TEXT: EXPORTING CR 3.1  
  © 2014 ED TEIXEIRA – TWO HOUR WARGAMES 6/23/2014 
  1 
  2 
             PEF MOVEMENT    
  (Taken versus the Rep of 4) 
  #D6 
  PASSED 
  RESULT 
  2 
  The PEF moves 8” directly towards the 
  player ending in cover if possible.   
  1 
  The PEF moves 4” directly towards the 
  player ending in cover if possible.   
  0 
  PEF does not move. 
   
  2                PEF RESOLUTION 
   (Taken versus PEF Rep of 4) 
  # D6 
  PASSED 
  RESULT 
  2 
  Contact! You have run into enemy. Go to the 
  section called How Many Enemy. 
  1 
  Something’s out there!  Resolve the next PEF 
  with 3d6 counting the lowest two scores. 
  0 
  False alarm! Just a case of nerves. 
   
  STATUS AND ACTIONS 
  CARRY ON - The figure is in good order and can act and 
  react as desired. This is the best status the figure can have. 
  A figure is considered to be carrying on if it is not doing 
  any of the following.  
  DUCK BACK - Move to the nearest cover within 6”. This 
  can be in any direction, even forward. If no cover is 
  available within 6” the figure will drop prone in place, 
  ending its turn. It may not fire until active or caused by a 
  subsequent Reaction Test. Figures in Duck Back cannot 
  see or be seen by the cause of the test but those that go 
  prone can. 
  HUNKER DOWN - Stay in cover or move to nearest cover 
  within 6”. If no cover is available within 6” then the 
  figure will drop prone in place, ending its turn. It may not 
  function until pass a Recover Test and if confronted by an 
  enemy within 4” will surrender. Figures in Hunker Down 
  cannot see or be seen by the cause of the test but those 
  that go prone can. If a second Hunker Down is scored at 
  any time during the fight this becomes a Leave the 
  Battlefield result. 
  LEAVE THE BATTLEFIELD - Move to the nearest table 
  edge at Fast Move and continue until exit the table.    
  OBVIOUSLY DEAD – The figure has taken damage that is 
  so severe it is obvious that the figure is dead. 
  OUT OF THE FIGHT – The figure has taken serious 
  damage and cannot continue the battle. He cannot move 
  on his own and must be retrieved by others. If contacted 
  by an enemy he is considered to be captured or dispatched 
  as desired. 
  OUTGUNNED – Outgunned figures will behave as if 
  scoring a Duck Back result.    
  RETURN FIRE – The figure immediately returns fire at the 
  cause of the test.    
  SNAP FIRE - The figure immediately returns fire at the 
  cause of the test but takes the Snap Firing penalty. 
  REP                 IN SIGHT   
  (Looking for successes) 
  CIRCUMSTANCE 
  MOD  
  Active - Character is active and moved. 
  -1d6 
  Concealed - Enemy is concealed. 
  -1d6 
  Ducking Back – Character is Ducking Back. 
  (1) 
  Hunker Down – Character is Hunkered Down. 
  (1) 
  Leaving the Battlefield – Character is Leaving 
  the Battlefield. 
  (1) 
  Temporary Group leader – Temporary Group 
  Leader taking the test. 
  -1d6 
  (1) Figure cannot fire and will complete its reaction instead. 
  RESOLVING IN SIGHT ACTIONS 
   
  Fire. 
   
  If the figure cannot fire it will Charge into Melee 
  if within 6”. 
   
  If the figure cannot fire or Charge into Melee it 
  will Duck Back. 
  2              CHARGE INTO MELEE 
  (Taken versus Rep)  
  CIRCUMSTANCE 
  MODIFIER 
  Target in cover 
  +1d6 
  Target charged to flank 
  -1d6 
  Target charged to rear 
  -2d6 
   
  #D6  
  PASSED  
  CHARGER 
  TARGET 
  Pass more 
  d6 than 
  opponent 
  Target may not fire. 
  Charger moves into 
  melee. No Reaction 
  Tests taken.            
  Target fires.  
  Charger moves into 
  melee. No Reaction 
  Tests taken.           . 
  Pass same 
  number d6  
  as opponent 
  Target Snap Fires.  
  Charger moves into 
  melee. No Reaction 
  Tests taken.            
  Target Snap Fires.  
  Charger moves into 
  melee. No Reaction 
  Tests taken.            
   
