TEXT: FREE!
  A CHAIN REACTION  3.0  SUPPLEMENT
  A CHAIN REACTION  3.0  SUPPLEMENT
  Get Chain Reaction 3.0 free at www.twohourwargames.com
  
  DOG SOLDIERS – A SUPPLEMENT FOR CHAIN REACTION 3.0
  © 2009 ed teixeira – two hour wargames
  1
  "Any questions," Cooper asked.
  "Just the one, Coop," Joe replied. "Exactly
  what is it we're fighting against?”
  “Megan, do you want to run it past the boys?”
  “Lycanthrope.” she said matter of factly.
  “You what?” asked Joe.
  “That's werewolves to you and me.” Cooper
  replied.
  © 2002 Dog Soldiers
  NOTE: This is a scenario based on the movie Dog Soldiers.
  This is done solely to display the versatility of the THW gaming
  system and is not intended for commercial gain or to infringe
  upon their body of work. It’s more a homage to a great horror
  film. Buy the film, you won’t regret it!
  INTRODUCTION
  Dog Soldiers is a supplement for Chain Reaction 3.0
  from Two Hour Wargames.  CR 3.0 is a free complete
  game that can be found on our website.
  www.twohourwargames.com
  You must have the Chain reaction 3.0 rules to play Dog
  Soldiers.
  WORD OF ADVICE
  All rules of CR 3.0 apply with the enclosed rules adding
  to them.
  
  You will need 5 figures representing the
  werewolves and 5 figures representing the
  British squaddies.
  
  A civilian vehicle preferably a Land Rover or
  SUV.
  
  Some terrain as elaborate or simple as you like.
  This is further explained on page 3 of these
  rules.
  WEAPONS
  The following weapons are the only ones used in Dog
  Soldiers.
  WEAPONS TABLE
  Ranged Weapons
  Range
  Targets
  Imp
  Pistol
  12
  2
  2
  MP 5 Submachine Gun
  24
  3
  2
  Combat Shotgun
  12
  3
  2
  G3 Selective Fire Assault
  Rifle
  48
  1/3 *
  3
  Melee Weapons
  Range
  Targets
  Imp
  Combat Knife
  x
  1
  2
  Two Hand Sword/Axe
  x
  1
  3
  Improvised Weapons
  Range
  Targets
  Imp
  Silver Letter Opener
  x
  1
  5
  Pan of scalding water
  x
  1
  2
  Petrol Bomb
  6
  5" circle
  5
  Hair Spray and Lighter
  1
  1
  2
  * Shooter is allowed to fire either one or three shots as desired.
  "WHAT THE HELL IS GOING ON?"
  It was supposed to be an easy training exercise. Nice
  little helicopter ride to an insertion point somewhere in
  the Scottish Highlands. Play a game of hide and seek
  with some British Special Ops forces. Nothing physical
  except maybe a long walk then it would be back home to
  the telly to watch the big footy match between England
  and Germany.
  Except once you came across the shredded bodies and
  destroyed Spec Ops camp it all went to shit.
  It wasn't long before Campbell was dead and Sgt. Wells
  wounded with your encounter with whatever the hell it
  was. Lucky you made it to a nearby empty house.
  And now you're inside and they're outside.  You just
  have to keep it that way until sunrise.
  
  DOG SOLDIERS – A SUPPLEMENT FOR CHAIN REACTION 3.0
  © 2009 ed teixeira – two hour wargames
  2
  THE LISTS - SQUADDIES
  Here's what you have.
  SQUADDIES
  Recruit
  Type Rep
  Weapons
  Sgt. Wells
  Star
  5
  Pistol, MP 5 & Combat Knife
  Cooper
  Star
  5
  MP 5 &Combat Knife
  Spoon
  Grunt
  4
  G-3 AR &Combat Knife
  Terry
  Grunt
  4
  MP 5 and Combat Knife
  Joe
  Grunt
  4
  Combat SG & Combat Knife
  Sgt. Wells - Technically Wells is in charge but he was
  badly wounded from his encounter with the werewolves.
  He is in the master bedroom and cannot move. He is
  currently Rep 1 until he recovers to Rep 5.  He can
  defend himself if attacked.
  
  Whenever the activation dice comes up doubles
  Sgt. Wells regains one point of Rep.
  
