Open Combat

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RULES FOR FIGHTING MINIATURE BATTLES


suitable for pre-gunpowder historical and fantasy settings

create the heroes, adventures and battles of your imagination

Doug Hawes (Order #37594052)


Every one of us must fight our own battles.

Each of us has obstacles and opposition to


overcome, hardships to endure.

Along the way we may call on friends or


compatriots to join the fight for a time. Sharing the
burdens and celebrating the successes. But in
the end it is up to us as individuals to make
the real difference.

You will not always be victorious, you may often


be laid low by circumstances or situations
beyond your control.

But know this… you will have your day.

So shake off the shadows of the past. Don your


armour, gather your weapons and focus your mind.

Let the whole world know your worth as


you enter Open Combat.

Doug Hawes (Order #37594052)


RULES FOR FIGHTING MINIATURE BATTLES

BY CARL BROWN

credits
Written and created by: Carl Brown
Games development: Carl Brown, Gav Thorpe
Proof reading and essential editing: Matt Brown, Nick Simmerson, Gav Thorpe
Playtesters: Carl, Gav, Nick, Matt and ‘those that must remain nameless’
Graphic design, photography & illustration: Carl Brown, Oliver Gommer, Des Hanley

Doug Hawes (Order #37594052)


First published in Great Britain in 2016 by Second Thunder Ltd. Illustration, Miniatures and Photography

All enquiries to info@secondthunder.com A big thank you to Des Hanley for sharing his fantastic
illustrative skills in producing some of the incidental artwork
© 2016 Second Thunder Limited. Second Thunder and Open Combat within this publication. He’s moving his considerable skills
are trademarks of Second Thunder Limited. All rights reserved. into miniature design and sculpting so keep an eye out for his
ranges which share the styling of his work in these pages. I’ve
For personal use only. No part may be shared, resold or redistributed also included a handful of my own sketches alongside his work
without the prior permission of Second Thunder Limited. as a visual nod back to the old Fighting Fantasy books which
consumed (and inspired) many hours of my youth.
Print ISBN: 978-0-9933785-0-8
PDF E-Book ISBN: 978-0-9933785-1-5 Many thanks go to Oliver Gommer who graciously provided
me with photos from his own personal collection for use in this
Printed edition printed and bound by publication. His photos are credited where they appear.
CPI Group (UK) Ltd, Croydon, CR0 4YY
This book contains pictures of miniatures and terrain from the
author’s personal collection (along with a few pieces from the
collection of Nick Simmerson). I’ve endeavoured to mention
Acknowledgements the companies that produce the various miniatures and terrain
pieces featured in the photos throughout this book. Many
Open Combat would not exist if it wasn’t for the help of many
thanks go to the following businesses that continue to produce
people. Thanks to my parents for setting me on the path of
such excellent products and models for our hobby.
tabletop miniature wargaming so many years ago (they’re
still giving the big kid new toys), my brothers for joining Ainsty Castings
me on many fantastic adventures and all of the friends (and http://ainstycastings.co.uk
strangers) I’ve played against over the years. Thanks too go Bad Squiddo Games
to Gav for cracking the mental whip (and listening to my wild http://thedicebaglady.net/bad-squiddo-games-miniatures
ramblings), Nick for consistently asking ‘is it finished yet?’ Darkling Games
(and providing a few bits from his collection for the photos) http://www.darklinggames.com
and to Catherine (and the kids) for putting up with me as I
Footsore Miniatures
dragged this publication into being.
http://footsoreminiatures.co.uk
Many thanks to all of the early adopters of Open Combat that Gripping Beast
joined the adventure when I released the first iteration of the http://www.grippingbeast.com
rules in PDF format and provided so much useful feedback. A Hasslefree Miniatures
special thanks to the Second Thunder Forum users who have http://www.hfminis.co.uk
shown fantastic imagination and energy in their use of Open Heresy Miniatures
Combat, it is incredibly inspiring to see. Thanks to Mike and http://www.heresyminiatures.com
Neil at the Meeples and Miniatures podcast and Mike and Mantic Games
Conrad on the Fools Daily podcast for inviting me onto their http://www.manticgames.com
shows and helping to spread the word about Open Combat. Otherworld Miniatures
Finally a very, very special thank you goes to the Open http://otherworldminiatures.co.uk
Combat Kickstarter backers, Veterans and Old Campaigners Perry Miniatures
all, for their support and infinite patience waiting for the http://www.perry-miniatures.com
project to complete. The physical book would not exist Reaper Miniatures
without your support. http://www.reapermini.com
Redoubt Enterprises
Thank you one and all. http://www.redoubtenterprises.com
Renedra
http://www.renedra.co.uk
Wargames Factory
http://www.wargamesfactory.com
Wargames Foundry
FRONT COVER
Miniatures: Hasslefree Miniatures, Heresy Miniatures, Perry Miniatures, Reaper Miniatures, http://www.wargamesfoundry.com
Warlord Games. Terrain: Reaper Miniatures, scratch-built. From the author’s and Nick
Simmerson’s private collections. Warlord Games
BACK COVER
http://www.warlordgames.com
Miniatures: Footsore Miniatures, Gripping Beast, Mantic Games, Wargames Factory, Warlord Westwind Productions
Games. Terrain: Ainsty Castings, Renedra, scratch-built, The Last Valley. From the author’s
and Nick Simmerson’s private collections. http://www.westwindproductions.co.uk

Doug Hawes (Order #37594052)


CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

contents
PREFACE 4 APPENDICES 63
MINIATURE WARGAMING 5 CAMPAIGNS 64
Starting A Campaign 65
INTRODUCTION 6 Determining A Winner 66
Creating Your Campaign Warband 66
THE BASICS 8
Reputation 66
THE TURN 11 Experience 68
Initiative, Actions 11 Warband Rating 68
Underdog Bonus 68
MOVEMENT 12 Challenges 69
Engaging The Enemy 12 Injuries And Determining Fate 69
Disengaging From The Enemy 13 Leader Not Present 70
Moving While Remaining Engaged 13 Death Of A Leader 70
Engaging Across A Barrier 13 Exploiting Your Reputation 70
Engaging The Rear Of A Model 13 Leadership Challenges 71
Retiring Models 72
COMBAT 14
Disbanding Warbands 72
Shooting 14
Hired Muscle And Mercenaries 73
Obscured Target Test 14
Hiring Hired Muscle And Mercenaries 73
Force Back 14
Hired Muscle 74
Hand-To-Hand Combat 16
Mercenary: Freeblade 75
Follow-Up 17
Embittered, Ally, Retired 76
Additional Hits 17
Playing A Campaign Game 77
Fortitude Loss 17
Pre-Battle Sequence, Post-Battle Sequence 77
Fighting From An Elevated Position 18
Narrative Campaigns 78
Fighting With Two Weapons 18
Fighting Across A Barrier 19 SAMPLE PROFILES 80
Free Attacks 19
Prone 19 HINTS AND TIPS 83
WARBANDS 20 SAMPLE WARBANDS 84
Renown 20
Leader 21
ALTERNATIVE RULES 87
Break Point 21 FAQ AND EXPANDED EXAMPLES 88
Zero Characteristics 21
Mounted Models And Monsters 22 QUICK REFERENCE SHEET 93
WEAPONS 24 CAMPAIGN REFERENCE 94
SKILLS AND ABILITIES 27 WARBAND ROSTER 96
Psychological Attacks 29
AFTERWORD 100
TERRAIN 30
Cover 30
Hazards 34
Guidelines For Setting Up Terrain 36

TERRAIN EXAMPLES 37
ADDITIONAL RULES 44
Hiding, Climbing, Falling 44
Jumping 45
Combined Actions 46

SCENARIOS 47
Open Combat 48
Retrieve The Prize 50
Capture 55
The Arrest 59
Escort Duty 61

3 CONTENTS
Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

preface
If you’re reading this then you probably have some THE CHALLENGE
experience with tabletop miniature games (or know
It was with all this bubbling about in my head that I
someone that does). You may even be similar to me
received a verbal prod in the right direction from an
and enjoy buying models ‘just because they’re cool’.
old friend. It was an off-hand remark made back in
These models could be from all kinds of periods, genres,
2011 by my friend Gav that made me pull together my
settings and manufacturers. Maybe, again like me, you
thoughts about the kind of game I wanted to play. We’d
want to build a new army but can’t wait to have the
been working on another project together and I’d been
whole lot finished before starting to play using your latest
babbling on about tinkering with my own system when
purchases. Open Combat is designed for you.
he said I should try writing it up properly. He even joked
BACKGROUND about trying to keep it to two sides of A4. I reckoned I
could keep it to one side and Open Combat was born.
I’ve been playing tabletop games for over 30 years
and over that period I’ve collected a great mountain of The early incarnation of Open Combat did fit on one
miniatures and played many different games. Lots of the side of A4 but it relied on a lot of assumptions based on
games I’ve played require a lot of miniatures to create experiences of playing many other tabletop games. The
a force before they can be used on the tabletop, which document you’re reading now is the fleshed out, refined
has often resulted in my enthusiasm waning. I have a version of that early prototype.
multitude of half-finished projects, one-off models or
AN OPEN SYSTEM
choice picks from particular ranges of miniatures that
I have purchased. Some of these models have been Right from the outset I’ve wanted Open Combat to be as
bought on a whim without any particular army, game or open as possible with regards to its usefulness across
project in mind. Others are intended for use in a specific genres and settings. I wanted a core system that allows
project but need me to finish something else before I can gamers to play out what they want on the tabletop,
use them. creating their own encounters and adventures in whatever
setting they felt the itch to play within. Essentially, if you
With regards to games, I love all kinds of games:
imagine something a particular way I wanted a system
massed combat, RPGs and skirmish, fantasy, historical
that allows you to play it that way.
or sci-fi. Despite enjoying a great many of the games
currently available I found I wanted a game that gave me OPEN COMBAT
something else.
On the following pages you’ll find all you need to
I wanted to have a game that didn’t need too much get started with Open Combat. Hopefully you’ll see
space to play, could be played quickly and that gave me the opportunities it presents for using your favourite
a taste of that immersive action and drama you get when miniatures within your preferred time periods and
reading an action scene or watching a fight sequence settings. It may even encourage you to try a new range
in a movie or TV show. Perhaps more importantly, of miniatures or a setting you’ve not played before. Go
I also wanted an outlet for my continuing habit of buying on, you know you’ll enjoy it!
models that I really like but don’t necessarily want to
commit to a whole range or game setting to use.

BACK TO MAIN CONTENTS 4 PREFACE


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

miniature wargaming
If you are new to miniature wargaming you’re about to discover an almost limitless
hobby to explore. On the other hand, if you’ve got some experience with miniature
wargaming, it’s worth taking a moment to remind yourself of the tremendous
potential for expression the hobby provides us with.

WHAT IS MINIATURE WARGAMING? Simply playing wargames can be an immensely


rewarding experience as we test our tactical and
Miniature wargaming is primarily a hobby centred around strategic thinking skills against our opponents. But the
a tabletop game where players command a collection miniature wargaming hobby has a great many aspects
of model soldiers and attempt to achieve an objective for us to explore - each capable of providing us with
(often using dice and a tape measure) while competing years of entertainment.
with opposing forces. The objective may be as simple
as destroying the opposing force or it may be about The humble model soldier has a lot to offer...
capturing or finding something specific as detailed in the
game that you are playing.
Miniature Painting
Storytelling
Painting miniatures is seen
Every game has moments of
Terrain Making as a chore by some and as
tension or excitement. Whether
An often overlooked part of the a core part of the hobby by
we’re imagining a drama unfold
hobby is making terrain. You others. Whichever camp you
as we play or experiencing
can buy commercially available find yourself in the opportunity
good (or bad) fortune with dice
pieces but building your own to develop your artistic skills is
it all makes for a good story.
can create a truly unique only a paintbrush away.
collection and provide a lot of
lasting enjoyment.

Challenges
Whether it’s the challenge of
Social Interaction competing against an opponent
Games are available in a in battle across the tabletop,
vast array of media such as mastering a bit of freehand
consoles, computers and painting or attempting a new
mobile apps. While great fun terrain build we can challenge
these games lack something ourselves in many ways.
Miniature: Gripping Beast Miniatures.
which miniature wargaming From the author’s private collection.

shares with traditional board


and card games. A shared Education?!
experience in the physical While you may not realise it Fun! Fun! Fun!
company of like-minded people. playing wargames often helps to Whatever aspect of miniature
practice basic numeracy along wargaming you enjoy the most,
with developing creative and the key thing to remember is to
analytical thinking skills. Plus it have fun. It’s a time to relax and
Collecting
can support and/or inspire an let your creative mind explore
The collector gene exists in
interest in history. Very useful the possibilities. Open Combat
possibly every hobbyist and
for quietly inspiring the younger will, I hope, help inspire you
miniature wargaming provides
generation to stretch their minds to enjoy your hobby for many
options aplenty.
(and keep old heads working). years to come.

BACK TO MAIN CONTENTS 5 MINIATURE WARGAMING


Doug Hawes (Order #37594052)

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,
adventures and battles 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
■■ At least three six-sided dice
■■ A tape measure
■■ A selection of models to represent
opposing warbands
■■ A Warband Roster (see later) detailing
the characteristics, skills and equipment
of each warband
■■ An area of approximately 24"x24" to use
as a battlefield
■■ A selection of model terrain pieces to set the scene
and dress the battlefield, suitable for the theme or
setting of the encounter
■■ Scrap paper and pencils
■■ and, of course, a willing opponent!

Miniatures: Mantic Games.


Terrain: The Last Valley, scratch-built.
From the author’s and Nick Simmerson’s private collections.

BACK TO MAIN CONTENTS 6 INTRODUCTION


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

SIX-SIDED DICE & TAPE MEASURE PLAY AREA

Most gamers have access to six-sided dice (referred to Open Combat can be played comfortably within a
as D6). If you don’t, they’re readily available from game 24"x24" area. The scenarios have been developed with
and hobby shops or online retailers. this area in mind but feel free to alter the size to suit your
own preferences and availability of space and time. The
There may be occasions when you are required play area is often referred to as the battlefield, board or
to roll a D3. To do this simply roll a D6 and half tabletop.
the score, rounding up. Thus 1 or 2 = 1, 3 or 4 = 2 and
5 or 6 = 3. Note: If you choose to play on an expanded area you
may need to adjust a few details within the scenarios to
Open Combat uses inches for measuring distances so reflect the area you’re using.
you’ll need a tape measure with inch increments. If you
prefer to work in centimetres, please feel free to do so, MODEL TERRAIN
we’d recommend using a ratio of 3cm to 1". Whichever
form of measurement you choose, ensure both you and Open Combat can be played across a barren landscape
your opponent use the same approach. if necessary but you will find your games are far more
entertaining and engaging if you dress the tabletop with
Players may measure distances at any time, the appropriate pieces of model scenery. Not only do terrain
action in Open Combat takes place at close quarters pieces create interesting tactical situations, they make
so we assume the combatants can assess relative your games look great too!
positions accurately.
AIM OF THE GAME
MODELS
Open Combat games are played using scenarios. Each
One of the great joys of playing miniature tabletop games scenario has its own set of victory conditions that explain
is the vast array of models available to buy, paint and what you must do to win the game. It may be as simple
play games with. We’ve used 28mm models from several as forcing the enemy to break away from the battlefield
manufacturers throughout this book selected from the or you may be required to complete a task such as
author’s own collection and Open Combat has been finding an important relic. You can find out more about
designed with this size in mind. scenarios and victory conditions in the Scenarios section
(see page 47).
If you and your opponent prefer using a different scale
of models these rules will work just fine regardless OVERVIEW OF THE GAME
(although you may wish to use centimetres instead of
inches for measuring distances if using 15mm models Once you have all the necessary components to hand its
and smaller. Simply treat any references to inches as time to get down and play.
centimetres. i.e. 1" = 1cm).
■■ Choose Forces
WARBAND ROSTER Each player constructs their warband using an
agreed number of ‘renown’ points.
Open Combat pits two rival groups of fighters,
called warbands, against each other. Each player ■■ Choose Scenario
creates their warband and records the details of their You can randomly determine a scenario to play or
fighters’ characteristics, abilities and equipment on a simply pick the one that you and your opponent
Warband Roster (see page 96 for more information). wish to use.

You can print the roster sheet from this book or download ■■ Set up the Battlefield
it from our website at www.secondthunder.com 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.

BACK TO MAIN CONTENTS 7 INTRODUCTION


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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 Miniatures: Gripping Beast Miniatures, Heresy Miniatures, Reaper Miniatures,
going your way. You’ll never be short of an opponent if Warlord Games, Wargames Factory. From the author’s private collection.

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.

BACK TO MAIN CONTENTS 8 THE BASICS


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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
CALCULATIONS 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
Calculations are made in the following order:
declare an action you are committed to that action.
multiplication, division, subtraction, addition.
A model cannot draw line of sight through its own
FACING rear facing.

Models have a front and rear facing. You may change If the line is uninterrupted by intervening terrain or models
the direction a model faces as often as you wish during then there is a clear line of sight.
that model’s activation. Once a model has completed
If the line crosses another model’s base, an obstacle
its activation its facing is fixed until it is next activated
or a terrain feature which has been designated as
or something happens to it in the meantime which alters
Obscuring (see Terrain on page 30) then the line of sight
its position.
is Obscured. Examples of obscuring terrain are hedges,
tall grasses or crops and low walls.

A model standing within 1" of a barrier can ignore


FRONT
the barrier when checking line of sight to a model or
FRONT
object on the opposite side.
REAR
If the line of sight crosses a terrain feature designated as
Blocking (see Terrain on page 30) then the model cannot
see and there is no line of sight. On occasions when part
FRONT
of a model or its base is sticking out from the Blocking
REAR
terrain feature but its centre is Blocked we assume
REAR 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.
See the FAQ and Expanded Examples section, page 88
for further guidance on Facing.
EXAMPLES OF LINE OF SIGHT (LOS)
PRONE
A: Clear LOS to B and C but blocked to D.

There may be occasions when your fighters are


B:
C:
Clear LOS to A, Obscured to C and D.
Clear LOS to A, B and D.
B
knocked from their feet. A model knocked from its feet is D: Clear LOS to C, Obscured to B
and Blocked to A.
referred to as being Prone.

When you are required to place a model Prone simply


place the model on its side, to show that it has fallen to A
the ground.

Alternatively place a suitable marker next to the


model if you don’t wish to risk chipping any paint
C
HE

off or bending a
DG

particularly spindly
E

part. When a model


is prone it is stunned BUILDING

or disorientated by
the circumstances
that led to it being
knocked from its feet.
This will affect the
model as detailed Miniature: Warlord Games. D
later in the rules. From the author’s private collection.

BACK TO MAIN CONTENTS 9 THE BASICS


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

CHARACTERISTICS Fortitude (FOR)

Open Combat allows you to field a wide variety of A fighter’s Fortitude value represents their stamina,
combatants. These fighters all have different abilities, health and physical ability to continue to fight.
strengths and weaknesses which contribute to their
effectiveness on the tabletop. Mind (MND)

We measure a model’s effectiveness using a series of A fighter’s Mind value represents their mental
characteristics. These characteristics are: aptitude, discipline, strength of will and general desire
to fight on.
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,


CHARACTERISTIC PROFILES
aggression or natural prowess when taking the fight to
the enemy. A model’s characteristics are written in the form of a
characteristic profile for easy reference during a game,
Defence (DEF)
an example is given below:
A fighter’s Defence value represents toughness, armour
and their ability to defend themselves when beset by spd atk def for mnd
enemies. 4 3 3 3 2
Terrain and Perry Miniatures from the private collection of Oliver Gommer.
Image © Oliver Gommer. Used with permission.

BACK TO MAIN CONTENTS 10 THE BASICS


Doug Hawes (Order #37594052)

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 When your opponent loses initiative you will start a fresh
activate once. turn as the initiative returns to you.

You might not always get the opportunity to activate ACTIONS


every model in your warband during your turn if you
lose the initiative at an inopportune moment. Prioritising A model can take up to two actions when it is activated.
your warband’s actions is central to the tactics of Open
The actions available are:
Combat.
Move
INITIATIVE
A model may move up to its SPD in any direction (see
When you have the initiative you may activate members
Movement on page 12).
of your warband to move, fight in hand-to-hand combat,
shoot or otherwise interact with equipment or elements
Attack
on the battlefield. As members of your warband attempt
various acts they may lose the initiative, giving the enemy A model may make an attack (see Combat on
the opportunity to pounce on the moment of hesitation or page 14). This may be a shoot action or striking in
misfortune. hand-to-hand combat.

If you lose the initiative at any point during your turn your Interact
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
When you have activated all of the members of scenario. This may take one, two or multiple actions
your warband that you wish to activate your current turn spread across multiple models. Details can be found
is over and the initiative automatically passes to your when the rules state an interaction is possible.
opponent.
Rest

A model may choose to rest when it is activated. It uses


Example: both of its actions to rest - the model may not rest while
Engaged and may not change its facing. The fighter
Carl’s Celts are fighting a battle against Nick’s takes time to check over a recent injury or gather its wits
Romans. It’s Carl’s turn and after activating a few of after a moment of madness. The model regains either 1
his models, disaster strikes and he loses initiative after point of Fortitude OR 1 point of Mind after resting.
a poor attack roll, his turn ends even though some of his
Stand Up
models have not been activated.
A model may spend both of its actions to stand up.
Nick now has the initiative and starts his turn
It may be placed facing in any direction.
as the Romans attempt to take advantage of their
opponent’s misfortune.

BACK TO MAIN CONTENTS 11 THE TURN


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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 ENGAGING THE ENEMY
uses a move action. It may move in any direction using
any route it chooses. A model may not move over If you move a model into base-to-base contact with
other models. 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
Example:
Attack action.
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".

The terrain a model is moving through may impede the


distance the model can move, it might be hazardous and
some terrain may even block movement entirely. See
Terrain on page 30 for more details.

Miniatures: Warlord Games. Terrain: Renedra, scratch-built. From the author’s and Nick Simmerson’s private collections.

BACK TO MAIN CONTENTS 12 MOVEMENT


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

DISENGAGING FROM THE ENEMY ENGAGING THE REAR OF A MODEL

If you have a model Engaged with one or more enemy Attacking an enemy from behind can give you a big
models and wish to disengage, by moving the model away advantage, it is especially useful when facing superior
from base-to-base contact, you must state your intention opposition.
to do so before you move the model. The controller of
the enemy model/s may make a Free Attack with any If your model is Engaged with the rear facing of an enemy
models currently Engaged with the model you wish to model it may double its ATK value for attacks against that
move. See Free Attacks in the hand-to-hand combat enemy model.
section on page 19 for details of how to handle these
If a model starts its activation in the rear facing of an
free attacks.
enemy model it may gain the benefit of double ATK
If your model is removed from play (reduced to for any Attack actions made against that enemy model
zero FOR) by enemy Free Attacks when attempting to during the activation.
disengage you lose the initiative.
If a model starts its activation in the front facing and in line
of sight of an Unengaged enemy model it cannot gain
an advantage by using a Move action to circle around
Consider every encounter from multiple angles the enemy model to engage the rear followed by Attack
actions as part of the same activation. If the situation were
to open all potential routes to victory.
real, we can imagine the enemy fighter watching their
opponent approaching and being aware enough of their
presence that they can adequately defend themselves.
Additionally if a model starts its activation in the front
MOVING WHILE REMAINING ENGAGED facing and line of sight of an Unengaged enemy model
If you have a model starting its activation Engaged and uses a Move action to Engage that enemy model,
with an enemy model and you wish to reposition your the enemy model may choose to turn to directly face the
model while maintaining the Engaged status you declare model Engaged with it.
a Move action. You may then slide the model around
However, if a model starts its activation in the front
the base of the enemy model maintaining contact as
facing of an enemy model already Engaged with another
you do so. But while this is not expressly disengaging
model/s it can use a Move action to circle around to
from the enemy it does present opportunities for the
Engage the rear facing and gain the double ATK bonus
enemy to act as your model momentarily forgoes active
on any Attack actions during the same activation. The
fighting to reposition.
enemy model is occupied with the model/s it is Engaged
When you declare a Move action and intend to slide with so cannot properly defend itself against the attack
around the base of an enemy model any enemy models from the rear.
Engaged with the model you wish to move may make a
Free Attack against the model.
If you successfully slide from the front facing to the rear
facing of the same enemy model and no other models
are Engaged with the enemy model, the enemy model
may turn to face directly at your model. There may be odd occasions when models are positioned
in such a way that you start the activation of your model
ENGAGING ACROSS A BARRIER
in the front facing of an Unengaged enemy model but out
If an enemy model is in base contact with a barrier of line of sight. This can occur when your model might be
(such as a low fence or wall) you may engage the around the corner of a building or other blocking terrain
enemy model by moving into base contact with feature and the enemy model is positioned at an angle so
the opposite side of the barrier. We assume that that your model is in the front facing (if it could be seen).
the combatants are swinging and stabbing at each In these circumstances if your model can move into the
other from either side of the barrier and pose a threat rear facing area while remaining out of Line of Sight it
even though the models are separated by the terrain. may gain the advantage of double ATK if it engages
Note that some weapons like spears allow models the enemy model to the rear. This represents the fighter
to fight in hand-to-hand combat at a distance. emerging from a blind side and attacking their opposition
A model with such a weapon can attack if the by surprise.
part of the barrier the enemy is contacting is within the
See the FAQ and Expanded Examples section, page 88
range of its weapon.
for further guidance.

BACK TO MAIN CONTENTS 13 MOVEMENT


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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 and choose an
Unengaged target to shoot at.
1. Nominate weapon and specify target
2. Check line of sight and range 2. Check Line of Sight

3. Compare ATK and DEF values Check that there is a line of sight between the model
4. Adjust for modifiers making the shot and the target.

5. Roll attack dice If line of sight is Obscured, make an Obscured Target


6. Apply result 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


OBSCURED TARGET TEST action is lost.

If line of sight is Obscured (see Terrain, page If the weapon the model is using has a range value check
30), roll a D6. On a score of 2-6 the fighter has that the target is within range. If the target is beyond the
a good enough view of the target and may make range of the weapon the shot cannot be taken and the
the shot. On a score of 1 the fighter attempting action is lost.
the shot struggles to get a view of the target and
wastes precious time. Lose initiative. 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 Apply any modifiers present.
source of the attack. If the target model cannot
move the full 1" it moves as far as it can and loses Soft cover (see page 30) +2 DEF
1 Fortitude. Hard cover (see page 30) +4 DEF
Point blank, target within 2" +2 ATK
If a model is forced back so that its base crosses Shot in rear facing Half DEF
the edge of the table it is removed as a casualty
and counts towards the Break Point of its Note: Weapons, skills or abilities may modify shooting -
warband, any remaining FOR and MND are lost. see relevant rule for details.
See Break Point, page 21.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

5. Roll attack dice

Roll attack dice according to the table below:


Example:
ATK vs DEF ATTACK ROLL
A goblin with a bow is attempting to shoot an enemy
If the ATK value is equal to Roll one dice dwarf, the goblin has line of sight but it is Obscured by
or less than the DEF value intervening terrain. The player controlling the goblin
If the ATK value is up to (and Roll two dice, rolls D6 and gets a 2. Phew! The little bowman just
including) twice the DEF value choose one manages to spot the dwarf so may take the shot.

If the ATK value is more than Roll three dice, The goblin has an Attack value of 6, the dwarf has a
double the DEF value choose one Defence value of 3, however the dwarf is tucked up
next to a hedge giving him Light Cover. Light Cover
6. Apply result provides a modifier to the dwarf’s Defence of +2,
giving the dwarf a total Defence of 5. Comparing the
Look up the score of the selected attack dice roll on the Attack value of 6 and Defence value of 5 the goblin has
table below: 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
SCORE RESULT and the dwarf is hit losing 1 point of Fortitude to the
1 Terrible miss, lose initiative
goblin arrow.

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 on page 14.

Minor Hit Target loses 1 Fortitude.

Solid Hit Target loses 1 Fortitude and the


enemy is forced back (see Force
Back on page 14).

Miniatures: Hasslefree Miniatures, Heresy Miniatures.


