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One of the key components to an empire building campaign can be its combat system. In preparation for that, I'm working on converting the OpenD6 Space Miniatures into a system for Fantasy. For the time being, I cannot think of a better title then the OpenD6 Fantasy Miniatures.

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About this Document

This document is an evolution of the rules originally presented as the OpenD6 Space Miniatures game. That document was brought about by the generosity of Eric Gibson, owner of West End Games. He gave permission to make the content of the book originally published in 1993 under the ISBN number 0-87431-206-X part of the open gaming content available to players and publishers in the OpenD6 community. Additionally, two more people must be recognized as essential to that document. Stephen Crane and Paul Murphy are listed in the credits of the original book published by West End Games as designers. Without their work, there would be no text to make open gaming content. The changes made in the original document are in order to remove any intellectual property that is not owned by West End Games. By only using what is owned by West End Games, the OpenD6 Space Miniatures document became part of the OpenD6 project. This adaptation continues that tradition and is available in its entirety to the OpenD6 project.





The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.


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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.

D6 Space (WEG 51012), Copyright 2004, Purgatory Publishing Inc.

OpenD6 Space Miniatures, Copyright 2010, Purgatory Publishing Inc.


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.

D6 Fantasy (WEG 51013), Copyright 2004, Purgatory Publishing Inc

West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.



Product Identity: The D6 System; the D6 trademarks, the D6 and related logos and any derivative trademarks not specified as Open Game Content are designated as Product Identity (PI) and are properties of Purgatory Publishing Inc. All rights reserved.


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Edited by hereticalee
Added OGL, just to be on the safe side.

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Columns of heavily armored knights march across the open ground. A dragon and griffon struggle overhead, locked in mortal combat. Walls of pikemen stiffen to receive a charge as wave after wave of arrows flitter overhead.


Like the two armies at their backs, a pair of captains clash with sword and shield in the waning evening light.


Welcome to OpenD6 Fantasy Miniatures!


Around the Globe

Across the lands, violence stands as the ultimate method of diplomacy. Armored regiments of Human knights, mysterious troupes of Elven bowman, stoic Dwarven axemen, loathsome hordes of Goblins, eerily silent undead, and hulking Ogres do battle for supremacy, survival, and vengeance. With OpenD6 Fantasy Miniatures, you can play out these battles, create new ones, and bring a world to its knees.


The game is played between two or more players who are split into two or more opposing sides: these can be a clash between the heroes of light and dark, to factions of the same nations, to a power struggle amongst the dark. Unlike the OpenD6 Fantasy roleplaying game, a gamemaster is not required to adjudicate play, though one can be useful. Each player controls between three and one hundred soldiers – slogging infantry, cavalry, mercenaries, monsters, , or any of the other warriors or heroes from the world. The individual soldiers and heroes are represented by miniature figures. Players maneuver their model soldiers over a tabletop representing the battlefield –forests, deserts, ancient ruins, cities and towns, mountain passes, underground civilizations, or the frozen tundra of the south. During the game, soldiers fire at each other, wizards sling spells, knights engage in close assault combat, and perform many other thrilling actions.


The Basic Game contains all the information needed to begin play. It describes how companies are organized, fight and move, how soldiers react to the pressures of battle, and the order of events within a turn.


The Advanced Game adds rules for creatures, heroes, magic and shows you how to use exotic fantasy settings in your games. It discusses how a gamemaster can be added to create surprises and special situations for the players to deal with, along with information on how gamemasters can design scenarios.


No miniatures game is complete without painted figures and model scenery. So, in “Figures and Scenery,” we show you how easy and fun it is to paint your forces and build miniature terrain.


Using this Game with OpenD6 Fantasy

OpenD6 Fantasy Miniatures is compatible with OpenD6 Fantasy. Gamemasters can use these rules to easily resolve combat actions involving player characters and large numbers of gamemaster characters. To facilitate this, some of the standard roleplaying rules have been simplified or discarded and many other game mechanics changed.


As character attributes, skills and equipment are virtually unchanged from one system to another, it's easy to translate characters from the roleplaying game to this one. OpenD6 Fantasy Miniatures can also be played on its own. It is a complete stand-alone game; it is not necessary to own OpenD6 Fantasy to play and enjoy this one.


What You Need to Play

To play a game of OpenD6 Fantasy Miniatures, you need the following:


Miniature Figures

A selection of 25mm miniature figures to represent your soldiers. Depending upon the size of your army, you will need between six and sixty figures. The figures should be mounted upon 1-inch bases and, for the best effects, painted (see “Figures and Scenery”).


Playing Area

You need a large table upon which to maneuver your figure. A 4' x 6' table is a good size; larger playing areas are even better, especially when using large numbers of soldiers on each side. Ultimately, the only limiting factor to table size is that you can reach easily into the center without risking life and limb.



Once you have a table, you need to place miniature terrain on it to represent hills, rivers, woods, walls, and other battlefield features. Much of this can be scratch-built out of common materials available at hardware or hobby stores (see "Figures and Scenery"). Pre-built terrain for miniatures combat is available at many hobby stores. HO-scale railroad terrain is also useful; check your local model railroad hobby shop.


