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create the heroes, adventures and battles of your imagination
rules for fighting tabletop miniature battles
suitable for pre-gunpowder historical and fantasy settings
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credits
Written and created by: Cr Brwn
Games development: Cr Brwn, Gv Thr
Proof reading and essential editing: Nck Smmrsn, Gv Thr
Playtesters: Cr, Gv, Nck, Mtthw n ‘ths tht mst rmn nmss’
Graphic design, photography & illustration: Cr Brwn
Open Combat would not exist if it wasn’t for the help of many people. Thanks to my parents for setting me on the path of tabletop miniature
gaming so many years ago (they’re still giving the big kid new toys), my brothers for joining me on many fantastic adventures and all of the friends
(and strangers) I’ve played against over the years. Thanks too go to Gav for cracking the mental whip (and listening to my wild ramblings),
Nick for consistently asking ‘is it finished yet?’ (and providing a few bits from his collection for the photos) and to Catherine (and the kids)
for putting up with me as I dragged this publication into being. Thank you all.
SPECIAL THANKS TO:
Grng Bst, Hssfr Mntrs, Hrs Mntrs, Mntc Gms,
Rr Mntrs, Wrgms Fctr, Wrr Gms
Examples of miniatures manufactured by the above companies appear within this publication from the authors
personal collection (along with some Orcs from the collection of Nick Simmerson).
create the heroes, adventures and battles of your imagination
By CaRl BRoWN
© Second Thunder Limited 2014. Second Thunder and Open Combat are trademarks of Sec ond Thunder Limited. All rights reserved.
™
puBliSHed By
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contents
FRONT COVER 1
CREDITS 2
CONTENTS 3
PREFACE 4
INTRODUCTION 5
THE BASICS 7
THE TURN 10
INITIATIVE 10
ACTIONS 10
MOVEMENT 11
ENGAGING THE ENEMY 11
DISENGAGING THE ENEMY 11
COMBAT 12
SHOOTING 12
OBSCURED TARGET TEST 12
FORCE BACK 12
HAND-TO-HAND COMBAT 14
FOLLOW-UP 15
ADDITIONAL HITS 15
FORTITUDE LOSS 15
FIGHTING FROM AN ELEVATED POSITION 16
FIGHTING WITH TWO WEAPONS 16
FIGHTING ACROSS A BARRIER 17
FREE ATTACKS 17
PRONE 17
WARBANDS 18
RENOWN 18
LEADER 19
BREAK POINT 19
ZERO CHARACTERISTICS 19
MOUNTED MODELS AND MONSTERS 20
WEAPONS 22
SKILLS AND ABILITIES 25
PSYCHOLOGICAL ATTACKS 27
TERRAIN 28
COVER 28
ADDITIONAL RULES 33
HIDING, CLIMBING, FALLING 33
JUMPING 34
COMBINED ACTIONS 34
SCENARIOS 36
OPEN COMBAT 37
RETRIEVE THE PRIZE 38
CAPTURE 41
AFTERWORD 43
MINIATURES REFERENCE 44
WARBAND ROSTER 45
OPTIONAL WARBAND CHARACTER CARDS 46
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If you’re reading this then you probably have some
experience with tabletop miniature games. You may
even be similar to me and enjoy buying models ‘just
because they’re cool’. These models could be from all
kinds of periods, genres, settings and manufacturers.
Maybe, again like me, you want to build a new army
but can’t wait to have the whole lot finished before
starting to play using your latest purchases on the
gaming table. Open Combat is designed for you.
BACKGROUND
I’ve been playing tabletop games for over 30 years
and over that period I’ve collected a great mountain
of miniatures and played many different games. Lots
of the games I’ve played require a lot of miniatures
to create a force before they can be used on the
tabletop which has often resulted in my enthusiasm
waning. I have a multitude of half-finished projects,
one-off models or choice picks from particular ranges
of miniatures that I have purchased. Some of thesemodels have been bought on a whim without any
particular army, game or project in mind. Others are
intended for use in a specific project but need me to
finish something else before I can use them.
With regards to games, I love all kinds of games:
massed combat, RPGs and skirmish, fantasy, historical
or sci-fi. Despite enjoying a great many of the games
currently available I found I wanted a game that gave
me something else.
I wanted to have a game that didn’t need too much
space to play, could be played quickly and that gave
me a taste of that immersive action and drama you
get when reading an action scene or watching a
fight sequence in a movie or TV show. Perhaps more
importantly, I also wanted an outlet for my continuing
habit of buying models that I really like but don’t
necessarily want to commit to a whole range or game
setting to use.
THE CHALLENGE
It was with all this bubbling about in my head that I
recieved a verbal prod in the right direction from an
old friend. It was an off-hand remark made back in
2011 by my friend Gav that made me pull together
my thoughts about the kind of game I wanted to play.
We’d been working on another project together and
I’d been babbling on about tinkering with my own
system when he said I should try writing it up properly.He even joked about trying to keep it to two sides of
A4. I reckoned I could keep it to one side and Open
Combat was born.
The early incarnation of Open Combat did fit on one
side of A4 but it relied on a lot of assumptions based
on experiences of playing many other tabletop games.
The document you’re reading now is the fleshed out,
refined version of that early prototype.
AN OPEN SYSTEM
Right from the outset I’ve wanted Open Combat to
be as open as possible with regards to its usefulness
across genres and settings. I wanted a core system
that allows gamers to play out what they want on
the tabletop, creating their own encounters and
adventures in whatever setting they felt the itch to
play within. Essentially, if you imagine something a
particular way I wanted a system that allows you to
play it that way.
OPEN COMBAT
On the following pages you’ll find all you need to
get started with Open Combat. Hopefully you’ll see
the opportunities it presents for using your favourite
miniatures within your preferred time periods and
settings. It may even encourage you to try a new range
of miniatures or a setting you’ve not played before. Go
on, you know you’ll enjoy it!
preface
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WHAT YOU WILL NEED
Before you start, you will need to gather together the
following items:
■ This rulebook
■ At least three six-sided dice
■ A tape measure
■ A selection of models to represent
opposing warbands
■ A Warband Roster (see later) detailing
the characteristics, skills and equipment
of each warband
■ An area of approximately 24"x24" to use
as a battlefield
■ A selection of model terrain pieces to set the
scene and dress the battlefield
■ Scrap paper and pencils
■ and of course, a willing opponent!
introduction
Open Combat is a fast-paced tabletop skirmish game in which you create the
heroes, battles and adventures of your imagination.
You can guide the ragtag remains of a Roman expeditionary force through
barbarian territory, become a Saxon lord with his retinue as they face off against
a local rival, or chart the story of a group of adventurers fighting for fortune and
glory in a goblin-infested wilderness.
It could be anything you wish to play out on the tabletop. So grab a selection of
your favourite models and read on!
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SIX-SIDED DICE & TAPE MEASURE
Most gamers have access to six-sided dice (referred
to as D6). If you don’t, they’re readily available from
game and hobby shops or online retailers.
Open Combat uses inches for measuring distances
so you’ll need a tape measure with inch increments.
If you prefer to work in centimetres, please feel free
to do so, we’d recommend using a ratio of 3cm to 1”.
Whichever form of measurement you choose, ensure
both you and your opponent use the same approach.
Players may measure distances at any time, the
action in Open Combat takes place at close quarters
so we assume the combatants can assess relative
positions accurately.
MODELS
One of the great joys of playing miniature tabletop
games is the vast array of models available to buy,
paint and play games with. We’ve used 28mm models
from several manufacturers throughout this book
selected from the author’s own collection and Open
Combat has been designed with this size in mind.
If you and your opponent prefer using a different scale
of models these rules will work just fine regardless
(although you may wish to use centimetres instead of
inches for measuring distances if using 15mm modelsand smaller. Simply treat any references to inches as
centimetres. i.e. 1” = 1cm).
WARBAND ROSTER
Open Combat pits two rival groups of fighters,
called warbands, against each other. Each player
creates their warband and records the details of their
fighters’ characteristics, abilities and equipment on a
Warband Roster.
