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WRITTEN BY ED TEIXEIRA DIGITALLY EDITED BY CRAIG ANDREWS

CHAIN REACTION 1 TABLE OF CONTENTS 3 PROLOGUE 2.0 INTRODUCTION 3.0 YOUR ROLE.0 NEEDED TO PLAY The Dice.1.1 Passing Dice.1.2 Counting Successes.1.3 Possibilities.1. Reading and Adding the Dice.1. l /2d HowManyd.1. Figures and Terrain.2.1 Basing Figures.2.2 Defining Facing Tables.0.1.2.3..0.1.2.3.0.1.2.3. 1 DEFINING THE FIGURES Stars and Grunts Stars.1.1 Grunts.1.2 Why Use Stars?.1.3 Star Advantages.2.1 Star Power Larger Than Life (LTL).2.2.2.3 Cheating Death.2. Free Will Reputation Weapons..1 Yeah, But Where's the... GETTING STARTED Forming Your Band.1.1 Recruiting Your First Band Groups.2.1 Forming and Splitting Groups.2.2 Group Cohesion.2.3 Large Groups Leaders.3.1 Leader Functions Using Leader Die.3.2.3.3 Multiple Leaders RULES OF WAR Tum Sequence Many Tums into One.1.1 Actions.2.1 Other Actions Firing Movement ED TEIXELRA - TWO HO UR WARGAMES.. ple.3. m.2 Sa.1.. file 1.0 /1/1.....1.0.1.2.3....1 Normal Movement..2 Fast Move..3 Going Prone.. Involuntary Movement The Reaction System In Sight..l In Sight or Out of Sight..2 Triggering an In Sight Test..3 Taking the In Sight Test.. Resolving In Sight Actions.. Adding to Ongoing In Sights.. Completed In Sights Reaction Tests..l How to Take a Reaction Test..2 Multiple Results..3 Completing Reactions Status and Actions Ranged Weapons Outgunned Rankings..1..2 Tight Ammo Shooting..3 Line of Sight.. Cover or Concealment.. Resolving Fire.. Arc of Fire.... Target Selection Applying the Target Dice.... Shooting the Weapon.. Determining Damage.. Auto-Kill or Capture.. Firing Two Weapons at Once..1 Pitiful Shot Grenades..1 Ready the Grenade..2 Disabling the Grenade..3 Throwing the Grenade.. "Who's Got the Grenade?".. Blast Circles.. Escaping Damage Me lee..1 Melee Weapons..2 Charge into Melee Test..3 How to Charge into Melee.. Melee Combat.. Melee Damage.. Multiple Figure Melees Retrieving Wounded After the Battle Challenge 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 BUILDINGS Building Size and Area Entering and Exiting Cover or Concealment Firing at Buildings Firing from Buildings 23 23

CHAIN REACTION 1.0 TERRAIN 23 1.0 DESIGNER NOTES 2.1 Setting Up the Table 23 1.1 My Game, Your Game 2.2 Generating Terrain 23.3 Types of Terrain 23 1.0 OLD SCHOOL CR 33.3.1 How Many Pieces of Terrain? 23 1.1 What's the Difference? 33. Terrain & Scenery 2..1 Clear 2..2 Hill 2 1.0 INDEX OF TABLES 33..3 Impassable 2.. Buildings 2.. Woods 2. Types of Buildings 2.0 PLAYING THE GAME 2.1 Solo and Same Side 2.0 PEFs 2.1 PEFs and Buildings 2.2 PEF Movement 2.2.1 Special PEF Movement 2.3 Resolving PEFs 2. How the Enemy Moves 2.0 ENCOUNTERS 2.1 Patrol 2.1.1 Objective 2.1.2 Forces 2.1.3 Terrain 2.1. Deployment 2.1. Special Instructions 2.2 Raid 2.2.1 Objective 2.2.2 Forces 2.2.3 Terrain 2.2. Deployment 2.2. Special Instructions 2.2. Finding the Objective 2.3 Defend 2.3.1 Objective 2.3.2 Forces 2.3.3 Terrain 2.3. Deployment 2.3. Special Instructions 2.3. What is their Objective? 2.0 AFTERWARDS 2.l New Grunts 2.2 Increasing Rep 2.3 Decreasing Rep 2 1.0 STEP-BY-STEP 2 1.l At the Start 2 1.2 During the Encounter 2 1.3 After the Encounter 2 SPECIAL THANKS TO: Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland: For insisting that, I"t's not just a gang warfare game. " The THW Guys on the Group and Forum: For the constant support. And Lil 1 ED TElXElRA - TWO HOUR W ARGAMES / 1/1 2

