If unloaded Take Bad Situation test.

• Fire. • If unloaded Take Bad

Situation test.

• Rush shot. • If unloaded Take

Bad Situation test. Wanting To Charge (Ldr)*

• All will charge into melee.

• All halt. • Take Bad Situation test.

Being Charged (Ldr)* • Rush shot then melee. • If unloaded Take Bad

Situation test.

• Take Bad Situation test. • Run away.

Man Down • Carry on. • If Rep of casualty is equal or higher then run for cover.

• Otherwise Take Bad Situation test.

• Take Bad Situation test.

Leader Lost* • Halt. New Leader chosen when next active.

• Run for cover. New Leader chosen when next active.

• Run away.

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.

Page 40: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word

CHAIN REACTION 3.0 – SWORDPLAY

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

QRS

2 MTD MISSILE REACTION TESTS

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

Reason Pass 2d6 Pass 1d6 Pass 0d6 Fast Move (Ldr) • Armored move up to

2X normal distance. • Others move up to 3X

normal distance. • Armored

• Armored move up to 1.5X normal distance.

• Move up to 2X normal distance.

• Move up to normal distance.

Threat – Enemy Within 6” And Facing (Ldr)*

• Fire. • If unloaded Take Bad

Situation test.

• Fire. • If unloaded Take Bad

Situation test.

• Rush shot. • If unloaded Take

Bad Situation test. Bad Situation • Run for cover. • Run for cover. • Run away. Received Fire (Ldr) * • Fire.

• If unloaded Take Bad Situation test.

• Rush shot. • If unloaded Take Bad

Situation test.

• Rush shot. • If unloaded Take

Bad Situation test. Wanting To Charge (Ldr)*

• All will charge into melee.

• Fire if in range. • Otherwise halt.

• Take Bad Situation test.

Being Charged (Ldr)* • Rush shot then run for cover.

• Take Bad Situation test. • Run away.

Man Down • Carry on. • If Rep of casualty is equal or higher then run for cover.

• Otherwise Take Bad Situation test.

• Take Bad Situation test.

Leader Lost* • Halt. New Leader chosen when next active.

• Run for cover. New Leader chosen when next active.

• Run away.

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.

Page 41: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word

CHAIN REACTION 3.0 – SWORDPLAY

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

QRS

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

to 1.5X normal distance.

• Others, including armored mounted, move up to 2X normal distance.

• All move up to 1.5X normal distance.

• Move up to normal distance.

Threat – Enemy Within 6” And Facing (Ldr)*

• If outnumbered 2:1 or more will halt.

• If in cover or fieldworks will halt.

• Otherwise advance half move.

• All halt. • Take Bad Situation test.

Bad Situation • Halt. • Halt. • Run for cover. Received Fire (Ldr) * • All carry on. • Chargers carry on.

• Retrieving wounded carry on.

• Others will halt.

• Take Bad Situation test.

Wanting To Charge (Ldr)*

• All will charge into melee.

• Those armed with hand-tossed weapons will make a rushed shot before contact.

• All will charge into melee.

• All will halt.

Being Charged (Ldr)* • Halt. • Those armed with

hand-tossed weapons will make a rushed shot before contact.

• Halt.

• Take Bad Situation test.

Man Down • Carry on. • If Rep of casualty is equal or higher then take Bad Situation test.

• Otherwise carry on.

• Take Bad Situation test.

Leader Lost* • Carry on. New Leader immediately steps up.

• Carry on. New Leader immediately steps up.

• Halt. New Leader chosen when 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.

Page 42: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word

CHAIN REACTION 3.0 – SWORDPLAY

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

QRS

2 WARRIOR 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

to 1.5X normal distance.

• Others, including armored mounted, move up to 2X normal distance.

• All move up to 1.5X normal distance.

• Move up to normal distance.

Threat – Enemy Within 6” And Facing (Ldr)*

• If outnumbered 2:1 or more will halt.

• If in cover or fieldworks will halt.

• Otherwise advance full move.

• If outnumbered 2:1 or more will halt.

• If in cover or fieldworks will halt.

• Otherwise advance half move.

• Take Bad Situation test.

Bad Situation • Halt. • Run for cover. • Run away. Received Fire (Ldr) * • All carry on. • Chargers carry on.

• Retrieving wounded carry on.

• Others will halt.

• Take Bad Situation test.

Wanting To Charge (Ldr)*

• All will charge into melee.

• Those armed with hand-tossed weapons will make a rushed shot before contact.

• All will charge into melee.

• All will halt.

Being Charged (Ldr)* • Counter charge 3” and do not have to take the Wanting To Charge test.

• Those armed with hand-tossed weapons will make a rushed shot before contact.

• Halt. • Take Bad Situation test.

Man Down • Carry on. • If Rep of casualty is equal or higher then take Bad Situation test.

• Otherwise carry on.

• Take Bad Situation test.

Leader Lost* • Carry on. New Leader immediately steps up.

• Halt. New Leader chosen when next active.

• Halt. New Leader chosen when 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.

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CHAIN REACTION 3.0- SWORDPLAY

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

36

INDEX Activation, 11, 22, 28

Attributes, 4, 6, 28

Being Charged, 13

Buildings, 22

Carry On,14, 28

Characters, 4

Cheating Death, 4

Combat, 4

Counting Successes, 2

Dice, 2, 3, 15, 20, 25, 29, 30

Fast Movement, 6, 12, 22, 28

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

Reputation, 2, 4, 5, 11, 12, 15, 25

Retrieving Wounded, 19

Run For Cover, 2, 11, 12, 14, 28

Rush Shot, 14

Shooting, 15

Star, 4, 17, 29

Star Power, 4, 17

Terrain, 2, 3, 20, 21

Turn Sequence, 11

Wanting To Charge, 13

Weapons, 6, 14, 17

Page 44: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word
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Page 46: SWORDPLAY - lesitedenikko.free.frlesitedenikko.free.fr/pages/ressources/regles/THW/... · TABLE OF CONTENTS Leaders 10 Prologue 1 Introduction 1 IGO UGO 1 THW Reaction System 2 Word

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.

FREE!

Where’s my machine gun? Where’s my machine gun?

Just play the game!Get Chain Reaction 3.0 free at www.twohourwargames.com