Other Materials

Plenty of standard six-sided dice. The more the better; 10 is a good starting figure.

Rulers or tape measures measuring in inches. One per player.

Photocopies of the charts, tables, and Record Sheets at the end of the document. One copy of the charts and tables per player, and enough Record Sheets for the scenario being played. Permission is granted to copy these for your personal use.

Pencils or pen and an eraser.

Markers. You'll find marker descriptions at the end of the document. Wound markers are used to denote which soldiers have been injured in the combat. After making them, you might consider mounting them on cardstock. As an alternative, you can use ring binder reinforcements -- simply stick them to the base of the figure or place them over the figure's arm or head. Fire +1 and No Fire markers are a handy way of keeping track of a company’s fire status and whether it has used opportunity fire.

Templates. These are used, among other things, to show the burst areas of grenades and to show which areas of the battlefield are covered by smoke or fire. Descriptions can be found at the end of the document. For best results, the templates should be mounted on stiff cardstock. The originals should be kept in a safe place. That way, you can make as many copies of the templates as you need from the originals.


Game Scales

The ground scale used in OpenD6 Fantasy Miniatures is one inch equals two meters: every inch measured on the tabletop equates to two meters of real distance. A crossbow with a long range of 120 meters can therefore shoot a maximum distance of 60" on the tabletop.


Where inches are mentioned in this document, they refer to tabletop distances. Meters are used only to describe real world distances, such as a two-meter-high wall.


Each miniature figure represents one soldier. In the Advanced Game, figures are used to represent heroes, soldiers, and creatures of the OpenD6 Fantasy universe.


How to Play

This section provides a quick overview of the game. It does not give enough information here to play the game, but it does give a good idea of how the rules fit together. If you are confused by any of the ideas presented below, keep reading: they are explained in more detail later in the document.



Players maneuver their troops in groups of between three and ten figures, called "squads." Each squad contains a leader, one or more standard soldiers, and possibly one or two "veteran." Squads move and fight together. Except for the leader and veterans, they all have the same abilities, combat skills, and weapons. As soldiers in the squads become casualties, they entire squad's "morale" may suffer, and, if things get bad enough, the squad may break and flee from the field of battle.


Setting Up

At the start of the game, you and your opponent (or gamemaster) have to decide upon a battle scenario -- the circumstances of the battle. That is, you have to decide where the battle takes place -- along the walls of a castle, in the streets and alleyways of a desert city, in the jungles of a swampy region-- and set up the tabletop appropriately.


You also have to create your squads and heroes. To do this, you need a number of Squad Record Sheets, a pencil, and perhaps some scratch paper. First, you and your opponent decide how many "Squad Generation Points" (SGPs) you each are to have. SGPs are spent to "purchase" your soldiers, their weaponry, and their training. Part of the fun of miniatures combat comes from spending your points efficiently to create an optimum army. Do you want a lot of troops who are not very well trained or armed, or do you want a smaller force made up of highly trained elite soldiers?


Each side does not have to begin with the same number of SGPs. Standard wisdom suggests that it takes three or more men to take out one man in a good defensive position. If both forces are meeting in the middle of a field, they should be equal; but if one side is inside an evil lord's castle and the other must advance across the open plains and cross a moat to dig them out, the attacking side needs to be given an advantage in the number of SGPs available.


For now, you don't have to worry about designing your squads. The basic game sample scenario, comes with ready-to-use squads. Once you've played this, you'll be ready to design your own squads and fight larger battles.


Two more battles are provided in the "Scenarios" section of this document. These describe the battlefield terrain and suggest the best types of squads for each side.


Sequence of Play

A game of OpenD6 Fantasy Miniatures is played in turns. Each turn follows a strict "Sequence of Play" in which specific events occur. The sequence of play must be followed to the letter. A player who forgets to move a squad in the "Movement Phase," cannot do so later in the "Ranged Combat Phase"; he's simply out of luck until the next turn. In friendly games -- the kind we like to play -- players can agree between themselves to cut each other a bit of slack on these things. However, until everybody is comfortable with the rules, we suggest that you follow the sequence of play exactly.

Edited by hereticalee

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1. The Initiative Phase

Players determine who has the "initiative" for the current turn. The players each roll a die and add the highest command skill on their side to the roll. The player who rolls the highest has the initiative for the turn. In the event of a tie, players re-roll.


2. The Movement Phase

The players move their squads across the battlefield. A player moves one of his squads, then the other player moves one of his. The players alternate moving until all squads have moved. The player with the initiative decides whether he will move first or second. In general, all soldiers in a squad stay together -- usually within two to five inches of each other. Squad members who stray too far from the rest of their squad risk becoming "separated," which has a number of adverse effects.


A squad does not have to move at all; it may stay right where it is. A squad which does not move and is armed with certain missile weapons may "opportunity fire" at squad which do move, providing it passes its morale test, or it can reserve its fire for the "Ranged Combat Phase."