You can print the roster sheet from this book or
download it from our website.
PLAY AREA
Open Combat can be played comfortably within a
24”x24” area. The scenarios have been developed
with this area in mind but feel free to alter the size to
suit your own preferences and availability of space
and time. The play area is often referred to as the
battlefield, board or tabletop.
Note: If you choose to play on an expanded area you
may need to adjust a few details within the scenarios
to reflect the area you’re using.
MODEL TERRAIN
Open Combat can be played across a barren
landscape if necessary but you will find your games
are far more entertaining and engaging if you dress
the tabletop with appropriate pieces of model scenery.
Not only do terrain pieces create interesting tactical
situations, they make your games look great too!
AIM OF THE GAME
Open Combat games are played using scenarios.
Each scenario has its own set of victory conditions that
explain what you must do to win the game. It may beas simple as forcing the enemy to break away from
the battlefield or you may be required to complete a
task such as finding an important relic. You can find
out more about scenarios and victory conditions in the
Scenarios section (see page 36).
OVERVIEW OF THE GAME
Once you have all the necessary components to hand
its time to get down and play.
■ Choose Forces
Each player constructs their warband using anagreed number of ‘renown’ points.
■ Choose Scenario
You can randomly determine a scenario to
play or simply pick the one that you and your
opponent wish to use.
■ Set up the Battlefield
Set up the scene of battle by placing scenery
on the tabletop. Sometimes the scenario will
require specific pieces of terrain, otherwise set
up the scenery in any agreed fashion.
■ Deploy Forces
Both players place their warbands onto the
tabletop as detailed in the scenario.
■ Fight for Victory!
Start the game.
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THE MOST IMPORTANT RULE
Playing tabletop games is a social activity. Yes, we do
all try to win but a big part of the enjoyment of playing
tabletop miniature games is the shared experience of
playing through an encounter or battle and watching
the events unfold.
If a situation on the tabletop leaves you and your
opponent at odds over how you feel it should be
resolved agree a way forward to apply throughout the
game and move on, you can always discuss the details
after you’ve finished. If you cannot agree, roll a dice or
flip a coin for it and make a note for future games. (You
may wish to let us know about the situation too via
email or the Second Thunder forum).
Play with good grace and a smile on your face, even if
it is a grim smile of resignation when things aren’t quite
going your way. You’ll never be short of an opponent if
you win and lose with equal good humour.
MODEL BASES
The size and shape of a model’s base is not especiallyimportant in Open Combat so you may use whichever
approach you feel comfortable with. Generally this will
be one model to a single base (this is the approach
used throughout development).
However, if you play in a group where one or two
players like to squeeze every advantage they can out
of anything they play you may want to agree a standard
approach that you can all adopt to accommodate your
miniature collections.
MEASURING DISTANCES
Distances are measured from the edge of a model’s
base. You may measure distances at any time before
committing to an action. Once an action is announced
you are committed to it.
the basics
Before we get into the nitty gritty of the rules let’s cover a few concepts central
to playing tabletop miniature games.
Measuring the distance between two models:
Correct way to move a model:
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FRACTIONS
All fractions are rounded up.
FACING
Models have a front and rear facing. You may change
the direction a model faces as often as you wish during
that model’s activation. Once a model has completed
its activation its facing is fixed until it is next activated
or something happens to it in the meantime which
alters its position.
PRONE
There may be occasions when your fighters are
knocked from their feet. A model knocked from its feet
is referred to as being Prone.
When you are required to place a model Prone simply
place the model on its side, face down, to show
that it has fallen to the ground. Alternatively place a
suitable marker next to the model if you don’t wish to
risk chipping any paint off or bending a particularly
spindly part. When a model is prone it is stunned or
disorientated by the circumstances that led to it being
knocked from its feet. This will affect the model as
detailed later in the rules.
LINE OF SIGHT
A line of sight (LOS) between two models is drawn
by extending an imaginary line from the centre of one
model’s base to the centre of another model’s base. You are free to check line of sight at any time but when
you declare an action you are committed to that action.
A model cannot draw line of sight through its own rear
facing.
If the line is uninterrupted by intervening terrain or
models then there is a clear line of sight.
If the line crosses another model’s base, an obstacle
or a terrain feature which has been designated as
Obscuring (see Terrain on page 28) then the line of
sight is Obscured. Examples of obscuring terrain are
hedges, tall grasses or crops and low walls.
A model standing within 1” of a barrier can ignore
the barrier when checking line of sight to a model or
object on the opposite side.
If the line of sight crosses a terrain feature designated
as Blocking (see Terrain on page 28) then the model
cannot see and there is no line of sight. On occasions
when part of a model or its base is sticking out from
the Blocking terrain feature but its centre is Blocked
we assume the actual fighter, if the model was alive,
is ducking back out of sight or otherwise not visible.
Examples of Blocking terrain are buildings or largerocks or areas of dense woodland.
FRONT
REAR
FRONT
REAR
FRONT
REAR
A
B
C
D
EXAMPLES OF LINE OF SIGHT (LOS)
A: Clear LOS to B and C but blocked to D.
B: Clear LOS to A, Obscured to C and D.
C: Clear LOS to A, B and D.
D: Clear LOS to C, Obscured to B
and Blocked to A.
BUILDING
H E D G E
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CHARACTERISTICS
Open Combat allows you to field a wide variety of
combatants. These fighters all have different abilities,
strengths and weaknesses which contribute to theireffectiveness on the tabletop.
We measure a model’s effectiveness using a series of
characteristics. These characteristics are:
Speed (SPD)
A fighter’s Speed value represents their pace, agility
and dexterity.
Attack (ATK)
A fighter’s Attack value represents their skill at arms,
aggression or natural prowess when taking the fightto the enemy.
Defence (DEF)
A fighter’s Defence value represents toughness,
armour and their ability to defend themselves when
beset by enemies.
Fortitude (FOR)
A fighter’s Fortitude value represents their stamina,
health and physical ability to continue to fight.
Mind (MIN)
A fighter’s Mind value represents their mental
aptitude, discipline, strength of will and general desire
to fight on.
CHARACTERISTIC PROFILES
A model’s characteristics are written in the form of a
characteristic profile for easy reference during a game,
an example is given below:
SPD ATK DEF FOR MIN
4 3 3 3 2
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the turn
Open Combat is played over a series of turns with the initiative passing back
and forth between the combatants as the ebb and flow of battle sweeps from
side to side. A game can last for any number of turns depending on the victory
conditions of the scenario being played.
Example: Carl’s Celts are fighting a battle against
Nick’s romans. It’s Carl’s turn and after activating
a few of his models, disaster strikes and he loses
initiative after a poor attack roll, his turn ends even
though some of his models have not been activated.
Nick now has the initiative and starts his turn
as the romans attempt to take advantage of their
opponents misfortune.
During your turn each model in your warband may
activate once.
You might not always get the opportunity to activate
every model in your warband during your turn if
you lose the initiative at an inopportune moment.
Prioritising your warband’s actions is central to the
tactics of Open Combat.
INITIATIVE
When you have the initiative you may activate
members of your warband to move, fight in hand-
to-hand combat, shoot or otherwise interact with
equipment or elements on the battlefield. As members
of your warband attempt various acts they may losethe initiative, giving the enemy the opportunity to
pounce on the moment of hesitation or misfortune.
If you lose the initiative at any point during your turn
your current turn ends, the initiative passes to your
opponent and they start their turn.
When you have activated all of the members of
your warband that you wish to activate your current
turn is over and the initiative automatically passes to
your opponent.
When your opponent loses initiative you will start a
fresh turn as the initiative returns to you.
ACTIONS
A model can take up to two actions when it is activated.
The actions available are:
Move
A model may move up to its SPD in any direction (see
Movement).
Attack
A model may make an attack (see Combat). This maybe a shoot action or striking in hand-to-hand combat.
Interact
A model may interact with a piece of terrain, use a piece
of equipment or otherwise engage with an aspect
of the scenario. This may take one, two or multiple
actions spread across multiple models. Details can be
found when the rules state an interaction is possible.