  Whenever he reaches Rep 5 he will completely
  turn into a Werewolf but the good side is until
  then he can be used as a squaddie.
  Cooper - Cooper has been given command of the squad
  by Sgt. Wells. Cooper has the Right Place Right Time
  Attribute. This means he has a special knack for being in
  the right place at the right time.
  
  To reflect this whenever a Werewolf comes
  within 3" of any squaddie anywhere in the house
  and Cooper is not in LOS of a Werewolf he
  automatically appears 3" from the threatened
  squaddie.
  Example - The werewolves activate and appear in front
  of Spoon. If Cooper is available he is now moved to
  within 3" of Spoon and can function normally either in
  reaction or action.
  Spoon - Spoon or Spooner is a rough and tumble lad
  from the streets. He's not sure what's going on but he
  can't wait to find out! Whenever Spoon finds himself in
  melee he is allowed to use an extra 2d6.
  Terry - Terry is not into this at all. In fact he got sick
  earlier (maybe something he ate?) and the sooner he
  gets out of here the better!
  Joe - Joe loves footy and can’t wait to get home but he
  knows that could take awhile. Joe's a good mate and
  lucky as well. To reflect this the first time Joe goes out of
  the fight or obviously dead he will instead become
  stunned. This means he may not act or react until having
  spent one full turn of activation doing nothing. But his
  luck only lasts one time!
  THE LISTS - WEREWOLVES
  And here's what you're fighting.
  WEREWOLVES
  #
  Type
  Rep
  Impact
  1
  Alpha
  6 *
  3
  2
  Adult
  5
  3
  3
  Adult
  5
  2
  4
  Adult
  5
  2
  5
  Youth
  4
  2
  6
  Youth
  4
  2
  *There may be only one Alpha on the table at a time.
  Werewolves - Werewolves are bad news. They also are
  very fast bad news as their normal movement is 12".
  And they can move fast, check out their Fast Move test.
  The good news is they don’t carry guns. The bad news
  is they don’t need them because when they are in melee
  they can add 2d6.
  And they are hard to kill. In fact here are a few things
  you need to know.
  Halt and Howl - When this result occurs on the
  Werewolf Reaction test the Werewolf is howling to alert
  the pack that there is prey located here. Each turn of
  activation after the Werewolf has howled , while outside
  of the house , another Werewolf from the Werewolf Pool
  is placed 6" from the prey, either between it and the
  house (1-3) or not (4-6). If the Werewolf is inside the
  house when he halts and howls the Werewolf is placed
  outside the room and outside the house.
  Retire - If you can get a Werewolf to retire due to melee
  or shooting he is removed from play. Immediately take
  the Recover From Retire test. This may lead to it being
  removed from the game or returned to the Werewolf
  Pool.
  Out of the Fight - When the Werewolf goes Out of the
  Fight he is knocked to the ground and takes the Recover
  From Out of Fight test. This may lead to it being
  removed from the game or returned to the Werewolf
  Pool.
  
  DOG SOLDIERS – A SUPPLEMENT FOR CHAIN REACTION 3.0
  © 2009 ed teixeira – two hour wargames
  3
  SETTING UP THE TABLE
  The table should at least 3'x3' and as the action will
  center on the house a bigger table would not be needed.
  Here's a map of what the table should look like.
  There is a house in the center with a shed 12" from the
  front door with a 12" clearing from each building to the
  surrounding woods. This is good to know when being
  chased by Werewolves.
  A dirt road leads from the clearing to off the board. This is
  where the Land rover can exit.
  The game starts with -
  
  The Land Rover in the shed.
  