A squad which wishes to enter "Close Combat" -- engage in hand-to-hand combat with another squad -- may declare a "Charge." If the squad’s courage holds, that is, it makes it through a morale test unscathed, it rushes toward the enemy. The enemy must then make is own morale test -- if successful, it does not break in the face of the charge and gets to use "defensive fire" or “brace for charge” before the two squads fight each other with clubs, knives, or bare fists.


3. The Ranged Combat Phase

The players' squads shoot at each other. Ranged shooting may be resolved in any order; all fire in this phase is assumed to be simultaneous. In general, an entire squad will shoot at the same target (typically, another squad); though squads can "split" their fire between two targets.


The firing player makes a "marksmanship skill test" for each squad member who can fire at the target; the difficulty of this test varies depending upon the terrain the target occupies, the distance between the firer and the target, and whether the firer moved during the turn.


For each successful hit, the firing player and the target player make "opposed" rolls to determine the effect of the shot. The firing player rolls the "Damage Strength" of the weapon; the target player rolls the "Strength" of the target. Depending upon the result, the target soldier may be incapacitated, wounded, or take no damage from the shot.


As all fire is assumed to be simultaneous, a soldier who is wounded or incapacitated by enemy fire gets to fire back before he takes the effects of the damage.


4. Close Combat Phase

Enemy soldiers in "base-to-base" contact with each other fight it out. The soldiers make "opposed skill tests," using their "melee combat" skills, if armed with melee weapons; or their "brawling" skills if not. Winning soldiers may wound or incapacitate their opponents.


5. The Morale Phase

During this phase, you determine how well your soldiers are standing up to the pressures of battle. Some soldiers break and flee at their first casualty; others fight on until the last man. All squads which have had soldiers wounded or incapacitated in the current turn must make morale tests; in addition, some squads with reduced morale may attempt to "rally."


Depending upon the outcome of the test, the squad’s morale level may decrease, stay the same, or even increase. If the result is particularly bad, the testing squad may be forced to "withdraw," even if its morale still holds.


6. Special Actions Phase

In this phase, Fire +1 and No Fire markers are removed from the table.


The Advanced Game expands this phase. Heroes can perform special actions -- magical skill use, special skills, take command of squads, and so forth. A hero can make one special action during this phase. Certain special battlefield conditions as defined in the Advanced Game may be altered during this phase -- weather may change, smoke may dissipate, fire may spread or go out, and so forth.

Edited by hereticalee

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The Basic Game


Chapter One: Soldiers and Squads


Soldiers are grouped into squads which move and fire together. As a battle progresses and a squad's soldiers become casualties, the squad's morale may decline. If the squad's morale becomes low enough, the squad may become "broken" and all the soldiers in the squad will attempt to flee the battlefield.


Players use "Squad Generation Points" -- or SGPs -- to design their soldiers and squads (see the "Creating Squads" section). They record the details of their squads on Squad Record Sheets.


Attributes, Training and Skills

A soldier's innate physical and mental quality is shown by his "Attributes" -- Agility (AGI), Intellect (INT), Coordination (COR), Acumen (ACU), Physique (PHY), and Charisma (CHA). The higher the score, the higher the soldier's innate quality in that attribute. Each attribute controls a number of "skills," such as firearms, which is controlled by AGI. A soldier's "skill level" -- how good he is at the skill -- begins at the same level as the controlling attribute; when generating a squad, the player can use SGPs to purchase extra training in specific skills for his soldiers.


Most attributes and skills are only used in the Advanced Game. Because they are printed on the Squad Record Sheets, they are described here for completeness. Skill specializations are not listed here, but are discussed in Chapter Eight, "Creating Squads."

Attribute and Skill List


AGI: Agility is an indication of balance, limberness, quickness, and fullbody motor abilities.It is also a factor in how fast the soldier moves on the battlefield.

Fighting: Competence in unarmed combat.

Melee combat: The soldier's skill wielding hand-to-hand weapons.

Riding: Controlling and riding domesticated mounts. See "Creatures" in the Advanced rules.

stealth: Moving silently and avoiding detection, whether through shadows or crowds. (Advanced Game only).


INT: Intellect is a measure of strength of memory and ability to learn. This attribute and all the associated skills are generally used only in very special circumstances, as determined by the gamemaster (see the "Advanced Game").

healing: Dressing wounds, applying splints, and disinfecting injuries, plus an understanding and application of medical procedures, such as diagnosing illnesses and performing surgery.


COR: Coordination is a quantification of hand-eye coordination and fine motor abilities.

Pilotry: Operating any water-faring vehicle, including steering, applying the oars, or managing the sails.

Charioteering: Accelerating, steering, and decelerating chariots (in particular) or any kind of cart-and-animal vehicle.

Throwing: Hitting a target accurately with a thrown item, including grenades, stones, and knives.

Marksmanship: Shooting any kind of mechanical device — such as a bow or sling — that projects missiles across a distance.

Specialized Skills: There are several other specialized skills, including siege weapons and catapult weapons. They are for weapons that require special skills and knowledge to operate. They are only used occasionally in the game.