Terrain: Reaper Miniatures, scratch-built. From the author’s private collection.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

HAND-TO-HAND COMBAT 2. Compare ATK and DEF values

The process for fighting hand-to-hand combat is very Compare the Attack value of the model making the attack
similar to shooting but with a couple of alterations to with the Defence value of the target.
represent the different opportunities a warrior has when
getting stuck into close quarter fighting. 3. Adjust for any modifiers

Use the following procedure to attack an enemy in hand- Apply any modifiers present.
to-hand combat:
Target prone Half DEF
1. Specify target/s and declare the weapon/s Elevated position +2 ATK
that your model is using Behind barrier +2 DEF
2. Compare ATK and DEF values Attack target rear ATK x2
Target is disengaging Half DEF
3. Apply any modifiers
4. Roll attack dice Note: Weapons, skills or abilities may modify
5. Apply results 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 Roll attack dice according to the table below:
and the weapon your model is using. The target must
ATK vs DEF ATTACK ROLL
be Engaged with your attacking model (unless a piece
of equipment, skill or ability allows otherwise). This will If the ATK value is equal to Roll one dice
normally be obvious in a one-against-one situation but or less than the DEF value
some weapons and abilities allow models to attack If the ATK value is up to (and Roll two dice,
multiple opponents, or even allow multiple models to join including) twice the DEF value choose one
forces and attack single enemy models.
If the ATK value is more than Roll three dice,
double the DEF value choose one

Miniatures: Warlord Games. Terrain: Scratch-built. From the author’s private collection.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

5. Apply result ADDITIONAL HITS

Look up the score of the selected attack dice roll on the In hand-to-hand combat particularly skilled fighters can
table below and apply the result: subject their enemy to a flurry of blows. If after rolling the
attack dice for hand-to-hand combat, you have scored
SCORE RESULT multiple hits on the dice (normally scores of 5 or 6),
1 Terrible miss, lose initiative you select one dice as usual but may also select any
additional hits and apply them as extra damage.
2 Impasse
Note if you choose to select a Force Back result (a score
3,4 Force Back of 3 or 4 on the attack dice) you do not count additional
hits as your fighter is obviously concentrating on driving
5 Minor Hit
the enemy back rather than striking an effective blow.
6 Solid Hit

Terrible Miss A stumble, slip or brief lack of Example:


concentration has given the enemy an
Alfred the Saxon is battling with a Viking raider. After
opportunity. Lose initiative.
comparing ATK and DEF values Alfred rolls three
Impasse The sound of clashing weapons attack dice scoring 3,5 and 6. Alfred chooses the 6, the
heralds a momentary impasse. Viking loses 1 point of Fortitude and is forced back from
No effect. the blow. The Viking then suffers a further 1 point loss of
fortitude as Alfred chooses to apply the score of a 5 (an
Force Back See Force Back on page 14. See also additional hit on his attack dice). Alfred then chooses
Follow Up (below). to follow up on the retreating Viking maintaining base-
to-base contact.
Minor Hit Target loses 1 Fortitude.
If the Viking could not move the full 1" when forced
Solid Hit Target loses 1 Fortitude and the
back by Alfred’s initial blow he would have suffered an
enemy is forced back, see Force Back
additional 1 point loss of fortitude.
on page 14 and Follow Up.
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
FOLLOW UP Viking lost Fortitude due to not being able to move the
full 1").
When a model inflicts a Force Back in hand-to-
hand combat the model’s controller may choose
to have the model follow up. Move the attacking
model directly after the forced back model
For further examples of how to apply Additional Hits see
maintaining base-to-base contact. This decision
the FAQ and Expanded Examples from page 88.
is made before any Fortitude losses are applied.

A Follow Up does not provide an opportunity for


a Free Attack (see page 19).

We can imagine the combatants simply breaking


apart in amongst the swirly back and forth
of the melee as the blows land and a fighter
presses the advantage following a strong attack.
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.
Focus your power, do not blindly follow a If a model is ever reduced to zero Fortitude (or below) the
retreating enemy, consider where he leads. warrior has either succumbed to its injuries or lost the
ability to fight on and fled the field. Remove the model
from play.

BACK TO MAIN CONTENTS 17 COMBAT


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

FIGHTING WITH TWO WEAPONS

A model 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.

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.

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.

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).

Miniatures: Mantic Games. Terrain: Reaper Miniatures, scratch-built.


From the author’s and Nick Simmerson’s private collections.

Example:
FIGHTING FROM AN ELEVATED POSITION Carl’s crazed fanatic, armed with two hand weapons,
starts his activation engaged by two enemy Romans.
During Open Combat you may find situations where a
model is on higher ground such as on a hill, further up a One Roman is armed with a sword and shield the
staircase or standing on a table. other with a spear. The fanatic has an ATK of 7 and the
Romans both have a DEF of 3.
A model engaged in combat while in an elevated position
adds +2 to its ATK value. For the first Action Carl declares a hand-to-hand attack
against both Romans. Starting with the Roman with the
Note: Players should agree before starting play whether
sword, the fanatic makes an ATK 4 attack versus DEF
a piece of terrain is a suitable place to fight from. Clinging
3. Rolling two dice he scores 6 and 6. Two hits!
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 Carl chooses not to follow up and the unfortunate
the context of your games. Two fighters racing to top of a Roman is Forced Back and loses 2 Fortitude (he’s now
cliff towards a prize, slashing and hacking at each other looking very battered).
as they go, conjures up some heroic imagery!
Carl now makes his attack against the second Roman.
Discuss potential situations with your opponent when An ATK 3 versus DEF 3 sees a single dice rolled
placing terrain and agree an approach. with a score of 2 meaning an impasse, both models
remain Engaged.

Carl now declares 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...

BACK TO MAIN CONTENTS 18 COMBAT


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

FIGHTING ACROSS A BARRIER FREE ATTACKS

If a model is in base-to-base contact with a piece of When a model disengages from an enemy model (or
terrain designated as a barrier (such as a hedge, wall models) each enemy model Engaged with it may make a
or pile of crates) it can use the barrier to protect itself in Free Attack as the model tries to escape.
hand-to-hand combat.
A Free Attack is performed in the same way as a regular
A model fighting across a barrier receives +2 DEF hand-to-hand attack. A disengaging model is at half DEF
against hand-to-hand attacks from the opposite side and for the purpose of Free Attacks. We can imagine that the
can only be forced back as part of a Solid Hit (a 6 on the model is retreating from combat in a reasonably cautious
attack roll). fashion instead of simply running away but unable to put
up a full defence as they attempt to back out of danger.
If a model manages to inflict a Force Back (as part of a
Solid Hit) against an opponent behind a barrier they may The player controlling the models eligible to make a
follow up across the barrier filling the spot vacated by the Free Attack chooses in which order any Free Attacks are
retreating opponent. performed.

A model may not Follow Up after making a Free Attack,


a Free Attack represents an opportunistic slash or thrust
with a weapon as an enemy backs out of range.

Models may only make Free Attacks against models in


their front facing. 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.)

There may be other situations where a Free Attack may


In the case of unusual base sizes move the enemy model
be made as detailed in the relevant section of the rules.
back to make enough space to fit the attacking model
even if this is further than the usual 1". Fortitude is only For more guidance on Free Attacks see the FAQ and
lost if the model cannot move back 1" rather than the full Expanded Examples page 88.
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
PRONE
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
Similarly models in base-to-base contact with a barrier
in a precarious position and will want to regain its
can only be forced back as part of a Solid Hit from enemy
feet quickly if it wants to survive.
shooting attacks.
A model may regain its composure and
Barriers also provide additional protection from enemy
stand back up onto its feet by using a stand up
shooting, see Cover page 30.
action.

Miniatures: Hasslefree Miniatures. Terrain: Reaper Miniatures, scratch-built. A model cannot do any action except stand
From the author’s private collection.
up while prone. While in a prone position
a model’s DEF is halved. A prone model
has no facing.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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 WARBAND CONSTRUCTION


of additional models that fight alongside this charismatic
(or frightening) individual. These could be trusted You spend points of Renown to build a characteristic
companions, subordinates, snivelling minions or profile for each warrior in your warband. Points are
whatever fires your imagination. allocated to characteristics on a one-for-one basis.

You buy weapons and equipment for your warriors for


RENOWN
1 point of Renown each and can also add skills and
Renown is the term we use to measure the worth abilities to your warriors for 1 point of Renown each.
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:

We’ve found that 150 Renown is a good level to start Gav starts to construct the first warrior for a new
your first few games and provides enough warband and spends 4 points on SPD, 6 points on
room to experiment with warband construction. ATK, 5 points on DEF, 4 points on FOR and 2 points
It usually produces warbands of 6-10 models – on MND.
although this does depend on how you build the
The warrior has the following profile:
individual fighters.
SPD ATK DEF FOR MND
After you’ve played a few games you can experiment
4 6 5 4 2
with higher or lower Renown level games to find the
size of game that best suits your own tastes, space and The profile above has the warrior valued at
time constraints. 21 Renown (4 + 6 + 5 + 4 + 2 = 21) but he hasn’t got
any weapons yet!
Miniatures: Mantic Games. Terrain: Scratch-built.
From the author’s private collection. 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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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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 MND 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 MND 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).
Miniatures: Heresy Miniatures, Warlord Games. From the author’s private collection.

During a game both players keep track of the remaining


FOR and MND of their warbands, once one of the
You can build the profile of your leader in a way that best warbands has reached their Break Point that warband
suits your vision of the warband you are creating. Is your is driven from the battlefield. Remember that FOR and
leader a great fighter, a respected elder or something MND can be regained by resting, which will move the
completely different? warband away from its Break Point.

For more guidance on tracking your Break Point see the


FAQ and Expanded Examples page 88.
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, Zero characteristics
leaders all have one thing in common: they’re
good at influencing the people around them. If a characteristic is ever reduced to zero it has the
following effect:
While your leader is on the tabletop you have
access to his Leader ability. We represent SPD: Model cannot move.
your leader’s influence over the warband
ATK: Model is not suitable for combat.
with rerolls. If your leader is removed from
Cannot take attack action.
play before you have expended all of your
rerolls any left over are lost. If the leader is DEF: Model is not suitable for combat. Opponents
not on the table he cannot exert his influence on always roll three attack dice when attacking
events. this model.

If your leader is prone you cannot use a FOR: Model is removed from play.
reroll - their attention is otherwise occupied
dealing with their own immediate situation. MND: Model is mentally exhausted.
Half ATK and DEF.
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 Play to your strengths, exploit the weaknesses
rerolling rerolls). in your enemy and victory will be yours.

BACK TO MAIN CONTENTS 21 WARBANDS


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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

Miniatures: Gripping Beast, Reaper Miniatures. Terrain: Scratch-built.


From the author’s and Nick Simmerson’s private collections.

MOUNTED MODELS AND MONSTERS confused so whenever a mounted model or monster


is activated the controlling player must first roll on the
Mounted models and monsters should have their unique Behaviour chart below:
nature reflected in the characteristics that are assigned
to them. High SPD is appropriate in most cases for D6 BEHAVIOUR
cavalry and high FOR might be suitable for your idea of 1 Uh-oh... A jittery horse, a bellowing troll,
the robustness of a troll. The rules presented here are a whatever it is it isn’t behaving at all. Lose
quick and easy way to establish their differences from initiative.
regular infantry models. We will revisit mounted models 2 Will...you...just...move! A bit slow off
and monsters in future Open Combat expansions the mark but active. Model may take
and supplements which will add rules for mounting one Action this activation.
and dismounting, special monster attacks, unusual 3-6 Model behaves normally.
behaviours and more.

Mounted models (such as Roman cavalry or goblin wolf It does not cost any Renown to be mounted or a monster.
riders) and monsters (such as ogres and trolls) are all The model must simply be appropriate for what its
presented on larger bases than regular foot troops. To supposed to represent and be presented on a suitable
reflect this greater presence on the tabletop we assign base to reflect the difference.
these models the following rules.
You could put an infantry model on a large base and
When a mounted model or monster scores a Force Back ‘counts as’ a monster if you feel it’s suitable for your
in hand-to-hand combat against a non-mounted model setting. For example, a frothing Viking berserker or a
or monster the enemy model is Forced Back 2" rather screaming ancient British fanatic are both arguably
than the usual 1". The mounted model or monster may suited to the title ‘monster’. Just ensure your opponent is
follow up 2" to remain in base contact. If a model forced aware of what each model represents.
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 If you’re playing within a fantasy setting you may
addition to losing 1 FOR due to being unable to move find that using a ‘counts as’ monster approach may
be suitable for a swarm of smaller creatures mounted
back the full distance, see Force Back page 14).
on a large base. In this instance the extended Force Back
However, mounts can be difficult to control and monsters could represent the target scrabbling to get away from
can just stand still bellowing in a rage or can get easily the swarm of beasts rather than a thunderous impact.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

NO LIMITS ORGANISED EVENTS

Open Combat has been written to be as flexible as For those of you that like to run or participate in organised
possible with regards to warband creation and so play events and leagues you may wish to set limits within
imposes no restrictions or limitations during warband an event pack to reflect the setting/theme of your event
construction. and/or to accommodate a special scenario you may
have produced for the event.
In our games we simply build warbands to suit our
perception of what the particular models represent and An example would be if you’re running a series of games
what we feel they should be capable of on the tabletop. of Open Combat set within an historical period, you
Gaming clubs and groups that meet regularly will quickly may wish to limit SPD to 4 for infantry and 8 for cavalry.
establish a level of warband creation that suits their You could go further and require a minimum number of
playing style, and we encourage players to talk to each warriors in a warband and/or limit the number of skills the
other about their warbands and ideas. members of the warband can take. You may also wish to
limit the weapons available to reflect the period. You can,
This is your chance to make your elves, dwarfs, Roman of course, place upper limits on characteristic values, but
legionaries, Celtic fanatics etc. as fast, skilled or tough from our experience don’t be too restrictive in this matter
as you think they should be. It’s your warband, you can - the Renown cost soon adds up and balances out!
build it the way you want to.
It is entirely up to you.
But where to start you may ask? It can be a daunting
task when faced with total freedom or you may relish One thing we would suggest including within an event
the prospect and already have ideas for warbands firing pack is a specification for model bases. Open Combat
away in your mind. If you need a bit of help to get started can be played with any bases when played within a
you can find a selection of sample profiles in the Sample small group of friends. You all know each other and play
Profiles section page 80. You’ll also find a few sample in a mutually acceptable fashion. But when planning an
warbands to inspire your own ideas or simply use ‘as is’ event or league, which could gather players from many
if you want to start playing straight away. different gaming groups, you can curb any potential
over-competitive individuals or forestall any arguments
The key thing to remember is that you can create your due to different accepted conventions by setting criteria
vision of a particular fighter and/or warband. It doesn’t for model bases for all to follow at the event.
matter if someone else has a different opinion about the
same thing, this is your warband. Open Combat is written This removes any doubt players may have about potential
to allow for all kinds of approaches to profile building. advantages unusual basing might provide and can help
It’s what you do with your warband that matters not with the overall visual aesthetic of the event too!
necessarily what the profiles are.
Miniatures: Warlord Games. Terrain: Scratch-built.
From the author’s and Nick Simmerson’s private collections.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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 historical games Desperate times may see a warrior relying on his
WYSIWYG (What You See Is What You Get) where bare hands.
weapons and equipment must be visible on the model. Only causes loss of Fortitude when scoring a Solid Hit
But there are occasions, particularly with some of the in hand-to-hand combat. Cannot score additional hits.
more unusual models in our collection or when playing Minor Hits count as a Force Back.
in a fantasy setting, where we use a ‘counts as’ approach
when equipping models. Note: This is the default ‘weapon’ that a human (or
humanoid in a fantasy setting) has available if no
If you’re playing in a fantasy setting and wish to use Renown is spent on weapons. Similarly if you’re playing
models of animals or creatures that don’t carry weapons with unusual animals or creatures in your warband
in the traditional sense, buy the weapon you wish to use and haven’t spent any Renown on other weapons as a
and say the claws/horns/bite etc. ‘counts as’ the weapon. ‘counts as’ bite or claw use this as the default option.

Similarly if you wish to use a mage or some sort of spell


caster you can equip the model with a variety of weapons,
the rules for these ‘counts as’ the various effects of spells
and magical forces (rather than the model actually
lugging around an armoury of weaponry). Psychological
abilities (see later) are particularly suitable for use with
magic users too. Dagger

Just make sure your opponent is absolutely clear what A short, bladed weapon easily hidden away, a spike or a knife.
each model is capable of to avoid any confusion during The term ‘dagger’ could also represent the claws, talons or bite
the game. of an animal or beast.
Only causes loss of Fortitude on Solid Hits. Minor Hits
CARRYING MULTIPLE WEAPONS count as Force Back. May score additional hits only if
Solid Hits.
You can arm a model with as many weapons as you wish
and swap freely between them while Unengaged. If the Up to two daggers may be thrown as a single shoot
model is Engaged you must specify what weapon/s the action. Remove from roster and take a shoot action.
model is using in the engagement. The model retains Range 4".
these weapons until it is no longer Engaged when it is
free to swap again. Obviously if using a Dagger to represent an animal attack
it cannot be thrown. If your opponent attempts to ‘throw’
RANGED WEAPONS an animal ‘bite’ you should mock them intensely for their
blatantly unsporting behaviour.
Open Combat games represent close quarter
engagements. To reflect the close proximity of the However, feel free to arm an animal with two ‘daggers’
combatants, ranges are only provided on weapons to to allow the beast to fight as though armed with two
denote the range of effective use. If a weapon states weapons. That’s a particularly nasty beastie!
that it allows the user to make attacks but doesn’t
state a range, then the weapon is effective across Similarly, in a fantasy setting, if you have a strange looking
the entire tabletop. spikey beast there’s nothing stopping you stating that
beast can fire the spikes as a defence mechanism and
‘count as’ thrown daggers. Just make sure you pay the
Renown for the number of spikes that it can fire over the
course of the battle.

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Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

Hand Weapon Double-handed weapon


A sword, hand axe or club (or the massive fist of a raging Huge axes and swords, sweeping tree trunks or lashing tails
gorilla), the size and shape may vary but the effect of being hit from exotic monsters, these weapons can strike many foes
is essentially the same. It hurts! simultaneously as they slash and sweep in devastating arcs, but
No special rules. they can be difficult to control.
When making an attack with this weapon compare the
Rather than daggers, particularly fearsome beasts like ATK value with the highest DEF (taking into consideration
cave bears, sabre-toothed tigers and jabberwockies any potential modifications) of all Engaged enemy and
might have one or more hand weapons. make the attack roll.

Halberd All attack dice are scored in hand-to-hand combat. First


A sturdy shaft topped with a steel blade incorporating a point apply any Solid Hits (hits are scored against each and
and cutting edge, the halberd can be used to chop and thrust every enemy Engaged with this model), followed by
making it a versatile weapon. Minor Hits, Force Backs, Impasses and Terrible Misses.

May make a hand-to-hand attack against targets up to 1" Cannot use with a shield.
away. Cannot use with a shield.
A model using a double-handed weapon may choose to
The horns of a rhino or other monstrous creature Follow Up any enemy model Forced Back by the attack.
could easily be counted as a halberd when thrust by
powerful muscles. A multi-headed monstrosity such as a hydra or tentacled
swampbeast could easily ‘count as’ being armed with a
Spear double-handed weapon.
One of the cheapest weapons invented but an effective way to For more examples of fighting with double-handed
fight your enemy without getting too close. weapons see the FAQ and Expanded Examples page 88.
May make a hand-to-hand attack against targets up to 1"
away. Cannot score additional hits.

Spears allow fighters to support their comrades. Spear Example:


armed warriors may measure through friendly bases
Nick’s Viking armed with a mighty Dane axe (double-
when making attacks against enemy models.
handed weapon) starts his activation faced by three
A giant toad or gribblie demon may have a lashing closely huddled Saxons.
tongue attack which could ‘count as’ a spear.
Nick declares his first Action as a Move and manages to
For more guidance see the FAQ and Expanded Examples engage all three Saxons with his Viking warrior.
page 88.
For his second Action Nick declares an Attack action
using the double-handed weapon. Comparing his
Vikings ATK of 5 versus the DEF of the three Saxons
(DEF values of 3, 3 and 4) Nick discovers that the
highest DEF is a 4 so he rolls two dice.

Nick scores a 4 (Force Back) and a 5 (Minor Hit).

A Minor Hit is applied to each Saxon as they are caught


by the whirling Dane axe. One Saxon dies as a result
(losing his last remaining point of FOR to the blow).

The Force Back is then applied to the two remaining


Saxons as they stagger back from the assault.

Finally, with both scores applied, Nick chooses to


Follow Up after one of the retreating Saxons and moves
his Viking into base contact.

Miniatures: Warlord Games.


Terrain: Renedra, scratch-built.
From the author’s private collection.

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Bow Javelin
A strong flexible wooden stave, sometimes backed A lightweight, short spear suitable for throwing at the
by sinew, horn or bone, used to cast arrows at the enemy as a warrior moves to engage.
enemy from afar. May be thrown as part of a move action. Remove from
May take shoot action. roster and take a shoot action at any point during a move
action. Continue with the move once the shoot action is
Crossbow completed. Range 8".
A more complex missile weapon than the bow, slower to use but
Only causes loss of Fortitude on Solid Hits. Minor Hits
offering more power in return.
count as Force Back. May score additional hits only if
May take shoot action. Shoot action requires two actions. Solid Hits.
May score additional hits (see hand-to-hand combat –
this represents the sheer power of the shot rather than a Shield
flurry of blows). Although the style and materials used in their manufacture
may differ, the protection a shield offers is always welcome.
Sling
Do not suffer Fortitude damage when unable to move
A simple weapon which can be quick to use when close
the full distance during a Force Back from attacks
to the enemy.
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 Minor Hits from enemy missile fire emanating from the
one shot with no range restriction or take two shots user’s front facing are deflected, treat as a Miss.
at Range 8". If taking two shots, both shots must be at
A model cannot benefit from a shield if it is attacked from
the same target.
the rear or Prone.

Miniatures: Gripping Beast, Perry Miniatures.


Terrain: Ainsty Castings, Renedra, Scratch-built.
From the author’s private collections.

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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 Furious Assault


Raw aggression (or sheer panic) can drive a warrior to
Aim
incredible bouts of ferocity but the moment is often fleeting and
Some fighters practice their shooting skills intently, learning can leave them open to a counter-attack.
how to focus and assess the prevailing conditions, only loosing
A special hand-to-hand attack action that requires
their shot when they are sure of its effectiveness.
two actions. Double the model’s ATK for this attack.
This model may take an Interact action to gain Surviving engaged enemy models may make a Free
+1 ATK for its next Shooting action. Multiple consecutive Attack against this model after the result of the Furious
Interact actions are cumulative. Assault has been resolved.

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 built up using Aim. They
have taken their eye off their target.

Marksman

Example: Years of practice ensure that when mistakes happen they’re not
as bad as they could be.
Carl chooses to activate an archer with the Aim ability. When this model makes a shooting attack a Terrible Miss
Looking at the tabletop he decides to take two Interact is treated as Miss.
actions to Aim as his archer draws a bead on the
approaching enemy. On his following turn he activates Resolute
the archer again, he takes a third Interact action to
Sometimes you meet a warrior that simply will not
continue his aim then takes an Attack action to make a
give ground.
shooting attack. The shooting attack is made at +3 ATK
(plus any other modifiers that may apply). When this model is attacked from its front facing this
model can only be forced back with a Solid Hit.

A Force Back scored against this model is treated as an


Impasse (if caused by a hand-to-hand attack) or Miss (if
Focussed Blow caused by a shooting attack).
Talented warriors know how to assess an opponent,
only making an attack when it is most advantageous for Sharp Eyed
them to do so. With eyes like a hawk it is a rare day when this hunter loses
A special hand-to-hand attack action that requires sight of their prey.
two actions. This model receives +3 ATK for this attack. May reroll the Obscured Target Test when checking line
A Terrible Miss is treated as Impasse. of sight.

Shield Bash
Well accustomed to the mayhem of close quarter fighting
this fighter knows a trick or two to knock an unwary enemy
The power in your arm and sharpness of your
off balance.
blade are but fragments of your true worth.
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.

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PHYSICAL SKILLS AND ABILITIES

Ambidextrous

It may be natural ability or long hours of training that allows


this warrior to fight with equal skill with either hand.
This model may split its ATK value between two enemy
models Engaged with this model in any way the
controlling player wishes when fighting with two weapons
in hand-to-hand combat.

Evade
This warrior can use a deft sidestep or fake attack to allow
themselves the room to escape their enemies.
When this model is about to disengage it may nominate
one enemy model it is Engaged with. The nominated
model may not make a Free Attack as this model
disengages from them.

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.
Miniatures: Gripping Beast, Wargames Factory. Terrain: Scratch-built.
From the author’s private collection.

Exert Quick Recovery


Heroes are renowned for pushing themselves beyond what is Whether it is acrobatic skill or sheer determination this warrior
expected of mortals but these feats come at a price. won’t stay down for long.
Reduce Fortitude and Mind by one for an extra action May stand up from Prone position for a single action.
during this activation only. Use only once per turn.
Surefooted
Nimble This fighter can judge where to tread in even the most precarious
There are some people that possess a natural agility that makes of environments.
them appear to glide past terrain which others must clumsily Model may reroll dice relating to crossing hazardous
clamber over. terrain (see Hazards page 34).
Model is not impeded by barriers and moves at full SPD
when crossing them.

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INFLUENCE SKILLS AND ABILITIES Feint

Open Combat often brings members of warbands A half-move, a muttered comment or a fake attack can all give
into very close proximity. In these fractious your opponent pause for thought and create a gap in their
environments some warriors have a knack of getting defences.
into the minds of their enemies or comrades, Range Base-to-base.
reducing foes to quivering wrecks or adding grit
to the resolve of a wavering ally. Minor Hit Target is -1DEF.
Solid Hit Target is -2DEF.
A wizened Celtic shaman screaming obscenities
at Roman invaders, a mighty orc leader bellowing The effect lasts until the end of the target’s next activation.
encouragement to his brethren or a sinister warlock
bewitching the enemy with spells of evil intent. Inspire
What form you see these attacks taking depends on Sometimes even the most downtrodden souls can be inspired to
the theme or setting of your games, they can be a great continue the struggle.
boon regardless.
Range 6".
Psychological Attacks Minor Hit Target regains 1 Mind.

Influence Abilities introduce a new form of Attack action, Solid Hit Target regains 2 Mind.
a Psychological Attack.

A Psychological Attack is performed in the same way as


a Shooting attack but instead of comparing the ATK of
When the chaos of combat explodes around
the attacker with the DEF of the target you compare the
MND of the attacker with the MND of the target. Do not you a sharp mind is a fearsome weapon.
use the shooting modifiers for a Psychological Attack.

A Psychological Attack may be used while Engaged,


may target any model within range (friend or foe) and
Intimidate
line of sight. The results of the attack depend on the
ability used. An imposing physical presence, a frightening display
of skill at arms or a series of mind-numbing threats, whatever
Distract form it takes intimidation can leave an opponent unwilling to
fight on.
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 loses 1 Mind.
Terrible Miss Target may make a Free Attack Solid Hit Target loses 2 Mind.
against this model. Lose initiative.
Taunt
Minor Hit Target loses one Action from
its next activation. Taunting the opposition (and friends) has long been part of life
for men of action, although it can lead to unexpected results.
Solid Hit Target loses two Actions from
its next activation. Range 6".
Minor Hit Target moves half SPD directly
Enrage
towards this model.
A few well chosen words can drive a warrior into
Solid Hit Target moves full SPD directly
a rage, adding strength to their blows as they disregard
towards this model.
their own safety.
Range 6". If movement caused by this ability brings the target into
base-to-base contact with this model the target must
Minor Hit Target is +1ATK, -1DEF.
make a Free Attack against this model.
Solid Hit Target is +2ATK, -2DEF.
We can imagine that the target is not very happy about
The effect lasts until the end of the target’s next activation. whatever was said or done to them.

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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 TERRAIN TYPE


that you discuss the terrain on the tabletop with your
opponent and agree how each piece of terrain will be There are three types of terrain in Open Combat: open,
treated throughout the game. 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
Open terrain is terrain that does not affect a model’s
some scenic element either within it or encroaching on it
movement. Examples include grassy plains, roads,
at the start of the game. This is simply a guide and you
elevated walkways, flat platforms or shallow hillsides.
don’t have to follow this approach, but we have found
that this creates plenty of tactical challenges to the game Difficult Terrain
and (depending on the terrain features used) several
opportunities for mishaps and changes of initiative. Difficult ground slows down models that try to move
through it. All distances travelled through difficult ground
We all have different collections of terrain available so we count double. For example, a model with a SPD of 4
have written the following rules which you can apply to using a move action in open ground would move 4", the
your terrain to suit your own preferences regarding the same model in difficult ground would move 2". Examples
part you wish the terrain to play within your games. 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
If part of a model’s base is within the area terrain then the faces, fast flowing rivers or deep lakes.
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
Terrain: Scratch-built.
From the author’s private collection. moving water course or lava flow). Failure to successfully
jump across results in the model being removed as a
casualty (see Jumping on page 45).

COVER

Models within or behind terrain features can claim a cover


DEF bonus against shooting attacks 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

A textured base with suitable objects scattered loosely on top provides a flexible piece of area terrain. Lichen,
small stones or cotton wool (smoke/fog) can be moved to allow you to position your models within the area.