  
  EXPORTING CR 3.1  
  © 2014 ED TEIXEIRA – TWO HOUR WARGAMES 6/23/2014 
  2 
  1                 MELEE DAMAGE  
  (Read result as rolled) 
  # 
  SUCCESSES 
  RESULT 
  "1" 
  Target is Obviously Dead. 
  Impact or 
  less but not 
  a "1" 
  Target is knocked to the ground and Out of 
  the Fight. 
  Higher 
  than 
  Impact 
  Target is knocked to the ground and 
  immediately takes the Recover Test. 
   
   
  HOW MANY ENEMY 
   
  Roll 1/2d6 and read the result as rolled. 
   
  Roll a second d6.  
   
  If a success (1, 2 or 3) is rolled, the 1/2d6 
  score is subtracted from the number of 
  figures in your group. 
   
  If a success (1, 2 or 3) is not rolled, the 
  1/2d6 score is added to the number of 
  figures in your group. 
   
  You can never have less than one enemy figure. 
  2                         REACTION TESTS 
  (Taken versus Rep) 
  * = Star may exercise Free Will 
   
  CIRCUMSTANCE 
  MODIFIER 
  In cover.  
  +1d6 
   
  2   
           NP FORCE MOVEMENT   
  (Taken versus Rep) 
  # D6 
  PASSED 
  IF NP OUTNUMBERS 
  PLAYER 2+ TO 1 
  OTHERWISE 
  2 
  Split into two groups 
  of equal size. One 
  group will move to 
  position, preferably in 
  cover, to fire at 
  closest player group. 
  The second group will 
  encircle to the left (1-
  3) or right (4-6) flank 
  staying in cover if 
  possible. 
  Move to cover that 
  allows NP to fire at 
  closest player group.  
  1 
  Move to cover that 
  allows NP to fire at 
  closest player group.  
  Remain in cover or 
  move to nearest cover. 
  May fire at enemy if 
  in range after reaching 
  cover. 
  0 
  Remain in cover or 
  move to nearest cover. 
  May fire at enemy if 
  in range after reaching 
  cover. 
  Remain in cover or 
  move to nearest cover. 
  May fire at enemy if 
  in range after reaching 
  cover. 
   
   
   
   
   
   
  REASON 
  PASS 2D6 
  PASS 1D6 
  PASS 0D6 
  CRISIS TEST 
  (LDR) * 
  Outgunned: 
   
  Duck Back.  
  Fired On: 
   
  Return Fire. 
  Man Down: 
   
  Carry On. 
  Outgunned: 
   
  Duck Back.  
  Fired On: 
   
  Snap Fire. 
  Man Down: 
   
  Duck Back. 
  Outgunned: 
   
  Hunker Down. 
  Fired On: 
   
  Hunker Down. 
  Man Down: 
   
  Leave the Battlefield. 
  RECOVER TEST 
  (LDR) *  
  May use Leader 
  Die only if 
  Hunkered Down. 
  Star may only 
  choose Free Will 
  if Hunkered 
  Down. 
  If suffered damage: 
   
  Knocked down but can 
  still Carry On. Can 
  regain feet when next 
  active. 
  If Hunkered Down: 
   
  Recover and 
  immediately act as 
  desired. 
  If suffered damage: 
   
  Out of the Fight.    
  If Hunkered Down: 
   
  Recover to Duck Back.    
  If suffered damage: 
   
  Obviously Dead. 
  If Hunkered Down: 
   
  Leave the Battlefield.    
   
  
SOURCE: textdata/thevault/Two Hour Wargames (THW)/Free/CR 3.1 to Others.pdf