  The squaddies carrying Sgt Wells through the
  front door.
  THE HOUSE
  The house is a single story building. It consists of a
  number of rooms and there is a chance of useful items
  being in these rooms. Once an item is found it cannot be
  found in another part of the house but can be recovered
  if dropped. If an item is not found when all the rooms
  have been searched then the item is not available!
  When you enter a room for the first time, roll 2d6 on the
  Item Location Table.
  2
  Item Location
  2d6 added together.
  Room
  Score
  Item
  Closet
  2 to 4
  Camera
  5 to 8
  Two Hand axe
  9 to 12
  Nothing
  Kitchen
  2 to 9
  Pot of hot water
  10
  Two Hand axe
  11 or 12
  Nothing
  Living Room
  2 to 6
  Two Hand Sword
  (Claymore)
  7 to 12
  Nothing found
  Loo
  2 to 10
  Hair spray and lighter
  11 or 12
  Nothing
  Master Bedroom
  2 to 6
  Camera
  7
  Two Hand Sword
  (Claymore)
  8
  Hair spray and lighter
  9 to 12
  Nothing
  Pantry
  2 to 6
  Two Hand axe
  7 to 12
  Nothing
  Second Bedroom
  2 to 7
  Camera
  8 to 12
  Nothing
  Shed
  2 to 6
  1/2d6 petrol bottles
  7 to 9
  Two Hand Axe
  10 to 12
  Nothing
  HOW THE ITEMS ARE USED
  Some items are easy to understand how to use like the
  axe. Here's how to use the others.
  Camera - When using the camera it automatically will
  halt a werewolf in place and cause them to forfeit one
  turn of activation. Until the Werewolf has recovered it will
  melee with 2d6 less than normal. The camera can be
  used as often as desired but you must have one hand
  free to use it.
  Hair Spray and Lighter - When used together it
  becomes the poor man's flamethrower. It takes two
  hands to use so you must have both of them free. When
  used it will cause one Werewolf to halt in place and
  forfeit one turn of activation. It is an automatic hit and can
  be used when active or in reaction just like firing a
  weapon. Roll 1d6 each time you use it and when a one is
  scored it is no longer useable.
  Petrol Bottle - Must be lit before throwing. This can be
  done with the lighter or automatically if in the kitchen, gas
  stove you know. You can throw it the same turn you light
  it. The upside is you use it like throwing a hand grenade
  as on page 17 in the CR 3.0 rules book.
  
  DOG SOLDIERS – A SUPPLEMENT FOR CHAIN REACTION 3.0
  © 2009 ed teixeira – two hour wargames
  4
  Land Rover - The Land Rover can carry all the
  squaddies off the board but it is in sad shape and must
  be hotwired to start. To do so, roll 2d6 versus the Rep of
  the squaddie attempting to hotwire the vehicle (1d6 if
  Spoon is trying).
  
  If the squaddie passes 2d6 the vehicle starts up.
  
  If the squaddie passes1d6 he fails but may try
  the test when next active.
  
  If the squaddie passes 0d6 he can never
  hotwire the vehicle but someone else that has
  not tried may try when next active.
  Only one squaddie may try at a time to hotwire the
  vehicle and only when he is active.
  DRIVING THE VEHICLE
  Driving the vehicle is done as per page 23 in the CR 3.0
  rules book.
  SPECIAL ITEM
  Whenever boxcars, double sixes, are rolled when
  checking for items in a room you have found the special
  item, the silver letter opener.
  It is the only item that can kill a werewolf outright. The
  way to use it is in melee and is handled on the Weapons
  Table. If the squaddie wins the melee then the Werewolf
  has been stabbed with the letter opener and is dead.
  Dead, dead. The silver letter opener can be used as
  often as desired.
  MOVING INSIDE THE HOUSE
  Movement outside the house is done normally as per
  page 10 of the CR 3.0 rules.
  
  Entering the house through a door or window is
  into the appropriate room and ends movement.
  
  Exiting the house through a door is at a 2"
  movement penalty.
  
  Exiting the house through window ends
  movement but the figure can shoot.
  
  Movement in the house is from room to room,
  one at a time. This includes the Pantry and Loo
  as well. All of the rooms have doors that may be
  shut at the end of movement or opened at the
  start.
  BARRICADING THE WINDOWS AND DOORS
  At the start of each turn the squaddie player must
  declare which doors and windows are barricaded. This
  may be any, none, or all.
  Whenever a Werewolf reaches a barricaded door or
  window he will roll 1d6. On a score of its Rep or less the
  barricade has been torn down and the Werewolf may
  enter normally when next active.
  If the score is higher he must try again next activation
  and until a success is rolled cannot enter through that
  opening.
  Any barricades that may be eliminated are replaced at
  the start of the hourly turn.
  TURN SEQUENCE
  This is the turn sequence that is used when playing Dog
  Soldiers.
  1.
  Windows and doors may be barricaded.
  2.
  The squaddies are placed anywhere in the
  house the player desires before activation is
  rolled.
  3.
  Consult the Werewolves About Table. If there
  are that many Werewolves in the Werewolf Pool
  then they will appear this hour. You may not
  have more than the maximum but you may have
  less.
  WEREWOLF ABOUT
  Hourly Turn
  Maximum #
  8 PM to11 PM
  3
  Midnight until 5 AM
  5
  6 AM
  Game over
  4.
  Roll 2d6 for each Werewolf and consult the
  Where Werewolves Attack Table. This means
  more than one Werewolf can attack through the
  same door or window.
  a.
  Whenever a squaddie enters the shed
  roll on the Where Werewolves Attack
  Table. If a result of window is scored
  there is a Werewolf in the shed!
  2
  Where Werewolves Attack
  2d6 added together.
  Score
  Where
  2
  Master Bedroom Window
  3
  Master Bedroom Window
  4
  Window next to Loo
  5
  Kitchen Window in front
  6
  Window next to Kitchen Door
  7
  Front Door
  8
  Window next to Front Door
  9
  Second bedroom Window
  10
  Kitchen Door
  11
  Kitchen Door
  12
  Kitchen Door
  
