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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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create the heroes, adventures and battles of your imagination
By Carl Brown
published by
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credits Written and created by: Carl Brown Games development: Carl Brown, Gav Thorpe Proof reading and essential editing: Nick Simmerson, Gav Thorpe Playtesters: Carl, Gav, Nick, Matthew and ‘those that must remain nameless’ Graphic design, photography & illustration: Carl Brown 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: Gripping Beast, Hasslefree Miniatures, Heresy Miniatures, Mantic Games, Reaper Miniatures, Wargames Factory, Warlord Games 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). © Second Thunder Limited 2014. Second Thunder and Open Combat are trademarks of Second Thunder Limited. All rights reserved.
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Create the heroes, adventures and battles of your imagination
contents Front Cover
1
Credits
2
Renown
18
Contents
3
Leader
19
Preface
4
Break Point
19
Introduction
5
Zero Characteristics
19
The Basics
7
Mounted Models and Monsters
20
The Turn
10
Initiative
10
Actions
10
Movement
11
DisEngaging the enemy
11
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
22
Skills and Abilities
25
Terrain Cover
Additional Rules
12
18
Weapons
Psychological Attacks
11
Engaging the enemy
Combat
Warbands
27
28 28
33
Hiding, CLimbing, Falling
33
Jumping
34
Combined Actions
34
Scenarios
36
Open Combat
37
Retrieve the Prize
38
Capture
41
Afterword
43
16
Miniatures Reference
44
Fighting Across A barrier
17
Warband Roster
45
Free Attacks
17
Prone
17
Optional Warband Character Cards 46
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preface If you’re reading this then you probably have some
The challenge
experience with tabletop miniature games. You may
It was with all this bubbling about in my head that I
even be similar to me and enjoy buying models ‘just
recieved a verbal prod in the right direction from an
because they’re cool’. These models could be from all
old friend. It was an off-hand remark made back in
kinds of periods, genres, settings and manufacturers.
2011 by my friend Gav that made me pull together
Maybe, again like me, you want to build a new army
my thoughts about the kind of game I wanted to play.
but can’t wait to have the whole lot finished before
We’d been working on another project together and
starting to play using your latest purchases on the
I’d been babbling on about tinkering with my own
gaming table. Open Combat is designed for you.
system when he said I should try writing it up properly.
Background
He even joked about trying to keep it to two sides of A4. I reckoned I could keep it to one side and Open
I’ve been playing tabletop games for over 30 years
Combat was born.
and over that period I’ve collected a great mountain of miniatures and played many different games. Lots
The early incarnation of Open Combat did fit on one
of the games I’ve played require a lot of miniatures
side of A4 but it relied on a lot of assumptions based
to create a force before they can be used on the
on experiences of playing many other tabletop games.
tabletop which has often resulted in my enthusiasm
The document you’re reading now is the fleshed out,
waning. I have a multitude of half-finished projects,
refined version of that early prototype.
one-off models or choice picks from particular ranges
An open system
of miniatures that I have purchased. Some of these models have been bought on a whim without any
Right from the outset I’ve wanted Open Combat to
particular army, game or project in mind. Others are
be as open as possible with regards to its usefulness
intended for use in a specific project but need me to
across genres and settings. I wanted a core system
finish something else before I can use them.
that allows gamers to play out what they want on the tabletop, creating their own encounters and
With regards to games, I love all kinds of games:
adventures in whatever setting they felt the itch to
massed combat, RPGs and skirmish, fantasy, historical
play within. Essentially, if you imagine something a
or sci-fi. Despite enjoying a great many of the games
particular way I wanted a system that allows you to
currently available I found I wanted a game that gave
play it that way.
me something else.
Open Combat
I wanted to have a game that didn’t need too much space to play, could be played quickly and that gave
On the following pages you’ll find all you need to
me a taste of that immersive action and drama you
get started with Open Combat. Hopefully you’ll see
get when reading an action scene or watching a
the opportunities it presents for using your favourite
fight sequence in a movie or TV show. Perhaps more
miniatures within your preferred time periods and
importantly, I also wanted an outlet for my continuing
settings. It may even encourage you to try a new range
habit of buying models that I really like but don’t
of miniatures or a setting you’ve not played before. Go
necessarily want to commit to a whole range or game
on, you know you’ll enjoy it!
setting to use.
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Create the heroes, adventures and battles of your imagination
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!
WHAT YOU WILL NEED Before you start, you will need to gather together the following items: ■■
This rulebook
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At least three six-sided dice
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A tape measure
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A selection of models to represent opposing warbands
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A Warband Roster (see later) detailing the characteristics, skills and equipment of each warband
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An area of approximately 24"x24" to use as a battlefield
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A selection of model terrain pieces to set the scene and dress the battlefield
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Scrap paper and pencils
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and of course, a willing opponent!