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TERRAIN FEATURES

Model terrain and scenery varies a great deal. Before


you start a game of Open Combat discuss with your
opponent the rules you’ll apply to each feature. We’ve
included suggestions and guidelines to apply to the
more usual items of terrain you may come across in your
games in this section.

When measuring the height of terrain do not include


the thickness of a base. This is especially important if
you’ve mounted fences or walls onto a very thick piece
of board. This may help with the durability of the piece of
terrain when its stored away between games but could
artificially inflate the impact it may have during a game.

Barriers

Barriers are features or objects up to 1" in height and less


than 1" wide. A model must spend 2" of its SPD during a
move action to cross a barrier. If a model lacks enough
Terrain: Scratch-built. From the author’s private collection.
SPD to cross a barrier it stops moving when it makes
contact with the barrier. Obstructions

Barriers provide some protection from attacks originating Obstructions is a catch-all term to cover objects or terrain
from the opposite side. If a model is touching a barrier features larger than 1" in height and width that are just
and is attacked in hand-to-hand combat by another impossible for models to get through. This includes large
model across the barrier it gains +2 DEF. (See Fighting rocks, ruined fortifications or impenetrable undergrowth.
Across A Barrier on page 19 for more details.)
Obstructions block line of sight and are impassable.
Standing behind barriers offers a degree of protection
from missile fire. If a model is in base-to-base contact If you wish to allow models to climb onto certain
with a barrier it can claim cover from shooting attacks obstructions discuss this with your opponent. For
from the opposite side. (See Cover on page 30). 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.
Barriers block Force Backs - if a model is Forced Back Similarly particularly thick walls or battlements may be
into a barrier before it has moved the full distance the suitable surfaces to stand on if you can get onto them
model may suffer damage (see Force Back on page 14). (see climbing and falling on page 44).

Terrain: Renedra, Ainsty Castings, scratch-built.


From the author’s and Nick Simmerson’s private collections.

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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 Terrain: Scratch-built. From the author’s private collection.
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 Rivers, Streams, Ponds and Lakes
through these areas you can move the trees around to
Water can present unique tactical challenges to the
make room to move the models.
general manoeuvrability of your warband.
Areas of woodland can be light or dense so discuss with
There are two kinds of water you can include in your
your opponent which approach you’re using for each
games: running water and standing water. All water
area of trees before you start your game.
terrain is area terrain. Assume any banks or grassy edges
Light woodland obscures line of sight that passes to your stream or pond models are muddy or slippery
through it. It offers light cover if enemy missile fire must so any models touching them are subject to the rules of
pass through 1" or more of the terrain before hitting a the terrain piece. However, you may wish to use different
model standing within or beyond it. rules for a shallow ford or stepping stones to create safe
crossing points.
Dense woodland obscures line of sight up to 3" into it.
Dense woodland blocks line of sight beyond 3" as it is Running water is represented by rivers and streams. If
simply too difficult to see clearly enough to get a shot you use rivers or streams ensure they have an entry and
off. It offers light cover if enemy missile fire must pass exit point on the tabletop. Include some way of crossing
through 1" or more of the terrain before hitting a model them without resorting to jumping (see Jumping on page
standing within or beyond it. Thick underbrush makes 45) at two or more points along the course of the feature.
travelling through the area difficult ground.
Streams are shallow areas of running water and count as
In practice you may find that you use a mixture of single difficult ground.
trees and area terrain for your games.
Rivers are wider, fast flowing and usually run much
Terrain: The Last Valley, scratch-built. deeper than streams. Either treat as impassable or treat
From the author’s private collection.
as hazardous difficult ground (see Hazards on page 34).

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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Hills If a model is standing on a hill, line of sight to and


from this model is clear above barriers (although other
The hills on a tabletop in Open Combat generally intervening terrain may interfere). However if the line
represent rises and falls in the landscape rather than of sight between two models crosses the highest point
huge mountains. on the hill then it is blocked. This represents a fighter
keeping their head below the crest of the rise.
Hills should usually be treated as open ground for
movement purposes. However, in some cases, treating Buildings
part or all of the hill as area terrain, such as difficult
ground, may be more appropriate, especially if the The treatment of buildings often depends on the design
terrain piece is covered in broken rocks or gravel. of the model terrain that you have in your collection and
the preferences of your play group. In a future expansion
A hill, or parts of it, can be classed as impassable if we plan to provide expanded rules for using terrain
represented by a model terrain piece with sheer cliff pieces with lift-off roofs, integrating floorplans and such.
faces on some of the sides. If all sides are sheer cliff The following rules are a simplified approach to allow you
faces the terrain feature is an obstruction which you may to include buildings and intact structures in your games.
allow models to climb (see Obstructions on page 31).
Intact buildings are impassable area terrain which block
You will be able to make a judgement just by looking at line of sight.
the piece of terrain you have on the tabletop.
If you have ruined buildings in your terrain collection
If a model is higher up a hill when fighting in hand-to- you should treat them as barriers, area terrain and/or
hand combat they gain the benefit of +2 ATK for fighting obstructions as appropriate.
from an elevated position (see page 18).

E C
A
F

Example 1:
Elf E has a clear line of sight to all other models. Orc Miniatures: Mantic Games. Terrain: Renedra, The Last Valley, scratch-built.
B can claim cover from the fence due to being within From the author’s and Nick Simmerson’s private collections.

1" but the fence does not obscure line of sight from the
elves on the hill.
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
Example 2:
of the hill. (It’s pretty exposed standing on a hill!)
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.

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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).

Miniatures: Reaper Miniatures. Terrain: Scratch-built. Model trips, falls or is dragged


From the author’s private collection. over - place model prone.
HAZARDS
Model is wounded, pulls a muscle or
No matter what period or genre you play your suffers a blow - lose 1 Fortitude.
games of Open Combat within, there will be Model is shocked, stunned or
dangers and hazards which can befall even the most frightened - lose 1 Mind.
heroic of individuals.
Note - you can further increase the risk of the
Hazards are your chance to add extra character, depth hazard simply by changing the score of the
and drama to your games. 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
Once you’ve set up the terrain on the tabletop take
really brave/spiteful.
a moment to look at what elements and features are
present. Consider what potential threats they may pose If you’re feeling particularly vindictive you could make the
to the warbands that are about to enter the fray. damage from the events even more risky too, suffering
losses of 2 or more Fortitude or 2 or more Mind. The
Does that stretch of fence look a bit rickety
choice is yours.
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.

Miniatures:
Gripping Beast,
Reaper Miniatures,
Redoubt Enterprises.
Example 2:
From the author’s
private collection. A rickety stretch of fence (barrier) has a chance of
collapse if anyone crosses it. Hazard score 1-2, model
Livestock, wildlife and/or casualty models can all be placed Prone.
used to mark Hazards. Chickens denoting a Hazard
with a loss of Mind is one of my personal favourites.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

Hazards don’t have to be dangerous


Example 3:
The rules for creating hazards provide you with a simple
A rare and deadly beast lurks in the area terrain piece way to represent many kinds of threats that might befall
representing a swamp (difficult ground) waiting to your warbands. But they don’t all have to be dangerous
strike the unwary. Hazard 1, lose 2 Fortitude, lose 1 - they may simply be a hindrance.
Mind, model placed Prone.
You can apply the same procedure of generating
hazards but create an altogether different feeling for
an encounter by keeping the hazards quite tame.
Although a clever player will use them to their advantage
Hazards are your opportunity to create a truly unique whenever possible.
experience on your battlefield. You can have your battle
taking place across an incredibly dangerous landscape Is your encounter taking place within a busy market
where opportunities to force enemy models back into square? You can create patches of area terrain to
peril are strewn all around. Under these circumstances represent crowds of non-combatants visiting the market
you will find that your decisions become all the more that are blissfully unaware of the dramatic conflict taking
important as your warband faces potential losses from place amongst them. Several simple bases to denote the
the surroundings in addition to the opposing forces. This areas crowds cover (treat as area terrain) with a selection
is the kind of place where your heroes can truly show of suitable models (villagers and the like) placed on them
their worth. can create a great looking board for an encounter.

Use some sort of markers and/or notes at the side of the Once you have your crowds it’s time to decide on the
table to remind players of any Hazards that you’ve setup ‘threat’ these crowds represent. The most common
to ensure you all know what might happen. threat could be as simple as hazard score 1 and lose
initiative (essentially the baseline setting of a hazard, see
Optional uncertainty opposite). The people are just getting in the way.
Alternatively you may want to create an assortment But there’s so much more you could do depending
of hazards which the warbands may fall foul of on the on what you want to portray. A particularly boisterous/
tabletop but not specify where they are at the beginning belligerent looking crowd (perhaps a bunch of drunkards
of the game. Write these onto small pieces of paper and or herd of disgruntled pigs) might be represented by
fold them before placing in a cup beside the battlefield. hazard score 1 or 2, model placed prone. Warband
The first time a model enters a terrain feature designated members might get pushed or knocked over as they
as being potentially hazardous the controlling player attempt to navigate through the roiling mass.
randomly draws from the cup to see what befalls
the model. Once a piece of terrain has had a hazard A crowd with a city watchman (or perhaps with a
‘triggered’ in this way, the hazard is set for all to see for paranoid wanted criminal) amongst them might have a
the rest of the game. chance of injury associated with it, Hazard 1, lose 1 FOR.
The individual in the crowd might spot there’s something
This approach is particularly suitable for battlefields dangerous going on and lash out as the warband
which have several similar pieces of terrain present. members come too close.
You might have 3-4 areas of woodland representing
the outskirts of a deep forest on your tabletop. Perhaps The same principles can be applied to represent herds
there’s a big bear or other suitable threat for your setting of livestock on a rural tabletop or small groups of
lurking nearby but no-one knows where. mostly harmless gribblie critters in an
underground cave system. You can
To represent this unpredictable threat you write an create any manner of appropriate
appropriate number of hazards onto pieces of paper and hazards as befits your model
place them into a cup. Some of these might be dummies collection and setting for
(no threat), one may represent a model potentially your game. It’s a great
getting unnerved by a roar echoing through the excuse for expanding your
woods (example: Hazard score 1 or 2. Lose 1 MND). miniatures collection (or
Finally you have one which represents the bear using existing civilian/
attacking the model (example: Hazard score 1, 2 or 3, unusual models you
lose 2 FOR, knocked prone). already have) so let
your imagination
There’s a huge amount of fun you could have setting up
lead the way.
your battlefields using this approach. It all adds to the
Miniatures: Gripping Beast.
drama of the encounter you play out. From the author’s private collection.

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Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

GUIDELINES FOR SETTING UP TERRAIN


Examples:
One of the many great things about tabletop miniature
wargaming is the huge range of possible locations and The encounter takes place in swampland or perhaps a
settings to play your games within. heavy rainfall has taken place before the battle, maybe
deep snow or drifting sands cover the area, the tabletop
The only limitation is the terrain and models you may
is treated as Difficult Terrain.
have available. Even if you only possess a handful of
terrain pieces, with a little imagination, the circumstances A heavily flooded underground cavern could be
surrounding your games can be different every time. hazardous to those that try to travel through it. Are
there creatures lurking within the water? Is the ground
The following guidelines are provided to help fire your
beneath the surface of the water scattered with deep
imagination. Hopefully they will inspire you to conjure up
holes or dips which could surprise the unwary? You
entertaining battlefields for your games no matter what
could create a hazard suitable to the threat you feel the
collection of terrain and models you have available.
environment poses to models moving through or forced
Step one - the background/setting into it.

It may seem obvious but it is well worth reminding The coming encounter may actually be part of a larger
yourself what the background is for the game you are battle taking place, the actions of your warbands are
about to play. simply a close-up snapshot of a huge conflict swirling
around the edges of the tabletop. You could create a
Ensuring you are conscious of what you wish to portray hazard representing arrows showering in from off table
when placing terrain, rather than simply scattering or some other suitable danger of fighting in a warzone.
things about haphazardly, creates a much more fulfilling
environment when the action starts. Perhaps the tabletop represents a vast area of
quicksand, treacherous bogs full of sink holes or some
This will be largely influenced by the models you have in other fantastical but deadly substance. The tabletop
your warbands. Are you playing in the Dark Ages, during is classed as impassable but does not block line of
the Roman invasion of Ancient Briton or in the caverns of sight. Models which are forced into or moved onto the
a fantasy underworld? Whatever it is, reminding yourself tabletop are removed as casualties as they fall foul of
where the game is taking place will help fuel your the threat it poses.
imagination when setting up the terrain.

Step two - the tabletop


Step three - place terrain and scenic features
Before you place a single piece of terrain or model scenic
feature consider what kind of landscape your warbands The decision you make for the surface of the tabletop will
are about to fight over. What does the actual surface of help you to choose the terrain and additional features
the tabletop represent? you place to create the battlefield before play starts. You’ll
find the importance terrain pieces can have is affected by
This seemingly innocuous decision can have very far
the surface you have decided to use.
reaching effects on the feel of the game you play out. It’s
very easy, particularly if you are an experienced tabletop A humble rock can go from simply blocking line of
wargamer, to simply treat the tabletop as Open Terrain sight (and potentially providing hard cover) on an Open
without really thinking it through. We’ve all done this (it’s Terrain tabletop to becoming an important haven from
a habit many of us share), but it is worth stopping and hazardous ground or even certain death depending on
considering whether you really want the tabletop surface what you have decided earlier.
to be Open Terrain every time you play.
If you have assigned a hazard to the tabletop surface
You will find that by treating the actual surface of the setting up a battlefield with connecting walkways and/or
tabletop as a piece of terrain in its own right you create gaps to leap across between terrain features will provide
an interesting, and potentially challenging environment lots of opportunities for excitement and drama once the
for your upcoming battle before placing anything else on game commences.
the battlefield.

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Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

terrain examples
Over the following pages you’ll find examples of tabletop layouts to help inspire
your own thinking when arranging your battlefields. Each example layout includes
alternative approaches to illustrate how the same terrain can be used in many ways.

example using a woodland theme


AREAS OF WOODLAND
Dense woodland. Difficult area terrain. Impacts
SINGLE TREE
line of sight and provides cover, see page 32.
See page 32.

TABLETOP
Open Terrain.
MUDDY POND
Difficult area terrain. Hazard RUINED WALLS
score 1, model placed prone Stone barriers, hard cover,
(representing a model slipping see page 31.
in the muck and slime).

ALTERNATIVE APPROACH 1 ALTERNATIVE APPROACH 2

Tabletop Dense Woodland. Tabletop Light Woodland.


Areas of woodland Light Woodland. Areas of woodland Light Woodland. Hazard score
Single tree Decorative, ignore/move. 2, lose 1 Mind. This represents
Ruins As main example. a model being unnerved by
Deep water feature Difficult area terrain. Hazard noises or shadows moving in
score 3, lose 1 Fortitude and the woods.
lose 1 Mind. This represents Single tree As main example.
a model floundering and Ruins As main example.
panicking as it tries to escape Shallow pool Difficult area terrain.
the deep water.

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Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

example using a hill theme


SHEER SIDES OF HILLS
Block Force Back, can be climbed, see
GENTLE SLOPED SIDES OF HILLS Hills on page 33. See also Climbing and
Open Terrain, see also Hills on page 33. Falling on page 44.

TABLETOP
Open Terrain.
BOARD EDGES
No special rules.

ROCKY OUTCROPS
Difficult terrain, hard cover. Treat as an
elevated position for combat bonus if
standing on top of them, see Fighting from
an elevated position on page 18.

ALTERNATIVE APPROACH 1 ALTERNATIVE APPROACH 2

The layout represents a broken area in a mountainous The layout represents an area of rocky rises within a
region between (or alongside) huge rock faces. windswept moorland.

Tabletop Open Terrain. Hazard score 1, Tabletop Open Terrain.


lose 1 Fortitude, model Gentle slopes Open Terrain.
knocked prone. This Sheer sides Block Force Back. Cannot be
represents a rock or boulder climbed. Plus a Hazardous
dislodged by something on the area running in a 1" wide strip
crags far above and clattering along the top edge of the sheer
down onto the model below. sides. Hazard score 1, place
Gentle slopes Difficult Terrain. model prone. This represents
Sheer sides As main example. the howling winds battering
Rocky Outcrops As main example. the model and forcing them to
Board Edges Nominate up to 2 board edges ground to avoid flying over the
as Impassable. This represents edge of the sheer sided hill.
sheer rock faces rising up to Rocky Outcrops As main example.
tower above the battlefield, Board Edges No special rules.
these board edges block
Force Backs.

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Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

example using an urban theme


BUILDINGS
Block Force Back, can be climbed.
ROOFTOPS See also Buildings on page 33.
Open Terrain.

TABLETOP
WALKWAYS Open Terrain.
Open Terrain.

AWNINGS
Open Terrain.

ALTERNATIVE APPROACH 1 ALTERNATIVE APPROACH 2

The layout represents a busy section of a city with visitors The layout represents a city in the grip of an invasion
and inhabitants in the area when the encounter starts. A with the encounter taking place amidst the battle. Your
selection of livestock, merchants and civilians placed on warbands might be part of the opposing forces or simply
the tabletop can help to reinforce the image. two groups using the chaos to settle old scores.

Tabletop Open Terrain. Hazard score 2, Tabletop Open Terrain. Hazard score 1,
lose initiative. This represents lose initiative. This represents
the model being buffeted the model being buffeted
by bustling crowds moving by infantry/cavalry surging
through the city. through the area.
Buildings As main example. Buildings As main example.
Rooftops Open Terrain. Designate two Rooftops & Walkways Open Terrain. Hazard score
Rooftops with a Hazard score 2, lose 1 Fortitude. This
1, lose 1 Mind. This represents represents missiles falling from
the occupants of the building elsewhere in the city.
noticing strangers above and Awnings As main example.
threatening violence towards
the model. NOTE: You can increase the feeling of a city at war by
Walkways As main example. subdividing the Tabletop into four quarters and assigning
Awnings Open Terrain. Hazard score a different Hazard to each quarter to represent different
1, model placed prone. This danger hotspots. You could use suitable spare models
represents an irate merchant to act as a visual reminder for this (and they add to the
protecting his wares. general ambience of the encounter too).

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

example using a wetlands theme


SHEER SIDES OF ROCKY OUTCROPS
ROCKY OUTCROPS Block Force Back, can be climbed, see
Obstruction which can be climbed. Obstructions on page 31. See also Climbing
Open Terrain on flat tops. and Falling on page 44.

WALKWAYS
Open Terrain.
TABLETOP
Difficult Terrain.

ALTERNATIVE APPROACH 1 ALTERNATIVE APPROACH 2

The layout represents a treacherous quagmire full of The layout represents a flooded area, perhaps even a
noxious vapours and slippery surfaces. coastal region, with water covering the tabletop.

Tabletop Difficult Terrain. Hazard score Tabletop Difficult Terrain. Hazard


2, lose 1 Fortitude. This score 1, lose initiative. This
represents poisonous fumes represents a model fighting
drifting close to the surface of against the water and difficult
the slime and mire. footing below the surface.
Walkways As main example. Walkways As main example.
Rocky Outcrops As main example. Plus Hazard Rocky Outcrops As main example.
score 1, lose initiative. This Sheer Sides As main example. Plus a
represents a model slipping on Hazard if a climb is attempted.
a slimy or water-logged area of Hazard score 1, place model
ground. prone (this will mean that the
Sheer Sides As main example. model falls during the climb).
This represents slipping on wet
NOTE: You could treat the walkways as Area Terrain surfaces or maybe even waves
and apply a Hazard to them to increase the danger. If buffeting the model from the
you wanted to depict a more traditional swampland add coastal rocks.
some patches of Area Terrain with trees and appropriate
vegetation. You may also wish to define a suitable NOTE: You could alter the Hazard on the tabletop to
Hazard to these areas to represent an attack from represent predator-infested waters with Fortitude loss
a local beast. (and possibly Mind loss too).

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

example using an underground theme


ROCKY OUTCROPS
ROCK SPIRES
Difficult terrain, hard cover. Treat
Obstructions, block line of sight, can be
as an elevated position for combat
climbed, see Obstructions on page 31.
bonus if standing on top of them,
see Fighting from an elevated
position on page 18.

ELEVATED GROUND
See Hills on page 33.

TABLETOP
Open Terrain.
BOARD EDGES
No special rules.
DEEP CREVICES
Impassable but may be jumped.
See Jumping on page 44.

ALTERNATIVE APPROACH 1 ALTERNATIVE APPROACH 2

The layout represents a murky, enclosed cave where the The layout represents a cave which is home to a
unwary may trip on the uneven ground. population of dangerous gribblie creatures.

Rocky Outcrops As main example. Rocky Outcrops As main example. Plus Hazard
Rock Spires Impassable, cannot be score 1, lose 2 Fortitude. This
climbed. This represents the represents disturbing the nest
spires acting as pillars of rock of a dangerous beast.
rising from the floor to the Rock Spires As main example.
ceiling of the cave. Elevated Ground As main example.
Elevated Ground As main example. Deep Crevices As main example.
Deep Crevices As main example. Tabletop As main example. Plus Hazard
Tabletop Difficult Terrain. Plus Hazard score 2, lose 1 fortitude. This
score 1, place model prone. represents the attack of a
This represents the model dangerous cave dweller.
tripping in the semi-darkness. Board Edges Nominate up to 2 board edges
Board Edges Nominate up to 2 board edges as Impassable. This represents
as Impassable. This represents the rock faces forming the side
the rock faces forming the side of the cave, these board edges
of the cave, these board edges block Force Backs.
block Force Backs.
NOTE: You could increase the threat of the danger from
NOTE: To further reflect the poor visibility you could play the Hazards above or add Area Terrain Hazards with
with all shooting requiring an Obscured target test. different threats to represent different creatures.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

example with no terrain features


If you are just starting out in miniature wargaming (or simply
lack a wide variety of terrain pieces) you can still create a
surprising number of environments with nothing more than a
AREA TERRAIN
few pieces of paper/card cut to denote Area Terrain and some
The encounter takes place across a
cotton wool to represent fog, smoke or mystical mists.
landscape covered in a deep fog. Areas
of particularly dense fog restrict vision. Block
line of sight. Open Terrain for movement.

TABLETOP
Open Terrain.

ALTERNATIVE APPROACH 1 ALTERNATIVE APPROACH 2

The layout represents thickly smoking ruins of a recent The layout represents an area consumed by a sorcerous
raid or battle, the ground strewn with broken weapons mist, the swirling clouds filling even the hardiest of minds
and burning detritus following the destructive clash. with madness and fear...

Area Terrain Smoke. Block line of sight. Area Terrain Sorcerous Mists. Hazard
Hazard score 1, lose 1 score 1, lose D3 Mind. This
Fortitude, lose 1 Mind. This represents the model being
represents an area which beset by screaming apparitions
is still burning or a patch of which only they can see.
particularly choking fumes. Tabletop As main example.
Tabletop As main example. Plus Hazard
score 1, lose initiative. This NOTE: Similar to the previous alternative you could
represents a model being create a selection of hazards to represent the unknown
distracted by a discarded madness or mystical aspect of the swirling mists, see
object or weapon. Optional Uncertainty on page 35. How about having one
or more patches of mist Impassable? If a model enters or
NOTE: You could create a random assortment of Hazards is forced into it then they are removed from play (spirited
associated with the Area Terrain to create an atmosphere away by some unseen force). You could take this magical
appropriate to your setting. Models might be attacked by concept further by treating some areas of the mystical
a survivor, fall amidst burning debris, struggle to traverse mist as Obstructions - a magical force preventing models
Difficult Terrain or any other suitable calamity, see Optional entering. How about increased Hazard scores? There are
Uncertainty on page 35. endless possibilities.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

ADDITIONAL INSPIRATION FOR BATTLEFIELDS ■■ On floating patches of ice.

There are many potential locations for games of ■■ In a scented bathhouse.


Open Combat and you may already have lots of ideas
bubbling around your head. To add more fire to your ■■ In the ruins of a long abandoned city.
imagination I’ve provided the following list of concepts
■■ Across a crowded market square.
to use as a jumping off point to come up with your own
tabletop designs. ■■ Behind a huge waterfall.

■■ A sacred circle of standing stones. ■■ Atop a stepped pyramid or ziggurat.

■■ Hastily erected defences. ■■ In a treasure room surrounded by riches.

■■ A small farmstead. ■■ Amidst burning buildings.

■■ A medieval courtyard. ■■ Across the raging rapids of a river.

■■ The gatehouse of a fortress.

■■ The rooftops of a city.

■■ A graveyard. A fighter recognises the terrain as both an ally


and a threat, use it to your advantage.
■■ Inside a warehouse in the merchant quarter.

■■ The dockside of a busy harbour.

■■ An ornate walled garden with fountains.

■■ Magical floating islands.

■■ In the sewers beneath a city.

■■ Across a field of livestock

■■ Inside a great hall.

■■ Amongst the fruit trees of an orchard.

■■ Snow-covered foothills.

■■ An underground cave system.

■■ Across shifting sand dunes.

■■ Jungle-tangled ruins.

■■ An army encampment.

■■ A ford or other river crossing.

■■ Inside a boisterous tavern.

■■ A hazard-strewn fighting pit.

■■ Across the decks of ships.

■■ Within the temple of an ancient deity.

■■ Amidst uncontrolled magical vortices.

■■ At the edge of a plateau.

Miniatures: Footsore Miniatures, Warlord Games.


Terrain: Scratch-built. From the author’s private collection.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

additional rules
The following rules provide additional depth to your games of Open Combat.

HIDING If a model wishes to climb walls, trees, rock faces


or other structures on the tabletop it must start
An Unengaged model may take a single Interact action touching what it wishes to climb at the beginning of the
to Hide if it is in base contact with a terrain feature that is climb action.
at least half the height of the model.
A climb is a single Interact action and the model can
While hidden a model cannot be targeted by a shooting climb a distance equal to half its SPD.
attack unless the model aiming at the hidden model can
draw a clear line of sight. However, there is a risk that loose footing, lack of
concentration or some other mishap may occur. Roll D6
Mark the model with a counter or token as a reminder following a climb action, on a score of 2-6 everything is
that it is hiding. okay. On a score of 1 the model falls from the height it
has achieved during its climb.
If a hidden model is Engaged or performs any other
Action than Rest it is no longer hidden. Several climbs may be needed to reach the top of the
structure a model is climbing. Roll a D6 for each action
CLIMBING
used during the climb. Put a marker or make a note as a
A model may move up or down ladders and stairs using reminder of the distance a model has climbed if a model
a move action. Simply measure the distance up or needs to spend several turns to make a climb.
down for the distance covered as though the model was
Before a game starts players are encouraged to
travelling along open ground.
discuss which models are capable of climbing terrain
Miniatures: Hasslefree Miniatures. features. For example, cavalry are certainly not suitable
Terrain: Reaper Miniatures. From the author’s private collection.
for climbing!

FALLING

If a model loses its footing during a climb or is Forced


Back from an elevated surface such as a table, rooftop or
the edge of a cliff, it will fall.

When a model falls, place it Prone below the point it


falls from and consult the chart below to see if the
model is hurt.

FALL DISTANCE EFFECT OF FALL


Up to 1" Not hurt

1" to 3" Roll one dice,


lose 1 fortitude on 5 or 6

3" to 6" Roll two dice,


lose 1 fortitude on each 5 or 6

6" to 9" Roll three dice,


lose 1 fortitude on each 5 or 6

9"+ Roll three dice,


lose 2 fortitude on each 5 or 6

BACK TO MAIN CONTENTS 44 ADDITIONAL RULES


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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

JUMPING ALTERNATIVE APPROACHES

A model may jump vertically down from a height as a The preceding rules for climbing, falling and jumping
single Move action. provide you with a system to accommodate most
circumstances you may run into on the tabletop.
Follow the procedure for falling. If the model survives the
drop do not place the model Prone as the fighter lands However you may look at your terrain and feel climbing
on their feet. If the model has any actions left they may should be easier. For example, in a prehistoric setting
continue with their turn. you may think the cavemen warbands you and your
opponent are using would be adept at clambering
A model may attempt to jump horizontally (such as up and down rocks. Similarly you may feel that the
across a gap between roofs or over a stream) as part of damage versus fall distance is not lethal enough or that
a Move action as long as it has the SPD to complete the the distance a model can jump across is too generous
distance to make the jump. (especially so if you use 15mm miniatures).
Roll D6 adding the distance moved during this activation With this in mind, I’ve provided a selection of alternative
before take off (this represents the model having a run approaches on page 87 for you to consider for handling
up). If the result is equal to or more than that required these situations on the tabletop.
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.

Example:

Carl’s barbarian adventurer is deep in an underground


cavern battling goblins and other gribblie beasties.
Starting the barbarian’s 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.

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 model’s 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.

Miniatures: Bad Squiddo Games, Gripping Beast, Redoubt Enterprises.


Terrain: Ainsty Castings, Renedra, Scratch-built. From the author’s private collection.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

COMBINED ACTIONS “Volley fire!”