Rest
A model may choose to rest when it is activated. Ituses both of its actions to rest - the model may may
not rest while Engaged and not change its facing.
The fighter takes time to check over a recent injury
or gathering its wits after a moment of madness. The
model regains either 1 point of Fortitude OR 1 point of
Mind after resting.
Stand Up
A model may spend both of its actions to stand up.
It may be placed facing in any direction.
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A model may move up to its SPD in inches when it
uses a move action. A model may not move over
other models.
The terrain a model is moving through may impede
the distance the model can move. See Terrain on page
28 for more details.
ENGAGING THE ENEMY
If you move a model into base-to-base contact with
an enemy model (or models) the models are Engaged
in combat.
This means that they are locked in melee and may
strike each other in hand-to-hand combat by using an
Attack action.
DISENGAGING FROM THE ENEMY
If you have a model Engaged with one or more enemymodels and wish to disengage, by moving the model
away from base-to-base contact, you must state
your intention to do so before you move the model.
The controller of the enemy model/s may make a
free attack with any models currently Engaged with
the model you wish to move. See the hand-to-hand
combat section for details of how to handle these
free attacks.
ENGAGING ACROSS A BARRIER
If an enemy model is in base contact with a barrier
(such as a low fence or wall) you may engage theenemy model by moving into base contact with the
opposite side of the barrier. We assume that the
combatants are swinging and stabbing at each other
from either side of the barrier and pose a threat
even though the models are separated by the terrain.
Note that some weapons like spears allow models
to fight in hand-to-hand combat at a distance.
A model with such a weapon can attack if the
part of the barrier the enemy is contacting is within the
range of its weapon.
movement
Arming a fighter with a spear, sword or bow will prepare him for combat but you
still need to get him into the most advantageous position to use them. As in all
battles being in the right place at the right time is crucial for victory in Open
Combat – especially so if you can surround your enemy…
Example: Nick activates a model with a SPD of
4 and uses a move action to move 4˝. Looking at
the battlefield Nick decides it would be useful if the
model were further forward and uses the model’s
second action to move a further 4˝.
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5. Roll attack dice
Roll attack dice according to the table below:
ATK vs DEF ATTACK ROLL
If the ATK value is equal to
or less than the DEF value
Roll one dice
If the ATK value is up to (and
including) twice the DEF value
Roll two dice,
choose one
If the ATK value is more than
double the DEF value
Roll three dice,
choose one
6. Apply result
Look up the score of the selected attack dice roll on
the table below:
SCORE RESULT
1 Terrible miss, lose initiative
2 Miss
3,4 Force Back
5 Minor Hit
6 Solid Hit
Terrible Miss It was a truly awful effort. It could
have been a fumble with an arrow, adropped stone, a broken bowstring
or any other appropriate calamity.
Lose Initiative.
Miss No Effect.
Force Back See Force Back box out.
Minor Hit Target loses 1 Fortitude.
Solid Hit Target loses 1 Fortitude and the
enemy is forced back (see Force
Back box out).
Example: A goblin with a bow is attempting to
shoot an enemy dwarf, the goblin has line of sight
but it is Obscured by intervening terrain. The player
controlling the goblin rolls D6 and gets a 2. Phew!
The little bowman just manages to spot the dwarf so
may take the shot. The goblin has an Attack value of
6, the dwarf has a Defence value of 3, however the
dwarf is tucked up next to a hedge giving him Light
Cover. Light Cover provides a modifier to the dwarf’s
defence of +2, giving the dwarf a total Defence of 5.
Comparing the Attack value of 6 and Defence valueof 5 the goblin has up to double the target’s DEF and
so rolls two attack dice. The goblin scores a 2 and a
5. The 5 is chosen and the dwarf is hit losing 1 point
of Fortitude to the goblin arrow.
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HAND-TO-HAND COMBAT
The process for fighting hand-to-hand combat is very
similar to shooting but with a couple of alterations
to represent the different opportunities a warrior haswhen getting stuck into close quarter fighting.
Use the following procedure to attack an enemy in
hand-to-hand combat:
1. Specify target/s and declare the weapon/s
that your model is using
2. Compare ATK and DEF values
3. Apply any modifiers
4. Roll attack dice
5. Apply results
1. Specify target and declare weapons
You must specify which enemy model you wish to
attack and the weapon your model is using. The target
must be in base-to-base contact with your attacking
model (unless a piece of equipment, skill or ability
allows otherwise). This will normally be obvious in a
one-against-one situation but some weapons and
abilities allow models to attack multiple opponents, or
even allow multiple models to join forces and attack
single enemy models.
2. Compare ATK and DEF values
Compare the Attack value of the model making the
attack with the Defence value of the target.
3. Adjust for any modifiers
Apply any modifiers present.
Target prone Half DEF
Elevated position +2 ATK
Behind barrier +2 DEF
Attack target rear ATKx2
Target is disengaging Half DEF
Note: Weapons, skills or abilities may modify
attacks - see relevant rule for details.
4. Roll attack dice
Roll attack dice according to the table below:
ATK vs DEF ATTACK ROLL
If the ATK value is equal to
or less than the DEF value
Roll one dice
If the ATK value is up to (and
including) twice the DEF value
Roll two dice,
choose one
If the ATK value is more than
double the DEF value
Roll three dice,
choose one
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5. Apply result
Look up the score of the selected attack dice roll on
the table below and apply the result:
SCORE RESULT
1 Terrible miss, lose initiative
2 Impasse
3,4 Force Back
5 Minor Hit
6 Solid Hit
Terrible Miss A stumble, slip or brief lack of
concentration has given the enemyan opportunity. Lose initiative.
Impasse The sound of clashing weapons
heralds a momentary impasse.
No effect.
Force Back See Force Back box out. See also
Follow Up.
Minor Hit Target loses 1 Fortitude.
Solid Hit Target loses 1 Fortitude and the
enemy is forced back (see Force
Back box out).
ADDITIONAL HITS
In hand-to-hand combat particularly skilled fighters
can subject their enemy to a flurry of blows. If after
rolling the attack dice for hand to hand combat, youhave scored multiple hits on the dice (normally scores
of 5 or 6), you select one dice as usual but may also
select any additional hits and apply them too.
Note if you choose to select a Force Back result
(a score of 3 or 4 on the attack dice) you do not
count additional hits as your fighter is obviously
concentrating on driving the enemy back rather than
striking an effective blow.
FORTITUDE LOSS
Over the course of a game of Open Combat your
models may lose points of Fortitude. This will usually
be through combat but can also be as a result of other
circumstances. If a model is ever reduced to zero
Fortitude (or below) the warrior has either succumbed
to its injuries or lost the ability to fight on and fled the
field. Remove the model from play.
FOLLOW UP
When a model inflicts a Force Back in hand-
to-hand combat the model’s controller may
choose to have the model follow up Move the
attacking model directly after the forced back
model maintaining base-to-base contact. This
decision is made before any Fortitude losses
are applied.
Example: Alfred the saxon is battling with a viking
raider. After comparing ATK and DEF values Alfred
rolls three attack dice scoring 3,5 and 6. Alfred
chooses the 6, the viking loses 1 point of Fortitude
and is forced back from the blow. The viking then
suffers a further 1 point loss of fortitude as Alfred
chooses to apply the score of a 5 (an additional hit
on his attack dice). Alfred then chooses to follow up
on the retreating viking maintaining base-to-base
contact.
If the viking could not move the full 1” when forced
back by Alfred’s initial blow he would have suffered
an additional 1 point loss of fortitude.
If Alfred had chosen the score of 3 from his initial
attack dice roll the viking would simply have been
forced back and the two hits would have been
ignored (even if the viking lost Fortitude due to not
being able to move the full 1”)
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FIGHTING FROM AN ELEVATED POSITION
During Open Combat you may find situations where a
model is on higher ground such as on a hill, further up
a staircase or standing on a table.
A model engaged in combat while in an elevated
position adds +2 to its ATK value.