ACU: Acumen measures the soldier's sharpness of senses, mental quickness, his powers of observation, and creativity.

Search: Spotting hidden objects or people, reconnoitering, lipreading, or eavesdropping on or watching another person. (Advanced Game only).

Survival: Surviving in wilderness environments, including the ability to identify plants, animals, and their nutritional and medicinal uses. (Advanced Game only).

Hide: Concealing objects, both on oneself and using camouflage (Advanced Game only).


PHY: Physique is a measure of a soldier's brawn and innate toughness. It determines how well he absorbs punishment.

Swim: A soldier's ability to swim (Advanced Game only).


CHA: Charisma is a gauge of emotional strength, physical attractiveness, personality, and their ability to remain alert and calm on the battlefield.

Command: This skill is one of the most important in the game. It determines the soldier's ability to remain in control and not panic during battle (see "Morale"). It also determines how close the soldier must remain to other soldiers in his squad to keep from becoming "separated" (see "Separation").

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As described above, squads are the basic units of the game. The majority of the soldiers in the squad have the same attributes and skills and are armed with the same weaponry. One or two of the squad members may be "Veteran," with different weapons, or training, or both. Squads are defined as "Green," "Regulars," or "Elite." This reflects their physical prowess, their training, the quality of their weaponry, and their morale. All members of the squad will be under the command of one man within the squad -- the commander.


Squad Coherence

All of the soldiers in a squad must stay within "command distance" of another soldier in the squad. The squad’s command distance is equal to the soldiers' command skill in inches. Command distance is measured from the edge of a figure's base, not the figure. To provide his squad with the benefits of his, often higher, command skill, the sergeant of the squad must be within his command distance of one of the soldiers, who, in turn, must be within command distance of the other soldiers. Example: A squad’s command skill is 2. Therefore each soldier must stay within 2" of another soldier. The sergeant also has a command skill of 2, so he too must remain within 2" of a member of his squad.



It is possible for soldiers to become separated from their comrades. For example, if while advancing across a field, a soldier is wounded, he falls down and then can only walk for the remainder of the battle. If his mates decide to run to reach cover, he may become separated from them.


If a squad becomes separated into groups of soldiers -- say, for example, half the squad was across a bridge when it was destroyed -- soldiers not with their commander are considered separated. If the commander is incapacitated, the player designates which soldiers are in the squad and which are separated from it.


Separated soldiers must attempt to rejoin their squad as quickly as possible. Until they do so, they suffer penalties to their combat skills. All ranged combat difficulties are increased by 1, and they cannot initiate close combat. If the enemy engages them in close combat, separated soldiers have a -1 penalty to their melee combat or brawling rolls.


Separation penalties take effect as soon as a soldier becomes separated, and remain until he rejoins his squad.


Squad Shooting

When shooting, a squad looses missile weapons at an enemy squad. The squad may split its fire between two targets -- two different squads -- but it may not fire at more than two targets. The range of the squad’s shots is determined by measuring the farthest distance from the firing soldiers to the visible soldiers in the target squad; the difficulty of the shot is determined by the best kind of cover the visible soldiers in the target squad occupy. This is discussed in more detail in "Ranged Combat."


Skill Tests

Chance plays an important role in combat. When highly trained soldiers fire, sometimes they hit, sometimes they miss. A catapult stone may incapacitate one soldier, while the soldier right next to him is unharmed. A group of average soldiers may stand up to the rigors of battle, or they may break the first time they take a hit. In OpenD6 Fantasy Miniatures, players roll standard, six-sided dice to simulate the effects of chance.


The two main types of dice-rolling players will engage in are called "skill tests" and "opposed rolls." In general, players make straight skill tests when a soldier is called upon to perform an action in which his skill is the only important fact in the success or failure of the action. For example, hitting a target with a long bow depends upon the soldier's skill in marksmanship. Players make opposed rolls or tests when the action's success depends upon a comparison between two different factors -- the amount of injury done by a successful arrow, for example, depends upon a comparison between the Damage Strength of the bow and the target's Strength.


Note to Players of the OpenD6 Fantasy Roleplaying Game

OpenD6 Fantasy Miniatures uses much of the same terminology as that used in the roleplaying game, but the mechanics of dice-rolling are different. This is necessary because of the differences between the two systems in scale and number of combatants. You shouldn't have too much trouble picking up the new game system, however.


Straight Skill Tests

When making a straight skill test for a soldier, the player rolls a die and adds the soldier's skill level to the roll. This is compared to a "difficulty number" which has been determined for the test: if the roll is equal to or higher than the difficulty number, the soldier succeeds; if the roll is less than the number, he fails. Example: An Goblin soldier with a marksmanship skill of 3 shoots a bow at a squad of Human footmen in the open, within short range. The difficulty of the shot is 6. The Goblin player rolls a die and gets a 3. Three plus the Goblin soldier's skill of three equals the difficulty number of six, so the Goblin soldier’s shot hits.