CHAIN REACTION 1 1.0 PROLOGUE Many of you have probably heard of Chain Reaction, but for those of you that haven t, here s a little history. from CR 2.0 to current THW products was so dramatic that it became apparent to me that CR 2.0 needed a facelift. So after five years I upgraded to CR 3.0. What Chain Reaction had become is an introduction to the Reaction System and all the other mechanics used in current THW products. CR 3.0 was a THW lite version given to the gamer at no cost. 02 Two Hour Wargames makes its first foray into providing rules for man-to-man skirmish games. The rules are called Guns and Girls and they debut with a News Item on The Miniatures Page. The cover of the rules (two young ladies in bikinis, high heels, and automatic weapons) is taken as a sign of the Apocalypse, by some, causing a change of title to Chain Reaction for the US market and a new cover depicting a target riddled with bullet holes. 0 As word spread via the Internet, battle reports began coming in about the games that people were playing with Chain Reaction. World War 2, Dark Future, and police actions were common, but there were also American Civil War games, Star Wars (you all understand I didn t write Star Wars, right?), hard core Sci-Fi, Gangsters of the s, and much more. It quickly became apparent that you could adapt Chain Reaction for almost any period where modern firearms were used. What also became equally apparent was that gamers wanted bigger battles with more and more figures. That was the main reason for Chain Reaction 2.0: Fully Loaded. With bigger battles came the need for smoother mechanics and less bookkeeping. Seeing how there was minimal book keeping in Chain Reaction it was obvious that the mechanics would be where the ease of play would come from. Chain Reaction 2.0 delivered. The past three years had seen the company explode to over thirty titles and a Yahoo Group of over 000 members. As THW gains more exposure one of the biggest comments I ve heard is that it s nice to have one common set of mechanics to play a variety of periods. This has led me to do the next update to Chain Reaction. With a variety of periods there are still some basic mechanics that give a really good game. The last three years, with the help of input from the Yahoo group, THW mechanics have become pretty standard between the games. Like one player told me, If you can play one set you can play about 0% of them as they share common mechanics. Chain Reaction 3.0 The Final Version are these mechanics. Anyway, thanks for the interest, give the game a read, play the game a few times. If you have questions come over to the THW Forum and ask. You ll usually get an answer within 2 hours. WHAT A LONG STRANGE TRIP IT S BEEN. ****************************************** ALERT! ALERT! ALERT! WE RE AT IT AGAIN! 0 By now Two Hour Wargames was up to twenty plus titles from a variety of authors covering a variety of periods from Ancient Warfare to the conflict in Vietnam, as well as Fantasy and Sci-Fi titles. While CR 2.0 was a generic set of rules that covered many periods in a light way, the other titles are detailed and focused specifically to bring the flavor of that period to life. So I decided to make CR 2.0 free to the masses. 0 With all the exposure and questions generated by CR 2.0 it became obvious that the rules were reaching a much larger audience than before. But the jump in mechanics 1 ED TEIXEIRA TWO HOUR WARGAMES /1/1 3 1 NUTS! Final Version and Larger Than Life Director s Cut as well as 2 Hour Dungeon Crawl has caused a dilemma. There are a few things in them that really make the THW mechanics work even better. Not big changes, just a few minor ones. We ve folded some of the mechanics into a simpler format, resulting in fewer tables. I m not about to issue new editions of the current books, the ones with the CR 3 mechanics, but I want to get the changes to everyone and get it to them for free. That s what this book is doing. Here s the beauty of the THW system. You can use these tweaks with any of the THW rule sets if you want to, just bring them over; it s your game.

CHAIN REACTION 1 2.0 INTRODUCTION Chain Reaction 1 is a set of man-to-man combat rules that can be played in a variety of periods and with any figures you may already have. Games are usually finished in two hours or less, hence the company name. Chain Reaction, like all THW games, can be played solo, cooperatively all players on the same side or competitively head to head. Before we go into detail about the game let's explain the cornerstone of all THW games, the Reaction System. 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. You ll see what I mean as you read along. WORD OF ADVICE Be sure to read the rules one section at a time and do the review and easy exercises in the Stop boxes. We ve broken the rules down into smaller pieces to make it easier to learn. If you have a question about the rules just keep reading as the answer will be coming along shortly. But if you can t find the answer check out the THW Forum link below for answers to questions and free downloads. http://site.twohourwargames.com/forum/index.php You can expect a response within 2 hours. 3.0 YOUR ROLE Your role in Chain Reaction is up to you. Here are some suggestions: You can play as a loner, going on Encounters on your own. You can play as a Leader of a Band with as many figures as you like; we recommend one per each point of Rep (.3), including your own. You can play a variety of periods. The bottom line is you can play it any way you like because it s your game..0 NEEDED TO PLAY You will need a few things to play Chain Reaction 1. They are: Six-sided dice, referred to as d. 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 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 3'x3' flat surface, but you can play with a larger one if desired..1 THE DICE During the game you will be required to roll dice in a variety of ways. They are: Passing Dice. Counting Successes. Possibilities. Reading and Adding the Dice. 1/2D..1.1 PASSING DICE This way to use the dice is to roll one or more d and compare each die score individually to the Target Number. The Target Number can be Reputation (.3) or something entirely different. If the d score is equal or less than the Target Number, the d has passed. If the score is greater than the Target Number, the d has not passed. You can only pass 2, 1, or 0d regardless of the number you actually roll. Isn t passing 0d like failing the dice? No, because we count how many you pass. Example Sgt Spellman (Rep ) comes under fire and must take a Received Fire Test (.). The Target Number for the test is his Reputation (). He rolls 2d and scores a 1 and a. As the 1 is equal or lower than the Rep of, 1d has been passed. Looking on the Received Fire Test (Table.) under the Pass 1d row we see that Spellman must return fire, but suffers the Rush Shot penalty. 1 ED TEIXEIRA TWO HOUR WARGAMES /1/1