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Create the heroes, adventures and battles of your imagination
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.
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.
Model Terrain
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.
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!
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.
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 be as 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).
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.
Overview of the Game Once you have all the necessary components to hand its time to get down and play.
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 models and smaller. Simply treat any references to inches as centimetres. i.e. 1” = 1cm).
■■
Choose Forces Each player constructs their warband using an agreed number of ‘renown’ points.
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Choose Scenario You can randomly determine a scenario to play or simply pick the one that you and your opponent wish to use.
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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.
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.
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the basics Before we get into the nitty gritty of the rules let’s cover a few concepts central to playing tabletop miniature games. 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.
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.
Measuring the distance between two models:
Model Bases The size and shape of a model’s base is not especially important 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).
Correct way to move a model:
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.
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Fractions
Line Of Sight
All fractions are rounded up.
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.
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.
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.
Front Front REAR
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.
Front REAR
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 large rocks or areas of dense woodland.
REAR
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.
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.
B
A
BUILDING
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HEDGE
C
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Create the heroes, adventures and battles of your imagination
Characteristics
Fortitude (FOR)
Open Combat allows you to field a wide variety of combatants. These fighters all have different abilities, strengths and weaknesses which contribute to their effectiveness on the tabletop.
A fighter’s Fortitude value represents their stamina, health and physical ability to continue to fight.
We measure a model’s effectiveness using a series of characteristics. These characteristics are:
A fighter’s Mind value represents their mental aptitude, discipline, strength of will and general desire to fight on.
Mind (MIN)
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 fight to the enemy.
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:
Defence (DEF) A fighter’s Defence value represents toughness, armour and their ability to defend themselves when beset by enemies.
SPD
ATK
DEF
FOR
MIN
4
3
3
3
2
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Create the heroes, adventures and battles of your imagination
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. During your turn each model in your warband may activate once.
When your opponent loses initiative you will start a fresh turn as the initiative returns to you.
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.
Actions A model can take up to two actions when it is activated. The actions available are: Move
Initiative
A model may move up to its SPD in any direction (see Movement).
When you have the initiative you may activate members of your warband to move, fight in handto-hand combat, shoot or otherwise interact with equipment or elements on the battlefield. As members of your warband attempt various acts they may lose the initiative, giving the enemy the opportunity to pounce on the moment of hesitation or misfortune.
Attack A model may make an attack (see Combat). This may be a shoot action or striking in hand-to-hand combat. Interact
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.
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.
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.
Rest A model may choose to rest when it is activated. It uses 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.
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.
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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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… A model may move up to its SPD in inches when it uses a move action. A model may not move over other models.
Disengaging From The Enemy If you have a model Engaged with one or more enemy models 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.
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˝.
Engaging Across A Barrier The terrain a model is moving through may impede the distance the model can move. See Terrain on page 28 for more details.
If an enemy model is in base contact with a barrier (such as a low fence or wall) you may engage the enemy 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.
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.
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COMBAT A model may use an Attack action to make either a shooting attack with a missile weapon (if not Engaged) or attempt to strike an enemy in hand-to-hand combat (if Engaged). SHOOTING
1. Nominate weapon and specify target
Use the following procedure to shoot:
Nominate the weapon used unengaged target to shoot at.
and
choose
an
1.
Nominate weapon and specify target
2.
Check line of sight and range
2. Check Line of Sight
3.
Compare ATK and DEF values
4.
Adjust for modifiers
Check that there is a line of sight between the model making the shot and the target.
5.
Roll attack dice
6.
Apply result
If line of sight is Obscured, make an Obscured Target Test to see if the model can acquire a line of sight (see Obscured Target Test box out). If line of sight is Blocked a shot cannot be taken and the action is lost.
Obscured Target Test If line of sight is Obscured, roll a D6. On a score of 2-6 the fighter has a good enough view of the target and may make the shot. On a score of 1 the fighter attempting the shot struggles to get a view of the target and wastes precious time. Lose initiative.
If the weapon the model is using has a range value check that the target is within range. If the target is beyond the range of the weapon the shot cannot be taken and the action is lost. 3. Compare ATK and DEF Values Compare the Attack value of the model attempting the shot with the Defence value of the target.
Force Back
4. Adjust for any Modifiers
Move the target model 1˝ directly away from the source of the attack. If the target model cannot move the full 1˝ it moves as far as it can and loses 1 Fortitude.
Apply any modifiers present. Soft cover (see page 28) Hard cover (see page 28) Point blank, target within 2” Shot in back
+2 DEF +4 DEF +2 ATK Half DEF
Note: Weapons, skills or abilities may modify shooting - see relevant rule for details.
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5. Roll attack dice
6. Apply result
Roll attack dice according to the table below:
Look up the score of the selected attack dice roll on 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
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, a dropped 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 value of 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
2. Compare ATK and DEF values
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 has when getting stuck into close quarter fighting.