Opposed Tests

When called upon to make an opposed test, each player rolls a die and adds the appropriate skill, attribute, or conditional modifier to the roll. The effects depend upon circumstances but, in general, the high roller is successful. Example: Our Goblin soldier from the last example hit his target, aHuman soldier. Let's see how well his shot did. To determine the damage of a successful bowshot shot, the firing and target players make opposed rolls. The firing player rolls a die and adds the long bow’s Damage Strength; the Human footman rolls a die and adds his Strength attribute. In this case, the evil government soldier is carrying a long bow with a Damage Strength of 4; the Human soldier has a Strength of 3. The two players roll dice and add the appropriate numbers. The Goblin player rolls a 3; added to the long bow’s Damage Strength of 4, gives him a final total of 7. The Human player rolls a 2; added to the soldier's Strength of 3, gives him a 5; less than the evil government player's roll. The anti-government soldier is wounded. If, on the other hand, the anti-government player's final score had been 7 or higher, the shot would have had no effect.


Critical Failures

Whenever a player rolls a 1 when making a roll, critically fails. His score is 0, and no modifiers are applied to it. Example: Assume that the Human player from the previous example rolled a 1 when making the opposed roll against the Goblin player. The soldier's final score would not be 4 (the soldier's Strength plus a roll of 1), his final score would be 0. If the Goblin player had also rolled a 1, his final score would also be a 0 -- the two rolls would be tied.


Critical Successes

Whenever a player rolls a 6 when attempting a skill test or opposed roll, he rolls the die again and adds the new roll to the previous one, this is called a critical success. If he rolls another 6, he continues to roll, adding it to his score. He only stops rolling when he rolls a number other than a 6. Ones rolled during rollovers do not count as critical failures; they are added to the score as any other number (critical failures occur only on the first roll, never on critical successes). Example: Assume that the much-abused Human player from the previous example rolled a 6 when making his Strength roll. He gets to roll again -- and rolls another 6! He rolls once more, and gets a 1 this time. Since his last roll wasn't a 6, he stops rolling. His final score is a 16 -- his Strength of 3, plus his rolls of 6, 6, and 1. He laughs at the Goblin soldier's puny shot.

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Chapter Two: Movement

During the Movement Phase, players alternate moving their squads, one at a time, across the battlefield. The player with initiative has the choice of moving one of his squads first or second. The distance a squad can move is governed by its "Movement Rates" -- "Walk Rate" and "Run Rate" -- and the terrain it is moving through. A squad does not have to move its full distance, or at all, unless it is "routing" (see "Morale").


Movement Rates

Each soldier has two Movement Rates -- Walk Rate and Run Rate. These numbers represent the maximum distance the soldier can move in inches during the Movement Phase. There are penalties attached to certain forms of movement -- a squad which walks has the difficulty of its Ranged combat roll increased by +1; a squad which runs cannot fire at all that turn. These penalties apply to the entire squad, even if only one soldier in the squad moved at that rate.


In general, a soldier's Movement Rate is equal to the distance he can move across clear, unobstructed terrain. Soldiers move more slowly across more difficult terrain. Each being in OpenD6 Fantasy Miniatures and the OpenD6 Fantasy roleplaying game has a Move value as part of its characteristics. A soldier's Movement Rates are determined by his Move and modified by his Agility attribute. Do not round off Move or Movement Rates.


Walk = Move/2 + AGI

Run = Move + AGI


Example: A Human infantry soldier with a Move of 10 and an Agility of 3 has a Walk Rate of 8" and a Run Rate of 13".


Walk Rate

A soldier who is walking is moving slowly and carefully across the battlefield. A squad which walks can fire in the Ranged combat Phase with a +1 modifier to the difficulty level. After it has been moved the squad is marked with a Fire +1 marker.


Run Rate

A soldier who is running is moving as quickly as possible. He is more concerned about reaching his objective than anything else. If a squad runs, it cannot fire in the Ranged combat Phase. Wounded soldiers cannot run. A squad which runs is marked with a No Fire marker.



A soldier can only fire in a 90-degree arc from the front of his base. He cannot shoot at an enemy soldier that falls outside of this arc. A walking soldier can have any facing desired. He can make any number of facing changes during his move. The facing of a stationary soldier may be changed during the Movement Phase, although any soldier who makes a facing change is considered to have moved at a walk this turn.


A running soldier may change his facing by a maximum of 90 degrees. This can be made as two 45-degree changes or one 90-degree turn. A running soldier ends his move facing the direction that he last ran in. If the soldier has not used all of his 90-degree turning allowance, it may be used at the end of his move to adjust his facing.


Example: A Human soldier is walking (Walk Rate 8") through a ruined desert city. He walks 5" straight ahead to an intersection, turns 90 degrees to the left, moves 3" down the alley, and then turns 90 degrees to cover a doorway. If he has a target, he can fire during the Ranged combat Phase. In a later turn, while attempting to outflank the Goblin heavy crossbowmen set up in the center of town, the Human soldier runs (Run Rate 13"). He sprints 8" down the street, turns 45 degrees, runs across the two-inch wide road, and turns another 45 degrees to face down the alleyway. he has run 10", used up all of his 90-degree turning allowance, and because he has run, he cannot fire during the Ranged Combat Phase.