If a model starts within 1" of one or more friendly models “Volley fire!” represents a warrior organising his
that have not been activated in the turn you may make a comrades into making a devastating combined
combined action. shooting attack.

Nominate a model to start the combined action, this If a model armed with a missile weapon starts within 1" of
model is shouting, signalling or otherwise leading one or more friendly models armed with the same missile
the combined action. All of the models activate weapon you may make a special “Volley fire!” combined
together and take part in the special combined action shooting action. The “Volley fire!” combined action is
as detailed below (see examples on page 91). a special shooting action which requires two actions.
Nominate a model to start the combined action.
A model may only take part in one combined action
during a turn. Participating in a combined action counts Add together the ATK values of the models taking part
as a model’s activation. in the “Volley fire!” action and compare the total to the
DEF of the target model and make an attack roll as
“Follow me!” appropriate. Additional hits may be scored (see hand-
to-hand combat – this represents multiple missiles
“Follow me!” represents one of your fighters spotting
raining down on the target rather than a flurry of blows)
the need for haste and guiding or encouraging his
regardless of the missile weapon being used.
comrades onwards.

Each model taking part in a “Follow me!” action takes Note the Obscured target test and range is calculated
two consecutive move actions. from the model calling the combined action. If the model
that started the combined action has the ‘Sharp Eyed’
If a Hazard test is required for crossing a piece of terrain ability then it may be used during the combined action.
make one test and apply the result to all models taking
part in the “Follow me!” action. If the model that started Models taking part in a “Volley fire!” combined action do
the combined action has the Surefooted ability then it not block line of sight to other models taking part in the
may be used during any Hazard test required during the same action (we assume they keep out of each other’s
combined action. (The model is obviously warning its way). However, if line of sight to the target is blocked for
comrades of the danger.) a participating model in any other way the model may not
take part in the combined action.
Models taking part in a “Follow me!” action must finish
“With me!”
their moves within 1" of another model that was part of
the combined action. “With me!” represents one of your warriors seeing an
opportunity (or realising help is needed) and calling for
Although we have to move each model individually the
the aid of his comrades in attacking an enemy.
movement is intended as a simultaneous action. If a
hazard roll is failed each model involved in the “Follow If a model Engaged with an enemy model starts the
me!” is moved enough to enter the hazardous place and action within 1" of other friendly models Engaged
suffer the consequences before initiative is lost. 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.

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. The direction of the Force
Back is based on the position of the model nominated to
start 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.

Miniatures: Mantic Games. Terrain: Scratch-built.


From the author’s and Nick Simmerson’s private collections.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

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 Choosing a scenario


the situation that has brought your warbands into
conflict and provide you with the rules for fighting For one-off games you are free to choose which scenario
out the encounter. you wish to play. But for campaign play (or if you
really can’t make up your mind) use the table below to
In keeping with the accessible nature of Open Combat randomly generate one.
the scenarios included here are intentionally suitable for
a wide a range of settings and genres. We’ve included 2D6 SCENARIO
a selection of ideas and concepts to consider in the 2 Player A* choice or roll again.
Background and Terrain section for each scenario to
help inspire your imagination. 3 The Arrest (see page 59)

Each scenario is presented with the following sections: 4 Retrieve the Prize (see page 50)

Background and terrain 5 Open Combat - Board Edge (see page 48)

The potential reasons for the encounter taking place 6-8 Open Combat - Confrontation (see page 49)
are explained along with what environment it could take
9 Open Combat - Corner (see page 49)
place in.
10 Capture (see page 55)
Objective and victory conditions
11 Escort Duty (see page 61)
This section details what the warbands need to do to
secure victory and how to work out which warband is 12 Player B* choice or roll again.
the winner.

Set-up For your first game we suggest you play the ‘Open
Combat’ scenario using Confrontation deployment.
This section describes how forces should be deployed You will find that this puts your warbands straight into
and highlights any additional elements which may need action and helps you to get a feel for the various rules
to be placed on the battlefield for the scenario. very quickly.
Special rules * Note for the purposes of this table choose which player
This section includes any additional rules that need to be is A or B before rolling the dice. The main reason for
considered when playing the scenario. this option is for campaign play – one player may want
a particular scenario to suit their situation while their
Terrain and Reaper Miniatures from the private collection of Oliver Gommer. opponent may prefer something else.
Image © Oliver Gommer. Used with permission.

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SCENARIO 1 : OPEN COMBAT


“Crush your enemies, see them driven before you...”

BACKGROUND AND TERRAIN BOARD EDGE DEPLOYMENT

The Open Combat scenario is your opportunity to set- Both players roll a D6, the player that scores the highest
up whatever battle you fancy playing out as befits your chooses a board edge to start from, the opposing player
warbands and terrain collection. A handful of adventurers starts from the opposite edge.
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

WARBAND B ENTRY EDGE


WARBAND A ENTRY EDGE
market square. You are limited only by your imagination.

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.

Players alternate deploying models from their warbands,


starting with the player that chose a board edge, until all
OBJECTIVE AND VICTORY CONDITIONS of the models from both warbands are on the battlefield.

Drive the opposing warband from the battlefield. Players deploy a model by taking a single move
The warband which reduces their enemy to their action with the model using any point along their board
Break Point wins. edge as the starting position.

SET-UP

Prepare a 24" x 24" play area with a selection of terrain


to suit the coming conflict. Once the terrain has been Example:
placed roll on the deployment chart below. Gav has chosen a board edge and now chooses to
deploy one of his Celt warriors. The model he selects
DICE ROLL DEPLOYMENT has a SPD of 4 so Gav can move the model onto the
1-2 Board Edge board up to 4" from any point along his board edge. It
is now his opponent’s turn to deploy their first model.
3-4 Corner

5-6 Confrontation

Players are free to choose the order that they deploy the
models from their warband.

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.

Once both of the warbands are fully deployed it’s time to


see who gets the first turn.

Miniatures: Wargames Foundry, Warlord Games.


Terrain: Scratch-built. From the author’s private collection.

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CONFRONTATION DEPLOYMENT
Miniatures: Footsore Miniatures, Gripping Beast, Wargames Factory, Warlord Games.
Terrain: Ainsty Castings, Renedra, Scratch-built. From the author’s private collection. The opposing warbands have spent a few moments
posturing, exchanging threats, jibes or general abuse
CORNER DEPLOYMENT as they ease themselves into position before one of the
leaders loses patience and battle commences.
Both players roll a D6, the player that scores the highest
chooses a corner to start from, the opposing player starts
WARBAND A PLACES FIRST MODEL
from the opposite corner. ANYWHERE ON BATTLEFIELD

WARBAND B
ENTRY CORNER

8"
8"

A
8"
8"

WARBAND B PLACES MODEL AT


LEAST 8" AWAY FROM ENEMY MODEL
WARBAND A
ENTRY CORNER 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
Players alternate deploying models from their
from their warband anywhere on the battlefield as
warbands in the same way as Board Edge
long as it is at least 8" away from an enemy model.
deployment but use the chosen corner as the
Players alternate placing models in the same way until
starting point.
both warbands are on the tabletop.
Models may enter from any point extending 6" from
the chosen corner (if using a board size other than
SPECIAL RULES
24"x24" adjust the distance extending from the corner to FIRST TURN
a quarter of the board edge).
Both players roll a D6 and add the MND of their leader.
The player that scores the highest chooses which player
takes the first turn (reroll ties).
In the maelstrom of melee you must think on your GAME END
feet adjusting your position as events unfold.
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 else knows it’s here do they?”

BACKGROUND AND TERRAIN The warband either takes the prizes to their employer,
enjoys the benefits of their gains themselves or otherwise
The Retrieve the Prize scenario represents two warbands basks in the glow of victory.
arriving simultaneously at the whereabouts of a relic,
treasure or other suitable prize as befits your setting or If both warbands manage to get an equal amount
genre. It could be rival thieves guilds sent to plunder a of prizes from the battlefield it is a draw – the honours
merchant’s warehouse, barbarian tribesmen ransacking are even.
an enemy village, the guards of a Roman senator
If one warband breaks and flees any remaining prizes are
searching for incriminating evidence against a rival or any
claimed by the warband in possession of the battlefield.
other situation that sees two opposing groups searching
If a model is carrying a prize when its warband flees roll
for a common prize.
a D6, on a 1-3 the model drops the prize leaving it for the
OBJECTIVE AND VICTORY CONDITIONS opposition, on a 4-6 it takes the prize with it.

The ‘prize’ is in multiple parts. The warbands must


find the parts of the prize and escape with them
from the battlefield. Awaiting an opportune moment may provide great
The warband that gets the most prizes off the tabletop reward but hesitation could be your undoing.
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. When a model leaves the battlefield it counts SET-UP
towards the Break Point of its warband. (We see this as
representing the rest of the warband sensing the time to Arrange the terrain to depict a suitable environment
leave is approaching). for an encounter between your warbands. Include five
features which are Locations of Interest and possible
Miniatures: Heresy Miniatures, Mantic Games. Terrain: Reaper Miniatures, resting places for the items the warbands are searching
Ainsty Castings. From the author’s and Nick Simmerson’s private collections.
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.) WARBAND B ENTRY EDGE
WARBAND A ENTRY EDGE

L2 L2

L5

L2 L2

Players deploy using Board Edge deployment (see


Board Edge on page 48).

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Heresy Miniatures and terrain from the private collection of Oliver Gommer. Image © Oliver Gommer. Used with permission.

SPECIAL RULES IT’S NOT THAT EASY

FIRST TURN Unfortunately for the warbands finding the prizes isn’t
that easy. There are a number of other objects that can
Both players roll a D6 and add the MND of their leader. confuse or distract them during the search which they
The player that scores the highest chooses who gets the may discover before they find the prizes.
first turn (reroll ties).
You will need to create pool of items to be discovered
PRIZE IN PARTS which can be blindly drawn from. This can be a deck
of cards or a cup with different coloured chits or beads
Once the terrain has been set-up, the possible locations
inside. Whatever system you choose the pool of items
of the prizes have been decided upon and before
will consist of:
deployment, roll a D6 to discover how many parts the
prize is actually made up of.
ITEM NUMBER

D6 PARTS Prizes 2-4 (see PRIZE IN PARTS above)

1 Two Calamity 1

2-5 Three Distraction 2

6 Four Large Fish 1

Nothing to see here Enough to bring total items to 13

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Prizes LOCATIONS OF INTEREST

This is what the warbands are after. When a model finds The map shows you where to place the Locations
a prize it carries it, either put a counter beside the model of Interest and also includes a number next
or mark it on your roster sheet. A prize can be passed to each location. This is the number of items which
to another model in base contact using a single Interact can be found at that location. When a model
action. If a model carrying a prize is removed from play or searches a location and finds an item (draws a card/
knocked Prone the prize is dropped in base contact with chit from the item pool) you decrease the number
the model. Use a suitable marker to represent a prize that can be found at that location by one. As you
on the floor. A prize on the floor may be picked up by can see the outer locations have two items and the
moving into contact with it and making a single Interact central location has five.
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.

Calamity

A trap, falling masonry or a venomous creature, the


calamity could be anything. Whatever it is, it’s not good
news for the model discovering it. Terrain: Ainsty Castings.
From the author’s private collection.

Make an immediate ATK 10 hand-to-hand attack (which


You can mark how many items are available to find by
can cause Additional Hits see page 17) against the model
placing a dice next to the Location of Interest showing
and if it survives, place the model Prone.
the number of items remaining. An alternative approach
Distraction is to place item cards/chits face down next to the location
they belong to and a player takes the top one when
Fine wine, good ale or a selection of interesting cheeses. discovering an item. Use whatever system best suits
Something has distracted the model making the search. your collection and item pool cards/chits.
The model discovering this loses the rest of this turn and
its next activation as it enjoys its discovery. Make a note SEARCHING FOR THE PRIZE
or mark the model with a counter to remind you that it is
A model may search for a prize by making two consecutive
distracted.
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.
Large Fish
DETERMINATION
What the... what? How it got there no one knows but it’s
The warbands are determined to get the prizes. The
a whopper.
Break Point of warbands in this scenario is calculated as
The model discovering it may throw the fish by making a quarter (rather than a half) of the total FOR and MND.
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 Example:
suitable counter to represent the fish in base contact with
If a warband had 7 models, each model with a
the target. The fish may be picked up by a model in base
FOR of 3 and a MND of 2 it would have a Break Point
contact using an Interact action.
of 9. (Fortitude 3 x 7 models = 21 + Mind 2 x 7 models
The fish can also be used in hand-to-hand combat and =14. This results in 21 + 14 = 35, 35 /4 = 8.75 rounded
follows the rules for a double-handed weapon. However, up to 9).
it does not cause any loss of FOR on Minor or Solid hits,
it knocks the target/s Prone instead.

Nothing to see here GAME END

A dirty plate, a dead rodent or broken pot, whatever the The game ends when the final prize is removed from the
model has found it is of no importance and is discarded. battlefield or a warband reaches its Break Point and flees.

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VARIATIONS RETRIEVE THE PRIZE : Fortune Favours The Bold

You can have a lot of fun making up your own variations The dragon is dead (or else thrashing about in its death
for this scenario. Adjusting the mix of the item pool throes) unfortunately its cavernous abode is starting to
can produce very different games, more calamities or fall apart around you. It’s time to grab what you can and
distractions will give your games a very different tone. get away. Or perhaps you are deep beneath an ancient
Another option would be to flip the mix of the item temple and your warbands have finally found the treasure
pool around and have the majority of the prize pool hoard of a long dead civilisation. Alas, when one leader
valuable. The terrain can also play a huge part, having lifts an interesting item it sets off a terrifying trap and the
the Locations of Interest within hazardous area terrain temple begins to collapse. The warbands scramble to
or on different levels can add more chances for fun and grab what they can and escape. The setting could be
mayhem to the experience. whatever you wish, it’s a dangerous place however you
look at it.
By way of example we’ve included a few options below.
Hopefully they will help inspire you to create your own IT’S NOT THAT EASY (or ‘look out for the... argghhh!’)
variations to suit your miniature collections and tastes.
Despite being surrounded by riches there are only five
DIFFERENT DEPLOYMENT prizes that are worth the warbands risking their lives
for. But getting to them is a risky business with falling
Simply by using Confrontation Deployment (see page masonry, thrashing giant reptiles or some other serious
49) you can create a very different play experience threat to the general health of the warbands going on.
in this scenario.
ITEM NUMBER
To do this follow the procedure for choosing a Board
Edge in Board Edge Deployment. This sets the ‘home’ Prizes 5 (see main scenario)
edge for each warband so that they have somewhere
Calamity 7 (see main scenario)
to take the Prizes away to. Once each player knows
which Board Edge is their home you deploy forces using Large Fish 1 (see main scenario)
Confrontation Deployment and start the game.

You’ll find that deployment has an additional level of IS IT WORTH DYING FOR?
significance with the Locations of Interest and your route
off table to consider. If you’ve included a Hazard or two it The Prizes are handled as the Retrieve the Prize
becomes even more important. scenario with the exception that if a warband reaches it’s
Break Point and flees the opposing warband does not
We can imagine all kinds of situations where this automatically take the remaining prizes. When they see
approach may be suitable. In the shop front of a halfling their opposition running from the field they sense the end
bakery the call goes out that they are down to the last few is nigh too.
Mega Buns for the day. An explosion of activity sees two
rival families desperately trying to get their hands on the The unbroken warband may have one last activation.
prizes and out of the shop. Vikings searching a monastery After this the game ends as they run for their lives. If a
hear the horns blown to return to the ships, the two rival model ends the game on the tabletop carrying a Prize roll
crews have one last mad search before leaving for their D6, on a 1-3 they drop it and run.
vessels. You will probably come up with ideas of your
WINNING THE GAME
own by looking at your models and scenery.
At the end of the game, the warband that escaped with
the most prizes is the winner. In the case of a tie the
honours are even and the warbands simply thank their
lucky stars that they are still alive to tell the tale.

DOING YOUR OWN THING

Whatever theme or setting you use for this scenario


set up terrain with at least two suitable hazards to help
reinforce the terror/danger of the area. The action could
be taking place in a collapsing building or in a village
near an erupting volcano. The tabletop itself could have
a hazard associated with it as falling debris rains down
onto the warbands. Let your imagination be your guide.

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RETRIEVE THE PRIZE : Grave Robbers MICRO CAMPAIGN

When warbands are really desperate for money (or This scenario can be used to play a short series of
include creatures of evil intent in a fantasy setting) they connected games. The aim of the micro campaign is to
may stoop to very grisly depths to survive. collect enough parts for a full body (one head, one torso,
two arms and two legs). We can imagine the warbands
The warbands are searching a graveyard/ancient burial are working for rival factions that are racing to be the first
site for good quality body parts. Perhaps a wealthy man to complete some strange experiment or ritual.
of ‘science’ needs them for an experiment, maybe a
necromancer or local wise woman have some magical Play the Grave Robbers scenario multiple times keeping
need or a beastly warband might simply be very hungry track of what body parts each warband has collected until
and looking for dinner (ghouls spring to mind). one player has assembled a full body. At this point their
employer succeeds in whatever nefarious endeavour
IT’S NOT THAT EASY (or ‘What do parts make? Prizes!’) they were involved in and brings an end to the need for
robbing graves. In the case of a tie (when both warbands
The warbands are looking for suitable body parts for their
complete a full body after the same game) the honours
needs, the following item pool is used in this scenario.
really are even and the warbands leave their employers
Note that the various body parts have a Victory Point
bickering over who was most successful.
(VP) value associated with them which will be used to
determine victory in the scenario. You could choose to set the win condition as two or even
three full bodies to extend the campaign for more games.
The body parts are treated in the same way as Prizes
(see page 52) for the purposes of carrying and moving DOING YOUR OWN THING
them around. It’s also a good opportunity to raid your
model collection for any suitable bits to use as markers If you find the concept of grave robbing too grisly for
during the game. your tastes you could change the theme of the game to
suit your preferences. Alternative approaches could see
ITEM NUMBER AND VALUE the warbands collecting a valued suit of ancient armour
Body Part - Head 1 (2 VP) which, over the centuries, has been scattered to different
places or perhaps they are looking for parts of a religious
Body Part - Torso 1 (1 VP) statue which was dismembered by a rival nation. The
possibilities are endless.
Body Part - Arms 2 (1 VP each)
Below: Terrain & miniatures including Reaper Miniatures and Westwind Productions from the
Body Part - Legs 2 (1 VP each) private collection of Oliver Gommer. Image © Oliver Gommer. Used with permission.

Distraction 2 (see main scenario)

Large Fish 1 (see main scenario)

Nothing to see here 4 (see main scenario)

WINNING THE GAME

At the end of the game, once the last body part has been
removed from the tabletop or a warband has reached its
Break Point, total up the number of Victory Points each
warband has earned.

The warband with the highest Victory Point total is the


winner. In the case of a tie, the warband in possession of
the head is the winner.

A NOTE ON TERRAIN

The terrain you use for this scenario can play a big part
in reinforcing the theme. Ancient burial mounds, fog
shrouded graveyards, huge underground crypts or dusty
tombs are all suitable places for the action. The addition
of a few appropriate Hazards can add extra drama and
fun to the atmosphere of the encounter.

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SCENARIO 3 : CAPTURE
“You are free to use any means necessary...”

BACKGROUND AND TERRAIN SET-UP

The Capture scenario represents the warbands trying to Prepare the play area with a selection of terrain to suit the
capture or retrieve living targets. This might be villagers coming conflict and place the Prey (see below).
fleeing a warzone with one warband trying to rescue them STARTING POSITION OF PREY AREA
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

WARBAND B ENTRY EDGE


WARBAND A ENTRY EDGE
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.

OBJECTIVE AND VICTORY CONDITIONS

Capture the most valuable targets and get them away


from the battlefield.

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. 9" 6" 9"
Players deploy using Board Edge deployment (see
When a model leaves the battlefield it counts towards the
Board Edge on page 48).
Break Point of its warband. (We see this as representing
the rest of the warband sensing the time to leave is
approaching).

Unsecured Submissive prey moving off a deployment


edge are claimed by the warband using that deployment
SPECIAL RULES
edge. Other unsecured prey moving off the table are lost.
FIRST TURN
PREY VICTORY POINTS
Both players roll a D6 and add the MND of their leader.
Submissive 1
The player that scores the highest chooses who gets the
Neutral 2 first turn (reroll ties).

Hostile 3 THE PREY

Once the terrain has been set-up, but before warbands


If a warband breaks, any models from the warband that are deployed, roll a D6 to see what the warbands are
have not left the battlefield when they break but have trying to capture.
secured prey in base contact leave the prey behind as
they run for their lives. D6 THE PREY

Any unsecured prey on the battlefield is claimed by the 1 3 x Submissive


remaining warband. 2-5 1 x Hostile, 2 x Neutral

6 1 x Hostile, 2 x Neutral, 3 x Submissive

When following your prey forget not that You’ll need appropriate models to represent the prey
other eyes may see you as the target. depending on what they are supposed to be (villagers,
livestock, trophy monsters or gribblie critters). There are
potentially three kinds of prey as detailed overleaf.

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Miniatures: Gripping Beast, Wargames Factory. Terrain: Renedra, scratch-built. From the author’s private collection.

Submissive SECURING PREY

These are completely at the mercy of the approaching A model in base contact with prey may take an Interact
warbands. A model within 6" of Submissive prey may action to secure the prey.
take an Interact action and target the prey model to coax
the prey into moving. The prey model will move D3" While a prey is secured it remains in base contact
directly away from the model making the Interact action. with the model that secured it, moving with the model
when it activates (the owner chooses where to place
Neutral the prey model in base contact after a Move). A model
with secured prey can move a maximum of 4" during a
Neutral prey is moving about in a daze or otherwise Move action.
unaware of the potential danger surrounding it and
can be secured by anyone that gets close enough to A model may only take one action while it has prey in
convince it to move. base contact. (We assume the model’s attention is
divided by keeping an eye on its surroundings and
Hostile dealing with keeping the prey secure.)
Feisty, some might say dangerous – this one won’t come If a model with secured prey next to it is removed
quietly. Hostile prey will not willingly submit to anyone. from play or knocked Prone the prey becomes free
When a model moves within 1" of this prey the model again and immediately moves D3" directly away
immediately suffers a Psychological Attack with MND 5 from its recent captor. A model may only secure one
as the prey lashes out, spews abuse or otherwise puts prey at a time.
the frighteners on the model approaching. On a Solid
Hit the model suffering the attack is totally unnerved and PREY STARTING POSITIONS
its activation ends immediately, lose the initiative. On
any other result the model may continue its activation At the beginning of the game the Prey are positioned in
normally. While secured (see below) the prey does not the Starting area (see map). Once you have determined
lash out so no attack is made against nearby models. the prey the warbands are looking for (see The Prey
page 55) players alternate placing a prey model
fully within the starting area. Randomly determine who
will place the first prey.

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MOVING TARGETS VARIATIONS

The prey will not stand idle waiting to be grabbed. In a This scenario lends itself to all kinds of situations where
state of confusion, agitation or panic it will move about rival warbands are trying to capture moving targets.
once the game commences. There’s no need to limit yourself to thinking in terms
of humanoid warbands either, the versatility of Open
The Prey move after both players have taken a turn and Combat means that you could play out more exotic
do so throughout the game (Player A turn, Player B turn, situations if you so wish. You and your opponent
Prey move, Player A turn, Player B turn, Prey move and could create a ‘warband’ each of wolves (or other large
so on). predator) and have your packs hunting deer or buffalo
across moorland or tundra. In Prehistoric games you
When it is time for the Prey to move the players take turns
may even play games out with carnivorous dinosaurs
nominating a Prey model and moving it as follows:
chasing down prey.
Nominate a point on the model’s base as ‘1’ and roll D6
The following examples provide different approaches to
for random direction (see Random Direction guide)
the scenario and will hopefully inspire you to conjure up
a few variations of your own devising.
6 1
DIFFERENT DEPLOYMENT

RANDOM In a similar fashion to the variation mentioned in the


5 DIRECTION 2 Retrieve the Prize scenario, simply by using Confrontation
GUIDE Deployment (see page 49) you can create a very different
play experience in this scenario.

4 3 To do this follow the procedure for choosing a Board


Edge in Board Edge Deployment. This sets the ‘home’
edge for each warband so that they have somewhere
Roll D3 for distance in inches. to take or drive the Prey to. Once each player knows
which Board Edge is their home you deploy forces using
If prey moves into contact with terrain features Confrontation Deployment but warband models may not
other than area terrain it stops as it contacts deploy within 3" of a Prey model.
the terrain feature. If prey would move into contact
with another prey or a model from a warband it CAPTURE : Dead or Alive
stops 1" away. Prey moving off either board edge
not used for deployment has escaped or wandered There may be occasions when warbands are not
too far from the action. Prey does not test for necessarily bothered whether the Prey is dead or alive. It
hazardous terrain and is not affected by difficult ground. could be a hunting party chasing down migratory herds
It cannot move into impassable terrain or cause itself to collect food for the winter months or terrifying raiders
to fall from an elevated position (for example, prey will sowing destruction and suffering on the local populace.
stop at a cliff edge, deep fissure or lava flow... it’s not
ATTACKING THE PREY
completely crazy!). Discuss with your opponent what
you feel is appropriate for prey to move into or through In addition to the option of Securing Prey warbands may
before the game starts. choose to attack the Prey instead. To attack the Prey
follow the usual process of attacks treating the Prey as
GAME END
having the following characteristics:
The game ends when the final prey is removed from (or
leaves) the battlefield or a warband reaches its Break SUBMISSIVE NEUTRAL HOSTILE
Point and flees. DEF FOR DEF FOR DEF FOR
3 1 4 2 6 3

When Prey is reduced to zero FOR place the model


prone and leave the model in place to be claimed by the
warband that drives the enemy from the tabletop.

GAME END

The game ends when one warband reaches its Break


Point and flees.

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CAPTURE : The Rout GAME END

Whether it’s soldiers fleeing from a battlefield, villagers The game ends when the final prey is removed from (or
fleeing from invaders or a herd of animals scattering leaves) the battlefield or a warband reaches its Break
as danger approaches, the prey are panicked and Point and flees. Whichever warband captures the most
desperate. The warbands wade into the mass either Prey is the winner (see page 55 Objective and Victory
attempting to guide the prey to safety or else capture Conditions), remember, only Submissive Prey are used
them for their own ends. in Capture : The Rout.

THE PREY DOING YOUR OWN THING

Rather than roll randomly to discover the makeup of You can adjust the The Rout in many ways to suit your
the Prey in this scenario the Rout uses nine Submissive own preferences. Simply increasing the number of
(denoting their terrified mental state) prey models. These prey models will add to the sense of a mass of targets
models follow the usual rules for Submissive prey (see moving around.
page 56) but are also subject to the Herd Mentality and
Desperate Reaction rules as detailed below. Another option is to change the Desperate Reaction table
to suit your models or theme. For instance, increasing
HERD MENTALITY the chances of a Lash Out! result would be suitable for
portraying a large bull or other powerful being turning
In a state of fear and confusion the prey seem to move on its pursuers as they close. If you have the time to
in unison as they each respond to any slight turn from play with a little more detail you could assign different
their neighbours. reactions to different prey models. If you do this it
would be worth making them more valuable targets too.
When rolling for movement using the Moving Targets
Submissive models are usually worth 1 Victory Point but
rule you only roll once and apply the result to all Prey
if you choose to play The Rout with one or more models
models (instead of rolling for each Prey model
using an adjusted Desperate Reaction, these models
individually). All Prey attempt to move the same direction
ought to be worth 2 Victory Points to reflect the increased
and distance.
difficulty of capturing them.
DESPERATE REACTION
MICRO CAMPAIGN
A terrified target can be an unpredictable prospect
You can quite easily run a series of games using the
with the potential to dodge away or lash out if a threat
Capture scenario (and/or the variants) as a micro
gets too close. To reflect this desperation, when a model
campaign. The context of these games depends to a
from a warband moves into base contact (including
large degree on the models and setting you have at your
by Force Back) with a Prey model roll D6 and consult
disposal but the overall aim is the same. Set a target
the table below.
number of Prey, this could be either a single total or a
specific number of each type, to be captured and play the
D6 DESPERATE REACTION
scenario multiple times (keeping track of the captures)
1 Dodge! The prey moves 1" directly away until one player has achieved the target at which point
from the warband member. Lose Initiative.
they are declared the winner.
If the prey cannot move the full distance
it does not move (it senses it is trapped). You could be running rival Viking warbands capturing
In this case the warband member may
livestock (and/or unfortunate people) to take home, the
continue its activation.
campaign target number of prey determines when their
2-5 No reaction. ship is full and they head home in victory. Alternatively
you could be playing in a fantasy setting with one player
6 LASH OUT! The prey strikes out in a
desperate attempt to ward off its attacker.
running evil creatures intent on stealing villagers away
Make an ATK 5 hand-to-hand attack while another player attempts to protect them. The target
as though armed with a hand weapon number would represent the evil creatures capturing
against the warband model. The prey so many that the area is abandoned by the populace
does not Follow Up. or the protectors finally save enough souls to force the
If the warband model survives it may evil creatures to look elsewhere for easier pickings.
continue its activation (although they’re
The campaign could even be rival tribes people trying
probably a bit angry now).
to capture enough prey from migratory herds moving
If the warband model is removed from
play because of the attack (by losing its through their area. The target number in this case could
last point of Fortitude). Lose initiative. represent them achieving enough to last until the next
season. It could be anything you wish to play.