Compare the Attack value of the model making the attack with the Defence value of the target.
Use the following procedure to attack an enemy in hand-to-hand combat:
Apply any modifiers present.
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
3. Adjust for any modifiers
Target prone Elevated position Behind barrier Attack target rear Target is disengaging
Half DEF +2 ATK +2 DEF ATKx2 Half DEF
Note: Weapons, skills or abilities may modify attacks - see relevant rule for details.
1. Specify target and declare weapons
4. Roll attack dice
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.
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
Additional hits
Look up the score of the selected attack dice roll on the table below and apply the result:
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, you have 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.
Score
Result
1
Terrible miss, lose initiative
2
Impasse
3,4
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.
Force Back
5
Minor Hit
6
Solid Hit
Terrible Miss
A stumble, slip or brief lack of concentration has given the enemy an 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).
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”)
Follow up When a model inflicts a Force Back in handto-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.
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.
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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 single attack 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 chooses which 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.
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.
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).
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!
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 and loses 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.
Discuss potential situations with your opponent when placing terrain and agree an approach.
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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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.
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, wall or pile of crates) it can use the barrier to protect itself in hand-to-hand combat.
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.
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).
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.)
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.
PRONE
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.
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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WARBANDS Before you start to play Open Combat you need to create your warband to take to battle. 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.
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 for 1 point of Renown each and can also add skills and abilities to your warriors for 1 point of Renown each.
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.
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.
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.
The warrior has the following profile: : SPD 4
ATK 6
DEF 5
FOR 4
MIN 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!
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.
Gav decides to arm the warrior with a spear (1 point) and a shield (1 point) taking his total value up to 23 Renown.
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.
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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) each warband 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.
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 thing in 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.
Zero characteristics If a characteristic is ever reduced to zero it has the following effect:
You have three rerolls available for the entire game. 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.
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.
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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:
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 establish their 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.
D6 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
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.
Behaviour
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.
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).
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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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 the number 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!
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 warband construction. 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.
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 each other 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.
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, you can 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.
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weapons This section describes the weapons and equipment available to ready your fighters for Open Combat. WYSIWYG and ‘counts as’
Fists
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.
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..
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.
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”.
Carrying Multiple Weapons
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.
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.
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.
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.
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Hand Weapon
Double-handed 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.
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.
Rather than daggers, particularly fearsome beasts like cave bears, sabre-toothed tigers and jabberwockies might have one or more hand weapons.
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.
Spear
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.
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.
A model using a double-handed weapon may choose to Follow Up any enemy model Forced Back by the attack.
Spears allow fighters to support their comrades. Spear armed warriors may measure through friendly bases when making attacks against enemy models.
A multi-headed monstrosity such as a hydra or tentacled swampbeast could easily ‘count as’ being armed with a double-handed weapon.
A giant toad or gribblie demon may have a lashing tongue attack which could ‘counts as’ as a spear.
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. Halberd
Nick scores a 4 (Force Back) and a 5 (Minor Hit).
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.
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 to the blow).
May make a hand-to-hand attack against targets up to 1” away. Cannot use Shield.
The Force Back is then applied to the two remaining saxons as they stagger back from the assault.
The horns of a rhino or other monstrous creature could easily be counted as a halberd when thrust from powerful muscles.
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
Javelin
A strong flexible wooden stave, sometimes backed by sinew, horn or bone, used to cast arrows at the enemy from afar.
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 from roster and take a shoot action at any point during a move action, continue with the move once the shoot action is completed. Range 8”.
May take shoot action. Crossbow A more complex missile weapon than the bow, slower to use but offering more power in return.
Only causes loss of Fortitude on Solid Hits. Minor Hits count as Force Back. May score additional hits only if Solid Hits.
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).
Shield Although the style and materials used in their manufacture may differ, the protection a shield offers is always welcome.
Sling A simple weapon which can be quick to use when close to the enemy.
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 .
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”.
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
Sharp Eyed
Aim
With eyes like a hawk it is a rare day when this hunter loses sight of their prey.
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.
May reroll the Obscured Target Test when checking line of sight. Marksman
This model may take an Interact action to gain +1 ATK for its next Shooting action. Multiple consecutive Interact actions are cumulative.
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.
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).
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 Hit treat 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.
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.
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.
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.
Resolute
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.
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.
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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. Ambidextrous
Evade This warrior can use a deft sidestep or fake attack to allow themselves the room to escape their enemies.
It may be natural ability or long hours of training that allows this warrior to fight with equal skill with either hand.
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.
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.
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.
Model may reroll Hazardous terrain.
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INFLUENCE SKILLS and abilities
Intimidate
Open Combat often brings members of warbands into very close proximity. In these fractious environments some warriors have a knack of getting into the minds of their enemies or comrades, reducing foes to quivering wrecks or adding grit to the resolve of a wavering ally.