Prone Soldiers

Prone soldiers are lying on the ground, either because they have been knocked down by enemies, are trying conceal themselves, or because they have fallen down to avoid being hit by enemy shooting. To show that a soldier is prone, simply turn the model on its side. A soldier may fall prone during the Movement Phase at no cost, but this ends his move immediately. A soldier who begins the Movement Phase prone can crawl up to 2" in any direction, or stand up at a cost of 2" (deducted from his Movement Rate), and move normally.


Example: The Human footman from the previous example with a Walk Rate of 8" and a Run Rate of 13" begins the Movement Phase prone (he dove behind a wall last turn to avoid getting shot by the Goblin crossbowman situated on a nearby hillside). When his squad moves, he can crawl 2", get up and walk 6", or get up and run 11".



Terrain and Barriers

The type of terrain a soldier crosses affects how fast he can move. A soldier moving through underbrush can't move as fast as one crossing a flat plain, though both can move faster than a soldier slogging through a swamp. Certain "barriers" -- walls, streams, ditches and so forth -- also affect a soldier's movement. For purposes of describing its effects upon movement, terrain is classified into four types: clear, rough, very rough, or impassable. Barriers are classified as moderate, difficult, or impassable.


Clear Terrain: Clear terrain is relatively flat and unobstructed. It does not affect movement: soldiers move at their standard Movement Rates.


Rough Terrain: Rough terrain has a number of obstructions and/or is not quite level enough to allow unhindered movement. The following types of terrain are considered to be rough terrain: scrub, light woods, brush, and easy hills. Moving through rough terrain costs twice the normal movement cost. Example: A Goblin soldier with a Walk Rate of 6" crosses a two-inch-wide patch of scrub (rough terrain). The Goblin soldier expends 4" of his Walk Rate to cross the scrub (each 1" of rough terrain counts as 2"), leaving 2" of his move left.


Very Rough Terrain: Very rough terrain contains a great number of obstacles and/or is steep enough to severely hinder movement. Examples of very rough terrain include heavy woods, swamp, and difficult hills. Moving across very rough terrain costs four times the normal movement cost. In addition, soldiers cannot run in very rough terrain.


Impassable Terrain: Terrain of this type cannot be moved through. It must be moved around. Examples of impassable terrain include cliffs, lava fields, and so on.



Barriers -- walls, ditches, hedges and so forth -- reduce movement (it takes time to climb over or scramble under them). The cost for crossing a barrier is deducted from a soldier's Movement Rate. If a soldier cannot deduct the required amount (having already spent them to reach the barrier), he cannot cross it. He must wait until the next Movement Phase to cross. There are three types of barrier.


Moderate Barrier: Moderate barriers present only slight difficulties to cross. They include the following: doors, low fences, shallow trenches, narrow creeks. It costs 2" to cross a moderate barrier.


Difficult Barrier: Difficult barriers are substantially more difficult to cross. They include: windows, high fences, deep trenches, streams. Crossing a difficult barrier costs 4" of movement.


Impassible Barrier: As their name implies, these barriers cannot be moved through at all. Examples are: extremely high walls or rock formations, or lava streams.


The effects of terrain and barriers on combat are discussed in the "Ranged Combat" and "Close Combat" sections.


Opportunity Fire

Opportunity fire takes place in the Movement Phase. Any squad, armed with crossbows, which has not yet moved in the Movement Phase may attempt opportunity fire. The squad must pass a difficulty 4 morale test to shoot, as described in the "Morale" section. A squad which successfully passes its test may opportunity fire, but cannot move or fire again in this turn, and is marked with a No Fire marker. A squad which fails its test may fire normally in the Ranged combat Phase, but cannot move during the current Movement Phase. See "Ranged combat" section for how to resolve opportunity fire.

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Chapter Three: Ranged Combat

In Ranged Combat, squads fire their ranged weapons -- typically bows or crossbows, though some use esoteric weapons such as thrown rocks, javelins, spears, spines, or almost anything else-- at enemy squads. A squad may shoot at any enemy squad in sight; it may split its fire between two enemy squads. Players in turn pick a squad, announce the squad's target(s) and resolve the Ranged Combat. The player who does not have initiative picks first. However, all Ranged Combat during this phase takes place simultaneously -- that is, soldiers do not suffer the effects of combat until the Ranged Combat Phase ends.


Ranged Combat Summary

Ranged Combat occurs in six steps:


1. Targeting: Determine which soldiers in the firing squad have a "line of sight" (LOS) to soldiers in the target squad. Only soldiers with a LOS can fire at the target squad, and they may only fire at those soldiers which they can see (see "Line of Sight" below).


2. Range Determination: Measure the average distance between the firing soldiers and the target soldiers. Compare this with the range of the weapon which is being fired; the distance will be short, medium, or long. This determines the base difficulty of the firing soldier's firearms test.


