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SANTA CLAus

WAns

WRITTEN BY ED TEIXEIRA





Based on the Wargames Supply Depot Santa Claus Wars line of miniatures
http://www.wargamessupplydump.co.uk/



SANTA CLAUS WARS A SUPPLEMENT FOR CHAIN REACTION 3.0
2009 ED TEIXEIRA TWO HOUR WARGAMES
1
PROLOGUE
Santa Claus Wars first came out in 2005 as an intro
to Chain Reaction 2.0. With the release of CR 3.0 it
only made sense to re-do this supplement. And so,
just in time for Christmas we give you
SANTA CLAUS WARS

INTRODUCTION
"'Twas the night before Christmas and all through the
house, not a creature was stirring, not even a
mouse."
However far away in the North Pole a massive gun
battle is taking place around Santa's workshop.
Its the night before Christmas and all hell is breaking
loose at the North Pole. The evil Jack Frost and his
minions have mounted an attack on Santas
Workshop. Their goal is to take the Big Guy out put
a stop to Christmas and keeping the world in never
ending winter. But its easier said than done as Santa
and Mrs. Claus have mobilized the Elves and they're
ready to go toe to toe with old Jack. So lets get it
started!
WORD OF ADVICE
All rules of CR 3.0 apply with the enclosed rules
adding to them.
Get CR 3.0 here.
http://www.angelfire.com/az3/twohourwargames/CR3.0.htm
WEAPONS
The following weapons are used when playing Santa
Claus Wars.
WEAPONS TABLE
Ranged Weapons
Range Targets Imp
Pistol 12 2 1
Submachine Gun 24 3 2
Assault Rifle 48 3 3
Rifle 48 1 3
Shotgun 12 3 3
Machine Pistol 12 3 1






SPECIAL WEAPONS TABLE
Special Weapons
Range Targets Imp
Grenade 6 5" circle 2
Flamethrower 12 1 Special
Mince Pie 3 1 Special
Touch of Frost 3 1 Special
Snow Beast x NA x

FLAMETHROWER
Yep! A torrent of flame gushes from this state of the
art piece of technology sending shivers of terror
through the nearest Snowman. Well, not quite. More
like take your chances and hope youre lucky!
To use it the player picks a target, rolls 2d6 versus
his Rep, and consults the Flamethrower Table.
MINCE PIE
Thats right, Mince Pie. Not just any Mince Pie but
one of Mrs. Claus finest. Captain Paxo has the pie
and when thrown at the Snow Beast the Captain rolls
2d6 versus his Rep on the Mince Pie Tossed Table.
The pie can be tossed at any time during the turn.
And its effects take place immediately.
TOUCH OF FROST
Reach out and touch someone! This special
weapon can only be used once per turn and only
when active. When Jack uses the touch roll 2d6
versus his Rep on the Touch of Frost Table. It just got
nippy in here.


LISTS
SANTA AND THE FORCES OF CHRISTMAS
Name Type Rep Weapon
Santa Claus Star 5 Assault Rifle
Mrs. Claus Star 5 Shotgun
"Cpt. Paxo" Grunt Elf 4 Pistol & Mince Pie
Chilly Grunt Elf 4 Rifle
Noel Grunt Elf 3 Rifle
Robin Grunt Elf 3 SMG
Mike Grunt Elf 4 Rifle
Bernie Grunt Elf 4 Flamethrower



SANTA CLAUS WARS A SUPPLEMENT FOR CHAIN REACTION 3.0
2009 ED TEIXEIRA TWO HOUR WARGAMES
2
JACK FROST AND THE MINIONS OF MAYHEM
Name Type Rep Weapon
Jack
Frost Star 5
Assault Rifle &
Touch of Frost
Captain
Drift
Grunt Snowman

4

Machine Pistol

Frosty Star Snowman 5 Rifle
Big Vinny Grunt Snowman 4 SMG
Ivan Grunt Snowman 3 Assault Rifle
Percy