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.
Psychological Attacks
Solid Hit = target loses 2 Mind.
Influence Abilities introduce a new form of Attack action, a Psychological Attack.
Inspire Sometimes even the most downtrodden souls can be inspired to continue the struggle.
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. Do not use the shooting modifiers for a psychological attack.
Range 6”. Minor Hit = target regains 1 Mind. Solid Hit = target regains 2 Mind.
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
Feint
A few well chosen words can drive a warrior into a rage, adding strength to their blows as they disregard their own safety.
A half-move, a muttered comment or a fake attack can all give your opponent pause for thought and create a gap in their defences.
Range 6”.
Range base-to-base.
Minor Hit = target is +1ATK -1DEF.
Minor Hit = target is -1DEF.
Solid Hit = target is +2ATK, -2DEF.
Solid Hit = target is -2DEF.
The effect lasts until the end of the target’s next activation.
The effect lasts until the end of the target’s next activation.
Taunt
Distract
Taunting the opposition (and friends) has long been part of life for men of action, although it can lead to unexpected results.
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 6”.
Range base-to-base.
Minor Hit = target moves half SPD directly towards this model.
Terrible Miss = Target may make a Free Attack against this model. Lose initiative.
Solid Hit = target moves full SPD directly towards this model.
Minor Hit = target loses one Action from its next activation.
If target engages this model because of the movement the target must make a free attack against this model.
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.
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.
How much terrain is enough?
Open Terrain
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.
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
We all have different collections of terrain available so we have written the following rules which you can apply to your terrain to suit your own preferences regarding the part you wish the terrain to play within your games.
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 would move 2”. Examples of difficult ground include rocky areas, swampland, shallow water, thick brush, crops or farmland.
Area Terrain
Impassable Terrain
Area terrain is any terrain feature that has a defined area that you can clearly discern on the tabletop.
Impassable terrain is terrain that models cannot move through. Examples include lava flows, deep fissures, cliff faces, fast flowing rivers or deep lakes.
If part of a model’s base is within the area terrain then the model is subject to the rules of the terrain feature.
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 to successfully 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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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).
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’ve included suggestions and guidelines to apply to the more usual items of terrain you may come across in your games in this section.
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.
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.
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 that makes a good place for a bowman if he can get to it. (See climbing and falling on page 33).
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).
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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 models move through these areas you can move the trees around to make room to move the models.
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.
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.
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 (see Jumping on page 34) at two or more points along the course of the feature.
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.
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).
In practice you may find that you use a mixture of single trees and area terrain for your games.
Standing water is represented by ponds and lakes. These can be either difficult ground (such as a shallow duck 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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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 fighter keeping their head down below the crest of the rise.
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.
Buildings
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).
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.
You will be able to make a judgement just by looking at the piece of terrain you have on the tabletop.
Intact buildings are impassable area terrain which block line of sight.
If a model is higher up a hill when fighting in hand-tohand combat they gain the benefit of of +2 ATK for fighting from an elevated position (see page 16).
If you have ruined buildings in your terrain collection you should treat them as barriers, area terrain and/or obstructions as appropriate.
B A
E F
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!)
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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 (these events occur before initiative passes to the other player).
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.
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 the hazard 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.
Hazards are your chance to add extra character, depth and 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.
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.
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?
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.
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.
A climb is a single interact action and the model can climb a distance equal to half its SPD.
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.
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.
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
COMBINED ACTIONS
A model may jump vertically down from a height as a single move action.
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.
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.
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 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.
A model may only take part in one combined action during a turn. Participating in a combined action counts as a model’s activation.
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 than that 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.
“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).
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 agreed to 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.
Models taking part in a “Follow Me!” action must finish their moves within 1˝ of another model that was part of the combined action.
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.
“With me!” “With me!” represents one of your warriors seeing an opportunity (or realising help is needed) and calling for the aid of his comrades in attacking an enemy.
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 handto-hand combat – this represents multiple missiles raining down on the target rather than a flurry of blows) regardless of the missile weapon being used.
If a model Engaged with an enemy model starts the action within 1” of other friendly models Engaged with the same enemy model you may make a special “With me!” combined hand-to-hand attack. The combined action is a special combat action which requires two actions. Nominate the model to start the combined action.
Note the obscured target test and range is calculated from the model calling the combined action. If the model that started the combined action has the ‘Sharp Eyed’ ability then it may be used during the combined action.
Add together the ATK values of the models participating in the “With me!” action and compare the total to the DEF of the target model and make an attack roll as appropriate. Any number of the attackers may follow up in the case of a Force Back.
Models taking part in a “Volley fire!” combined action do not block line of sight to other models taking part in the same action (we assume they keep out of each other’s way). However, if line of sight to the target is blocked for a participating model in any other way the model may not take part in the combined action.