Note: Players should agree before starting play
whether a piece of terrain is a suitable place to fight
from. Clinging halfway up a tree might not be the best
place to make an attack from but it may appeal to your
sense of drama in the context of your games. Two
fighters racing to top of cliff towards a prize, slashing
and hacking at each other as they go, conjures up
some heroic imagery!
Discuss potential situations with your opponent when
placing terrain and agree an approach.
FIGHTING WITH TWO WEAPONS
Models armed with two hand weapons (or two
daggers or a hand weapon and dagger) may attack
two enemy models it is Engaged with in a singleattack action.
Make a single attack against each enemy model
using half of the model’s ATK value against each
enemy model. Nominate which weapon is used in
each attack.
If after making the first attack your model is no longer
Engaged with the second enemy model (for example,
after following up on a Force Back against the first
model) the second attack cannot be made.
Attacks are made sequentially, the attacker chooseswhich attack is made first, and performs the attack
and applies the result before performing the second
attack. If initiative is lost during the
first attack the second attack does
not take place.
When fighting with two weapons
we do not round fractions when
presented with odd numbers, the
controlling player splits the ATK
value (e.g. ATK 7 becomes ATK 4
and ATK 3).
Example: Carl’s crazed fanatic, armed with two
hand weapons, starts its activation engaged by two
enemy romans. One roman is armed with a sword
and shield the other with a spear. The fanatic has
an ATK of 7 and the romans both have a DEF of 3.
For the first Action Carl declares a hand-to-hand
attack against both romans. Starting with the roman
with the sword, the fanatic makes an ATK 4 attack
versus DEF 3. Rolling two dice he scores 6 and 6.
Two hits! The unfortunate roman is Forced Back andloses 2 Fortitude (he’s now looking very battered).
Carl chooses not to follow up and makes his attack
against the second roman. An ATK 3 versus DEF 3
sees a single dice rolled with a score of 2 meaning
an impasse.
Carl now delcares the second Action for the fanatic, a
hand-to-hand attack against the roman still engaged
with him. He now uses his full ATK of 7 versus a
DEF of 3 and reaches for three dice...
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FIGHTING ACROSS A BARRIER
If a model is in base-to-base contact with a piece of
terrain designated as a barrier (such as a hedge, wallor pile of crates) it can use the barrier to protect itself
in hand-to-hand combat.
A model fighting across a barrier receives +2 DEF
against hand-to-hand attacks from the opposite side
and can only be forced back as part of a Solid Hit (a 6
on the attack roll).
If a model manages to inflict a Force Back against an
opponent behind a barrier they may follow up across
the barrier filling the spot vacated by the retreating
opponent.
In the case of unusual base sizes move the enemy
model back to make enough space to fit the attacking
model even if this is further than the usual 1”. Fortitude
is only lost if the model cannot move back 1” rather
than the full distance needed to fit the attacker’s base.
If the Force Back move is blocked, move the enemy
model back as far as possible, if there is not enough
room for the attacker to follow up into the space the
attacker must remain where it is.
FREE ATTACKS
When a model disengages from an enemy model
(or models) each enemy model Engaged with it may
make a Free Attack as the model tries to escape.
A Free Attack is performed in the same way as a
regular hand-to-hand attack. A disengaging model is
at half DEF for the purpose of Free Attacks. We can
imagine that the model is retreating from combat in a
reasonably cautious fashion instead of simply running
away but unable to put up a full defence as they
attempt to back out of danger.
The player controlling the models eligible to make a
Free Attack chooses in which order any Free Attacks
are performed.
A model may not Follow Up after making a Free Attack,
a Free Attack represents a last slash or thrust with a
weapon as an enemy backs out of range.
Free Attacks may only be made against models
disnegaging from the front facing of a model. If the
enemy is behind you and decides to leave there’s not
much you can do about it! (Except perhaps to breathe
a sigh of relief.)
PRONE
There are several ways a model can find itself
knocked to the ground, while prone a model is
in a precarious position and will want to regain
its feet quickly if it wants to survive.
A model may regain its composure and
stand back up onto its feet by using a stand
up action.
A model cannot do any action except stand
up while prone. While in a prone position
a model’s DEF is halved. A prone model
has no facing.
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A warband consists of a leader model and any
number of additional models that fight alongside this
charismatic (or frightening) individual. These could be
trusted companions, subordinates, snivelling minions
or whatever fires your imagination.
RENOWN
Renown is the term we use to measure the worth
of an individual and a warband in Open Combat.
The first thing you need to decide when building a
warband is the Renown level you and your opponent
wish to play at.
We’ve found that 150pts is a good level to start
your first few games with and provides enough
room to experiment with warband construction.
It usually produces warbands of 6-10 models –
although this does depend on how you build the
individual fighters.
After you’ve played a few games you can experiment
with higher or lower Renown level games to find the
size of game that best suits your own tastes, space
and time constraints.
WARBAND CONSTRUCTION
You spend points of Renown to build a characteristic
profile for each warrior in your warband. Points are
allocated to characteristics on a one-for-one basis.
You buy weapons and equipment for your warriors for1 point of Renown each and can also add skills and
abilities to your warriors for 1 point of Renown each.
You continue to use your Renown to construct
your warband until all of the available points have
been allocated.
Once all of the Renown is allocated you designate
the model with the highest Renown as your
leader, writing Leader on the warband roster in the
skills/abilities section. The Leader ability does not
cost any additional renown. If you have two warriors
tied with the highest renown choose which will
be the leader.
WARBANDS
Before you start to play Open Combat you need to create your warband
to take to battle.
Example: Gav starts to construct the first warrior for
a new warband and spends 4 points on SPD, 6 points
on ATK, 5 points on DEF, 4 points on FORT and 2
points on MIN.
The warrior has the following profile: :
SPD ATK DEF FOR MIN
4 6 5 4 2
The profile above has the warrior valued at
21 Renown (4 + 6 + 5 + 4 + 2 = 21) but he hasn’t
got any weapons yet!
Gav decides to arm the warrior with a spear
(1 point) and a shield (1 point) taking his total value
up to 23 Renown.
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BREAK POINT
While all warbands fight for victory they have their limits.
To represent this sudden urge for self-preservation
(or running away as victorious enemy see it) eachwarband has a Break Point.
Players calculate the Break Point of their warbands
by adding together the total FOR of all the models in
the warband with the total MIN in the warband and
dividing by two.
Example: If I had a warband with 7 models, each
model with a FOR of 3 and a MIN of 2 I would have a
Break Point of 18. (Fortitude 3 x 7 models = 21 + Mind
2 x 7 models =14. This gives us 21 + 14 = 35, 35 /2 =
17.5 rounded up to 18).
During a game both players keep track of the
remaining FOR and MIN of their warbands, once one
of the warbands has reached their Break Point that
warband is driven from the battlefield. Remember that
FOR and MIN can be regained by resting, which will
move the warband away from its Break Point.
Zero characteristics
If a characteristic is ever reduced to zero it has the
following effect:
SPD: Model cannot move.
ATK: Model is not suitable for combat.
Cannot take attack action.
DEF: Model is not suitable for combat.
Opponents always roll three attack dice
when attacking this mode.
FOR: Model is removed from play.
MIN: Model is mentally exhausted.
Half ATK and DEF.
LEADER
Leaders all have their own particular ways of
getting things done. It might be sheer physical
prowess that terrifies lesser mortals into
doing as they’re told, astute tactical acumen
that observers have come to respect and
follow or something completely different.
Whatever it is that makes others follow a
leader is immaterial, leaders all have one thingin common: they’re good at influencing the
people around them.
While your leader is on the tabletop you have
access to his Leader ability. We represent
your leader’s influence over the warband
with rerolls. If your leader is removed from
play before you have expended all of your
rerolls any left over are lost. If the leader is
not on the table he cannot exert his influence
on events.
You have three rerolls available for the entiregame. If at any point you roll the dice and don’t
like the result you may expend a reroll and roll
all of the dice associated with the situation
again. You must abide by the result of the reroll
(no rerolling rerolls).
If your leader is prone you cannot use a
reroll - their attention is otherwise occupied
dealing with their own immediate situation.
