The player with initiative then moves his figures which may initiate Reaction Tests, the results of which must then be resolved, before moving his next figures. This reinforces the need for effective positioning and use of “ Stars” when leading groups.
This provides an interesting dynamic as a high roll will give the initiative but restrict the figures able to take advantage of it. The higher roll will go first but is only allowed to move figures, or groups lead by a figure with a Rep equal to or higher than the roll. Initiative is determined by throwing a d6 for each side. This is then incorporated into the Reaction Test mechanism and forces the outgunned figure to duck back when they might otherwise be able to react. Each weapon type is given an outgun rating and anyone with a weapon with a lower rating is considered outgunned by someone firing with a higher rated weapon. One key weapons concept is that of being “ outgunned”. Weapons, equipment and points values are provided in the next sections. It ranges from 1 to 6 and is a critical factor in the majority of the game mechanisms. Reputation (Rep) is a key element within the game which reflects the skills, training and abilities of the individual.
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For example, they can be “ Larger than Life” (avoid being killed by figures with a lower Rep), able to “ Cheat Death” (removed from play to reappear in a subsequent game) and have “ Free Will” (choose Reaction Test results). Stars are allowed special characteristics to provide them with greater longevity and the player with greater control. The former are the key figures acting as Leaders of groups of “ Grunts”.
The dice mechanism requires explanation as almost exclusively the rules use the concept of “ passing dice” where individual dice are compared separately to a target number and where the result is lower than (or in some cases equal to) the target the dice is deemed to have “ passed”.įigures in Chain Reaction are divided into two categories, “ Stars” and “ Grunts”. Whilst the latter is convenient the cover art work is very dark and thus very ink hungry!Ī brief introduction is provided and followed by an outline of equipment required including an explanation of the dice mechanism and figure basing.
The rules are available as either hard copy or Adobe. Each section has a summary “ The Least You Need to Know” box highlighting key points from that element of the rules. The rules are laid out in sections in a two column format with both contents and index but with not interior illustrations. This means that the game can be operated with the player playing a single figure but works much better when the player is in command of one or more groups of figures. Whilst the rules operate at a 1:1 figure:man ratio they are constructed around a reaction test mechanism which controls figure actions in certain circumstances. RED vs BLUE (10) RED vs BLUE (10) Romans (1) Season's greetings (1) Sendoku (1) Sengoku (4) Seven Years' War (1) Stonewall in the Valley (14) Terrain (3) Terrain.Chain Reaction 2 is a set of modern skirmish rules by Ed Teixeira of Two Hour Wargames.
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