If the models are armed with weapons which have special rules only use the rules associated with the weapon/s wielded by the model that started the “With me!” action.
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scenarios When you have created your warbands it’s time to get stuck into the action and see what your warriors are made of. Scenarios provide you with the background to the situation that has brought your warbands into conflict and provide you with the rules for fighting out the encounter.
Objective and victory conditions This section details what the warbands need to do to secure victory and how to work out which warband is the winner.
In keeping with the accessible nature of Open Combat the scenarios included here are intentionally kept suitable for a wide a range of settings and genres. We’ve included a selection of ideas and concepts to consider in the Background and Terrain section for each scenario to help inspire your imagination for your own games.
Set-up This section describes how forces should be deployed and highlights any additional elements which may need to be placed on the battlefield for the scenario. Special rules
Each scenario is presented with the following sections:
This section includes any additional rules that need to be considered when playing the scenario.
Background and terrain The potential reasons for the encounter taking place are explained along with what environment it could take place in.
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Scenario 1 : Open Combat “Crush your enemies, see them driven before you...” Players deploy a model by taking a single move action with the model using any point along their board edge as the starting position.
Background and terrain The Open Combat scenario is your opportunity to set-up whatever battle you fancy playing out as befits your warbands and terrain collection. A handful of adventurers fighting goblins in an underground cavern, rival native tribes in ritual combat across a jungle river ford, Saxons and Vikings clashing on a wind-lashed coastline or even opposing merchant guilds coming to blows in a busy market square. You are limited only by your imagination.
Corner Deployment Both players roll a D6, the player that scores the highest chooses a corner to start from, the opposing player starts from the opposite corner. Players alternate deploying models from their warbands in the same way as Board Edge deployment but use the chosen corner as the starting point.
Arrange the terrain to reflect the situation you feel befits the opposing warbands and agree with your opponent what rules apply to each terrain element.
Objective and victory conditions
Confrontation
Drive the opposing warband from the battlefield. The warband which drives their enemy from the battlefield wins.
The opposing warbands have spent a few moments posturing, exchanging threats, jibes or general abuse as they ease themselves into position before one of the leaders loses patience and battle commences.
Set-up Prepare a 24” x 24” play area with a selection of terrain to suit the coming conflict. Once the terrain has been placed roll on the deployment chart below. Dice Roll
Deployment
1-2
Board Edge
3-4
Corner
5-6
Confrontation
?
Both players roll a D6, the player that scores the highest places a model from their warband anywhere on the battlefield. The opposing player now places a model from their warband anywhere on the battlefield as long as it is at least 8” away from an enemy model. Players alternate placing models until both warbands are on the tabletop.
Board Edge Both players roll a D6, the player that scores the highest chooses a board edge to start from, the opposing player starts from the opposite edge.
Special rules First Turn Both players roll a D6 and add the MIN of their leader. The player that scores the highest chooses which player takes the first turn. (Reroll ties).
Players alternate deploying models from their warbands, starting with the player that chose a board edge, until all of the models from both warbands are on the battlefield. (If your opponent finishes deploying their warband and you still have models left, simply deploy the remainder of your force after your opponent’s last deployment).
Game End The game ends when one warband reaches its Break Point and flees the battlefield.
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Scenario 2 : Retrieve the prize “No one knows it’s here do they?” Background and terrain
L2
The Retrieve the Prize scenario represents two warbands arriving simultaneously at the whereabouts of a relic, treasure or other suitable prize as befits your setting or genre. It could be rival thieves guilds sent to plunder a merchant’s warehouse, barbarian tribesmen ransacking an enemy village, the guards of a roman senator searching for incriminating evidence against a rival or any other situation that sees two opposing groups searching for a common prize.
L2 L5
L2
L2
Set-up Arrange the terrain to depict a suitable environment for an encounter between your warbands. Include five features which are Locations of Interest and possible resting places for the items the warbands are searching for. (See map for details). These features should be of a size and shape roughly comparable to a pile of crates or barrels. You can of course put one, some or all of these inside a piece of area terrain. (Hazardous area terrain if you feeling really vindictive).
Objective and victory conditions The ‘prize’ is in multiple parts. The warbands must find the parts of the prize and escape with them from the battlefield. The warband that gets the most prizes off the tabletop wins. A model carrying a prize must move off the table via their own deployment zone while carrying a prize to secure it. A model may not re-enter the battlefield once it has left.
Both players roll a D6, the player that scores the highest chooses a board edge and deployment zone to start from, the opposing player starts from the opposite edge and deployment zone.
The warband either takes the prizes to their employer, enjoys the benefits of their gains themselves or otherwise basks in the glow of victory.
Special rules
If both warbands manage to get an equal amount of prizes from the battlefield it is a draw – the honours are even.