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MOUNTED MODELS AND MONSTERS
Mounted models and monsters should have their
unique nature reflected in the characteristics that are
assigned to them. High SPD is appropriate in most
cases for cavalry and high FOR might be suitable
for your idea of the robustness of a Troll. The rules
presented here are a quick and easy way to establishtheir differences from regular infantry models. We
will revisit mounted models and monsters in future
micro expansions which will add rules for mounting
and dismounting, special monster attacks, unusual
behaviours and more.
Mounted models (such as roman cavalry or goblin
wolf riders) and monsters (suchs as Ogres and Trolls)
are all presented on larger bases than regular foot
troops. To reflect this greater presence on the tabletop
we assign these models the following rules.
When a mounted model or monster scores a Force
Back in hand-to-hand combat against a non-mounted
model or monster the enemy model is Forced Back
2” rather than the usual 1”. The mounted model or
monster may follow up 2” to remain in base contact. If
a model forced back by a mounted model or monster
cannot move the full 2” it is moved as far as it can go
and placed prone (in addition to losing 1 FOR due to
being unable to move back the full distance, see Force
Back page 14).
However, mounts can be difficult to control and
monsters can just stand still bellowing in a rage or can
get easily confused so whenever a mounted model or
monster is activated the controlling player must first
roll on the Behaviour chart below:
D6 BEHAVIOUR
1 Uh-oh... A jittery horse, a bellowing troll,
whatever it is it isn’t behaving at all. Lose
initiative.
2 Will...you...just...move! A bit slow off
the mark but active. Model may take
one Action this activation.
3-6 Model behaves normally.
It does not cost any Renown to be mounted or a
monster, the model must simply be appropriate for
what its supposed to represent and be presented on a
suitable base to reflect the difference.
You could put an infantry model on a large base and
‘counts as’ a monster if you feel it’s suitable for your
setting. For example, a frothing viking berserker or a
screaming ancient British fanatic are both arguably
suited to the title ‘monster’. Just ensure your opponent
is aware of what each model represents.
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NO LIMITS
Open Combat has been written to be as flexible as
possible with regards to warband creation and so
imposes no restrictions or limitations during warbandconstruction.
In our own games we simply build warbands to suit our
own perception of what the particular models represent
and what we feel they should be capable of on the
tabletop. Gaming clubs and groups that meet regularly
will quickly establish a level of warband creation that
suits their playing style, and we encourage players to
talk to each other about their warbands and ideas.
This is your chance to make your elves, dwarfs, Roman
legionaires, Celtic fanatics etc. as fast, skilled or tough
as you think they should be. It’s your warband, youcan build it the way you want to.
ORGANISED EVENTS
For those of you that like to run or participate in
organised play events and leagues you may wish to
set limits within an event pack to reflect the setting of
your event and/or to accommodate a special scenario
you may have produced for the event.
An example would be if you’re running a series of
games of Open Combat set within an historical period,
you may wish to limit SPD to 4 for infantry and 8 for
cavalry. You could go further and require a minimum
number of warriors in a warband and/or limit thenumber of skills the members of the warband can
take. You may also wish to limit the weapons available
to reflect the period. You can, of course, place upper
limits on characteristic values, but from our experience
don’t be too restrictive in this matter - the Renown cost
soon adds up and balances out!
It is entirely up to you.
One thing we would suggest including within an
event pack is a specification for model bases. Open
Combat can be played with any bases when played
within a small group of friends. You all know eachother and play in a mutually acceptable fashion. But
when planning an event or league, which could gather
players from many different gaming groups, you
can curb any potential over-competitive individuals
or forestall any arguments due to different accepted
conventions by setting criteria for model bases for all
to follow at the event.
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weapons
This section describes the weapons and equipment available to ready your
fighters for Open Combat.
WYSIWYG AND ‘COUNTS AS’
Generally speaking we play our games WYSIWYG
(What You See Is What You Get) where weapons and
equipment must be visible on the model. But there are
occasions, particularly with some of the more unusual
models in our collection, where we’ve used a ‘counts
as’ approach.
If you’re playing in a fantasy setting and wish to
use models of animals or creatures that don’t carry
weapons in the traditional sense, buy the weapon you
wish to use and say the claws/horns/bite etc. ‘counts
as’ the weapon. Just make sure your opponent is
absolutely clear what each model is capable of to
avoid any confusion during the game.
CARRYING MULTIPLE WEAPONS
You can arm a model with as many weapons as you
wish and swap freely between them while unengaged.
If the model is Engaged you must specify what
weapon/s the model is using in the engagement.
The model retains these weapons until it is no longer
Engaged when it is free to swap again.
RANGED WEAPONS
Open Combat games respresent close quarter
engagements. To reflect the close proximity of the
combatants ranges are only provided on weapons to
denote the range of effective use. If a weapon states
that it allows the user to make attacks but doesn’t
state a range, then the weapon is effective across
the entire tabletop.
Fists
Desperate times may see a warrior relying on his
bare hands.
Only causes loss of Fortitude when scoring a Solid Hit
in hand-to-hand combat. Cannot score additional hits.
Minor Hits count as a Force Back.
Note: This is the default ‘weapon’ that a human (or
humanoid in a fantasy setting) has available if no
Renown is spent on other weapons..
Dagger
A short, bladed weapon easily hidden away, a spike or a
knife. The term ‘dagger’ could also respresent the claws,
talons or bite of an animal or beast.
Only causes loss of Fortitude on Solid Hits. Minor Hits
count as Force Back. May score additional hits only if
Solid Hits.
Up to two daggers may be thrown as a single shoot
action. Remove from roster and take a shoot action.
Range 4”.
Obviously if using a Dagger to represent an animal
attack it cannot be thrown. If your opponent attempts
to ‘throw’ an animal ‘bite’ you should mock them
intensely for their blatantly unsporting behaviour.
However, feel free to arm an animal with two ‘daggers’
to allow the beast to fight as though armed with two
weapons. That’s a particularly nasty beastie!
Similarly, in a fantasy setting, if you have a strange
looking spikey beast there’s nothing stopping you
stating that beast can fire the spikes as a defense
mechanism and ‘count as’ thrown daggers. Just make
sure you pay the Renown for the number of spikes that
it can fire over the course of the battle.
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Hand Weapon
A sword, hand axe or club (or the massive fist of a raging
gorilla) the size and shape may vary but the effect of being
hit is essentially the same. It hurts!No special rules.
Rather than daggers, particularly fearsome beasts like
cave bears, sabre-toothed tigers and jabberwockies
might have one or more hand weapons.
Spear
One of the cheapest weapons invented but an effective way to
fight your enemy without getting too close.
May make a hand-to-hand attack against targets up to
1” away. Cannot score additional hits.
Spears allow fighters to support their comrades. Spear
armed warriors may measure through friendly bases
when making attacks against enemy models.
A giant toad or gribblie demon may have a lashing
tongue attack which could ‘counts as’ as a spear.
Halberd
A sturdy shaft topped with a steel blade incorporating a
point and cutting edge, the halberd can be used to chop and
thrust making it a versatile weapon.May make a hand-to-hand attack against targets up to
1” away. Cannot use Shield.
The horns of a rhino or other monstrous creature
could easily be counted as a halberd when thrust from
powerful muscles.
Double-handed Weapon
Huge axes and swords, sweeping tree trunks or lashing tails
from exotic monsters, these weapons can strike many foes
simultaneously as they slash and sweep in devastating arcs
but they can be difficult to control.
When making an attack with this weapon compare
the ATK value with the highest DEF (taking into
consideration any potential modifications) of all
Engaged enemy and make the attack roll.
All attack dice are scored in hand-to-hand combat.
First apply any Solid Hits (hits are scored against each
and every enemy engaged with this model), followed
by Minor Hits, Force Backs, Impasses and Terrible
Misses. Cannot use with Shield.
A model using a double-handed weapon may chooseto Follow Up any enemy model Forced Back by the
attack.
A multi-headed monstrosity such as a hydra or
tentacled swampbeast could easily ‘count as’ being
armed with a double-handed weapon.