Grunt Snowman

3

Assault Rifle &
Grenades
Stan Grunt Snowman 3 SMG
Snow
Beast
Grunt Snow Beast

4

Na

Snowmen are only outgunned by the flamethrower.
QUEENIE THE FAIRY
Name Type Rep Weapon
Queenie Grunt Fairy 4 2 x SMG
Queenie the Fairy will come onto the board
whenever the total of the Activation dice equal 7.
Queenie will immediately fly onto the board and
attack one figure at random. "Oooh', shiny!"
This is determined by rolling 1d6 for each figure and
adding this score to its Rep. The lowest score is the
target and Queenie will open fire with her twin
Submachine Guns. In case of ties re-roll for the
figures involved. Once she has fired she will
immediately be whisked off the board only to return
the next time a 7 appears.
Queenie will fire at anyone, even Santa or Jack Frost!
SNOW BEAST
Okay, while technically not a weapon, the
Snow Beast has the following characteristics.
Counts a result of 1, 2, 3 or 4 as a success
when in melee.
Really scares the ice cubes out of elves (See
Reaction QRS)
Only takes the In Sight and Recover from
Knock Down Tests.
The Snow Beast is never outgunned.


THE BATTLE OF SANTA'S
WORKSHOP
This is a straight forward battle between Good and
Evil.
GOAL
You must defeat the opposing forces. This
means all must be killed, captured, or driven
from the table.
FORCES
The Forces of Christmas.
Minions of Mayhem.
TERRAIN
The scenario takes place on a three foot by
three foot table.
Woods extend from one table edge (sections
1, 2, and 3) out to 6.
Santa's Workshop is in section 8.
There are two downed logs that act as cover
in sections 4, 5, and 6.
DEPLOYMENT
The Minions of Mayhem start in the woods
and no closer than 2". Once they reach the
edge they will trigger any appropriate In Sight
Tests.
Santa and Mrs. Claus start in the workshop
and may not exit the shop until shots have
been fired.
Roll 1d6 for each Elf. The result is the section
that it will set up at.
A result of 1, 2, or 3 means the Elf is in that
section but 6" from the edge of the woods.
SPECIAL INSTRUCTIONS
The Minions of Mayhem are allowed one free
move to the edge of the woods and may
cause In Sight Tests.
Roll activation normally after resolving the
reactions caused by the free move.



SANTA CLAUS WARS A SUPPLEMENT FOR CHAIN REACTION 3.0
2009 ED TEIXEIRA TWO HOUR WARGAMES
QRS
REACTION TESTS TABLE
* = Star May choose to pass 2d6, 1d6, or 0d6.


Reason Pass 2d6 Pass 1d6 Pass 0d6
Fast Move (Ldr)
S, MC, or JF = Move up to
2X normal distance.
Elves = Move up to 2X
normal distance.
Snowmen = Move up to
1.5X normal distance.
S, MC, or JF = Move up to
1.5X normal distance.
Elves = Move up to 2X
normal distance.
Snowmen = Move up to
normal distance.
S, MC, or JF = Move up
to normal distance.
Elves = Move up to
1.5X normal distance.
Snowmen = Move up to
normal distance.
In Sight
S, MC, or JF = Fire.
Elves = Fire.
Snowmen = Fire.
Snow Beast = Charge or
advance towards enemy.
S, MC, or JF = Fire.
Elves = Snap fire.
Snowmen = Snap fire.
Snow Beast = Charge or
advance towards enemy.
All
May not fire and will
halt.
Received Fire (Ldr) *
All-
Chargers carry on.
Retrieving wounded
carry on.
Others outgunned will
Duck Back
Others return fire.
All -
Chargers halt and
snap fire.
Retrieving wounded
carry on.
Those in cover snap
fire.
Others will Duck Back.
All
Retire.
Wanting To Charge
(Ldr)*
S, MC, or JF = Charge.
Elves = Charge.
Snowmen = Charge.