First Turn Both players roll a D6 and add the MIN of their leader. The player that scores the highest chooses who gets the first turn. (Reroll ties).
If one warband breaks and flees any remaining prizes are claimed by the warband in possession of the battlefield. If a model is carrying a prize when its warband flees roll a D6, on a 1-3 the model drops the prize leaving it for the opposition, on a 4-6 it takes the prize with it.
Prize in parts Once the terrain has been set-up, the possible locations of the prizes have been decided upon and before deployment, roll a D6 to discover how many parts the prize is actually made up of. D6
Parts
1
Two
2-5
Three
6
Four
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rest of this turn and its next activation as it enjoys its discovery. Make a note or mark the model with a counter to remind you that it is distracted.
It’s not that easy Unfortunately for the warbands finding the prizes isn’t that easy. There are a number of other objects that can confuse or distract them during the search which they may discover before they find the prizes.
Large Fish What the... what? How it got there no one knows but it’s a whopper.
You will need to create pool of items to be discovered which can be blindly drawn from. This can be a deck of cards or a cup with different coloured chits or beads inside. Whatever system you choose the pool of items will consist of:
The model discovering it may throw the fish by making a shooting attack with a range of up to 6”. If a minor or solid hit is scored do not cause any damage but knock the target prone. Regardless of a hit or a miss place a suitable counter to represent the fish in base contact with the target. The fish may be picked up by a model in base contact using an interact action.
Item
Number
Prizes
2-4 (see Prize in Parts above)
Calamity
1
Distraction
2
Large Fish
1
The fish can also be used in hand-to-hand combat and follows the rules for a double-handed weapon. However, it does not cause any loss of FOR on Minor or Solid hits, it knocks the target/s prone instead.
Nothing to see here
Enough to bring total items to 13
Nothing to see here A dirty plate, a dead rodent or broken pot, whatever the model has found it is of no importance and is discarded.
Prizes This is what the warbands are after. When a model finds a prize it carries it, either put a counter beside the model or mark it on your roster sheet. A prize can be passed to another model in base contact using a single interact action. If a model carrying a prize is removed from play or knocked prone the prize is dropped in base contact with the model. Use a suitable marker to represent a prize on the floor. A prize on the floor may be picked up by moving into contact with it and making a single interact action. A model can carry more than one prize. A model may put a prize down by making a single interact action, place the prize in base contact with the model.
Locations of Interest The map shows you where to place the Locations of Interest and also includes a number next to each location. This is the number of items which can be found at that location. When a model searches a location and finds an item (draws a card/ chit from the item pool) you decrease the number that can be found at that location by one. As you can see the outer locations have two items and the central location has five. An alternative approach is to place item cards/chits face down next to the location they belong to and a player takes the top one when discovering an item. Use whatever system best suits your collection and item pool cards/chits.
Calamity A trap, falling masonry or a venomous creature, the calamity could be anything, whatever it is its not good news for the model discovering it.
Searching for the Prize
Make an immediate ATK 10 hand-to-hand attack against the model and if it survives, place the model prone.
A model may search for a prize by making two consecutive interact actions while in base contact with a Location of Interest that has items still to be found. After the second interact has been performed the player controlling the model draws a card (or chit/bead) from the pool of items to see what he has discovered.
Distraction Fine wine, good ale or a selection of interesting cheeses. Something has distracted the model making the search. The model discovering this loses the
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Determination
Variations
The warbands are determined to get the prizes. The Break Point of warbands in this scenario is calculated as a quarter rather a half of the total FOR and MIN.
You can have a lot of fun making up your own variations for this scenario. Simply adjusting the mix of the item pool can produce very different games, more calamities or distractions will give your games a very different tone. Another option would be to flip the mix of the item pool around and have the majority of the prize pool valuable. The terrain can also play a huge part, having the Locations of Interest within hazardous area terrain or on different levels can add more chances for fun and mayhem to the experience.
Example: If a warband had 7 models, each model with a FOR of 3 and a MIN of 2 it would have a Break Point of 9. (Fortitude 3 x 7 models = 21 + Mind 2 x 7 models =14. This results in 21 + 14 = 35, 35 /4 = 8.75 rounded up to 9). Game End The game ends when the final prize is removed from the battlefield or a warband reaches its break point and flees.
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Scenario 3 : Capture “You are free to use any means necessary but I want them alive!” Background and terrain The Capture scenario represents the warbands trying to capture or retrieve living targets. This might be villagers fleeing a warzone with one warband trying to rescue them and the other trying to capture them. The two warbands could be on a hunt, the opposing leaders attempting to outdo each other by capturing the most valuable prey for their menagerie. It could even be as simple as livestock running loose outside of a village and the locals are rushing to claim the best animals for themselves. Whatever it is both warbands want them alive.
Starting Position of Prey AREA
Both players roll a D6, the player that scores the highest chooses a board edge to start from, the opposing player starts from the opposite edge.