3. Final Difficulty of the Shot: The base difficulty of the shot may be modified by the terrain the targets occupy, whether the firing squad has moved, and other factors.


4. Make Marksmanship Tests for the Firing Soldiers: All successful tests indicate that the shooting soldiers hit a soldier in the target squad.


5. Hit Determination: Determine randomly which target soldiers are hit.


6. Damage Determination: The firing player and the target player make opposed rolls to determine the damage of each shot. Results are marked immediately, but not applied until the end of the Ranged Combat Phase.


Throwing Weapons

Thrown weapons, such as javelins, spears, rocks, glass bottles, or anything else that a soldier might choose to pitch at his enemies are common on the fields of war.


These projectiles use the throwing skill in place of the marksmanship skill to determine hits. In all other respects they receive the same modifiers as a weapon using marksmanship. In ranged combat, when determining the difficulty of a thrown weapon, simply exchange the throwing skill for the marksmanship skill.


Fire Arcs

A soldier is limited to shooting his weapon in a 90-degree arc centered on the front of the figure. If any part of the base of an enemy soldier is within the shooting soldier's 90-degree arc, he can shoot at the soldier. Enemy soldiers who are outside of the arc cannot be shot at.


Line of Sight

In order for a squad to shoot at an enemy squad, some of its soldiers must be able to see one or more of the enemy squad's soldiers -- that is, they must have a Line of Sight (LOS) to the enemy. Generally, this is easy to determine -- simply hunch down on the table and sight along from the model's head. If there is something blocking your sight of the enemy soldier, the soldier cannot shoot at them. Alternatively, stretch a piece of string between the firer and the target if it touches a building, woods or other object that blocks LOS, the target soldier cannot be shot at.


It is not necessary for the soldier to be able to see all the soldiers in the enemy squad -- if a soldier can see even one he can shoot.


Use common sense when determining LOS. LOS rules are notoriously difficult to craft, and there is always something to overlook. We do our best to cover every situation, but obviously, things crop up in games which we cannot foresee. The general rule is: if you can't agree whether a soldier has LOS to a target, roll a die: 1-3 the target can be shot at; 4-6 the target cannot be shot at. Of course, that means he is a legitimate target of whomever he is shooting at, too…


If you are playing with a gamemaster, he has the final say on LOS.


Blocking Terrain

Blocking terrain is battlefield features which block LOS. Blocking terrain may not be shot through, although, in certain cases, it may be shot over.



A soldier cannot trace a LOS through another soldier. If his only line of sight to the enemy passes over the base -- not necessarily the figure -- of another soldier, he cannot shoot.


Soldiers can shoot past other soldiers if their shots would pass above the interposing soldier's head. For example, if the soldier and his target are sniping at each other from tops of siege towers, a soldier between them on the ground below would not block LOS. Similarly, if the shooting soldier is on top of a hill and the friendly soldier is at the base of the hill or on a lower level, he can shoot over the friendly soldier's head.



There are two standard types of walls in OpenD6 Fantasy Miniatures -- low and high walls.


Low Walls: A low wall does not block LOS unless the target is prone behind it; in that case, the soldier cannot be shot at unless the shooter is directly on the other side of the wall.


High Walls: High walls block all LOS. Again, soldiers on top of hills or on a building may be able to trace LOS over high walls.



Buildings block LOS, but may be shot out of or into through doors and windows. A soldier who is adjacent to a doorway or window can shoot through it at anything on the other side (and can in turn be shot at). If shooter and target are both more than 1" from the intervening door or window, they cannot see or shoot at each other. A soldier who is prone cannot be shot at through a door or window unless the shooter is directly adjacent to it.



Woods are either light, medium, or heavy. The distance a soldier can see through a wooded area depends upon the density of the woods.


Light Woods: A soldier can see up to 8" through light woods.


Medium Woods: A soldier can see up to 6" through medium woods.


Heavy Woods: A soldier can see up to 4" through heavy woods.



The base difficulty of a shot is determined by the range of the shot -- that is, the distance between the shooting squad and the target squad. This is cross-referenced with the range of the weapon the shooting soldier is using. Remember, 1" in the game represents 2 meters. This means that a weapon's range in meters should be divided by 2 to get the range in inches. Weapon ranges can be found in the "Charts, Tables and Rules Summaries" section. They show the maximum distance that a weapon's range band extends. For example, a longbow has a short range of 5", a medium range of 15", and a long rage of 60". All shots up to 5" are at short range; shots between 5" and 15" are at medium range, and any shots between 15" and 60" are at long range. No shots may be attempted at greater than the long range. Before the game, weapon ranges should be written on the Squad Record Sheet for easy reference.


Measuring Range

To determine the range of the shot, find the average distance between the shooting soldiers and the targets. The easiest way to do this is to measure from the center of the shooting squad's "fire line" to the center of the visible soldiers in the target squad. The shooting squad's fire line is defined by the soldiers in the squad who are actually shooting at the enemy squad -- soldiers who do not have LOS or who are shooting at another squad are not counted.