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SCENARIO 4 : THE ARREST


“One way or another, you are coming with us...”

BACKGROUND AND TERRAIN Both players roll a D6, the player that scores the highest
chooses whether they wish to be the attacker attempting
Perhaps a medieval soldier, wanted for some real or the arrest or the defender attempting to resist/escape.
fabricated crime, is at the end of a period of sanctuary in
a local church and the men of the local lord are closing ATTACKER / RESERVES
ATTACKER DEFENDER
in to arrest him. Maybe an adventurer has been far too EXIT POINT
DEPLOYMENT EDGE
EXIT POINT
rowdy at a local tavern and the city watchmen have
been called in or an outlaw is finally tracked down to his
hideout by local militia. Whatever setting or period you
set your games within the Arrest sees the leader of one
warband wanted by an outside agency and the opposing

ATTACKER / RESERVES

ATTACKER / RESERVES
DEPLOYMENT EDGE

DEPLOYMENT EDGE
warband attempting to bring them in.

3"

DEFENDER ATTACKER
EXIT POINT ATTACKER / RESERVES EXIT POINT
DEPLOYMENT EDGE

OBJECTIVE AND VICTORY CONDITIONS The defender deploys their leader plus up to two
members of their warband anywhere in the central 3" of
One warband is attempting to capture the opposing
the board (see map above). The remaining members of
warband leader while the other warband is attempting to
the warband are kept in Reserve to come to the leader’s
resist the attempt or escape to freedom.
aid when the encounter is under way.
The attacking warband wins if the enemy leader is
The attacker may deploy up to their entire warband by
removed from the table via one of the attacker exit points.
taking a single move action with each model, starting
The defending warband wins if they remove their leader
from any point on any deployment board edge (see
from the table via any defender exit point or the attacking
map above). This represents the models commencing
warband reaches its Break Point.
their approach on the wanted individual, potentially
The defending leader may not intentionally move surrounding them as they close in. The attacker may
off the table unless it is through an exit point. The keep some models in reserve to enter when the action is
defending leader cannot be removed from the table under way, see Reserves later.
by a Force Back. This represents the leader knowing
SPECIAL RULES
the route to safety and resisting any other direction
(they may get grappled/dragged off by the enemy FIRST TURN
though - see Capturing the Leader in the Special Rules
section below). Both players roll a D6 and add the MND of their leader.
The player that scores the highest chooses who gets the
SET-UP first turn (reroll ties).

Prepare a 24" x 24" play area with a selection of


terrain to suit the coming conflict. We find placing some
form of building, structure or barriers in or around the
central area creates the right feel for the encounter.
It creates a visual focal point and also provides a little
protection to the models starting the encounter there.

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INDIGNATION! Other models may not make Free Attacks against the
models involved in the Grapple during any movement
At the beginning of the encounter the defending leader associated with the Grapple. This represents the fear of
cannot believe what is happening. They feel they are accidentally hitting their compatriot in the mayhem.
completely innocent, take umbrage at being found out or
simply can’t understand what the fuss is about. DRAG

To represent this indignation the defending leader cannot If the defending leader is reduced to zero FOR place the
move from the central 3" deployment zone until their model Prone on the tabletop. The model is unconscious
own turn three. We can imagine them shouting abuse or (or dead). The prone leader can be dragged by either
claims of innocence as befits their style or temperament. warband using a special Drag move action.

From turn three onwards the defending leader If a model starts its activation in base contact with the
has started to realise that the situation might be a little prone leader it may spend both of its actions to drag the
dangerous and may start to move away from the central leader model up to 4" (or up to the SPD of the model
deployment area. performing the action if less than 4) in any direction. The
models remain in base contact.
But the leader is still less than enthusiastic at backing
away from the attackers. When you activate the
defending leader you may only spend one of their
actions on a Move action. This move is limited to a
maximum of 4". They’re either loath to give ground to RESERVES
their opposition (as it makes them look guilty), in a state
of angry confusion or possibly roaring drunk and spoiling From Turn three onwards both warbands may bring on
for a fight. Imagine whatever best suits your theme. any models kept in Reserve. The first action for each
model deployed this way must be a move action starting
CAPTURING THE LEADER from any point on any deployment board edge marked
for reserves (see map).
The attackers have been tasked with capturing the
defending leader. Bringing the leader back conscious You’ll notice that both warbands have access to the
or not is left up to them. If an attacking model starts its same deployment areas for reserves. So be aware that
activation in base contact with the defending leader it your enemy may be following you into the action.
may take a special Grapple attack action.
TENACITY
To make a Grapple attack action the attacking model
makes a hand-to-hand attack but compares FOR values Both warbands are intent on success and will not give
rather than ATK and DEF. No modifiers or weapon special up lightly. Models forced off the table by Force Back
rules apply - it’s all about brute strength. are not counted as destroyed. If a model is forced off
mark the point on the table where the model left, they
Terrible Miss Leader may make a Free Attack at the may return on their next activation, in the same way as
enemy model attempting the Grapple. Reserves, but must use the point they left the tabletop as
Lose initiative. their entry point.
Minor Hit The struggling Leader is pulled or DETERMINATION
pushed a short distance. Move the
attacking model and the leader in any The attacker is determined to take the enemy leader. The
direction up to half SPD of the model Break Point of the attacking warband in this scenario is
making the Grapple action (up to a calculated as a quarter (rather than a half) of the total
maximum of 4"). The models remain FOR and MND.
in base contact.
NO RETREAT
Solid Hit The Leader is roughly hauled or
barged along by the attacker. Move The defending warband will not break away. They fight
the attacking model and the leader to the end in an attempt to save their leader. It’s all or
in any direction up to the SPD of the nothing for them.
model making the Grapple action
(up to a maximum of 4"). The models GAME END
remain in base contact.
The game ends when the defending leader is removed
Impasse and Force Back results have no effect, neither from the tabletop or the attacking warband reaches its
model gaining an advantage in the scuffle. Break Point.

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SCENARIO 5 : ESCORT DUTY


“Guard this package with your life... or you’ll pay with it.”

BACKGROUND AND TERRAIN Once the terrain is set-up and agreed both players roll a
D6, the player that scores the highest chooses whether
There may be monks carrying a relic to a monastery, they wish to be the Escort or the Ambusher.
taxes being taken back to the city or special ingredients
being carried to a wizard. There could be a special The Ambusher deploys four Ambush Markers (see
message or important political document being sent to Ambush Markers in the Special Rules section below).
an ally, whatever is being transported one warband has
Next the Escort nominates the model which starts the
been tasked with escorting it. The opposing warband is
encounter carrying the item and deploys his entire
intent on capturing the object and escaping with it.
warband. Deploy each model by taking a single move
OBJECTIVE AND VICTORY CONDITIONS action with the model using any point along the Escort
Entry (see map) as the starting position.
The Escort scenario tasks one warband with transporting
a precious item through dangerous territory while the Finally the Ambusher deploys their entire warband.
opposing warband attempts an ambush to steal it. Deploy each model by taking a single move action with
the model using any point along any Ambusher Entry
The Escorts win by carrying the item (see Important (see map) as the starting position. Note if a model has
Package in the Special Rules section) from the tabletop been assigned to an Ambush Marker this model is not
via the Escort exit or breaking the opposing warband. deployed until the Ambush Marker is revealed (keep the
The Ambusher wins by capturing the item and carrying model close at hand until required).
it away via one of their deployment areas (see map) or
forcing the Escort to break and flee.

SET-UP

AMBUSHER
DEPLOYMENT EDGES
ESCORT SPECIAL RULES
EXIT
FIRST TURN

Both players roll a D6 and add the MND of their leader.


The player that scores the highest chooses who gets the
first turn (reroll ties).

DIFFICULT IMPORTANT PACKAGE


TERRAIN
The important package could be anything you like as
best befits the setting and theme you use for the scenario.

The Escort must select a model to start the game carrying


the Important Package. The Important Package is treated
in the same way as the Prizes in the Retrieve the Prize
scenario, see Prizes on page 52.
ESCORT AMBUSHER
ENTRY DEPLOYMENT EDGES
While a model is carrying the Important Package it is
moving very cautiously so may only move a maximum of
Set-up the terrain to suit your setting or historical period 4" during an activation.
on a 24" x 24" play area. Ensure that there is an area of
Players may choose to be open about which model
difficult terrain covering an area 4"-6" across in the centre
starts the game carrying the package or keep it a secret
of the board.
and make a note on a scrap piece of paper.
This represents the ambushing warband choosing to
Discuss with your opponent how you wish to play the
stage their attack at a location they know could cause
scenario (personally I’d recommend that you play
difficulty for the escort. If you’re feeling particularly brave
both options at least once as they provide very
you could apply a suitable Hazard to the terrain too.
different experiences).

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If you choose to keep the model starting the game with Make a note of the details of what each marker represents
the package a secret, the Ambusher will automatically on a piece of scrap paper for reference during the game.
discover which model has it by moving one of If the Ambusher chooses to include members of their
the Ambushing models into base-to-base contact with warband within the Ambush Markers each model must
the model. be assigned to a specific marker, make the decision as
you select and place the Ambush Markers prior to the
If a model carrying the Important Package suffers deployment of the warbands.
a Force Back which would push it off the tabletop the
Force Back movement is treated as though it is blocked Ambush Markers which represent a model from the
and the model is not moved. We can imagine the model Ambusher warband can be revealed at any time by the
is intent on succeeding in their mission and resists being ambushing player.
forced from their course.
Unrevealed Ambush Markers are automatically revealed
If a warband reaches its Break Point and flees while when any model moves within 1" of the marker. Where
one of its models is carrying the Important Package we an effect refers to a target model use the model which
assume that the model drops the package as it escapes revealed the marker as the target. Note: it does not matter
and the opposing warband claims it. whether this movement is intentional, such as using a
Move action or due to a Force Back or other event, the
AMBUSH MARKERS marker is revealed regardless.
Once you have the terrain set-up and the roles of Escort Once an Ambush Marker has been revealed and any
and Ambusher have been assigned, the Ambusher must effects worked out it is discarded.
place four Ambush Markers on the battlefield.

An Ambush Marker can be represented by any suitable


model or counter up to 30mm wide. One marker must be Example:
placed in each table quarter (simply divide the tabletop Carl is the Ambusher and needs to choose his Ambush
into four equal squares) for a total of four markers on Markers. He chooses two Arrow Traps, one Bag of
the tabletop. A marker may be placed anywhere within Angry Badgers and one Diversion for a total of four
a table quarter but not within 1" of a deployment edge/ Ambush Markers. Carl is using a piece of lichen, a pile
entry/exit. of rocks, a small tree and an ancient statue model, all
The Ambush Markers represent the potential threats based on 30mm wide bases to represent the Ambush
put in place by the ambushing warband ahead of the Markers. He makes a note on a spare piece of paper
arrival of the Escort. The Ambusher can chose any mix of what each marker represents and places the markers
threats from the table below. on the tabletop.

AMBUSH MARKER OPTIONS


Diversion Nothing here! Perhaps there are a few DETERMINATION
hollow logs or tinkling bells tied to a tree
and rattling in the wind or it may merely
The warbands are determined to succeed. The Break
be the local wildlife moving through the
bushes. No further effect. Point of warbands in this scenario is calculated as a
quarter (rather than a half) of the total FOR and MND.
Arrow trap Darts, bolts or arrows shoot from a hidden
weapon. Make a shooting attack with ATK GAME END
10 at the target model. Treat as though the
attack is from a crossbow. The game ends when the Important Package is removed
Bag of angry A roiling mass of angry badgers fall from from the battlefield or a warband reaches its Break Point
badgers the shadows in a terrifying explosion and flees.
of snarling fur and claws. Make a
Psychological Attack using Intimidate
and a MND of 10 on the target model.

Ambushing An ambusher leaps from their hiding place


Warband to join the fray. Replace marker with the
Member model assigned to this marker from the
Ambusher warband. The model may now
be activated as part of the ambushing
players turn.

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appendices
The preceding pages contain all the information you need to play Open Combat.
You can have a great deal of fun experimenting with warband builds, formulating
terrain layouts and honing your strategies and tactics for the scenarios. The following
sections are provided to expand and/or enhance your experiences if you so wish.

CAMPAIGNS 64 FAQ AND EXPANDED EXAMPLES 88


Rules for playing campaigns where you Frequently asked questions and answers!
play with and develop the same warband Along with a few expanded examples.
over a series of games.
QUICK REFERENCE SHEET 93
SAMPLE PROFILES 80
The main rules collected in one sheet.
A selection of sample profiles to help you
put together your warbands or guide your CAMPAIGN REFERENCE 94
thinking when constructing you own. A collection of the main tables for use
during campaign play.
HINTS AND TIPS 83
A handful of hints and tips to consider WARBAND ROSTER 96
when playing Open Combat. The warband roster, how to use it,
mercenary sheets and optional character
SAMPLE WARBANDS 84
sheets for consideration.
A selection of sample warbands to use ‘as
is’ or as a springboard for your own ideas. AFTERWORD 100
A last few words from the author.
ALTERNATIVE RULES 87
Alternative approaches for consideration.

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campaigns
There is a great deal of fun to be had experimenting with different warbands in one-
off encounters. Whether it’s ‘scratching the itch’ for a particular historical period or
simply playing out a game with your latest favourite models from your collection. But
the fun doesn’t end there, there’s a whole new experience to explore by using the
same warband over the course of a campaign.

Campaigns allow you and your friends to pit your Playing in a campaign adds extra meaning to your games
warbands against each other in a series of encounters of Open Combat as the events that unfold in each of your
over a period of time. These encounters can be played games add moments of glory or tragedy to the ongoing
in a free form environment where each encounter takes story of your warband.
place in isolation or may be linked together in a narrative
fashion (see Narrative Campaigns on page 78). In either Although it is not necessary it is useful to appoint one
case the events taking place during the games may have player as the campaign organiser. The organiser can help
a long-term impact on the fortunes of your warband as players find opponents, keep track of any models which
the campaign progresses. may have become mercenaries, run special scenarios,
declare special events and potentially even post a semi-
In a campaign you create a warband which you’ll use regular newsletter to keep everyone up-to-date with the
for the duration of the campaign and you develop this latest happenings in the campaign.
warband as the campaign progresses. This is unlike one-
off games of Open Combat where you can create a new One thing all players must bear in mind with campaigns
warband every time you play a game if you so wish. is that there is some paperwork involved as you track the
various developments of the campaign. It is a little more
The events and results of each game during your work but can be a very rewarding aspect of tabletop
campaign can influence the fortunes of your warband. miniature gaming with Open Combat.
Your fighters may sustain long term injuries or even die,
they may gain new skills or increase their characteristics, Miniatures: Perry Miniatures, Reaper Miniatures. Terrain: Scratch-built.
your warband may hire new members and there may From the author’s private collection.

even be leadership disputes or models leaving your


warband to turn mercenary.

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STARTING A CAMPAIGN Base sizes?

Gather your players It might be worth discussing any preferences for basing
models before you start a campaign too. This isn’t
Before you start a campaign you need at least one other usually a problem if your play group have a similar
player. The more players involved in a campaign the approach to basing your miniature collections but may
greater the variety of play styles to play against. Plus, the need a bit of nominal guidance in case you have any
more players you have, the more opportunities there are overly competitive minded individuals in the mix.
for rivalries and good natured bravado to develop.
WYSIWYG and ‘counts as’
Establish a setting
Specify whether you are going to play with a strict ‘What
Open Combat is written to be as universal as possible to You See Is What You Get’ approach or offer a little more
allow you to play with miniatures from any pre-gunpowder flexibility and allow a ‘counts as’ approach to equipping
historical period or fantasy setting. The open nature of the models. We usually play with a ‘counts as’ approach
game means that there is no predetermined setting or when playing fantasy games but we always ensure that
historical period - you can play in whatever environment before every game we make it clear to our opponents any
you choose. Before commencing a campaign you need models which are equipped with anything not necessary
to establish a setting that the campaign takes place depicted on the model.
within. The reason for this is to allow the games to have
some form of internal narrative and sense of meaning as
the campaign progresses.

Don’t panic, you don’t need to write an epic fantasy


setting or research great swathes of historical information.
For the purposes of your campaign all you need to do
is gather your players and agree the context that the
campaign is played within.
Drop outs and new players joining
In its simplest form you could say that the setting
is an imaginary land on the border between the Once campaigns are underway there will inevitably be
civilised population and the wilderness (unknown lands). the odd drop-out as real life takes over for some players
Each player’s warband resides in or close to this area or their interests simply move onto something else. This
and they are all vying for dominance as they attempt to is normal and nothing to worry about, the campaign
establish control. system that follows does not require any kind of strict
schedule of games. Similarly you may discover as the
The events that unfold during your campaign are set
campaign progresses new players wish to join in, this is
against this universal background.
fine too and the following system allows for any disparity
In a fantasy setting this allows all manner of interesting between established warbands and underdeveloped/
models and species to be employed by players. This new warbands through an underdog bonus system.
kind of environment has also existed throughout history
Running two or more warbands
as various tribes, clans or factions have established their
footholds on the edges of their neighbours before taking Sometimes players wish to run two or more warbands
over. So if you don’t wish to spend time creating your within a campaign. In our experience players usually
own setting the above example will suffice. prefer to concentrate on one warband at a time to
maximise the development through the campaign but
there are some that like to tinker with several ‘projects’
at the same time. Discuss this with your fellow players
and decide whether you will allow players to run multiple
No limits?
warbands or not. It may even be necessary for players
Another thing to establish before starting your campaign to run multiple warbands if you only have a small group
is whether you are going to set any limits on profiles. If of players and want a greater mix of warband builds and
you want your games to have a more historical feel you approaches to play with. If you allow multiple warbands
may wish to limit the SPD of infantry to a maximum of 4 per player then we strongly suggest that warbands run
or 5 and Cavalry at 8. If you’re in a fantasy setting you by the same player are not allowed to do any underhand
may wish to leave it open. In our experience playing with swapping/hiring out of fighters or mix/matching between
no limits is absolutely fine as going to extremes is usually them. They must be run as totally separate entities.
counter-productive.

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DETERMINING A WINNER This approach puts you in an interesting position where


your warband gains in Reputation taking you closer to
The campaign system that follows has been written to campaign victory, but you must ‘spend’ Reputation
allow players to run a perpetual campaign (no fixed end to turn it into Renown so that you can advance and
point) if you so desire. You can simply run your warbands develop your warband (see Exploiting Your Reputation
as long as you like and build up your own story and on page 70). You may find that the collective Renown
history as you go. However, we’ve found that playing of your warband may not be as high as your opposition
towards an established end point provides a much more on the tabletop so living up to your Reputation may be
satisfactory experience in the short term and delivers difficult. This creates a very cinematic feel to the games
a definite ‘victor’ for those that like to have something as opposing warbands clash, each trying to prove that
to aim for. Your campaign doesn’t have to stop when a the others inflated Reputation is well beyond their actual
‘victor’ is found. You could see this victory marking the skill at arms on the field of battle. What a great excuse for
end of the campaigning season before the warbands fighting for bragging rights…
retire to their lairs for the winter, plotting their revenge for
the springtime. In reality some members of your gaming CREATING YOUR CAMPAIGN WARBAND
group may take a break for a little while exploring other
interests before returning for a new campaign season At the beginning of a campaign players must agree on
later on. a starting Renown level. We suggest 150 Renown but
feel free to increase or decrease this to the taste of your
group of players.

Players create a warband to use during the campaign


following all the usual rules for warband creation (see
page 20) with the exception that players can choose to
save some Renown for future use. A player may save
up to a maximum of 25 Renown in this way. This ‘spare’
Renown is converted into Reputation and goes into the
Reputation box on the warband roster.

Playing the campaign

Once the campaign is setup and you have created your


warband it’s time to start playing. Simply challenge
another player in the campaign and play. During these
Suggested Campaign Victory Target games you will need to keep to track of any Reputation
gained and models which are removed from play.
Below you’ll find a suggested victory target for your first
campaign, it should give you an enjoyable experience There may be occasions during the campaign when
and shouldn’t take too many games to reach. one of more players have more time to play games than
others and appear to be getting ahead of everyone else
‘VICTORY’ FOR STARTING WARBAND RENOWN OF 150 in the campaign. Don’t worry too much about this as
Victory First warband to reach a Reputation of 300 while they are gaining in Reputation and advancing their
warbands they’re also putting their warbands at risk of
“You’ve heard what they say about them?
Really dangerous they are, don’t fight suffering long term injuries too.
them, that’s my advice, way too risky…”
REPUTATION
The warband’s Reputation is known
across the land. All know of their
Reputation is what we use to represent the successes
greatness and submit to their rule –
or else the poor souls believe the and growing prestige of warbands in Open Combat
rumours that are being put about so campaigns. The ability and power of individual fighters is
dare not put up a fight. represented by their personal Renown.

In a campaign with starting warbands of 150 Renown the A warband’s Reputation reflects the collective aura
winner of the campaign is the first to reach a Reputation surrounding the exploits of the warband as word travels
of 300. Feel free to set this target higher or lower across the land about the actions and deeds they
as suits your own desires. The lower the target the have done. This Reputation helps fuel the support the
quicker the campaign can be ‘won’ the higher the target warband can garner from the surrounding area, keeping
the longer the campaign will take. As a guideline try to them supplied and housed.
keep it roughly double the starting Renown of a warband
in your campaign.

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During campaign games of Open Combat both players Scenario Objective Notes
must keep track of any gains in Reputation during
the game. Most of the ways to gain Reputation in campaign games
are self-explanatory and if you ever create your own
Reputation is gained for various actions as detailed in the scenarios the preceding table should work with whatever
table below. you come up with.

REPUTATION GAINS IN CAMPAIGN GAMES The only area which may require a little more guidance
is the +5 Reputation gained for claiming or removing
+1 For each non-leader model that
a scenario objective. The wording used is intentionally
survives the encounter.
universal so as to be applicable for scenarios you may
This includes all models still on the
tabletop or that have voluntarily left the create yourself along with additional scenarios we plan
tabletop at the end of the game, whether on publishing in the future.
your warband wins or loses.

+1 Cause an enemy model to lose one


point of FOR.
This is cumulative, gain one point of
Reputation for each point of FOR you
cause an enemy model to lose.

+1 Cause an enemy model to lose one


point of MND.
As an example of what constitutes a scenario objective
This is cumulative, gain one point of we’ve provided the following details relating to the
Reputation for each point of MND you
cause an enemy model to lose.
scenarios in this publication:

+5 Claim/remove a scenario objective. Open Combat (all deployments) – This scenario is


See Scenario Objective Notes below for simply about driving the enemy from the battlefield so
more specific information. there is nothing to claim or remove.

+5 Defiant parting remark. Retrieve the Prize – The Prizes are scenario objectives
If the losing warband leader is still on the to be removed from the tabletop by the warbands. Each
tabletop at the end of a game against Prize claimed/removed by a warband at the end of the
an enemy warband with a higher
warband rating they shout a suitably
game provides +5 Reputation.
defiant remark at their enemies before
making their retreat. Capture the Prey – The Prey are scenario objectives to
be removed from the tabletop by the warbands. Each
+10 Victory! Prey claimed/removed by a warband at the end of the
If the winning warband leader is on the game provides +5 Reputation.
tabletop at the end of a game they enjoy
a sense of victory as their enemy flees. The Arrest – The defending warband leader is the
scenario objective to be removed from the tabletop,
As your warband gains in Reputation you use it to add whichever warband achieves this gains +5 Reputation.
advancements to models within your warband, buy new
equipment and hire new members. It can also be saved Note the defending warband can win this scenario by
for later use or collected towards campaign victory (see forcing the attacker to break and flee, if victory is gained
Determining a winner on page 66). in this fashion the +5 Reputation for claiming/removing a
scenario objective (in this case, the leader) is not gained.
They’re still stomping around protesting their innocence
in the area where they can be found. We can imagine the
Example: obstinate fool finally making their escape when they hear
of a larger force heading in their direction.
Carl’s Saxon warriors are battling Gav’s Viking raiders.
In one of the engagements Carl’s model armed with a Escort Duty – The Important Package is the scenario
hand weapon causes 2 FOR damage against its foe. objective. Whichever warband claims or removes the
Carl records 2 points of Reputation gained on a scrap Important Package gains the +5 Reputation.
piece of paper. Carl’s leader then uses Intimidate on
an enemy model and reduces its MND by 1 so Carl
adjusts his Reputation record, adding another point.

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EXPERIENCE
Example:
Reputation reflects the overall warband and may be
used to develop members later (see Exploiting Your Nick and Carl are about to start a campaign game
Reputation on page 70). Along with earning Reputation and have already chosen a scenario and organised the
and developing as a group the individual members terrain. Continuing through the Pre-Battle Sequence
of the warband gain in Experience as they survive Nick starts to work out his Warband Rating.
each encounter.
He checks his warband roster and sees that he has two
You will find each entry on the warband roster has ten models which will be missing the battle due to sustaining
boxes forming an Experience Track. After each game, Serious Injuries in a previous game. The Renown value
each model that has survived the encounter and is of these models is not counted. Nick’s warband has two
eligible for Reputation to be spent on it may mark one swords (worth a total of 2 Renown) in the Store and a
box on the Experience Track. Reputation of 63, these values are of no consequence
to the coming conflict and are ignored. Nick adds up
EXPERIENCE BENEFIT the Renown values of the models which can take part in
0-4 No benefit. the battle and announces a Warband Rating of 113.
Carl announces his Warband Rating of 165.
5-9 Veteran. Model may Reroll one Old Battle
Wound dice before a battle. Nick looks at the Underdog Bonus table and sees that
he may hire up to 45 Renown of Hired Muscle and/or
10 Old Campaigner. Model may Reroll the
dice when determining Fate after a battle.
Mercenaries for the coming battle.

WARBAND RATING

In one-off games of Open Combat you and your UNDERDOG BONUS


opponent decide on a Renown level to play at, usually
pitting equal forces against each other. In campaign Once warband ratings have been compared you may
games circumstances often conspire to pit warbands of discover that there is a difference between the two forces
different Renown levels against each other. about to do battle.

During the Pre-Battle Sequence (see page 77) of a We can imagine that the warband leaders have an
campaign game you and your opponent compare impression of the relative strengths and weaknesses
warband ratings. of the other warbands active in the area during your
campaign (using spies and/or hearing it from the various
Your warband rating is the total Renown of models stories circulating the region). To represent warband
available for the battle. leaders knowing when they may need a few extra hands
fighting their enemies we use the underdog bonus.
You calculate this before rolling for Old Battle Wounds
(see Pre-Battle Sequence on page 77). To see if your warband qualifies for an underdog bonus,
consult the following table.
You ignore Reputation and do not include any Renown
which has been spent on weapons and equipment in RATING UNDERDOG BONUS FOR
your store. Reputation counts for nothing when the DIFFERENCE LOWEST RATED WARBAND
action starts - you must prove yourself worthy through
0-19 None.
your actions!
20-35 May hire up to 15 Renown
During a campaign the members of your warband may of Hired Muscle.
gain in ability, you may lose members of your warband
and in some instances members of your warband will 36-50 May hire up to 30 Renown
of Hired Muscle.
not turn up due to lingering injuries, all of this means
that your warband rating will wax and wane as the 51-65 May hire up to 45 Renown
campaign progresses. of Hired Muscle and/or Mercenaries.

66-80 May hire up to 60 Renown


of Hired Muscle and/or Mercenaries.

81+ May hire up to 75 Renown


of Hired Muscle and/or Mercenaries.

See Hired Muscle and Mercenaries on page 73.

