
"Chain Reaction 3.0 v. 2015" Topic
9 Posts
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| Ed the Two Hour Wargames guy | 28 Dec 2015 10:16 a.m. PST |
Overall some mechanics have been streamlined by folding them into other mechanics. Less dice rolling but same results. Same with the Reaction Tests. Folded together and streamlined. Specifically - In Sight is different. if you win you act, if you lose, you react. If ties occur, the stationary side wins. Damage is now taken versus the Rep of the target instead of Impact – but the old table is there if you want to go that way. No evenly matched melees. Melee procedure is a little different. If you win you roll versus Rep of the loser No Recover From Knock Down test. How many enemy you meet when resolving a PEF is built into the Resolution Table. Mathematically the results are the same but you need less dice rolling to get there. There's ab it more but that's the main stuff. |
| Weasel | 28 Dec 2015 10:50 a.m. PST |
Sounds like the new in sight test is closer to the original way it worked. When we play, we still use the Nuts V1 in sight (1D6 vs Rep, highest roll under goes first, stationary wins draws). So does Impact do anything now? |
| Ed the Two Hour Wargames guy | 28 Dec 2015 4:10 p.m. PST |
Weasel – Impact is gone as damage is taken based on Rep of the target. In Sight is by the group leader and the modifiers are reduced now. Original defined order of fire, but now winner acts and the others react to the action. |
| Weasel | 28 Dec 2015 4:43 p.m. PST |
Gotcha. Sounds pretty good. It's funny, a friend of mine had opined that Impact ratings weren't needed, unless you had a setting where everyone wears armour. I guess he was ahead of you :-) |
| Ed the Two Hour Wargames guy | 28 Dec 2015 7:22 p.m. PST |
It's interesting as there's some gamers that will be using the Imp[act rules and not changing. Bottom line, is play the game you want to play. |
| Weasel | 28 Dec 2015 7:58 p.m. PST |
Heck, I remember Nuts V1, where rolling equal or under Impact was "Obviously Dead". Those were some brutal campaigns :-) |
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