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The second is 'Successes' in which a rill or 1, 2 or 3 is success and a roll of a 4, 5 or 6 is a failure. Regardless of how many dice are rolled a character can pass, 2, 1 or 0D6. The first is 'Passing Dice' in which a character rolls a number of D6 and any score that is equal to or lower (underlined as this can be counter intuitive) has been passed. The game used traditional D6 and two key mechanics are worth re-iterating, simply because they are initially counter intuitive if your are used to game where rolling high is good. Where the style comes into it s own are the scenarios, which, aside from then usual battle encounter (which are inlcuded) characters can find themselves, hunting wild game in the hopes of obtaining furs to trade, defending a settlement form a war party, acting as a courier for the military of civilians or escorting either faction or settlers through the wilds.Īs you begin your campaign you can choose to affiliate yourself with either the French or British or stay neutral, but as the scenarios progress, one way or another you may get drawn into the war, like it or not, as you could find yourself fighting for either side at any time, making mortal enemies along the way. Like many other games of the black powder periods Long Rifle uses a re-load mechanic, with rifles taking a little longer to re-load. Whilst the base of the system is shared with all of the Two Hour Wargames games and probably shares more with THW's 5150 science fiction system that with any of the other games, enough has been changed to fit the style and of the genre. Instead of the traditional IGO UGO, in which each player takes a turn, individual characters take 'reaction tests' so that, just like in the real world, if a character takes fire, spots an enemy (the 'In Sight' test), sees a comrade fall, or a variety of other reasons, they may: duck back behind cover, flee the battlefield, drop prone or charge the enemy. Long Rifle uses the Chain Reaction system for its base.