Example: Nick’s viking armed with a mighty dane
axe (double-handed weapon) starts his activivation
faced by three closely huddled saxons.
Nick declares his first Action as a move and manages
to engage all three saxons with his viking warrior.
For his second Action Nick declares an attack action
using the double-handed weapon. Comparing his
vikings ATK of 5 versus the DEF of the three saxons
(DEF values of 3,3 and 4) Nick discovers that the
highest DEF is a 4 so he rolls two dice.
Nick scores a 4 (Force Back) and a 5 (Minor Hit).
A Minor Hit is applied to each saxon as they are
caught by the whirling dane axe. One saxon dies as
a result (losing his last remaining point of FOR tothe blow).
The Force Back is then applied to the two remaining
saxons as they stagger back from the assault.
Finally, with both scores applied, Nick chooses to
Follow Up after one of the retreating saxons and
moves his viking into base contact.
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Bow
A strong flexible wooden stave, sometimes backed
by sinew, horn or bone, used to cast arrows at the
enemy from afar.May take shoot action.
Crossbow
A more complex missile weapon than the bow, slower to use
but offering more power in return.
May take shoot action. Shoot action requires two
actions. May score additional hits (see hand-to-hand
combat – this represents the sheer power of the shot
rather than a flurry of blows).
Sling
A simple weapon which can be quick to use when close
to the enemy.
May take shoot action. Only causes loss of Fortitude
on Solid Hits. Minor Hits count as Force Back. May
take one shot with no range restriction or take two
shots at Range 8”.
Javelin
A lightweight, short spear suitable for throwing at the
enemy as a warrior moves to engage.
May be thrown as part of a move action. Remove fromroster and take a shoot action at any point during a
move action, continue with the move once the shoot
action is completed. Range 8”.
Only causes loss of Fortitude on Solid Hits. Minor Hits
count as Force Back. May score additional hits only if
Solid Hits.
Shield
Although the style and materials used in their
manufacture may differ, the protection a shield offers is
always welcome.
Do not suffer Fortitude damage when unable to move
the full distance during a Force Back from attacks
emanating from the user’s front facing .
Minor Hits from enemy missile fire emanating from the
user’s front facing are deflected, treat as a Miss.
A model cannot benefit from a shield if it is attacked
from the rear.
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skills and abilities
Along with their weapons and equipment some warriors may possess special
skills and abilities which they can put to good use on the battlefield.
COMBAT SKILLS AND ABILITIES
Aim
Some fighters practice their shooting skills intently, learning
how to focus and assess the prevailing conditions, only
loosing their shot when they are sure of its effectiveness.
This model may take an Interact action to gain
+1 ATK for its next Shooting action. Multiple
consecutive Interact actions are cumulative.
If a model using the Aim ability moves, is engaged,
Forced Back or hit by any kind of attack while taking
aim it loses any ATK bonus it has build up using Aim.
They have taken their eye off their target.
Focussed Blow
Talented warriors know how to assess amd read an opponent,
only making an attack when it is most advantageous for them
to do so.
A special hand-to-hand attack action that requires
two actions. This model recieves +3 ATK for this
attack. A Terrible Miss is treated as Miss.
Sharp Eyed
With eyes like a hawk it is a rare day when this hunter loses
sight of their prey.
May reroll the Obscured Target Test when checking
line of sight.
Marksman
Years of practice ensure that when mistakes happen they’re
not as bad as they could be.
When this model makes a shooting attack a Terrible
Miss is treated as Miss.
Shield Bash
Well accustomed to the mayhem of close quarter fighting
this fighter knows a trick or two to knock an unwary enemy
off balance.
May use shield in attack. If you score a Minor Hittreat it as a Force Back. If you score a Solid Hit treat as
Force Back and place enemy model prone.
Furious Assault
Raw aggression (or sheer panic) can drive a warrior to
incredible bouts of ferocity but the moment is often fleeting
and can leave them open to a counterattack.
A special hand-to-hand attack action that requires
two actions. Double the model’s ATK for this attack.
Surviving engaged enemy models may make a Free
Attack against this model after the result of the Furious
Assault has been resolved.
Resolute
Sometimes you meet a warrior that simply will not
give ground.
When this model is attacked from its front facing this
model can only be forced back with a Solid Hit.
Example: Carl chooses to activate an archer with
the Aim ability. Looking at the tabletop he decides
to take two Interact actions to Aim as his archer
draws a bead on the approaching enemy. On his
following turn he activates the archer again, he
takes a third Interact action to continue his aim then
takes an Attack action to make a shooting attack. The shooting attack is made at +3 ATK (plus any other
modifiers that may apply).
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PHYSICAL SKILLS AND ABILITIES
Exert
Heroes are renowned for pushing themselves beyond what is
expected of mortals but these feats come at a price.
Reduce Fortitude and Mind by one for an extra action
during this activation only. Use only once per turn.
Quick Recovery
Whether it is acrobatic skill or sheer determination this
warrior won’t stay down for long.
May stand up from prone position for a single action.
Nimble
There are some people that possess a natural agility that
makes them appear to glide past terrain which others must
clumsily clamber over.
Model is not impeded by barriers and moves at full
SPD when crossing them.
Evade
This warrior can use a deft sidestep or fake attack to allow
themselves the room to escape their enemies.
When this model is about to disengage it may
nominate one enemy model it is engaged with. The
nominated model may not make a Free Attack as this
model disengages from them.
Ambidextrous
It may be natural ability or long hours of training that allows
this warrior to fight with equal skill with either hand.
This model may split its ATK value between each
enemy model in any way the controlling player wishes
when fighting with two weapons.
Surefooted
This fighter can judge where to tread in even the most
precarious of environments.Model may reroll dice relating to crossing
Hazardous terrain.
Example: Carl’s elf warrior with the Evade ability
starts his activation engaged by an enemy orc with
an axe, shield and the Shield Bash ability. Not liking
the idea of the elf having his face put into the dirt
Carl decides to try to escape and declares that the
elf is disengaging. He uses Evade and nominates the
orc with the Shield Bash ability. The orc cannot make
a Free Attack as the elf disengages so Carl safely
moves the elf away to a more suitable position.
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INFLUENCE SKILLS AND ABILITIES
Open Combat often brings members of warbands
into very close proximity. In these fractious
environments some warriors have a knack ofgetting into the minds of their enemies or comrades,
reducing foes to quivering wrecks or adding grit
to the resolve of a wavering ally.
Psychological Attacks
Influence Abilities introduce a new form of Attack
action, a Psychological Attack.
A psychological attack is performed in the same way
as a shooting attack but instead of comparing the ATK
of the attacker with the DEF of the target you compare
the MIN of the attacker with the MIN of the target. Donot use the shooting modifiers for a psychological
attack.
A psychological attack may be used while engaged
and may target any model within range.
The results of the attack depend on the ability being
used.
Enrage
A few well chosen words can drive a warrior into
a rage, adding strength to their blows as they disregard
their own safety.
Range 6”.
Minor Hit = target is +1ATK -1DEF.
Solid Hit = target is +2ATK, -2DEF.
The effect lasts until the end of the target’s next
activation.
Taunt
Taunting the opposition (and friends) has long been part of
life for men of action, although it can lead to unexpected
results.
Range 6”.
Minor Hit = target moves half SPD directly towards
this model.
Solid Hit = target moves full SPD directly towards this
model.
If target engages this model because of the
movement the target must make a free attack
against this model.
Intimidate
An imposing physical presence, a frightening display
of skill at arms or a series of mind-numbing threats, whatever
form it takes intimidation can leave an opponent unwilling
to fight on.
Range 6”.
Minor Hit = target loses 1 Mind.
Solid Hit = target loses 2 Mind.
Inspire
Sometimes even the most downtrodden souls can be inspired
to continue the struggle.
Range 6”.
Minor Hit = target regains 1 Mind.
Solid Hit = target regains 2 Mind.
Feint
A half-move, a muttered comment or a fake attack can all
give your opponent pause for thought and create a gap intheir defences.
Range base-to-base.
Minor Hit = target is -1DEF.