  DOG SOLDIERS – A SUPPLEMENT FOR CHAIN REACTION 3.0
  © 2009 ed teixeira – two hour wargames
  5
  5.
  Once the location has been determined place
  the werewolf in the woods directly across from
  the entry point.
  a.
  If there are no squaddies outside of the
  house then move the werewolf to the
  entry point and he is allowed to try and
  break down the door or destroy the
  barricades on the window.
  b.
  If there is a squaddie outside the house
  and in sight the werewolf will attack him
  instead.
  6.
  Now play the game as per the CR 3.0 rules
  rolling activation dice, etc.
  7.
  When all Werewolves have been driven from
  the board then the hourly turn ends.
  8.
  Be sure to return Werewolves to the Werewolf
  Pool when directed.
  9.
  Return to #1 and repeat until 6 AM.
  ENDING THE GAME
  The game is played in one hour strategic turns starting
  at 8 PM and lasting until sunrise at 6 AM when the game
  ends and the squaddies may escape. This means you
  only have to survive ten turns to win.
  WEREWOLF REACTION TESTS
  Reason
  Pass 2d6
  Pass 1d6
  Pass 0d6
  Fast Move
  
  Move up to 2X normal
  distance.
  
  Move up to 2X normal
  distance.
  
  Those in cover
  remain in place
  instead.
  
  Others move up to
  normal distance.
  In Sight
  
  Charge nearest target.
  
  Charge nearest target.
  
  Halt and howl.
  Received Fire
  Not taken.
  
  Not taken.
  
  Not taken.
  
  Not taken.
  Wanting To Charge
  
  Charge into melee.
  
  Charge into melee.
  
  Halt and howl.
  Being Charged
  
  Those that can will fire and
  then melee. Those that
  cannot fire will melee.
  
  May not fire but will
  melee.
  
  All will retire.
  Recover From Retire
  
  Recovers and sent back
  into the Werewolf Pool.
  
  If hit by petrol bomb
  removed from game.
  
  Otherwise recovers and
  sent back into the
  Werewolf Pool.
  
  All removed from
  game.
  Recover From Knock
  Down
  
  Werewolf rolls and rises.
  Remain in melee.
  
  Werewolf may not act or
  react until having spent
  one full turn of activation
  doing nothing.
  
  Werewolf is out of the
  fight. Immediately
  take the Recover
  From Out of Fight
  test.
  Recover From Out of
  Fight
  
  Regenerates and sent back
  into the Werewolf Pool.
  
  If regenerated
  previously then
  obviously dead.
  
  If not then sent back
  into the Werewolf Pool.
  
  Werewolf is obviously
  dead.
  
  DOG SOLDIERS – A SUPPLEMENT FOR CHAIN REACTION 3.0
  © 2009 ed teixeira – two hour wargames
  6
  SQUADDIE REACTION TESTS
  * = Star May choose to pass 2d6, 1d6, or 0d6.
  Reason
  Pass 2d6
  Pass 1d6
  Pass 0d6
  Fast Move (Ldr)
  
  Move up to 2X normal
  distance.
  
  Those in cover move
  normal speed.
  
  Others move up to 1.5X
  normal distance.
  
  Those in cover
  remain in place
  instead.
  
  Others move up to
  normal distance.
  Focus Test*
  
  Fire at the perceived
  biggest threat if there is
  one.
  
  Otherwise fire at the
  closest target.
  
  Fire at closest target.
  
  Roll 2d6 for the best
  target or biggest
  threat and 1d6 for all
  others.
  
  High result is the
  target to fire on.
  
  Ties go to the closer
  target.
  In Sight
  
  Fire if can.
  
