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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