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CHALLENGES Serious Injury

During a campaign players are free to arrange games with Model may not have any Reputation spent on it during
other players in the campaign. Simply issue a challenge this Post Battle Sequence. The model has survived
for a game and arrange to play against anyone that the encounter but has suffered a serious injury in the
wishes to pit their warband against you. You may wish process. The model must miss the next battle, roll on
to stipulate that no two players play against each other in the Serious Injury Table to discover the lasting impact
consecutive games but this only works if you have a large of their wounds.
enough group of active players to accommodate this.
The reason for the stipulation is to encourage players D6 SERIOUS INJURY EFFECT
to pit their wits against different opponents, it’s good for 1 Serious Leg Wound If the model is activated for a
developing social cohesion in your group and also helps (Left) Move Action roll D6. On a 1-3
curb any ‘picking on’ of inexperienced or currently less the model may only move at
challenging players. half SPD during this activation
due to the injury causing
recurring problems. If a model
2 Serious Leg Wound accrues two or more serious
(Right) leg wounds (either both legs
or two on the same leg) do
INJURIES AND DETERMINING FATE not roll a dice, the model
always moves at half SPD.
When models are removed from play due to losing their
last point of FOR in a campaign game you must roll on 3 Serious Arm Wound The model now struggles
(Left) with the after-effects of torn
the Fate table to discover what has become of them.
muscles, badly set bones
or some other long term
You may wish to do this straight away and make a note
problem. If the model takes
of the result or, like us, you may prefer to keep the action an Attack action and scores
of the game moving and wait until the end of the game to a 2 (Impasse/Miss) lose
4 Serious Arm Wound
discover the Fate of any models removed. Initiative. If the model accrues
(Right)
two or more serious arm
You must also roll on the Fate table if a model has injuries during the campaign,
been removed from play in some other fashion which any Solid Hits scored by this
model count as Minor Hits.
counts as a casualty. Examples of this could be a model
suffering a Force Back which forces it from the tabletop or 5 Serious Chest Wound Minor Hits count as Solid
falling into Impassable terrain such as a deep crevice or Hits against this model. If the
other feature. model suffers two or more
Serious Chest Wounds Minor
Do not roll for models which have intentionally left the and Solid Hits against this
tabletop, for example, carrying away a Prize or Prey. model knock it prone after
any Force Backs have been
They have survived the encounter unharmed. resolved.

D6 SCORE FATE 6 Serious Head Wound When this model is activated


roll D6, on a 1 this model may
1 Dead. only use one Action. Special
rules or abilities which may
2 Serious Injury. add additional Actions cannot
Roll on the Serious Injury Table. be used to increase this. The
effects of multiple Serious
3 Minor Injury.
Head Wounds are cumulative
Roll on the Minor Injury Table.
(two Serious Heads Wounds
4-5 Full Recovery. means a score of 2 or more
on D6 results in only one
6 Adventurous Escape. Action, three Serious
Head Wounds means a
score of 3 etc.)
Dead
Note: The Serious Injury Table uses a humanoid for
The model is dead. Remove the model from your roster.
the basis of the wounds, if you are using models of
This may be a sad moment to reflect on the glorious
animals with four legs rather than two then simply
deeds it has performed or you may be happy to see the
class the forelegs as arms. We may introduce different
back of it. If you won the game you may scavenge any
Serious Injury Tables for more exotic creatures in
weapons and equipment from the model and put them
a future supplement.
into your store, otherwise they are lost.

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Minor Injury DEATH OF A LEADER

Model may not have any Reputation spent on it during If the leader of your warband dies during the course of
this Post Battle Sequence. The model has come through the campaign the next model with the highest Renown
the battle relatively unscathed but suffered some takes over the role of Leader, mark Leader on their roster
damage in the process. entry. In the case of multiple models being tied for the
highest Renown see Leadership Challenges on page 71.
D6 SCORE MINOR INJURY
EXPLOITING YOUR REPUTATION
1-3 Miss Next Battle. A nasty cut, a sprain
or other minor issue which heals in time. Reputation is gained through the actions of your warband
The model must miss next battle but is
during campaign games. Your pool of Reputation
otherwise fine.
may be exploited or ‘spent’ on advancements, new
4-6 Old Battle Wound. An arrow in the knee equipment and hiring new members for your warband.
or similar incident, it’s not serious but it We can imagine warbands using their Reputation to pull
does flare up now and again. The model
must test for Old Battle Wounds in the
in favours from local dignitaries, or the warband may
Pre-Battle Sequence (see page 77) before receive gifts from admirers or the warband may simply
each game. Roll D6 on a 1 the model bully the local populace into aiding their cause.
must miss the battle due to the old wound
playing up. A model can have any number You may spend Reputation in the following ways:
of Old Battle Wounds and must roll for
■■ Development
each one separately.
■■ New Equipment
■■ Hire New members
Full Recovery
Development
The model makes a full recovery and may have
Reputation spent on it during this Post Battle Sequence. Whether it’s special training with a nearby master, more
senior members of your warband sharing tricks with
Adventurous Escape
their comrades or the result of hours of practice you
The model returns to camp with a tale of derring-do can use your Reputation to develop the members of
and epic adventure. No-one knows whether they’re your warband. Pick a model in your warband, spend 1
telling the truth but the fighter is certainly not showing Reputation point, (remove it from your Reputation pool)
any ill-effects from the experience. Due to the and roll on the Advancement Table below.
outrageousness of the tale of adventure you may add
D3 points to the Reputation of your warband; it is in D6 SCORE ADVANCEMENT
all probability greatly exaggerated but it all adds to the 1-2 +1 ATK or +1 FOR
mythology surrounding your warband. The model makes
a full recovery and may have Reputation spent on it 3-4 +1 DEF or +1 MND
during this campaign phase. 5-6 New Skill or +1 ATK or +1 DEF

LEADER NOT PRESENT


You may spend as many points from your Reputation
During the mayhem and action of a campaign there may pool as you wish on a model, roll on the table for each
be times when the Leader of your warband must miss point spent in this way.
a battle. If this occurs the model with the next highest
Renown level takes temporary command of the warband. Remember to adjust the roster entry for the model and
In the case of multiple models being tied with the highest update their Renown level to reflect the additions to their
Renown, you may choose which model temporarily leads profiles and abilities.
the warband. The temporary leader is not as effective in
command, the warband is unsettled by the change or old
rivalries surface to cause friction. During a battle where Example:
you have a temporary leader in charge you may only use
one leader reroll. Carl’s warband currently has 83 Reputation, he decides
it’s time to give one of his models a bit of a boost. He
deducts 1 point of Reputation from his pool (reducing it
to 82) and rolls on the Advancement Table. Rolling a 1,
he chooses +1 FOR and adjusts the models profile and
Renown value to reflect the increase.

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New Equipment Firstly you must choose whether your current leader
wishes to retire, if the model is suffering the effects of
When a campaign is underway it can be difficult to serious injuries it might just be time to hang up the sword
find supplies of weapons and equipment. Food can be belt and step aside. If you retire the leader make a note of
foraged if times are lean (or the locals are hostile) but his stats minus the Leader ability to keep a record of him
some things are much more difficult to come by and your (see Retiring Models on page 72). The model with the
Reputation can only get you so far. highest Renown in the remaining warband membership
now takes over and gains the Leader ability (see page
Roll D3 to determine how much Reputation may be
21). In the case of a tie the two (or more) models will fight
exploited and spent on new equipment. The score is the
a Leadership Challenge.
number of points you can convert to Renown and spend
on new weapons and equipment for existing members of Any models eligible for the leadership of the warband
your warband. You can buy the equipment in the same must compete in whatever passes for a fair fight in their
way as you created the warband. Update the relevant culture. The current leader and/or the challenger/s are
Roster entries. placed equidistantly around the edge of an 8" circle.
Randomly determine initiative order for each round of
Note this equipment is for existing warband members,
turns and fight until only one model remains with 1 or
if you’re hiring new members (see below) they’ll be
more FOR (the participants can use whatever weapons
bringing their own gear and their equipment is bought
and abilities they wish during the conflict).
during their creation.

Hire New Members

A growing Reputation can attract all manner of people Example:


to your cause. You many convert any amount of your In a three-way fight for the leadership of a warband,
Reputation into Renown to create new members for your a player has his existing Leader, challenger C1 and
warband. Create the models as you did during warband challenger C2. Following random determination the
creation and add the new fighter to your roster. first round sees the models activate in the following
order: Leader, C1, C2. Once the round is complete the
initiative is randomly determined again and the second
round is fought in the following order: C1, Leader, C2.
Example:
The order continues to be randomly determined until a
After several battles Carl’s warband is looking battered victor is found.
and bruised with a couple of members struggling with
injuries. Carl decides it’s time to bring in some fresh
blood to reinforce the warband. Looking over his
We can assume that there are no lasting injuries from
warband roster he sees that he needs a model capable
this fight so no need to roll on the Fate table (see Injuries
of standing in the thick of the action so he creates a new
and Determining Fate on page 69). The combatants are
warrior with high DEF and FOR along with the Resolute
proving their superiority not trying to kill each other.
and Shield Bash abilities. The new model costs a total of
25 Renown. Carl reduces the warbands Reputation by Unless you really want to run a bloodthirsty warband. In
25 and adds the new fighter to the warband, updating which case any participants reduced to 0 or less FOR
the warband roster to reflect the changes. during the challenge must roll on the Fate Table. Due
to the deadly nature of this Leadership Challenge the
warband gains D6 Reputation as word spreads of the
merciless practises performed in their camp.
LEADERSHIP CHALLENGES

The members of your warband will develop as the


campaign progresses and you may discover that there
comes a point where one or more members of the
warband have higher Renown than the current leader.
This may be intentional on your part (you wish to change
the leader of the warband) or you may have inadvertently
raised the Renown of one of your fighters higher than
the leader during development (the leader clearly hasn’t
been paying attention to the rising threat from within the
ranks). Whichever way the situation has arisen you must
go through a Leadership Challenge.

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RETIRING MODELS

There may be occasions when a model is no longer


wanted in a warband, perhaps their wounds are making
them a bit of a liability or they simply don’t fit in with
your plans for the warband going forward. Whatever the
reason you may wish to retire a model. To retire a model
simply record the relevant details on a mercenary card
Note that the fight doesn’t have to take place within the
and remove the model from your roster. This model is
circle, this is simply the starting positions of the fighters,
now a mercenary. Roll on the Reaction table below to see
feel free to stage the fight in whatever environment you
how they take their dismissal.
feel suits your setting and warband. You might wish to
stage the fighting across a fire pit in a mead hall, see the D6 SCORE REACTION
combatants attempting to stand victorious on the central
1-3 Embittered They leave in a rage of
stone of an area of swampland or be duelling across
resentment threatening vengeance.
walkways over a spiked pit. There are many ways you They are now an Embittered mercenary
could stage the battle for leadership and it all adds to the towards your warband.
epic story of your warband.
4-6 Ally They understand that their usefulness
You will probably want to control your personal favourite is now limited but remain on friendly
terms. They are now a mercenary Ally
in a challenge and it helps to have one or more of the
towards your warband.
challenger/s models controlled by other players if
possible. In the spirit of fair play ensure at the very least
you have a witness to the challenge to vouch for the If the model being retired is a Leader he is a Retired
occasion to fellow players in the campaign. mercenary and does not roll on the reaction table - this
model has seen their share of bloodshed and is reluctant
Once a victor has been found this model assumes to return to action. See Hired Muscle and Mercenaries
control of the warband and gains the Leader ability, the on page 73.
old leader loses it.
DISBANDING WARBANDS
Any defeated participants in the challenge must roll on
the Defeated Challenger table There may be times when circumstances conspire to
make continuing with a warband too much of a task
D6 SCORE DEFEATED CHALLENGER RESULT to bear. An unfortunate combination of serious injuries
and/or models leaving to turn mercenary may leave you
1 Curse you all! The model leaves the
feeling less than enthusiastic about continuing.
warband cursing their adversaries and is
never seen again. Remove the model from
You may disband a warband and start a new one at the
your warband roster.
end of any campaign game. You can rehire any members
2-4 I will have my revenge! This model is of the previous warband for their Renown cost except for
now an Embittered mercenary with a the leader, he disappears and is never seen or heard
grudge against their previous warband.
from again. Any models that you do not rehire turn
See Hired Muscle and Mercenaries on
page 73. Make a record of the stats and mercenary, becoming Embittered and harbour a grudge
remove from the roster. towards their old comrades and the new warband (see
Hired Muscle and Mercenaries page 73).
5-6 You have my sword. This model knows
it’s been beaten by a stronger opponent. Any rehired models retain any experience that they have
The model gains the Loyal ability.
earned, they retain their knowledge (once you get to
become a Veteran or Old Campaigner you don’t forget).
The rehired models also retain any lasting injuries (the
scars of their past are worn with pride, even if they do
LOYAL
cause a few problems).
A model with the Loyal ability will not challenge
Create your new warband up to the Renown level agreed
for the Leadership of a warband while the leader
for starting the campaign (see Creating Your Campaign
that earned the loyalty is in command. Make a
Warband on page 66). The Reputation of the old
note of the model which the loyalty is towards.
warband is lost. It’s time for the new leader to forge their
own reputation.

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HIRED MUSCLE AND MERCENARIES HIRING HIRED MUSCLE AND MERCENARIES

Wherever there is conflict there is always someone willing If you discover that you have an Underdog Bonus (see
to get involved. Whether it’s thugs simply attracted to a page 68) for a game you may select Hired Muscle and
chance of mindless violence for the offer of beer, vengeful Mercenaries worth up to the Renown level of the bonus.
souls with scores to settle or professional soldiers
available at a price, every warband can find someone to There is a potential cost to your reputation for calling
help if they look for it. on outside help. We can imagine your warband either
spends money, offers favours or otherwise comes to
In the Underdog Bonus section (see page 68) we an agreement with the hired help. It all amounts to the
discussed that when warbands face opponents with a same thing and can reflect negatively on the prestige
higher warband rating the leaders may sometimes bring of your warband.
in extra help to even up the odds.
You simply select the hired help you wish to use up to the
Models hired in this fashion are temporarily helping out limit of your Underdog Bonus and deduct any Reputation
your warband. They are for use during the game they are that it costs to use them.
hired for and then return to life on the open road (or back
to whatever they normally do). Do not put them onto your TYPE REPUTATION
warband roster but do include their FOR and MND for the COST PER MODEL
calculation of your Break Point during the game. Hired Muscle (up to 5 Renown) Free

There are several types of hired muscle and mercenary: Hired Muscle (6-15 Renown) 1 Reputation

Hired Muscle Mercenary Freeblade 5 Reputation

These might be local thugs and braggarts or simply Mercenary Embittered 5 Reputation.
peasants and untrained militia hastily called up to aid Free if used against
the warband. Regardless of who they are and what they old warband.
think they are capable of their abilities are not great, but Mercenary Ally 5 Reputation.
sometimes any help is better than none. 2 Reputation if used by their
previous warband. Will not fight
Hired Muscle are models for hire which cost up to and against previous warband.
including 15 Renown.
Mercenary Retired Free. Will only fight for previous
Mercenaries warband. One use only.

There are four types of mercenary: Freeblades; Hired Muscle and Mercenaries and earning Reputation
Embittered; Ally and Retired. One thing they have in
common is that they are generally better equipped and Bringing extra fighters along to an encounter can help
more capable fighters than Hired Muscle. to even up the odds against a stronger foe but the
trouble with hired help is that they’re not committed to
Mercenaries are models for hire which cost more than your cause. Any actions performed by Hired Muscle and
15 Renown. Mercenaries during a game do not earn Reputation (see
Reputation page 66). The Reputation that could have
been earned if the actions were performed by warband
members is simply lost. We can imagine the hirelings
simply use their actions to inflate their own egos (or fees)
as they tell tales of their deeds in the local settlements.

Terrain and miniatures (Reaper Miniatures, Warlord Games)


from the private collection of Oliver Gommer.
Image © Oliver Gommer. Used with permission.

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Hired Muscle, Mercenaries and Leader Rerolls


archer
The extra help that bringing hired muscle and mercenaries
spd atk def for mnd renown
provides is not the same as the trusted aid of your regular
warband. They simply don’t ‘know’ the way things 3 4 2 2 1 15
work like the warband members do, the small signals,
instinctive understanding or sense for acting as one unit weapons: Bow, Dagger
is lost on them. To represent this lack of understanding
skills and abilities: Marksman
between hired help and your regular warband your
Leader rerolls may only be used on members of your
A professional archer, an experienced huntsman or
warband not the hired help.
talented tournament regular.

spearman
spd atk def for mnd renown
3 1 2 2 1 10

weapons: Spear
skills and abilities: None
A villager with a makeshift polearm, a pitchfork waving
farmer or very poor quality militiaman.

ruffian
HIRED MUSCLE spd atk def for mnd renown
While some of the more foolhardy of these individuals 3 2 1 2 1 10
may talk a good fight they’re really not that enthusiastic
once the action starts, this is reflected in the low SPD weapons: Hand Weapon
(although to be fair, some of them might just be slow).
They’re in no rush to get too close to the enemy.
skills and abilities: None

The selection of fighters below reflects several universal A bully, a braggart or simply an angry local person
options for low grade hired help. We can imagine some roused to action against a common foe.
warbands are well respected and have the support of the
people in the area whereas other warbands may simply slinger
bully a few locals into helping out.
spd atk def for mnd renown
If you wanted to dredge the bottom of the barrel (or are
3 2 1 2 1 10
simply too stingy to pay for better) you could always fill a
few hotheads with cheap beer and let their quantity over weapons: Sling
quality work for you. They’re pretty good at getting in the
way but not much else. skills and abilities: None

militiaman A poor local hunter or rock slinging youth.

spd atk def for mnd renown drunkard


3 2 3 3 2 15 spd atk def for mnd renown
weapons: Spear, Shield 2 1 1 1 0 5
skills and abilities: None weapons: None
The militiaman represents local militia, an aging poor skills and abilities: None
quality soldier, an experienced civilian or some other
comparable being. A drunkard, frightened villager, mindless vassal, animal
or maybe even a zombie!

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MERCENARY: FREEBLADE
defender
These mercenaries make their living from conflict,
spd atk def for mnd renown
they care little for the circumstances surrounding the
battle being interested only in getting paid. They will fight 4 3 4 4 2 20
for anyone.
weapons: Spear, Shield
The Freeblades represent professional fighters,
dangerous individuals or gifted wanderers willing to skills and abilities: Evade
fight for the right compensation, what they look like
largely depends on your setting. They can provide much A defender utilizes good positioning rather than raw
needed punch for a warband if they find themselves in a power to keep the enemy occupied.
tight spot against a powerful foe, but they do cost more
to bring to the field than Hired Muscle. expert archer
The options below provide a universal selection of spd atk def for mnd renown
archetypical fighters which are available to hire by
4 4 2 3 2 20
those in need.
weapons: Bow, Dagger
warmonger
skills and abilities: Aim, Nimble, Sharp Eyed
spd atk def for mnd renown
An expert archer can quickly position themselves in the
4 4 5 6 2 25 best spot to make their arrows count.
weapons: Hand Weapon, Shield
crossbowman
skills and abilities: Shield Bash, Resolute
spd atk def for mnd renown
A veteran of frontline fighting, a warmonger is strong
4 6 2 3 2 20
and resilient.
weapons: Crossbow, Hand Weapon, Shield
linebreaker
skills and abilities: None
spd atk def for mnd renown
A crossbowman can present a formidable threat from a
5 7 3 4 4 25 distance, the threat alone can make an enemy hesitate.
weapons: Double-handed Weapon
skills and abilities: Intimidate
A linebreaker is terrifying and destructive, threatening
both body and soul.

brawler
spd atk def for mnd renown
3 2 5 7 2 20

weapons: Hand Weapon


skills and abilities: ‘Monster’
A brawler is big, tough and powerful but can sometimes
be a little slow to react.

Miniatures: Reaper Miniatures. Terrain: Scratch-built.


From the author’s private collection.

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EMBITTERED
MERCENARIES AND INJURIES
Cast out from their warbands these individuals harbour
dark thoughts towards previous comrades, they will fight Embittered, Ally and Retired mercenaries very
for most people but are especially happy to lend their often have an assortment of injuries when they
skills against their old companions. part company with their warband. This adds
depth and character to the campaign and can
These mercenaries are models that were once part of
create great narrative moments, especially if you
warbands and their profiles, skills/abilities and weapons
hire them and they don’t turn up due to an Old
can be found on the mercenary card which was filled in
Battle Wound!
when they parted company with their previous warband.
But injuries are an additional piece of information
When used against their previous warband this model
to be aware of and you may not want the extra
may reroll the dice for one Attack action during the game.
detail. When starting a campaign, players may
(We’ve found this a good time to shout ‘revenge!’ in a
agree to ignore injuries on mercenaries for the
suitably dramatic manner).
duration of the campaign. The decision must
At the end of a game where this model has fought if it has be made at the beginning of the campaign so
been removed from play with 0 FOR, roll D6. On a score that all players are aware of what to do as the
of 1 the model has been slain and the mercenary card campaign progresses.
must be removed from the campaign.
We can imagine that the freedom to do as they
If the Renown of this model is 15 or below it may be hired please has had a rejuvenating effect on the
as Hired Muscle. fighters. Either that or they were faking.

ALLY

Former comrades that have turned to the life of a RETIRED


mercenary, but left the warband on good terms, will
The shadows danced awkwardly around the hut as the
preferentially help their old friends out on the battlefield.
two friends shared an evening ale beside the fire pit. Lars
The profiles, skills/abilities and weapons for these models grinned broadly as he looked across the flames at his
will be found on the mercenary card created when they old mentor and leader, “It’ll be just like old times…” he
parted company with their previous warband. said with a low chuckle. Sven stared into the fire, flexing
the fingers of his heavily scarred sword hand, deep in
No longer part of a warband these fighters still hold thought. After a long pause accompanied by the sharp
their previous comrades in high regard and will not fight pop and crackle of the wood burning before him he
against them. They still need to earn a living though so if looked up at his successor. “Yes” he replied, “that’s what
their previous warband asks them to fight for them they I’m afraid of…”
will do so at a reduced rate.
Old leaders that have retired (to whatever amounts to a
At the end of a game where this model has fought if it has safe place in your setting) are sometimes called upon by
been removed from play with 0 FOR, roll D6. On a score their former comrades to help them in an hour of need.
of 1 the model has been slain and the mercenary card
must be removed from the campaign. The profiles, skills/abilities and weapons for these models
will be found on the mercenary card created when they
If the Renown of this model is 15 or below it may be hired parted company with their previous warband.
as Hired Muscle, if hired by its previous warband in this
way it will fight for free. Despite being out of the action for some time old
leaders still have a trick or two up their sleeve. Retired
mercenaries may choose to reroll the dice used for one
Action taken by them during the game.

After the game the model retires permanently and no


longer takes part in the campaign.

We can imagine the old hero striding triumphantly into


the sunset before disappearing from view. Then they
probably collapse behind a tree, swearing profusely as
the aches and pains of assorted old injuries start flaring
up again. But maybe that’s just my imagination.

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PLAYING A CAMPAIGN GAME Post-Battle Sequence

When playing a campaign game you have a few extra After the battle is over players work through the following
things to do when compared to a one-off game of Open sequence. You don’t need to make all of the decisions
Combat. You must go through a Pre-Battle sequence straight away but do ensure that any dice rolls are
before the game starts and a Post-Battle sequence once witnessed by someone in the campaign.
the game has finished.
1. Determine Fate and injuries.
Pre-Battle Sequence 2. Add Reputation gained to your pool.
Before the battle starts players go through the following 3. Retire any unwanted fighters
sequence. and Exploit Reputation. Update
Renown levels as necessary.
1. Determine scenario and set up terrain. 4. Resolve any Leadership Challenges.
2. Compare Warband ratings. Remember 5. Update warband roster and you’re
that models missing the battle due to ready to fight again!
injuries incurred in the last battle are
not counted.
3. Select any Hired Muscle and
Mercenaries available from any Learn from every battle regardless of result and
Underdog Bonus. you will hone your mind into a mighty weapon.
4. Roll for any Old Battle Wounds.
5. Work out the Break Point of Warbands.
6. Start playing. Miniatures: Mantic Games, Reaper Miniatures. Terrain: The Last Valley, scratch-built.
From the author’s and Nick Simmerson’s private collections.

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NARRATIVE CAMPAIGNS Key to Expansion Campaign Plan

The rules discussed on pages 64-77 provide you with A. Border Skirmish:
everything you need to play a freeform campaign with A battle erupts on the border as
players arranging games in an ad-hoc fashion and each faction tries to gain some form
tracking the ongoing exploits of their warbands. The of advantage to exploit.
narrative that flows through the campaign is generated B. Establish a Foothold:
primarily through the actions of the players and the Following victory in the border skirmish
rivalries which naturally develop as their warbands the faction attempts to establish a
progress and events unfold. position in enemy territory.
There are other ways to play campaigns too. You may C. Expand Sphere of Dominance:
have already noted the references to potential micro With a foothold established the faction
campaigns in the scenarios section of the rules (see strikes deep into enemy land.
pages 54 and 58). D. Take Command:
Having fought deep into enemy territory
Another approach to playing campaigns (particularly the faction attempts to take command of
suited to two players) is to prepare a linear plan of the the whole region.
games which will form the campaign. The plan sets
the narrative backdrop for the story of the campaign HOW TO PLAY
providing players with an objective/s to perform.
The Expansion Campaign Plan illustrates the sliding
This form of campaign does not necessarily require nature of the conflict. The first game is played in position
players to use the same warbands over the course of the A. The next game is played at position B along the
campaign. The story unfolding through the games can plan based on who won the previous game, the victor
take a much broader view than the exploits of individual advances into the territory of the loser. Play continues
warbands. Each game played in the campaign can in this fashion and the battles may swing back and forth
be seen as a snapshot of the action in the region with several times across different positions until one faction
the warbands being created for each game to suit the finally reaches position D in enemy territory and is
circumstances surrounding the encounter. victorious in a game there to win the campaign.

Sample Narrative Expansion Campaign

One example of a narrative campaign is an Expansion


Campaign. The story sees two neighbouring factions Example:
fighting for dominance, each attempting to expand into
Faction 2 wins the initial Border Skirmish, the next
the lands of their neighbour.
game played in the campaign sees Faction 2 attempting
AIM OF EXPANSION CAMPAIGN to Establish a Foothold (position B) in the lands of
Faction 1. The result of the game sees Faction 1 win,
The aim of the expansion campaign is to fight your driving Faction 2 back to the border. The third game in
way deep into enemy territory and capture or destroy the campaign will be another Border Skirmish as the
their centre of governance. You win the campaign by two factions continue their dispute.
achieving victory in the game at the centre of their lands
(see D on the Expansion Campaign Plan).

A plan for a universal expansion campaign can be found


below which should suit any theme or historical period. SCENARIOS AND TERRAIN

EXPANSION CAMPAIGN PLAN Instead of randomly generating scenarios (see page


FACTION 1 TERRITORY FACTION 2 TERRITORY 47) for a narrative campaign you may prefer to choose
A scenarios suitable for your setting/period and the story
D C B B C D
you and your opponent wish to see unfold.

The initial Border Skirmish suits a straight fight using


EXPANSION CAMPAIGN STARTS AT ‘A’
Scenario 1 : Open Combat (see page 48) but Scenario
5 : Escort Duty (see page 61) could easily be used to
THE FOCUS OF THE CAMPAIGN MOVES LEFT OR RIGHT
set the scene of the campaign as one faction attempts
DEPENDING ON WHICH FACTION WINS A GAME.
to steal something of importance from their rival. Future
skirmishes on the border could use different scenarios,

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these would represent the continuing border dispute ALTERNATIVE APPROACH TO WARBANDS
between the two factions as they take every opportunity
to probe their neighbours defences. Rather than playing each game as an independent event
(creating a warband each time) you may prefer to play
In scenarios with a Defender and Attacker the role of your narrative campaign with a much tighter focus. You
defender is automatically assigned to the faction the may wish to closely follow the exploits of the individuals
territory being fought over belongs to (if the scenario is involved and use the same warbands throughout the
fought at position A, randomly determine the roles). campaign. Simply agree a starting Renown level for the
campaign and follow the rules for playing campaign
games on pages 64-77 but play your games within the
Expansion Campaign Plan.
WARBANDS
This approach is particularly suited to representing an
Players create a new warband for each game to reflect expansion campaign between very small factions. We
the context of the battle taking place. can imagine rival clans, tribes or family groups vying
for dominance in a barbaric age (all vast nations have
The Border Skirmish is always an equal affair with both to start somewhere). In a fantasy setting it might be a
sides creating a force of equal Renown. But once the local tribe of evil creatures emerging from nearby caves
battles start to move into enemy territory the attacker is to terrorise the local villagers while the local heroes are in
stretched and the defender can bring more force to bear. turn trying to clear the caves of the evil creatures that
dwell there. You can create whatever backstory best
Consult the Renown Bonus table below. suits your miniatures.

POSITION RENOWN BONUS Fighting in your own region does provide an


A Equal Renown level encounter, no bonus. advantage as local allies come to your aid. After
calculating Warband Ratings and working out any
B Defender receives +30 Renown*. Underdog Bonus the defending warband receives
C Defender receives +60 Renown*. additional support as follows:

D Defender receives +90 Renown*.