Objective and victory conditions
Special Rules
Capture the most valuable targets and get them away from the battlefield.
First Turn
Warbands score victory points based on the prey they remove from the battlefield via their deployment edge. A model with a secured prey that moves off the battlefield may not re-enter the battlefield.
Both players roll a D6 and add the MIN of their leader. The player that scores the highest chooses who gets the first turn. (Reroll ties).
Unsecured Submissive prey moving off a deployment edge are claimed by the warband using that deployment edge. Other unsecured prey moving off the table are lost.
Once the terrain has been set-up roll a D6 to see what the warbands are trying to capture.
The Prey
D6 1
Prey
Victory Points
Submissive
1
2-5
Neutral
2
6
Hostile
3
Result 3 x Submissive 1 x Hostile, 2 x Neutral 1 x Hostile, 2 x Neutral, 3 x Submissive
You’ll need appropriate models to represent the prey depending on what they are supposed to be (villagers, livestock, trophy monsters or gribblie critters). There are potentially three kinds of prey as detailed below.
If a warband breaks, any models from the warband that have not left the battlefield when they break but have secured prey in base contact leave the prey behind as they run for their lives.
Submissive These are completely at the mercy of the approaching warbands. A model within 6” of Submissive prey may take an interact action to coax the prey into moving. The model will move D3” directly away from the model making the interact action.
Any unsecured prey on the battlefield is claimed by the remaining warband.
Set-up Prepare the play area with a selection of terrain to suit the coming conflict and place the prey in the starting area (see below).
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The Prey move after both players have taken a turn and do so throughout the game (Player A turn, Player B turn, Prey move, Play A turn, Player B turn, Prey move and so on).
Neutral Neutral prey is moving about in a daze or otherwise unaware of the potential danger surrounding it and can be secured by anyone that gets close enough to convince it to move.
When it is time for the Prey to move the players take turns nominating a prey model and moving it as follows:
Hostile Feisty, some might say dangerous – this one won’t come quietly. Hostile prey will not willingly submit to anyone. When a model moves within 1” of this prey the model immediately suffers a psychological attack with MIN 5 as the prey lashes out, spews abuse or otherwise puts the frighteners on the model approaching. On a Solid Hit the model suffering the attack is totally unnerved and its activation ends immediately, lose the initiative. On any other result the model may continue its activation normally. While secured (see below) the prey does not lash out so no attack is made against nearby models.
Nominate a point on the models base as ‘1’ and roll D6 for random direction (see Random Direction guide) Roll D3 for distance in inches.
6 5
Random Direction Guide
4
Securing Prey A model in base contact with prey may take an interact action to secure the prey.
1 2
3
If prey moves into contact with terrain features other than area terrain it stops as it contacts the terrain feature. If prey would move into contact with another prey or a model from a warband it stops 1” away. Prey moving off either board edge not used for deployment has escaped or wandered too far from the action. Prey does not test for hazardous terrain and is not affected by difficult ground. It cannot move into impassable terrain (For example, prey will stop at a deep fissure or lava flow... it’s not completely crazy!). Discuss with your opponent what you feel is appropriate for prey to move into or through before the game starts.
While a prey is secured it remains in base contact with the model that secured it, moving with the model when it activates (the owner chooses where to place the prey model in base contact after a move). If a model with secured prey next to it is removed from play or knocked prone the prey becomes free again and immediately moves D3” directly away from its recent captor. A model may only secure one prey at a time. A model may only take one action while it has prey in base contact. (We assume the model’s attention is divided by keeping an eye on its surroundings and dealing with keeping the prey secure).
Game End
Prey Starting Positions
The game ends when the final prey is removed from (or leaves) the battlefield or a warband reaches it’s break point and flees.
At the beginning of the game the Prey are positioned in the Starting area (see map). Once you have discovered what prey the warbands are looking for the players alternate placing a prey model fully within the starting area. Randomly determine who will place the first prey. Moving Targets The prey will not stand idle waiting to be grabbed. In a state of confusion, agitation or panic it will move about once the game commences.
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afterword The Open Combat rules contained within this e-book
Additional scenarios are already in various states
provide you with a system which can accommodate
of development. Then there is the prospect of an
most close quarter engagements you might care to
advancement and campaign system. They are in the
play on the tabletop. But there is a lot more to come.
works too.
When I started the process of putting the rules
I plan to release some supporting material online as
together I had, at the back of my mind, the desire to
articles on the Second Thunder website while other
produce micro expansions to add additional flavour to
material will be released as micro expansions. The
the system. During development I have had to squirrel
eventual aim is to publish a range of optional material
away various details and mechanics which, while
that players can pick and mix from depending on the
being great fun, could have detracted from the open
tastes, budgets and desires of their play group.
nature of the core system.