Solid Hit = target is -2DEF.
The effect lasts until the end of the target’s next
activation.
Distract
A good distraction can buy valuable time for your friends
but if you get it wrong you could find yourself in a tricky situation.
Range base-to-base.
Terrible Miss = Target may make a Free Attack against
this model. Lose initiative.
Minor Hit = target loses one Action from its next
activation.
Solid Hit = target loses two Actions from its next
activation.
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TERRAIN
Battles can be fought across wide open spaces but games played with
plenty of model scenery are tactically more challenging and a great deal
more visually appealing.
Before you start a game of Open Combat it is important
that you discuss the terrain on the tabletop with your
opponent and agree how each piece of terrain will be
treated throughout the game.
HOW MUCH TERRAIN IS ENOUGH?
We try to ensure that every 6” square area has at least
some scenic element either within it or encroaching on
it at the start of the game. This is simply a guide and
you don’t have to follow this approach, but we have
found that this creates plenty of tactical challenges
to the game and (depending on the terrain features
used) several opportunities for mishaps and changes
of initiative.
We all have different collections of terrain available
so we have written the following rules which you canapply to your terrain to suit your own preferences
regarding the part you wish the terrain to play within
your games.
AREA TERRAIN
Area terrain is any terrain feature that has a defined
area that you can clearly discern on the tabletop.
If part of a model’s base is within the area terrain then
the model is subject to the rules of the terrain feature.
TERRAIN TYPE
There are three types of terrain in Open Combat:
open, difficult and impassable, in addition to these
some areas of terrain may be hazardous.
Open Terrain
Open terrain is terrain that does not affect a model’s
movement. Examples include grassy plains, roads,
elevated walkways, flat platforms or sloped hillsides.
Difficult Terrain
Difficult ground slows down models that try to move
through it. All distances travelled through difficult
ground count double, For example, a model with a
SPD of 4 using a move action in open ground would
move 4”, the same model in diffuclt ground wouldmove 2”. Examples of difficult ground include rocky
areas, swampland, shallow water, thick brush, crops
or farmland.
Impassable Terrain
Impassable terrain is terrain that models cannot move
through. Examples include lava flows, deep fissures,
cliff faces, fast flowing rivers or deep lakes.
You may agree to allow attempts to jump across some
forms of impassable terrain (such as a deep fissure,
fast moving water course or lava flow). Failure tosuccessfully jump across results in the model being
removed as a casualty. (See Jumping on page 34).
COVER
Models within or behind terrain features can claim a
cover DEF bonus against shooting attacks emanating
from the opposite side. There are two kinds of Cover:
Hard Cover (rocks, walls, battlements): +4 DEF
Soft Cover (fences, hedges, tall grasses): +2 DEF
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TERRAIN FEATURES
Model terrain and scenery varies a great deal. Before
you start a game of Open Combat discuss with your
opponent the rules you’ll apply to each feature. We’veincluded suggestions and guidelines to apply to the
more usual items of terrain you may come across in
your games in this section.
When measuring the height of terrain do not include
the thickness of a base. This is especially important if
you’ve mounted fences or walls onto a very thick piece
of board. This may help with the durability of the piece
of terrain when its stored away between games but
could artificially inflate the impact it may have during
a game.
Barriers
Barriers are features or objects up to 1” in height and
less than 1” wide. A model must spend 2” of its SPD
during a move action to cross a barrier. If a model
lacks enough SPD to cross a barrier it stops moving
when it makes contact with the barrier.
Barriers provide some protection from attacks
orginating from the opposite side. If a model is
touching a barrier and is attacked in hand-to-hand
combat by another model across the barrier it gains
+2 DEF. (See Fighting across a barrier on page 17 for
more details)
Standing behind barriers offers a degree of protection
from missile fire. If a model is in base-to-base contact
with a barrier it can claim cover from shooting attacks
from the opposite side. (See cover on page 28).
Barriers block Force Backs - if a model is Forced Back
into a barrier before it has moved the full distance the
model may suffer damage (see Force Back on page
12).
Obstructions
Obstructions is a catch-all term to cover objects or
terrain features larger than 1” in height and width
that are just impossible for models to get through.
This includes large rocks, ruined fortifications or
impenetrable undergrowth.
Obstructions block line of sight and are impassable.
If you wish to allow models to climb onto certain
obstructions discuss this with your opponent. For
example, a ruined fort may have a flat area on top thatmakes a good place for a bowman if he can get to it.
(See climbing and falling on page 33).
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Woods, Forests and Trees
There are two ways you can handle trees in your
games of Open Combat.
Individual Trees. If you have individually based trees
you can simply treat them as individual immovable
objects on the tabletop, obscuring line of sight,
blocking Force Backs and treating the base as a small
patch of difficult ground for the purposes of models
moving over it. A model cannot move across or
through the trunk of a tree.
Areas of Woodland or Forest. Another approach
is to designate woodland as area terrain. Mark the
boundaries of the wood or forested area with an
appropriate base or border and place a few trees
within this area to represent the woodland. As modelsmove through these areas you can move the trees
around to make room to move the models.
Areas of woodland can be light or dense so discuss
with your opponent which approach you’re using for
each area of trees before you start your game.
Light woodland obscures line of sight that passes
through it. It offers light cover if enemy missile fire must
pass through 1” or more of the terrain before hitting a
model standing within or beyond it.
Dense woodland obscures line of sight up to 3” into it.Dense woodland blocks line of sight beyond 3” as it is
simply too diffficult to see clearly enough to get a shot
off. It offers light cover if enemy missile fire must pass
through 1” or more of the terrain before hitting a model
standing within or beyond it. Thick underbrush makes
travelling through the area difficult ground.
In practice you may find that you use a mixture of
single trees and area terrain for your games.
Rivers, Streams, Ponds and Lakes
Water can present unique tactical challenges to the
general manoeuvrability of your warband.
There are two kinds of water you can include in your
games: running water and standing water. All water
terrain is area terrain. Assume any banks or grassy
edges to your stream or pond models are muddy or
slippery so any models touching them are subject to
the rules of the terrain piece. However, you may wish
to use different rules for a shallow ford or stepping
stones to create safe crossing points.
Running water is represented by rivers and streams.
If you use rivers or streams ensure they have an entry
and exit point on the tabletop. Include some way of
crossing them without resorting to jumping (seeJumping on page 34) at two or more points along the
course of the feature.
Streams are shallow areas of running water and count
as difficult ground.
Rivers are wider, fast flowing and usually run much
deeper than streams. Either treat as impassable or
treat as hazardous difficult ground (see Hazards on
page 32).
Standing water is represented by ponds and lakes.
These can be either difficult ground (such as a shallowduck pond) or impassable (such as a deep lake or
lagoon) depending on what you feel is appropriate
within the context of your game.
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Hills
The hills on a tabletop in Open Combat generally
represent rises and falls in the landscape rather than
huge mountains.
Hills should usually be treated as open ground for
movement purposes. However, in some cases,
treating part or all of the hill as area terrain, such as
difficult ground, may be more appropriate, especially
if the terrain piece is covered in broken rocks or gravel.
A hill, or parts of it, can be classed as impassable if
represented by a model terrain piece with sheer cliff
faces on some of the sides. If all sides are sheer cliff
faces the terrain feature is an obstruction which you
may allow models to climb (see Obstructions).
You will be able to make a judgement just by looking at
the piece of terrain you have on the tabletop.
If a model is higher up a hill when fighting in hand-to-
hand combat they gain the benefit of of +2 ATK for
fighting from an elevated position (see page 16).
If a model is standing on a hill line of sight to and from
this model is clear above barriers (although other
intervening terrain may interfere). However if the line
of sight between two models crosses the highest point
on the hill then it is blocked. This represents a fighterkeeping their head down below the crest of the rise.
Buildings
The treatment of buildings often depends on the
design of the model terrain that you have in your
collection and the preferences of your play group. In
a future expansion we plan to provide expanded rules
for using terrain pieces with lift-off roofs, integrating
floorplans and such. The following rules are a simplified
approach to allow you to include buildings and intact
structures in your games.