POSITION DEFENDING WARBAND SUPPORT
A Equal Renown level encounter, no bonus.
* These values are based on playing games at 150
Renown. If you play at different Renown levels B Defender receives +30 Renown*
adjust the above figures proportionally. of Hired Muscle.

C Defender receives +60 Renown*


CAMPAIGN SEASON
of Hired Muscle and/or Mercenaries.
To reflect the nature of historical conflict, provide a sense D Defender receives +90 Renown*
of reality to a fantasy setting and for the purposes of of Hired Muscle and/or Mercenaries.
creating natural rest periods for players you may wish to
assign a number of games as a season. * These values are based on playing games at 150
Renown. If you play at different Renown levels
An example (based on the medieval period) would see
adjust the above figures proportionally.
the conflict or war waged between spring and harvest
time. This is so that the local peasantry could ‘do their One thing to bear in mind if you use the same warbands
duty’ while they were not needed in the fields. On this throughout the campaign is that the warbands have the
basis, and assuming a significant encounter taking place potential to get quite large.
every month or so in the world of your campaign, we
could have the campaign season lasting 4-6 games. The majority of Reputation earned will most likely be
used to hire new members and grow the warbands,
At the end of the season both factions disengage to tend although a prudent player may wish to retain Reputation
the fields and survive the winter period. If one faction is to try to engineer an Underdog Bonus. It’s a tricky
currently in enemy territory they fall back one slot on the balancing act that you will soon come to appreciate
plan to overwinter closer to home. as the campaign progresses and you try to react to
and/or influence the approach taken by the opposing
If a faction is still in enemy territory after retiring for the
faction leader.
winter the player that controls the warband can declare
themselves the winner of the season. But victory in the
overall campaign remains to be gained until a game is
won at position D in enemy territory.

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sample profiles
On the following pages you’ll find a selection of sample profiles. They are provided
as examples to inspire your own creations, guide your creative thinking or simply to
be used ‘as is’ if you’re short on time.

Remember that a big part of playing Open Combat is The following profiles are not intended as a definitive
having the freedom to experiment and create your own list but are provided purely to help you in your own
interpretations of the fighters you use on the tabletop. creations with Open Combat.

heavy infantryman skirmisher


spd atk def for mnd renown spd atk def for mnd renown
4 4 6 5 3 25 5 2 1 2 1 13

weapons: Hand Weapon, Shield weapons: Sling


skills and abilities: Resolute skills and abilities: Nimble
Suggestions: Higher ATK for a more aggressive fighter, Suggestions: You could swap in a few Javelins or
the Shield Bash ability could also find a place here. even a bow instead of the Sling. A Spear and Shield
Javelins and/or Spear may be appropriate for your may also suit your view of the role the skirmishers have
historical period. Swap out the hand weapon and shield in your setting. Other skills to consider include Evade
and replace with a double-handed weapon to represent and Surefooted.
a Medieval Man-at-Arms.
barbarian/tribesman
medium infantryman
spd atk def for mnd renown
spd atk def for mnd renown
5 5 2 4 2 20
4 3 4 4 2 19
weapons: Double-handed weapon
weapons: Spear, Shield
skills and abilities: Furious Assault
skills and abilities: None
Suggestions: You can mix in whatever weapons suit
Suggestions: You could apply similar thinking as your models and setting. Focussed Blow, Exert and
described for the Heavy Infrantryman above. If your Intimidate are all worthy options for skills. You may even
Medium Infantryman was of a more defensive role you want to consider classing a particularly violent or crazed
may wish to increase the DEF value. barbarian as a ‘Monster’ (see page 22).

light infantryman wardogs


spd atk def for mnd renown spd atk def for mnd renown
4 3 2 3 2 17 6 2 1 2 2 14

weapons: Spear, Shield weapons: ‘Hand Weapon’ (representing a very nasty bite)
skills and abilities: Surefooted skills and abilities: See suggestions below
Suggestions: Bow, Javelins, Nimble. Suggestions: Distract, Taunt, Intimidate.

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Fantasy settings can be populated with all manner of


inhabitants. Provided here are sample profiles for the
goblin
more common varieties we encounter in fantasy gaming. spd atk def for mnd renown
These examples are equally useful for historical players, 4 3 2 2 1 15
providing additional profiles and approaches for your
consideration. weapons: Spear, Shield
skills and abilities: Evade.
dwarf
Suggestions: Taunt can help portray goblins as
spd atk def for mnd renown
malicious creatures prone to throwing insults.
3 4 5 4 2 20
troll
weapons: Hand Weapon, Shield
spd atk def for mnd renown
skills and abilities: See suggestions below.
4 3 6 9 1 24
Suggestions: Resolute and Focussed Blow can make an
effective combination well-suited to the popular concept weapons: Hand Weapon
of dwarf warriors being stubborn and vengeful.
skills and abilities: Monster
elf Suggestions: Resolute could be appropriate for trolls
representing their potentially immovable nature. Exert is
spd atk def for mnd renown
a very useful ability when you have plenty of FOR on a
5 4 3 3 3 21 model such as the profile here. In the case of this sample
troll, the model would be down to zero MND after using
weapons: Bow, Hand Weapon Exert and will need a Rest action to gather its wits after
skills and abilities: Evade. the exertion. This feels about right for a barely intelligent
monster but there’s nothing stopping you putting a few
Suggestions: Nimble, Surefooted and Quick Recovery more points of Renown into MND to make more of the
all suit the agile nature often associated with elves. The Exert ability before a Rest is required. Another option is
Aim and Marksman abilities can help to reinforce the to have a goblin ‘minder’ nearby with Inspire to keep the
concept of elves being particularly adept archers. attention of the troll on the action.

halfling ogre
spd atk def for mnd renown spd atk def for mnd renown
3 2 1 2 2 12 4 6 4 6 2 22+

weapons: Sling weapons: See suggestions below


skills and abilities: Surefooted. skills and abilities: Monster

Suggestions: Evade and Distract could make good Suggestions: The weapons and abilities you apply
additions to a halfling profile. depend on whether you see an ogre being a human-like
creature (just big) or closer to a wild cave monster.

orc
zombie
spd atk def for mnd renown
spd atk def for mnd renown
4 4 3 4 2 20
3 1 1 5 0 11
weapons: Hand Weapon, Shield
weapons: Hand Weapon
skills and abilities: Shield Bash.
skills and abilities: None.
Suggestions: Taunt and Intimidate suit the unpleasant
nature of these brutish creatures. Suggestions: To represent particularly decayed zombies
lower the FOR value.

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skeleton stone golem


spd atk def for mnd renown spd atk def for mnd renown
4 2 2 3 1 12+ 3 1 1 15 0 21

weapons: See suggestions below weapons: Double-handed weapon

skills and abilities: See suggestions below skills and abilities: Monster
Suggestions: Fantasy fiction, games and movies
depict animated skeletons in many ways. Sometimes giant rat
they are magically conjured ‘naked’ skeletons with a
spd atk def for mnd renown
selection of weapons and no real mind of their own. At
other times the skeleton warriors may be fully armoured 3 1 0 1 0 5
soldiers, retaining some mental ability (along with
memories of ancient grievances). The kind of weapons weapons: Teeth (‘counts’ as Fist).
that you wish to arm your skeletons with in Open
skills and abilities: None.
Combat depends on the kind of skeletal warrior you wish
to portray. If they are heavily armoured you may wish to
raise the DEF value to reflect their equipment. Whichever swarm
approach you take, abilities such as Intimidate and
Distract could be used to represent the unnerving aspect spd atk def for mnd renown
of fighting the dead.
4 2 1 5 2 14+

vampire weapons: See suggestions below.


spd atk def for mnd renown skills and abilities: Counts as ‘Monster’
6 6 6 8 4 31+ Suggestions: A swarm of small beasts is usually
weapons: Hand Weapon depicted as multiple small models on a large base.
Individually these creatures would pose nothing more
skills and abilities: See suggestions below than a nuisance but in large numbers they can represent
a real threat. The extended Force Back provided by the
Suggestions: Fast, deadly and alluring, vampires are ‘Monster’ rule represents the sheer volume of bodies
often treated as super-humans when discovered in their harrying their victim rather than the impact from a single
prime. The profile provided above could be used to heavy blow. Higher SPD may be suitable for a swarm of
represent a ‘fighting fit’ vampire. You can easily adjust bats (or similar fliers), a higher ATK would suit a swarm
the characteristic values up or down to portray a more of particularly dangerous creatures. The Resolute ability
formidable or weakened blood-sucker as you desire. could be used to represent the difficulty in driving back a
Abilities such as Intimidate, Taunt, Distract, Feint, Quick swirling mass of bodies.
Recovery, Exert, Evade, Nimble and Surefooted could all
be applied to a vampire. battle wizard
necromancer spd atk def for mnd renown
4 8 3 6 6 32
spd atk def for mnd renown
4 3 3 5 5 21+ weapons: Crossbow*, Sling*, Bow*, Hand Weapon.
weapons: Staff (‘counts as’ Spear) skills and abilities: Exert.
skills and abilities: See suggestions below. Suggestions: The weapons marked with * are ‘counts
as’ weapons, in the context of a wizard we can assume
Suggestions: A necromancer leading his minions into they are different spells. Higher SPD and Evade can
battle often uses the power of his mind to influence the help provide a sense of the wizard being capable
conflict around him. Taunt and Enrage used on both friend of moving where they please on the battlefield. Adding
and foe can help tip the balance of individual combats. abilities related to movement, such as Nimble can further
The extra action Exert can provide is also useful. improve manoeuvrability.

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hints and tips


I find the best way to learn a new game is to simply dive in and play a few games, but
if you want a few ideas before you do here’s few things to consider.

Building Warbands The Horde Build

You could simply pick suitable profiles from the samples The horde approach to building a warband is based on
provided in this book and apply them to your models quantity over quality. Lots of low Renown models can
until you have a warband. Alternatively you may have overwhelm a small enemy force and you can really make
seen a particular synergy when reading the rules and your numbers count in your favour by blocking Force
wish to build a warband to emphasise your discovery. Back routes. A scattering of Enrage (for use on both your
You might simply have a vague idea of the ‘feel’ of the own and enemy models) throughout your warband will
warband or models you want, perhaps based on a scene give you the ability to adjust combats to your favour.
in a movie or book which you want to try to capture on
the tabletop. Any approach is fine. There are no ‘wrong’ Small Elite Forces
warbands you can create whatever you want. For your
Small warbands with very few members can be incredibly
first few games you could always use one of the sample
powerful. But they do run the risk of being out-activated
warbands see page 84.
and surrounded by a more numerous enemy. Exert is a
Focus On Your Own Warband useful ability for models with plenty of FOR and MND but
it is dangerous to rely on using Exert too much. Each use
In an environment as dynamic and open as Open will bring you closer to your Break Point as you wear your
Combat you usually don’t know what your opponent own models down. A couple of models armed with slings
might bring to the table. Rather than worrying too can help keep the enemy at bay while your heavy hitting
much about what you opponent may or may not models wade into the fray.
bring, concentrate on your own warband and develop
a cohesive force where each model has a role or The Power Of The Mind
job to do. Bear in mind potential weaknesses that your
In the close up and personal environment of an Open
warband may have and use that knowledge to minimise
Combat encounter we can easily imagine the threats,
exposure to those threats when fighting in a battle.
jibes and general shouting going on between the various
Every Model Has Two Actions combatants. The Psychological Attack is a very useful
weapon for a fighter in the thick of the action. Intimidation
Remember that every model has two actions when can wear an enemy down, reducing their ability to fight
activated. If you build a small warband with very few effectively. Taunt can be used to reposition enemy (and
models your models will be very powerful individually comrades) albeit with an associated risk. The other
but you could face the very real prospect of being influence abilities can all be utilised to good effect by a
outnumbered and behind on available Actions. Using wily player. To maximise the potential effect these kinds
the Exert ability can go some way to help small model of abilities might have you may consider giving models
count warbands but using it does contribute towards a high MND score to improve the chances of rolling
your Break Point. multiple dice when using the abilities.

Force Back The Break Point

Once you have played a few games you will soon come A warbands Break Point is based on both the FOR and
to realise the importance of positioning and the value of MND of the warband. High FOR keeps a model active
using a Force Back. This will become especially obvious on the tabletop for longer while high MND can protect
if you ever find one of your models surrounded or against enemy psychological attacks and in turn be
backed up against terrain. useful for making such attacks on your opposition. The
risk with running models with a high MND is that when
When building your warband consider how your models they lose their last point of FOR their MND points count
might work together to engineer favourable positioning towards your Break Point too. You’ll need to find a
by forcing enemy models around the tabletop. balance which you are comfortable with.

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sample warbands
Open Combat gives you total freedom to create your warband in any way you wish
but where do you start?

Over the following pages you’ll find a selection The first few lists are intentionally written in a manner
of sample warbands. Feel free to use ‘as is’, adjust and reminiscent of traditional tabletop wargames where the
alter to your own tastes or simply ignore completely and majority of the models have the same profile with a small
do your own thing. number of exceptional individuals leading them.

embattled survivors / a small raiding party from an organised army


name spd atk def for mnd weapons/skills/abilities renown
Leader 4 5 6 5 4 Hand Weapon, Shield, Shield Bash, Inspire, 28
(Leader)

Archer 1 4 3 2 3 2 Bow, Hand Weapon 16

Archer 2 4 3 2 3 2 Bow, Hand Weapon 16

Spearman 1 4 3 3 3 2 Spear, Shield, Evade 18

Spearman 2 4 3 3 3 2 Spear, Shield, Evade 18

Spearman 3 4 3 3 3 2 Spear, Shield, Evade 18

Spearman 4 4 3 3 3 2 Spear, Shield, Evade 18

Spearman 5 4 3 3 3 2 Spear, Shield, Evade 18

Totals 26 18 Break point calculation: 150


26 + 18 = 44
Break Point 22 44 / 2 = 22

barbaric tribal warriors / young fighters stirred up by their elders


name spd atk def for mnd weapons/skills/abilities renown
Leader 4 3 1 4 5 Staff (counts as Spear), Exert, Enrage, 22
Taunt, Intimidate, (Leader)

Champion 1 5 5 1 4 2 Hand Weapon, Enrage 19

Champion 2 5 4 2 4 2 Hand Weapon, Enrage 19

Warrior 1 5 3 1 4 1 Hand Weapon 15

Warrior 2 5 3 1 4 1 Hand Weapon 15

Warrior 3 5 3 1 4 1 Hand Weapon 15

Warrior 4 5 3 1 4 1 Hand Weapon 15

Warrior 5 5 3 1 4 1 Hand Weapon 15

Warrior 6 5 3 1 4 1 Hand Weapon 15

Totals 36 15 Break point calculation: 150


36 + 15 = 51
Break Point 26 51 / 2 = 25.5 rounded up to 26

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

The next three warbands are written with a particular The second warband follows the familiar theme of
theme in mind. a charming individual leading a group of thralls to
victory through sheer weight of numbers. It could be a
The first warband runs with a psychological theme. It necromancer and his zombies or a magical musician
could be sorcerers that steal the spirit of their enemies, with followers so enthralled they are oblivious to pain.
apocalyptic monks proclaiming ‘the end is nigh’ or
spooky apparitions frightening all before them. The aim The third warband is written with a monster theme. It
is to reduce the effectiveness of the enemy through represents a gang of large and obnoxious individuals
Intimidate before moving in to dispatch them. intent on bullying their way to victory through brute force.

spirit-stealing sorcerers / prophets of doom / ghostly nightmares


name spd atk def for mnd weapons/skills/abilities renown
Leader 4 2 3 5 5 Hand Weapon, Intimidate, Inspire, (Leader) 22

Doomsayer 1 4 1 3 4 4 Hand Weapon, Intimidate 18

Doomsayer 2 4 1 3 4 4 Hand Weapon, Intimidate 18

Doomsayer 3 4 1 3 4 4 Hand Weapon, Intimidate 18

Doomsayer 4 4 1 3 4 4 Hand Weapon, Intimidate 18

Doomsayer 5 4 1 3 4 4 Hand Weapon, Intimidate 18

Reaper 1 5 5 2 4 2 Double-handed weapon 19

Reaper 2 5 5 2 4 2 Double-handed weapon 19

Totals 33 29 Break point calculation: 150


33 + 29 = 62
Break Point 31 62 / 2 = 31

zombies / a ‘charming’ leader with enthralled followers


name spd atk def for mnd weapons/skills/abilities renown
Leader 4 3 3 5 5 Staff (counts as Spear), Taunt, Enrage, (Leader) 23

10 x Zombies 3 1 1 5 0 Hand Weapon 110 (11 x 10)

Swarm 5 2 1 5 2 Distract, Lots of teeth (counts as Hand Weapon), 17


(Monster)

Totals 60 7 Break point calculation: 150


60 + 7 = 67
Break Point 34 67 / 2 = 33.5 rounded up to 34

gang of monsters
name spd atk def for mnd weapons/skills/abilities renown
Leader 4 8 5 12 6 2 x Hand Weapon, Ambidextrous, Exert 39
(Leader) (Monster)

Monster 1 5 5 5 8 4 Double-handed Weapon, Resolute, 31


Exert, Furious Assault (Monster)

Monster 2 4 5 7 7 3 Halberd, Exert (Monster) 28

Monster 3 4 5 4 5 5 Hand Weapon, Resolute, Exert (Monster) 26

Monster 4 6 3 4 5 5 Spear, Resolute, Exert (Monster) 26

Totals 37 23 Break point calculation: 150


37 + 23 = 60
Break Point 30 60 / 2 = 30

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Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

The next two warbands are written with the intention that I wanted to create a warband to represent members of
each model is a hero it its own right. a warrior lodge, much like the legends associated with
the Jomsvikings and their kind from the Dark Ages. With
The first is the popular concept of a band of heroes found this in mind I wanted the emphasis to be on personal
in many books, TV series and movies. The fighters are prowess in hand-to-hand combat so the ‘soft’ limit I set
talented individuals drawn together to protect the world myself was simply no missile weapons. I would allow
from the big evil power. Although role-playing game models to throw daggers but anything beyond that was
enthusiasts might argue that they have simply joined out of bounds for this group of warriors.
forces to break into dungeons and steal anything not
nailed down.

The second warband illustrates what can be created


by setting a ‘soft’ limit for yourself to aid thinking up a
warband. The emphasis on hand-to-hand combat led me to view
speed, endurance, agility and the odd psychological
trick (to mess with opposing minds) as the most suitable
aspects to work into the fighters.

The sample warband does not have many members and


each model has been treated as a heroic individual. I
could very easily have built the warband to include many
more members with lower value profiles and interspersed
a handful of higher Renown models.

band of heroes
name spd atk def for mnd weapons/skills/abilities renown
Leader 4 7 7 6 4 Hand Weapon, Shield, Resolute, Inspire (Leader) 32

Battle Wizard 4 7 3 4 4 Crossbow*, Sling*, Bow*, Hand Weapon, Exert 27


* Counts as weapons representing spells

Barbarian 4 7 2 7 4 Double-handed Weapon, Exert, Intimidate 27

Dwarf 3 4 5 4 2 Hand Weapon, Shield, Resolute, Shield Bash 22

Elf 5 4 3 4 2 Bow, Hand Weapon, Evade, Marksman, 24


Nimble, Sharp Eyed

Wardog 6 2 1 3 3 Hand Weapon (a nasty bite), Evade, Distract 18

Totals 28 19 Break point calculation: 150


28 + 19 = 47
Break Point 24 47 / 2 = 23.5 rounded up to 24

warrior lodge
name spd atk def for mnd weapons/skills/abilities renown
Leader 5 7 6 5 4 Hand Weapon, Shield, Focussed Blow, Evade 33
Intimidate, Feint, (Leader)

Warrior 1 5 9 3 5 4 2 x Hand Weapon, Ambidextrous, Exert, Taunt 31

Warrior 2 4 6 4 5 3 Double-handed Weapon, Resolute, Distract 25

Warrior 3 5 5 3 5 4 Hand Weapon, 5 x Dagger, Ambidextrous, 32


Evade, Nimble, Feint

Warrior 4 5 5 4 5 5 Hand Weapon, Shield, Exert, Enrage, Taunt 29

Totals 25 20 Break point calculation: 150


25 + 20 = 45
Break Point 23 45 / 2 = 22.5 rounded up to 23

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

alternative rules
You may have noticed that I’ve not mentioned a ground scale anywhere in the rules.
This is intentional to maintain the universal nature of Open Combat. You can play
using 15mm, 20mm, 28mm or even larger miniatures using Open Combat.

On pages 44 and 45 you’ll find rules for climbing, An alternative approach is to simply set an upper limit for
falling and jumping which should work with most the distance a model can potentially leap. A maximum of
terrain and model collections. But if you feel your 3" feels suitable in most cases but it does depend on the
collection (or simply your personal preferences) warrant size of miniatures you are using. Discuss this with your
a different approach you’ll find a few alternatives below. opponent before starting to play.

Alternative Climbing Expanded Play Area

Before the game, while discussing terrain, assign a Open Combat has been written so that it can be played
Hazard to each climbable surface. within a small area. However, if you have access to
enough physical space you may wish to play Open
A climb is a single Interact action and the model can Combat on larger battlefields.
climb a distance equal to its SPD. Following each Action
spent climbing make a Hazard roll. There are a few things to consider when doing this.

You may deem that some surfaces are incredibly easy The scenarios (see page 47) have been written with a
to climb and simply risk losing Initiative (hazard score 1, 24" x 24" play area in mind. If you play on an expanded
lose initiative) as the model struggles in an ascent. Other area you may need to adjust the deployment areas and
surfaces may pose a greater risk. placement of any special features proportionally.

The severity of the more difficult hazard rolls for the Crossbows and bows have no range limit but shooting
various surfaces is up to you (hazard scores of 2, 3, 4 across long distances is no easy task. To represent
or even 5!). A model failing a more difficult climb will the potential difficulty of shooting at long ranges you
fall from the point it would have reached during the may wish to use the following table when playing
climb action. on expanded battlefields:

Alternative Falling RANGE EFFECT

Instead of rolling dice to determine if a model is injured Up to 24" Standard rules apply
from a fall you can simply assign an incremental FOR
24" to 36" Obscured Target Test: 1 or 2 = Obscured
loss for a fall depending on the distance.
Target gains +2 DEF
In most cases work on the basis of 1 FOR lost for every 36" to 48" Obscured Target Test: 1, 2 or 3 = Obscured
full inch above 1" a model has fallen. Examples: a model
Target gains +4 DEF
falling from 3" would lose 2 FOR; a model falling from
4.5" would lose 3 FOR etc.
If you wish to play on battlefields even larger than 48"
If you have different surfaces which could be fallen onto I suggest increasing the likelihood of a target being
or into you many set different losses. Falling onto rocky Obscured on the Obscured Target Test incrementally
ground might use increments of 2 FOR whereas falling every 12". Similarly apply an additional +2 to the DEF of
into deep water or onto a huge pile of hay may have no the target.
FOR loss at all!
Playing on an expanded battlefield provides a different
Alternative Jumping challenge to the close up and personal nature of a 24"
x 24" area. It’s well worth giving it a go if you have the
The size of miniatures you play with may make the space to do so, but do ensure you have a good mix of
distance a model can leap horizontally feel a little odd. terrain (and plenty of it) to block and hinder line of sight.

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CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

faq and
expanded examples
MOVEMENT AND ENGAGING THE REAR

Example 3:
Example 1: Model A starts its activation in the front facing and in
line of sight of model B. Model B is already Engaged
Model A starts its activation Engaged with model B and
by model C.
declares a Move action intending to slide around the
base of model B to reposition to the rear facing. Model If model A engages model B in its rear facing during this
B may make a Free Attack. activation it may gain the ATK x2 advantage as model B
is too occupied by model C to adequately defend itself.
If model A successfully repositions to the rear facing of
model B, model B may turn to face directly at model A.

A
FRONT
A
FR
B ON
T
REAR
B C
RE
AR

Example 2:
Example 4:
Model A starts its activation in the front facing and in
line of sight of model B. Model B is Unengaged. Model A starts its activation in the front facing of model
B but is hidden from view by an intervening building.
If model A engages model B in its rear facing during this
activation Model B may turn to face directly at model A Model A can move into the rear facing of model B
when it engages. without being seen so may Engage Model B in the rear
facing and gain the ATK x2 advantage even though it
started the activation in the front facing.

A
REAR
B
FRONT
FRONT
A
B
REAR BUILDING

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FACING FORCE BACK

Q. What portion of a model must be in the rear Q. If a model is Forced Back into another model do
facing of an enemy model to be classed as in the both models get moved back 1" in a kind of knock-
rear facing, all, just a bit or something else? on effect?
A. Use the centre of the base as your point of reference. A. No, if a model is Forced Back into another model and
If the centre of the base of a model is in the rear there isn’t enough space to move the full 1" the model
facing of an enemy model then the model is classed moves as far as it can go and stops when it contacts
as being in the rear facing. the model blocking its path. The model has been
unable to move the full 1" for the Force Back.
ACTIONS
Q. Does only the model that was Forced Back lose
Q. If a model starts its activation Engaged can it use 1 FOR in the case of a blocked Force Back,
its first action to attack the model it is Engaged or does the model blocking the movement also
with and then use its second action to attack the lose 1 FOR?
same model again?
A. Only the model being Forced Back suffers the
A. Yes, you can make two attack Actions if you have an loss of FOR. The model blocking the movement
enemy model Engaged with you (or within range if is simply in the way. A model Engaged on all sides
holding a spear). If you have Exert you could even it is very vulnerable, it cannot move anywhere if its
make a third attack! enemies score a Force Back.

FOLLOW UP
Example:
Q. Say I start the activation of my model Engaged
You start the activation Engaged with one enemy with two enemy models and use the first action
model. For your first action you declare an attack to attack one of the enemy models. If I scored a
action against the enemy model scoring a Force Back, Force Back and decide to Follow Up, does my
you choose to Follow Up the enemy model after the opponent get a Free Attack with the enemy model
Force Back to remain Engaged. For your second action I didn’t attack if the Follow Up move causes my
you declare another attack action. This time you score model to break away from it?
a Solid Hit, dealing 1 FOR of damage and forcing the A. No, a Follow Up does not trigger a Free Attack.
enemy back again.
WEAPONS AND/OR SKILLS AND ABILITIES

Q. A model wielding a double-handed weapon


Q. Do you have to have the target model in your front attacks all Engaged enemies: that includes
facing when taking an Attack action in hand-to- enemies outside of the front facing, correct? (The
hand combat? rules as written seem pretty clear in this case, I
A. The intention is that enemy are in the front facing just wanted to make sure.)
when a model makes a hand-to-hand attack. When A. Yes. That is correct.
you activate a model you can change your facing
as often as you like during its activation. When you Q. If a model wielding a double-handed weapon
activate a model (even when Engaged) it can turn to finds itself Engaged with multiple enemy models
get its enemy/enemies into its front facing to make its and is in the rear facing of one of them and the
attacks. After resolving those attacks it could change front facing of others, does the ATK x2 bonus
its facing again before finally declaring its activation come into effect against all models?
over. We imagine the combat as a swirly, cut and A. No - unless it is in the rear facing of all the models
thrust affair with models twisting and turning about. it is Engaged with. If the model with the double-
handed weapon is Engaged with multiple enemy
FREE ATTACKS models and is in the front facing of at least one of
Q. Does dying on your own turn lose Initiative, for them then the model does not get the ATK x2 bonus.
example, if my model disengages from an enemy This represents the fact that some of the enemy
but is killed by a Free Attack? models present more of a challenge in the fight. But
if the model wielding the double-handed weapon is
A. Yes. You lose initiative. It is a bit of a calamity seeing
Engaged with multiple enemy models and is in the
a comrade go down under a rain of blows as he tries
rear facing of all the enemy models it benefits from
to escape.
the ATK x2 modification.