I hope Open Combat fires your imagination and
Expanded rules for monsters, mounted models,
encourages you to explore new frontiers and model
particular historical periods and campaigns are all on
ranges for your tabletop gaming. It may even rekindle
my development list. So too are expanded rules for
the fire for old projects, maybe even putting into
particular fantasy tropes such as dwarfs, orcs, elves
use old favourites from your collection that have lain
and so on. Also for fantasy gamers there’s the undead
dormant for too long.
and magic to explore. Many of the rules exist to one
Whatever aspect of tabletop gaming you enjoy I wish
degree or another (strewn across several notebooks)
you luck in Open Combat.
they just need me to swing my focus onto them to bring them fully to life. There’s also the landscape that the games are played upon which I wish to provide expanded rules for. What about the weather conditions, hazards, random events and/or unique inhabitants of a particular region? The prospect of expanding the treatment of buildings and urban environments is another exciting area to explore. All of this is fertile ground for providing additional fun for years to come.
Join us online We’d love to hear from you about your experiences with Open Combat join us online at www.secondthunder.com
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miniatures reference This book contains miniatures and terrain from the
Page 9: Mantic Games, Reaper Miniatures.
authors personal collection (along with a few pieces from the collection of Nick Simmerson).
Page 11: Warlord Games.
The following information is provided to acknowledge
Page 13: Hasslefree Miniatures (Dwarf), Heresy Miniatures (Goblin).
the manufacturers of the miniatures and to help
Page 14: Warlord Games.
you find them should you wish to add particular miniatures to your own collection. Where a miniature
Page 16: Mantic Games, Warlord Games.
appears multiple times within the book only the manufacturer is named on subsequent pages).
Page 17: Hasslefree Miniatures, Reaper Miniatures (Skeletal barrier).
Gripping Beast
Page 18: Mantic Games.
http://www.grippingbeast.com/ Hasslefree Miniatures
Page 19: Heresy Miniatures, Warlord Games.
http://www.hfminis.co.uk/
Page 20: Gripping Beast, Reaper Miniatures.
Heresy Miniatures http://www.heresyminiatures.com
Page 21: Warlord Games.
Mantic Games http://www.manticgames.com/
Page 23: Warlord Games.
Reaper Miniatures
Page 26: Gripping Beast, Wargames Factory.
http://www.reapermini.com/ Wargames Factory
Page 31: Mantic Games.
http://www.wargamesfactory.com/ Warlord Games
Page 32: Reaper Miniatures (Scorpion).
http://www.warlordgames.com/
Page 33: Hasslefree Miniatures, Reaper Miniatures (Ruins).
Front Cover (left to right): Mantic Games (Elves, Orcs), Reaper Miniatures (Owlbear), Gripping Beast (Norman knight), Wargames Factory (Saxons), Heresy Miniatures (Barbarian), Warlord Games (Romans, Celts).
Page 36: Gripping Beast (swine, child and lady), Wargames Factory (Saxon with staff). Page 40: Heresy Miniatures, Mantic Games, Reaper Miniatures.
Page 5: Mantic Games. Page 7: Reaper Miniatures, Gripping Beast, Warlord Games, Heresy Miniatures, Wargames Factory.
Some of the scenery is available from Ainsty Castings, Lost Valley and Renedra, the rest of the pieces are scratch built.
Page 7: Reaper Miniatures, Gripping Beast, Warlord Games, Heresy Miniatures, Wargames Factory.
Keep an eye on the Second Thunder website for tutorials on building your own terrain along with a few
Page 8: Warlord Games.
hints and tips on painting your miniatures.
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TOTALs
SPD ATK DEF
Warband Name name
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Second Thunder and Open Combat are trademarks of Second Thunder Limited. All rights reserved.
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Skills/Abilities Notes
Permission is granted for personal use only.
Weapons
Warband Roster
FOR MIN
Break Point
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Character Renown
SPD ATK DEF FOR MIN
Weapons
Skills/Abilities
Notes
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Renown
SPD ATK DEF FOR MIN
Weapons
Skills/Abilities
Notes
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com
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Name
Renown
Weapons
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com
Character
SPD ATK DEF FOR MIN
Skills/Abilities
Notes
™
Name
Character Renown
SPD ATK DEF FOR MIN
Weapons
Skills/Abilities
Notes
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com
™
Name
Renown
Weapons
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com
Character
SPD ATK DEF FOR MIN
Skills/Abilities
Notes
™
Name
Character Renown
SPD ATK DEF FOR MIN
Weapons
Skills/Abilities
Notes
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com
™
Name
Character
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com
Character Renown
™
Name
Warband Renown
SPD ATK DEF FOR MIN FOR MIN Weapons
Skills/Abilities
Totals
Break point Notes
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com
© Second Thunder Limited 2014. For personal use only. www.secondthunder.com