S, MC, or JF = Charge.
Elves = Halt and snap fire
if can.
Snowmen = Charge.
All -
Halt and may not
fire.
Being Charged
(Ldr)*
All -
Those that can will fire
and then melee. Those
that cannot fire will
melee.
Elves - If charged by
Snow Beast will retire.
Otherwise may not fire but
will melee.
Others - May not fire but
will melee.
All -
Retire.
Rally*, Leader
Lost*& Man Down
All -
Carry on.
All -
Duck back.
All -
Retire.
Recover From
Knock Down
Snow Beast - No effect,
remain standing and carry
on when next active.
Others - May not act or
react until having spent one
full turn of activation doing
nothing.
Snow Beast, SC, MC, or
JF - May not act or react
until having spent one full
turn of activation doing
nothing.
Others - Out of the fight.
Snow Beast, SC, MC,
or JF - Out of the Fight.
Others - Obviously
Dead.






















SANTA CLAUS WARS A SUPPLEMENT FOR CHAIN REACTION 3.0
2009 ED TEIXEIRA TWO HOUR WARGAMES
QRS
WEAPONS TABLE
Ranged Weapons
Range Targets Imp
Pistol 12 2 1
Submachine Gun 24 3 2
Assault Rifle 48 3 3
Rifle 48 1 3
Shotgun 12 3 3
Machine Pistol 12 3 1


SPECIAL WEAPONS TABLE
Special Weapons
Range Targets Imp
Grenade 6 5" circle 2
Flamethrower 12 1 Special
Mince Pie 3 1 Special
Touch of Frost 3 1 Special
Snow Beast x NA x

2 FLAMETHROWER
(Taken versus Rep)

# D6
Passed
Results
2 Hit! Scratch one Frosty or any other
Snowman. Snowman dissolves into a big
puddle.
1 Uh-oh! Flamethrower sputters, pressure
builds, but what happens now?
Immediately re-roll 2d6 and consult this
table. If score a result of Pass 1d6 treat it
like Passed 0d6.
0 Oh sh&t! Flamethrower erupts in a
display of pyrotechnics knocking the user
Out of the Fight and sending him 2d6 in a
random direction.

2 MINCE PIE TOSS
(Taken versus Rep)

# D6
Passed
Results
2 Hit! Snow Beast catches pie in face and
halts in place. Will not move or melee
1/2d6 turns of activation while finishing off
the pie.
1 Hit! Sort of Snow Beast howls in rage
and pie goes right into his mouth!
Immediately halts in place gulping down
pie. Behave as desired next Activation.
0 Whoops! Pie slips out of Paxos hand
and onto his shoe. Paxo halts in place
and if being charged before activating he
may not fire. Behave as desired next
Activation.
LISTS
SANTA AND THE FORCES OF CHRISTMAS
Name Type Rep Weapon
Santa Claus Star 5 Assault Rifle
Mrs. Claus Star 5 Shotgun
"Cpt. Paxo" Grunt Elf 4 Pistol & Mince Pie
Chilly Grunt Elf 4 Rifle
Noel Grunt Elf 3 Rifle
Robin Grunt Elf 3 SMG
Mike Grunt Elf 4 Rifle
Bernie Grunt Elf 4 Flamethrower
JACK FROST AND THE MINIONS OF MAYHEM
Name Type Rep Weapon
Jack
Frost Star 5
Assault Rifle &
Touch of Frost
Captain
Drift
Grunt Snowman

4

Machine Pistol

Frosty Star Snowman 5 Rifle
Big Vinny Grunt Snowman 4 SMG
Ivan Grunt Snowman 3 Assault Rifle
Percy

Grunt Snowman

3

Assault Rifle &
Grenades
Stan Grunt Snowman 3 SMG
Snow
Beast
Grunt Snow Beast

4

Na

QUEENIE THE FAIRY
Name Type Rep Weapon
Queenie Grunt Fairy 4 2 x SMG

2 TOUCH OF FROST
(Taken versus Rep)

# D6
Passed
Results
2 Hit! Target freezes in place and counts
as Out of Fight until contacted by Santa
or Mrs. Claus.
1 Whew! Frost barely hits the target but
causes the figure to halt in place. May
behave as desired on next Activation.
0 Pull my finger! Nothing comes out
but can try again next turn.

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