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Q. Is Shield Bash an additional attack? ADDITIONAL HITS


A. No, you must declare the weapon you are using
Q. What weapons can I score Additional Hits with?
when making an attack Action. If you have the Shield
Bash ability you may declare Shield and follow the A. Dagger (Solid Hits only), Hand Weapon, Halberd,
rules for Shield Bash. Double-handed Weapon, Crossbow, Javelin (Solid
Hits only). There may be additional weapons or
Q. If I have a model with Resolute can I choose not abilities in future supplements which expand this list.
to use it so that an enemy may use a Force Back if
they score one (in some situations I might prefer Q. If I roll three Solid Hits in an attack with a weapon
to be forced back)? which can do Additional Hits do I Force my enemy
back three times as part of the three Solid Hits?
A. No. Resolute is always ‘on’. The model is either too
proud, too wrapped up in their current personal A. No, the intention is that the Additional Hits represent
battle or otherwise too stupid to notice any benefit in extra damage done as part of a particularly
giving ground. successful attack. Imagine it as some sort of
combination attack or possibly an incredibly heavy
Q. How are Force Backs handled for models which hit causing severe damage. If you rolled three
are prone? Solid Hits you would declare one Solid Hit to score
A. Force Backs and FOR loss due to blocked Force causing 1 point of FOR damage and Force Back the
Backs are treated normally for Prone models. We can enemy model (you might cause an additional point
imagine the fighter trying to roll or scramble out of the of damage if the Force Back was blocked). You also
way as the enemy bears down upon them. do an extra two points of FOR damage for the two
additional hits rolled.
Q. Can a Prone model benefit from Resolute or a
Shield when being attacked? If you rolled three Minor Hits, there would be no Force
Back and you would simply cause three points of
A. No, a Prone model has no facing so cannot benefit
FOR damage, one for the Minor Hit scored plus two
from having Resolute or a Shield.
additional points.
Q. Can a model use Evade when making a Move
If you rolled one Minor Hit and two Solid Hits you
action to slide around an enemy models base?
could choose to score either the Minor Hit or one of
A. No, Evade is only of use when disengaging. But if you the Solid Hits depending on whether you wished to
start your models activation Engaged with two enemy Force Back the enemy model. Whichever you chose,
models and wish to slide around one of the enemy you would cause one point of damage for the hit you
bases while leaving the other you can use Evade on declare plus an extra two FOR damage due to the
the enemy you disengage from but not on the enemy additional hits rolled.
model you wish to remain in contact with.
HAZARDS
Q. If I have a model with a spear or halberd Engaged
with an enemy model and there is another enemy Q. If I Force Back an enemy model into a Hazard
model within 1" of my model can I attack this and they fail the Hazard Roll succumbing to the
nearby model even though my model is Engaged effects. How can they lose the Initiative when it’s
with a different one? not their turn? Do I lose the Initiative?
A. Yes. We can imagine, if it were real, that while the A. If an enemy model suffers the effects of a Hazard
fighter trades cuts and thrusts with the Engaged during your turn (which can happen if you have
enemy it spots an opportunity in the action to use the forced them into it) they cannot lose the Initiative as
reach of its weapon to strike out at the nearby enemy. they do not have it. This part of the Hazard is ignored,
(I can envisage skilled fighters spinning polearms they still suffer any other effect of the Hazard though.
and using reverse or side thrusts of the spear/halberd You only lose the Initiative to a Hazard if you are the
like we sometimes see in martial arts movies). player that currently has the Initiative and one of your
models suffers the effects of a Hazard.
Q. If I have a model with a spear or halberd and an
enemy within 1" declares a move action can I PROFILES
make a Free Attack?
Q. Are there really no limits? So an ATK of 50 for
A. No. The Free Attack is made against Disengaging
example (should you find some good reason to go
enemy. Enemy within 1” are not Engaged unless they
that high) would be perfectly legal?
are in base-to-base contact.
A. Yes. There are no limits.

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COMBINED ACTIONS

Q. Does every model in a combined action have to Example 2:


be within 1" of the model calling the action of just
within 1" of each other? Carl has four Norman archers armed with bows (all
A. When you nominate a model to call the combined with ATK 3 ) positioned near a spire of rock with an
action only models within 1” of this model may take enemy armoured Anglo-Saxon (DEF 5) lumbering
part in the action. towards them.

Carl nominates one of the Norman archers to call a


“Volley fire!” combined action. All three of the other
Example 1: archers are within 1 inch of this model so are eligible to
join in. But one of them cannot draw a line of sight to the
Gav starts his turn. He has three goblins and an orc Anglo-Saxon due to the nearby spire of rock blocking
close to a boggy stream and he wants them all to get the view which drastically changes the circumstances.
across to the other side. The stream has a Hazard
associated with it (hazard score 2, place model prone If Carl could have combined all four archers he would
- it’s surrounded by very boggy and slippery sludge). be able to make a shooting attack at ATK 12 vs DEF 5
which would mean he would roll three attack dice.
The goblin models are standing in a line abreast facing
the stream with just under an inch of space between Unfortunately due to the spire of rock blocking line of
their bases, the goblin in the middle of the three has the sight, the highest attack value he can manage is ATK 9
surefooted ability. The orc is standing just over 2 inches by combining three archers which would give him two
behind the goblins. attack dice.

Gav declares a “Follow me!” combined action using Combining just two of the archers also provides two
the goblin with the Surefooted ability. The goblins either attack dice from ATK 6 vs ATK 5, so Carl elects to do
side of this model join in on the action, the orc is too far this. The “Volley fire!” combined action is performed by
away to join in. two of the Norman archers leaving the two remaining
archers unactivated and free to act separately.
Gav starts to move the goblin which called the combined
action and enters the stream. He rolls a die for the
Hazard scoring a 1, uh-oh, using the Surefooted ability
Q. If I have a model Engaged with an enemy model
Gav rerolls the die scoring a 3, phew! He continues to
and I also have a friendly model with a spear or
move the goblin across the stream. He then moves the
halberd within one inch of the same enemy model
other two goblins taking part in the combined action.
can both my models join in on a “With me!” action?
He does not need to roll for the hazard for these two
models (their friend shouts back to tell them how to A. No, the “With me!” combined action is for models
safely traverse the stream). Engaged with the same model. Models armed with
spears or halberds within 1" of enemy models are not
The final position of the three goblins must have each Engaged. Keep a look out for additional combined
model within 1" of at least one other model which took actions in future supplements.
part in the combined action.

Terrain and miniatures (Otherworld Miniatures, Darkling


Games) from the private collection of Oliver Gommer.
Image © Oliver Gommer. Used with permission.

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BREAK POINT Q. How do you know which model is which on the


tabletop, how can I track who is who on the
Q. When I kill an enemy model by causing them to warband roster?
lose their last point of FOR what about happens to
A. The are many ways to keep track of which model is
their MND when the model is removed, do we just
which on the tabletop and the way you do it largely
ignore it as far as the Break Point is concerned?
depends on your own preferences. You can mark the
A. No, the remaining MND of a model that is removed as back of the bases with a number which corresponds
a casualty counts towards the Break Point. This is an to an entry on your warband roster. You can name
important thing to bear in mind when putting together the models or simply give them a descriptive title
your profiles. A high MND characteristic is very good such as ‘black beard’, ‘red hat’ or similar. You could
for using psychological attacks and protects you mark the roster entry with a simple version of their
from such attacks by the enemy. But if you have a shield design or other distinguishing mark as
model with low FOR and high MND you risk having reminder. Use whatever approach you find most
a lot of points count towards your Break Point if the comfortable to work with. If you play on a regular
model is removed. Finding the combination you feel basis you’ll find that certain models seem to have
comfortable with is all part of the fun of developing a habit for success or failure which helps you to
your own approach to the game. develop nicknames, the “oh it’s him, he always does
that!” part of miniature wargaming.
BREAK POINT TRACKER

Q. How do I use the Break Point tracker on the


Warband Roster?
A. The Break Point Tracker is a series of boxes for you
to use to track your MND and FOR losses during a CAMPAIGNS
game. How you use this is largely up to you.
Q. If I score additional hits on an enemy model
When I know what the Break Point is for my warband in hand-to-hand combat and do more than
I simply number each box 1, 2, 3 etc. until I have enough damage to remove the model how much
reached the number when my warband would flee. Reputation do I gain?
During a game I put a pencil mark through one A. You gain Reputation equal to whatever FOR was
numbered box each time I lose a point of MND or required to remove the model. If the model had 2
FOR. If all the boxes have been marked I’ve reached FOR and you scored 3 FOR damage the model is
my Break Point (and most likely lost the game). removed and you gain 2 Reputation.

OTHER Q. Do you gain Reputation for the remaining MND


lost when a model is removed from play if they
Q. Where is the Magic system? lose their last point of FOR? Example, I cause
A. Open Combat is written to be a universal and the last point of FOR to an enemy model and it
modular system to allow both fantasy and historical is removed, it had a MND of 3 so the other player
tabletop wargamers to create their own version has taken a total of 4 points towards their Break
of things and play them on the tabletop. With this Point. In a campaign game do I get 4 Reputation
in mind special rules specifically for magic will be for this too?
published in a separate supplement. In the meantime A. No. You only get 1 point towards your Reputation for
a ‘counts as’ approach is encouraged for magic using the 1 point of FOR you caused with the Action.
missile weapons and the various skills and abilities to
represent different spells or tricks a magic user has Q. If I Force Back an enemy model into a Hazard
in their arsenal. and the Hazard causes the enemy model to lose
its last point of FOR and be removed do I earn
WARBANDS any Reputation?
A. No. The hazard caused the damage. We can imagine
Q. Is there any unit coherency in Open Combat?
any witnesses to the event nervously looking at the
A. No. Your warband represents a small group of hazard with even more respect.
individuals. You may have experience with other
games where the models that make up your warband Q. If I Force Back an enemy model off the board or
might represent a single unit that has to stick together into a Hazard which automatically removes them
in some form of coherency. But in Open Combat we from play as a casualty do I earn any Reputation?
have zoomed in close to the action so each model A. No.
acts as individual and is free to move as you wish.

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quick reference sheet


ATTACK SHOOTING HAND-TO-HAND COMBAT
ATK vs DEF
ROLL SCORE RESULT SCORE RESULT
Terrible Miss Terrible Miss
If the ATK value is equal to 1 1
One dice Lose Initiative Lose Initiative
or less than the DEF value
2 Miss 2 Impasse

If the ATK value is up to (and Two dice,


3, 4 Force Back 3, 4 Force Back
including) twice the DEF value choose one

If the ATK value is more than double Three dice, 5 Minor Hit 5 Minor Hit
the DEF value choose one 6 Solid Hit 6 Solid Hit
SHOOTING MODIFIERS HAND-TO-HAND MODIFIERS Terrible Miss Lose Initiative.
Soft cover +2 DEF Target prone Half DEF Miss/Impasse No effect.
Hard cover +4 DEF Elevated position +2 ATK Force Back See page 14.
Target within 2" +2 ATK Behind barrier +2 DEF Minor Hit Target loses 1 Fortitude.
Shot in rear facing Half DEF Attack target rear facing ATKx2 Solid Hit Target loses 1 Fortitude and Force Back, see page 14.
Target is disengaging Half DEF NOTE: For hand-to-hand combat see Follow Up and Additional Hits (page 17).

ACTIONS Bow: May take shoot action. Shield Bash: May use shield in attack. If you score
Move: Model may move up to its SPD. Crossbow: May take shoot action. Shoot action a Minor Hit treat it as a Force Back. If you score
requires two actions. May score additional hits (see a Solid Hit treat as Force Back and place enemy
Attack: A model may make an attack (shoot or model prone.
hand-to-hand). hand-to-hand combat).
Sling: May take shoot action. Only causes loss of PHYSICAL SKILLS AND ABILITIES
Interact: Details can be found when the rules state
an interaction is possible. Fortitude on Solid Hits. Minor Hits count as Force Ambidextrous: This model may split its ATK
Back. May take one shot with no range restriction or value between two enemy models Engaged
Rest: Uses both actions to rest. May not rest take two shots at same target at Range 8". with this model in any way the controlling player
while Engaged and may not change its facing. wishes when fighting with two weapons in hand-to-
Model regains either 1 point of FOR or 1 point Javelin: May be thrown as part of a move action.
Remove from roster and take a shoot action at any hand combat.
of MND.
point during a move action. Continue with the move Evade: When this model is about to disengage it
Stand Up: Uses both actions to stand up. Model once the shoot action is completed. Range 8". Only may nominate one enemy model it is Engaged with.
may be placed facing in any direction. causes loss of Fortitude on Solid Hits. Minor Hits The nominated model may not make a Free Attack
count as Force Back. May score additional hits only as this model disengages from them.
WEAPONS
if Solid Hits.
Exert: Reduce Fortitude and Mind by one for an
Fists: Only causes loss of Fortitude when scoring Shield: Do not suffer Fortitude damage when extra action during this activation only. Use only
a Solid Hit in hand-to-hand combat. Cannot score unable to move the full distance during a Force Back once per turn.
additional hits. Minor Hits count as a Force Back. from attacks emanating from the user’s front facing.
Nimble : Model is not impeded by barriers and
Minor Hits from enemy missile fire emanating from
Dagger: Only causes loss of Fortitude on Solid moves at full SPD when crossing them.
the user’s front facing are deflected, treat as a Miss.
Hits. Minor Hits count as Force Back. May score A model cannot benefit from a shield if it is attacked Quick Recovery: May Stand Up from Prone
additional hits only if Solid Hits. Up to two daggers from the rear or is Prone. position for a single action.
may be thrown as a single shoot action. Remove
COMBAT SKILLS AND ABILITIES Surefooted: Model may reroll dice relating to
from roster and take a shoot action. Range 4". crossing Hazardous terrain.
Aim: This model may take an Interact action to
Hand Weapon: No special rules.
gain +1 ATK for its next Shooting action. Multiple INFLUENCE SKILLS AND ABILITIES
Spear: May make a hand-to-hand attack against consecutive Interact actions are cumulative. If a Distract: Range base-to-base. Terrible Miss =
targets up to 1" away. Cannot score additional model using the Aim ability moves, is Engaged, Target may make a Free Attack against this model.
hits. Spear armed warriors may measure through Forced Back or hit by any kind of attack while taking Lose initiative. Minor Hit = target loses one Action
friendly bases when making attacks against enemy aim it loses any ATK bonus it has built up using Aim. from its next activation. Solid Hit = target loses two
models. They have taken their eye off their target. Actions from its next activation.
Halberd: May make a hand-to-hand attack against Focussed Blow: A special hand-to-hand attack Enrage: Range 6". Minor Hit = target is +1ATK
targets up to 1" away. Cannot use with a shield. action that requires two actions. This model -1DEF. Solid Hit = target is +2ATK, -2DEF. The effect
Double-handed weapon: When making an attack receives +3 ATK for this attack. A Terrible Miss is lasts until the end of the target’s next activation.
with this weapon compare the ATK value with the treated as Impasse.
Feint: Range base-to-base. Minor Hit = target is
highest DEF (taking into consideration any potential Furious Assault: A special hand-to-hand attack -1DEF. Solid Hit = target is -2DEF. The effect lasts
modifications) of all Engaged enemy and make the action that requires two actions. Double the model’s until the end of the target’s next activation.
attack roll. ATK for this attack. Surviving engaged enemy
models may make a Free Attack against this model Inspire: Range 6". Minor Hit = target regains
All attack dice are scored in hand-to-hand combat.
after the result of the Furious Assault has been 1 Mind. Solid Hit = target regains 2 Mind.
First apply any Solid Hits (hits are scored against
each and every enemy Engaged with this model), resolved. Intimidate: Range 6". Minor Hit = target loses
followed by Minor Hits, Force Backs, Impasses and Marksman: When this model makes a shooting 1 Mind. Solid Hit = target loses 2 Mind.
Terrible Misses. Cannot use with a shield. attack a Terrible Miss is treated as Miss. Taunt: Range 6". Minor Hit = target moves half
A model using a double-handed weapon may Resolute: When this model is attacked from its SPD directly towards this model. Solid Hit = target
choose to Follow Up any enemy model Forced front facing this model can only be forced back with moves full SPD directly towards this model. If target
Back by the attack. a Solid Hit. A Force Back scored against this model Engages this model because of the movement the
is treated as an Impasse (in hand-to-hand combat) target must make a Free Attack against this model.
or Miss (from a shooting attack).
Sharp Eyed: May reroll the Obscured Target Test
when checking line of sight.

© Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited. All rights reserved. Permission is granted to duplicate this page for personal use only.

BACK TO MAIN CONTENTS 93 QUICK REFERENCE SHEET


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

campaign reference
You’ll find collected here the various tables related to campaign play. For full details
see the relevant section in the rules.

PRE-BATTLE SEQUENCE

Before the battle starts players go through the following SCENARIOS See page 47.
sequence.
2D6 SCENARIO
1. Determine scenario and set up terrain.
2 Player A* choice or roll again.
2. Compare Warband ratings. Remember
that models missing the battle due to 3 The Arrest (see page 59)
injuries incurred in the last battle are
4 Retrieve the Prize (see page 50)
not counted.
3. Select any Hired Muscle and 5 Open Combat - Board Edge (see page 48)
Mercenaries available from any
Underdog Bonus. 6-8 Open Combat - Confrontation (see page 49)

4. Roll for any Old Battle Wounds. 9 Open Combat - Corner (see page 49)
5. Work out the Break Point of Warbands.
10 Capture (see page 55)
6. Start playing.
11 Escort Duty (see page 61)
POST-BATTLE SEQUENCE
12 Player B* choice or roll again.
1. Determine Fate and injuries.
2. Add Reputation gained to your pool.
3. Retire any unwanted fighters
and Exploit Reputation. Update
Renown levels as necessary.
4. Resolve any Leadership Challenges.
5. Update warband roster and you’re
ready to fight again!

EXPERIENCE See page 68. UNDERDOG BONUS See page 68.

EXPERIENCE BENEFIT RATING UNDERDOG BONUS FOR


0-4 No benefit. DIFFERENCE LOWEST RATED WARBAND
0-19 None.
5-9 Veteran. Model may Reroll one Old Battle
Wound dice before a battle. 20-35 May hire up to 15 Renown
of Hired Muscle.
10 Old Campaigner. Model may Reroll the
dice when determining Fate after a battle. 36-50 May hire up to 30 Renown
of Hired Muscle.

51-65 May hire up to 45 Renown


of Hired Muscle and/or Mercenaries.

66-80 May hire up to 60 Renown


of Hired Muscle and/or Mercenaries.

81+ May hire up to 75 Renown


of Hired Muscle and/or Mercenaries.

BACK TO MAIN CONTENTS 94 CAMPAIGN REFERENCE


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

HIRING HIRED MUSCLE INJURIES AND DETERMINING FATE See page 69.
AND MERCENARIES See page 73-76.
D6 SCORE FATE
TYPE REPUTATION 1 Dead.
COST PER MODEL
Hired Muscle (up to 5 Renown) Free 2 Serious Injury.
Roll on the Serious Injury Table.
Hired Muscle (6-15 Renown) 1 Reputation
3 Minor Injury.
Mercenary Freeblade 5 Reputation Roll on the Minor Injury Table.

4-5 Full Recovery.


Mercenary Embittered 5 Reputation.
Free if used against 6 Adventurous Escape.
old warband.

Mercenary Ally 5 Reputation. SERIOUS INJURY See page 69.


2 Reputation if used by their
previous warband. Will not fight D6 SERIOUS INJURY EFFECT
against previous warband.
1 Serious Leg Wound If the model is activated for a
Mercenary Retired Free. Will only fight for previous (Left) Move Action roll D6. On a 1-3
warband. One use only. the model may only move at
half SPD during this activation
due to the injury causing
REPUTATION See page 66.
recurring problems. If a model
2 Serious Leg Wound accrues two or more serious
REPUTATION GAINS IN CAMPAIGN GAMES (Right) leg wounds (either both legs
or two on the same leg) do
+1 For each non-leader model that
not roll a dice, the model
survives the encounter.
always moves at half SPD.
This includes all models still on the
tabletop or that have voluntarily left the 3 Serious Arm Wound The model now struggles
tabletop at the end of the game, whether (Left) with the after-effects of torn
your warband wins or loses. muscles, badly set bones
or some other long term
+1 Cause an enemy model to lose one
problem. If the model takes
point of FOR.
an Attack action and scores
This is cumulative, gain one point of a 2 (Impasse/Miss) lose
Reputation for each point of FOR you 4 Serious Arm Wound
Initiative. If the model accrues
cause an enemy model to lose. (Right)
two or more serious arm
injuries during the campaign,
+1 Cause an enemy model to lose one any Solid Hits scored by this
point of MND. model count as Minor Hits.
This is cumulative, gain one point of
Reputation for each point of MND you 5 Serious Chest Wound Minor Hits count as Solid
cause an enemy model to lose. Hits against this model. If the
model suffers two or more
+5 Claim/remove a scenario objective. Serious Chest Wounds Minor
See Scenario Objective Notes on page 67 and Solid Hits against this
for more specific information. model knock it prone after
any Force Backs have been
+5 Defiant parting remark. resolved.
If the losing warband leader is still on the
tabletop at the end of a game against 6 Serious Head Wound When this model is activated
an enemy warband with a higher roll D6, on a 1 this model may
warband rating they shout a suitably only use one Action. Special
defiant remark at their enemies before rules or abilities which may
making their retreat. add additional Actions cannot
be used to increase this. The
+10 Victory! effects of multiple Serious
If the winning warband leader is on the Head Wounds are cumulative
tabletop at the end of a game they enjoy (two Serious Heads Wounds
a sense of victory as their enemy flees. means a score of 2 or more
on D6 results in only one
Action, three Serious
Head Wounds means a
score of 3 etc.)

BACK TO MAIN CONTENTS 95 CAMPAIGN REFERENCE


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

MINOR INJURY See page 70. LEADERSHIP CHALLENGES See page 71.

D6 SCORE MINOR INJURY D6 SCORE DEFEATED CHALLENGER RESULT


1-3 Miss Next Battle. A nasty cut, a sprain 1 Curse you all! The model leaves the
or other minor issue which heals in time. warband cursing their adversaries and is
The model must miss next battle but is never seen again. Remove the model from
otherwise fine. your warband roster.

4-6 Old Battle Wound. An arrow in the knee 2-4 I will have my revenge! This model is
or similar incident, it’s not serious but it now an Embittered mercenary with a
does flare up now and again. The model grudge against their previous warband.
must test for Old Battle Wounds in the See Hired Muscle and Mercenaries on
Pre-Battle Sequence (see page 77) before page 73. Make a record of the stats and
each game. Roll D6 on a 1 the model remove from the roster.
must miss the battle due to the old wound
playing up. A model can have any number 5-6 You have my sword. This model knows
of Old Battle Wounds and must roll for it’s been beaten by a stronger opponent.
each one separately. The model gains the Loyal ability.

EXPLOITING YOUR REPUTATION See page 70. RETIRING MODELS See page 72.

Development D6 SCORE REACTION


1-3 Embittered They leave in a rage of
D6 SCORE ADVANCEMENT resentment threatening vengeance.
1-2 +1 ATK or +1 FOR They are now an Embittered mercenary
towards your warband.
3-4 +1 DEF or +1 MND
4-6 Ally They understand that their usefulness
5-6 is now limited but remain on friendly
New Skill or +1 ATK or +1 DEF
terms. They are now a mercenary Ally
towards your warband.

warband roster
The following pages feature an all-in-one Warband Roster along with mercenary
sheets for campaign play. You will also find character sheets for recording model
profiles as an alternative to the all-in-one warband roster.
Total Renown of warband.

Name your models, mark with their shield


design or use some other descriptive note
to associate the warband entry with the
appropriate model here.

Reputation is gained during campaigns.


Ignore this in one-off games

You can record the losses of


FOR and MND during
a game here. Experience check boxes for campaign play,
5 = Veteran, 10 = Old Campaigner

Renown value of individual fighter.


You can record weapons and equipment
kept in store here during campaign play.

See Break Point Tracker on page 92 for


details about using this area.

Break Point of warband see page 21.

BACK TO MAIN CONTENTS 96 CAMPAIGN REFERENCE


Doug Hawes (Order #37594052)

WARBAND NAME RENOWN REPUTATION
WARBAND ROSTER

Doug Hawes (Order #37594052)


NAME SPD ATK DEF FOR MND WEAPONS/SKILLS/ABILITIES/INJURIES/NOTES EXP. RENOWN
CURRENT CURRENT

CURRENT CURRENT

CURRENT CURRENT

CURRENT CURRENT

CURRENT CURRENT

BACK TO MAIN CONTENTS


CURRENT CURRENT

97
CURRENT CURRENT

CURRENT CURRENT

CURRENT CURRENT

ROSTER SHEETS
CURRENT CURRENT

CURRENT CURRENT

CURRENT CURRENT

TOTALS

STORE BREAK POINT TRACKER


BREAK POINT

© Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited. All rights reserved. Permission is granted to duplicate this roster for personal use only.

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

™ ™

MARK/QUOTE MARK/QUOTE

CHARACTER SHEET CHARACTER SHEET


NAME NAME

SPD ATK DEF FOR MND SPD ATK DEF FOR MND
CURRENT CURRENT CURRENT CURRENT

WEAPONS SKILLS/ABILITIES WEAPONS SKILLS/ABILITIES

EXPERIENCE RENOWN EXPERIENCE RENOWN

NOTES NOTES

© Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited. © Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited.
All rights reserved. Permission is granted to duplicate this roster for personal use only. All rights reserved. Permission is granted to duplicate this roster for personal use only.

™ ™

MARK/QUOTE MARK/QUOTE

CHARACTER SHEET CHARACTER SHEET


NAME NAME

SPD ATK DEF FOR MND SPD ATK DEF FOR MND
CURRENT CURRENT CURRENT CURRENT

WEAPONS SKILLS/ABILITIES WEAPONS SKILLS/ABILITIES

EXPERIENCE RENOWN EXPERIENCE RENOWN

NOTES NOTES

© Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited. © Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited.
All rights reserved. Permission is granted to duplicate this roster for personal use only. All rights reserved. Permission is granted to duplicate this roster for personal use only.

BACK TO MAIN CONTENTS 98 ROSTER SHEETS


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

™ ™

MARK/QUOTE MARK/QUOTE

MERCENARY SHEET MERCENARY SHEET


NAME NAME

SPD ATK DEF FOR MND SPD ATK DEF FOR MND
CURRENT CURRENT CURRENT CURRENT

WEAPONS SKILLS/ABILITIES WEAPONS SKILLS/ABILITIES

RENOWN RENOWN

MERCENARY STATUS MERCENARY STATUS

NOTES NOTES

© Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited. © Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited.
All rights reserved. Permission is granted to duplicate this roster for personal use only. All rights reserved. Permission is granted to duplicate this roster for personal use only.

™ ™

MARK/QUOTE MARK/QUOTE

MERCENARY SHEET MERCENARY SHEET


NAME NAME

SPD ATK DEF FOR MND SPD ATK DEF FOR MND
CURRENT CURRENT CURRENT CURRENT

WEAPONS SKILLS/ABILITIES WEAPONS SKILLS/ABILITIES

RENOWN RENOWN

MERCENARY STATUS MERCENARY STATUS

NOTES NOTES

© Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited. © Second Thunder Limited 2016. Second Thunder and Open Combat are trademarks of Second Thunder Limited.
All rights reserved. Permission is granted to duplicate this roster for personal use only. All rights reserved. Permission is granted to duplicate this roster for personal use only.

BACK TO MAIN CONTENTS 99 ROSTER SHEETS


Doug Hawes (Order #37594052)

CREATE THE HEROES, ADVENTURES AND BATTLES OF YOUR IMAGINATION

afterword
The Open Combat rules contained within this book Although mentioned in the acknowledgements at the
provide you with a system which can accommodate front of the book I’d like to reiterate my thanks to the
most close quarter engagements you might care to play Meeples and Miniatures and Fools Daily podcasts,
on the tabletop. But there is a lot more to come. the PDF early adopters/purchasers and especially the
Kickstarter Backers who helped make this book a reality.
When I started the process of putting the rules together I
had, at the back of my mind, the desire to produce micro Whatever aspect of tabletop gaming you enjoy I wish you
expansions and supplements to add additional flavour to luck in Open Combat.
the system. During development I have had to squirrel
Carl Brown
away various details and mechanics which, while being
January 2016
great fun, could have detracted from the open nature of
the core system.

Expanded rules for monsters, mounted models,


particular historical periods and campaigns are all on my
development list. So too are expanded rules for particular
fantasy tropes such as dwarfs, orcs, elves and so on.
Also for fantasy gamers there’s the undead and magic to
explore. Many of the rules exist to one degree or another
(strewn across several notebooks) 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 JOIN US ONLINE
upon which I wish to provide expanded rules for. What
We’d love to hear from you about your
about the weather conditions, hazards, random events
experiences with Open Combat,
and/or unique inhabitants of a particular region? The you can join us online at:
prospect of expanding the treatment of buildings and
urban environments is another exciting area to explore. www.secondthunder.com
All of this is fertile ground for providing additional fun for Keep an eye on the Second Thunder website
years to come. for news, hobby articles, Open Combat
supplements and accessories including
I plan to release some supporting material online as Open Combat Dice available now!
articles on the Second Thunder website while other
material will be released as micro expansions and
supplements. The eventual aim is to publish a range
of optional material that players can pick and mix from
depending on the tastes, budgets and desires of their
play group.

I hope Open Combat fires your imagination and


encourages you to explore new frontiers and model
ranges for your tabletop gaming. It may even rekindle Find us on Twitter:
the fire for old projects, maybe even putting into use old @second_thunder
favourites from your collection that have lain dormant for Find us on Facebook:
too long. facebook.com/secondthunder

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Doug Hawes (Order #37594052)

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