  Others duck back.
  
  Snap fire if can.
  
  Others halt.
  
  All may not fire and
  will halt.
  Wanting To Charge
  (Ldr)*
  
  All will charge into melee.
  
  All will halt. Those that
  can will and snap fire.
  
  All will halt and may
  not fire.
  Being Charged (Ldr)*
  
  Those that can will fire and
  then melee. Those that
  cannot fire will melee.
  
  May not fire but will
  melee.
  
  All will retire.
  Rally*, Leader Lost*&
  Man Down
  
  Carry on.
  
  Carry on.
  
  All will retire.
  Recover From Knock
  Down
  
  Figure may not act or react
  until having spent one full
  turn of activation doing
  nothing.
  
  All are out of the fight.
  
  All are obviously
  dead.
  
  DOG SOLDIERS – A SUPPLEMENT FOR CHAIN REACTION 3.0
  © 2009 ed teixeira – two hour wargames
  7
  Target
  Ranged Combat
  1d6 + Rep
  A result of two or more “ones” means out of ammo.
  1d6 + Rep
  Result
  3 to 7
  
  Miss.
  8
  
  Target concealed – miss.
  
  Target in cover – miss.
  
  Target prone – miss.
  
  Target moved fast – miss.
  
  Shooter moved fast – miss.
  
  Shooter is snap firing - miss.
  
  Second or higher target – miss.
  
  Otherwise – hit.
  9
  
  Target in cover – miss.
  
  Shooter moved fast – miss.
  
  Shooter is snap firing - miss.
  
  Third or higher target – miss.
  
  Otherwise – hit.
  10+
  
  Hit.
  WEAPONS TABLE
  Ranged Weapons
  Range
  Targets
  Imp
  Pistol
  12
  2
  2
  MP 5 Submachine Gun
  24
  3
  2
  Combat Shotgun
  12
  3
  2
  G3 Selective Fire Assault
  Rifle
  24
  1/3 *
  3
  Melee Weapons
  Range
  Targets
  Imp
  Combat Knife/Bayonet
  x
  1
  2
  Two Hand Sword/Axe
  x
  1
  3
  Improvised Weapons
  Range
  Targets
  Imp
  Silver Letter Opener
  x
  1
  5
  Pan of scalding water
  x
  1
  2
  Petrol Bottle
  6
  5" circle
  5
  Hair Spray and Lighter
  1
  1
  2
  * Shooter is allowed to fire either one or three shots as desired.
  1
  Ranged Combat Damage Table
  1d6 per each hit
  Score
  Result
  “1”
  Werewolf counts as Out of the Fight.
  Immediately take the Recover From
  Out of Fight test.
  Impact or less
  but not a “1”
  Werewolf howls in pain and Retires!
  Immediately take the Recover From
  Retire test.
  Higher than
  Impact
  Werewolf knocked down. Take
  Recover From Knock Down test.
  Rep
  Melee Combat
  Taken vs. Rep
  -2d6 if prone or attacked to rear
  -2d6 if retrieving wounded
  -1d6 if using a lower Impact weapon
  -2d6 if Werewolf not yet recovered from effects of camera
  +2d6 Spoon in melee
  +2d6 Werewolf in melee
  A score of 1, 2, or 3 is a success
  A score of 4, 5, or 6 is a failure.
  When fighting multiple attackers must divide d6
  Continue rolling until one side has any successes or all sides
  have zero successes.
  # Successes
  Result
  Score 3+ more
  successes
  
  Human is obviously dead! Nature
  of the wound is so obvious that
  there’s no question that he’s a
  “goner”.
  
  Werewolf counts as Out of the
  Fight. Immediately take the
  Recover From Out of Fight test.
  Score 2 more
  success
  
  Human is out of the fight!
  
  Werewolf howls in pain and
  Retires! Immediately take the
  Recover From Retire test.
  Score 1 more
  success
  Enemy is knocked to ground. Take
  Recover From Knock Down test.
  No successes
  scored
  Evenly matched. Remain in melee
  and when active may either break off
  the melee or continue the melee.
  
  MASTER BEDROOM
  LIVING ROOM
  SECOND BEDROOM
  LOO
  PANTRY
  CLOSET
  FRONT DOOR
  KITCHEN DOOR
  KITCHEN
  
  SHED
  
SOURCE: textdata/thevault/Two Hour Wargames (THW)/Free/Chain Reaction - Dog Soldiers.pdf