Intact buildings are impassable area terrain which
block line of sight.
If you have ruined buildings in your terrain collection
you should treat them as barriers, area terrain and/or
obstructions as appropriate.
Example 1: Elf E has a clear line of sight to all other
models. Orc B can claim cover from the fence due to
being within 1” but the fence does not obscure line of sight from the elves on the hill.
Example 2: Elf F has a clear line of sight to orc C and
orc B (orc B can claim cover from the fence) but cannot
see orc A.
Example 3: Orc C has a clear line of sight to both elves
even though the line of sight to elf E travels through the
base of elf F. This is because the elves are on different
levels of the hill. (It’s pretty exposed standing on a hill!)
A
B
C
E
F
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Hazards
No matter what period or genre you play your
games of Open Combat within there will be
dangers and hazards which can befall even the most
heroic of individuals.
Hazards are your chance to add extra character, depthand drama to your games.
Once you’ve set up the terrain on the tabletop take
a moment to look at what elements and features are
present. Consider what potential threats they may
pose to the warbands that are about to enter the fray.
Does that stretch of fence look a bit rickety
and unstable? Is that area of woodland strewn
with thorny underbrush? Does that patch of rocks
and debris look like it may be home to snakes
or more sinister threats?
If you decide to use hazards simply assign the
necessary terrain feature/s the following rules
(these are in additional to the existing rules for the
terrain piece).
1. All hazards require a model to make
a Hazard roll if it enters, crosses or
starts its activation within the hazardous
terrain feature.
Roll a dice, on a score of 1, the model
has stumbled, slipped, hesitated or
otherwise lost precious time due to being
beset by the hazard. You lose initiative.
2. In addition to losing initiative you can
increase the threat of the Hazard. Pick
none, one or more events from the list
below to apply to the hazard (theseevents occur before initiative passes
to the other player).
Model trips, falls or is dragged
over - place model prone.
Model is wounded, pulls a muscle
or suffers a blow - lose 1 Fortitude.
Model is shocked, stunned or
frightened - lose 1 Mind.
Note - you can further increase the risk of the
hazard simply by changing the score of thehazard roll to a 1 or 2. In really hazardous terrain
you could increase it up to a score of 1-4 if you’re
feeling really brave/spiteful.
If you’re feeling particularly vindicative you could make
the damage from the events even more risky too,
suffering losses of 2 or more Fortitude or 2 or more
Mind. The choice is yours.
Example 1: A piece of area terrain representing
a patch of thorny undergrowth (difficult ground)
presents a hazard to those entering it. Hazard score
1, lose 1 fortitude.
Example 2: A rickety stretch of fence (barrier) has a
chance of collapse if anyone crosses it. Hazard score
1-2, model placed prone.
Example 3: A rare and deadly beast lurks in the
area terrain piece representing a swamp (difficult
ground) waiting to strike the unwary. Hazard 1, lose
2 Fortitude, lose 1 Mind, model placed prone.
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additional rules
The following rules provide additional depth to your games of Open Combat.
HIDING
An unengaged model may take a single interact action
to Hide if it is in base contact with a terrain feature that
is at least half the height of the model.
While hidden a model cannot be targeted by a
shooting attack unless the model aiming at the hidden
model can draw a clear line of sight.
Mark the model with a counter or token as a reminder
that it is hiding.
If a hidden model is Engaged it is no longer hidden.
CLIMBING
A model may move up or down ladders and stairs
using a move action. Simply measure the distance up
or down for the distance covered as though the model
was travelling along open ground.
If a model wishes to climb walls, trees, rock faces or
other structures on the tabletop it must start touching
what it wishes to climb at the beginning of the climb
action.
A climb is a single interact action and the model can
climb a distance equal to half its SPD.
However, there is a risk that loose footing, lack of
concentration or some other mishap may occur.
Roll D6 following a climb action, on a score of 2-6
everything is okay. On a score of 1 the model falls from
the height it has achieved during its climb.
Several climbs may be needed to achieve the top of
the structure a model is climbing. Roll a D6 for each
action used during the climb. Put a marker or make
a note as a reminder of the distance a model has
climbed if a model needs to spend several turns to
make a climb.
FALLING
If a model loses its footing during a climb or is Forced
Back from an elevated surface such as a table, rooftop
or the edge of a cliff, it will fall.
When a model falls, place it prone below the point
it falls from and consult the chart below to see if the
model is hurt.
FALL DISTANCE EFFECT OF FALL
Up to 1˝ Not hurt
1˝+ to 3˝ Roll one dice,
lose 1 fortitude on 5 or 6
3˝+ to 6˝ Roll two dice,
lose 1 fortitude on each 5 or 6
6˝+ to 9˝ Roll three dice,
lose 1 fortitude on each 5 or 6
9˝+ Roll three dice,
lose 2 fortitude on each 5 or 6
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JUMPING
A model may jump vertically down from a height as a
single move action.
Follow the procedure for falling. If the model survives
the drop do not place the model prone as the fighter
lands on their feet. If the model has any actions left
they may continue with their turn.
A model may attempt to jump horizontally (such as
across a gap between roofs or over a stream) as part
of a move action as long as it has the SPD to complete
the distance to make the jump.
Roll D6 adding the distance moved during this
activation before take off (this represents the model
having a run up). If the result is equal to or more thanthat required to clear the gap the model continues its
move. On an unmodified roll of 1 the model stumbles
on take off and only travels 1˝ before landing in (or
falling through) the gap it was attempting to cross.
Lose initiative.
COMBINED ACTIONS
If a model starts within 1˝ of one or more friendly
models that have not been activated in the turn you
may make a combined action.
Nominate a model to start the combined action, this
model is shouting, signalling or otherwise leading the
combined action. All of the models activate together
and take part in the special combined action as
detailed below.
A model may only take part in one combined action
during a turn. Participating in a combined action
counts as a model’s activation.
“Follow Me!”
“Follow Me!” represents one of your fighters spotting
the need for haste and guiding or encouraging his
comrades onwards.
Each model taking part in a “Follow Me!” action takes
two consecutive move actions.
If a Hazard test is required for crossing a piece of
terrain make one test and apply the result to all models
taking part in the “Follow Me!” action. If the model that
started the combined action has the Surefooted ability
then it may be used during any Hazard test required
during the combined action. (The model is obviously
warning its comrades of the danger).
Models taking part in a “Follow Me!” action must finish
their moves within 1˝ of another model that was part of
the combined action.
Example: Carl’s barbarian adventurer is deep in
an underground cavern battling goblins and other
gribblie beasties. Starting the barbarians activation
Carl has the choice to take a long route around a
bottomless fissure (the terrain piece had been agreedto be an instant death to any model that is pushed
or falls into it) or attempt to jump across it. Carl
decides to take the risk and go for the jump.
The barbarian has a SPD of 4 the fissure is 3” wide
and the barbarian starts 4” away from the edge of
the fissure.
Carl declares a move Action and moves the barbarian
4” up to the edge of the fissure. Carl then declares
a second move Action to move across the fissure. He
rolls a single dice adding 4 to the roll for the run up,
he scores a 2 for a total of 6 (2+4 for the run up)easily enough to make the jump. He moves across
the 3” gap landing just on the other side, his SPD
of 4 providing just enough movement for the models
base to clear the fissure. We can imagine small rocks
tumbling into the depths as the barbarian lands,
wobbles and glances over his shoulder.
Note that without the run up a score of 1,2 or 3
would have seen the barbarian plummet to his death
as he would not have cleared the fissure.
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“Volley fire!”
“Volley fire!” represents a warrior organising his
comrades into making a devastating combined
shooting attack.
If a model armed with a missile weapon starts within
1˝ of one or more friendly models armed with the
same missile weapon you may make a special “Volley
fire!” combined shooting action. The “Volley fire!”
combined action is a special shooting action which
requires two actions. Nominate a model to start the
combined action.
Add together the ATK values of the models taking part
in the “Volley fire!” action and compare the total to the
DEF of the target model and make an attack roll as
appropriate. Additional hits may be scored (see hand-t