Determining Base Difficulty

On the Squad Record Sheet find where the range you measured in the previous step falls within the shooting weapon's range, then look on the "Ranged Combat Chart" below (and printed in the "Charts, Tables and Rules Summaries" section). This tells you the base difficulty of the shot. If there are any veterans in the squad armed with different weapons, they may have different base difficulties than the rest of the squad.


Ranged Combat Chart

Range Base Difficulty

Short 6

Medium 8

Long 10


Example: A squad of human sharpshooters, armed with crossbows, and containing a specialist with a heavy crossbow, fires at an enemy squad 14" away. Fourteen inches is medium range for crossbows; and short range for heavy crossbow. Most of the squad’s base difficulty is 8; the veteran’s base difficulty is 6.


Determining Final Difficulty for the Shot

The base difficulty of the shot can be modified by cover, movement, and other factors, as listed on the "Ranged Combat Modifiers Chart" below and in the "Charts, Tables and Rules Summaries" section. All modifiers are cumulative.


Ranged Combat Modifiers Chart

Target Condition Difficulty Modifier

In Light Cover +1

In Medium Cover +2

In Heavy Cover +3

Target Prone +1


Shooter Condition Difficulty Modifier

Walking +1

Opportunity Fire +1

Defensive Fire +1

Separated from Squad +1

Shaken +1

Demoralized +2

Following Fire (after 1st shot) +2



Target Condition

All target condition modifiers are determined by the condition of the majority of the squad in sight of the shooters -- that is, if all ten squad members are eligible targets and six are in light cover and four are in the open, then squad gains the benefits of light cover. If the squad is split exactly fifty-fifty, the squad gains the better benefit.

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Cover Terrain: Shooting into or through cover terrain is harder than shooting across open ground, therefore the difficulty number of the shot is increased. Terrain which affects Ranged Combat is called cover terrain. There are three types of cover terrain:

• Light cover is terrain which partially obscures the target but provides no substantial bulk to stop arrow shots. If a target is in light cover, the shooter’s difficulty number is increased by +1.

• Medium cover obscures at least half of the target figure and/or provides a good chance of absorbing or deflecting a bow shot. A target in medium cover increases the shooter’s difficulty number by +2.

• Heavy cover hides most of the figure and is very difficult to penetrate. If a target is in heavy cover, the shooter’s difficulty number is increased by +3.


Prone: If the targets are lying down and still visible to the shooters, the difficulty number is increased by +1. Prone targets who are behind cover cannot be fired on unless the shooter is adjacent to the cover.


Shooter Conditions

The majority of shooter condition modifiers are determined according to the status of the whole squad -- if one soldier walks, all are assumed to have walked. However, the modifier for soldiers separated from their squad is only applied to the separated soldiers, never the whole squad.


Walking: If any of the squad moved at a Walk Rate in the Movement Phase, the difficulty number is increased by +1. (Note that a squad cannot run and fire.)


Opportunity Fire: This takes place in the Movement Phase. The soldiers shoot during that phase, instead of during the Ranged Combat Phase. Because the shot is rushed, the difficulty number is increased by +1. Opportunity fire is discussed below.


Defensive Fire: This occurs only in the Movement Phase. When a squad is charged, the soldiers get a last shot before the two squads crash into each other. The shooters’ difficulty number is increased by +1 because their shot is hurried. See the "Close combat" section for details.


Separated From Squad: When a soldier becomes separated from his squad, he may still shoot, but his difficulty number is increased by +1.


Shooter Shaken or Demoralized: These are conditions of deteriorating morale which occur when a squad's confidence has been eroded, typically as result of taking casualties on the battlefield (see the "Morale" section for more information).


Following Fire: Some specialized weapons are capable of more than one shot a turn, providing the first shot hits. The difficulty number of each subsequent shot is increased by +2. Following fire weapons are described below.


Marksmanship Skill Test Summary

Skill tests are discussed in detail in "Soldiers and Squads," but to summarize: you roll a single die and add the soldier's marksmanship skill to the roll. If you roll a 1 -- a critical failure -- the soldier scores an automatic 0 on the test. If you roll a 6 -- a critical success -- you roll again, adding the new roll to your score. You continue re-rolling as long as you roll sixes. The critical failure applies only to the first roll; you cannot critically fail on critical successes. If the final score -- the number rolled plus the soldier's marksmanship skill -- is higher than or equal to the final difficulty, the soldier hits his target.


The suggested procedure for making a squad's marksmanship skill test is to grab as many dice as there are soldiers shooting, bounce them all on the table at the same time and then check to see how many have hit.


Marksmanship Tests

After you have determined the final difficulty of the shot, you must discover how many of your squad hit. All shooting soldiers make standard marksmanship skill tests against the final difficulty of the shot.


Example 1: A squad of five soldiers are shooting. The soldiers all have the same marksmanship skill of 3 and are armed with the same weapons. The final difficulty number of the shot has been determined to be 8. The player rolls five dice: 1, 2, 3, 3, 5. The final scores -- the rolls plus the soldiers' firearms skill of 3 -- are 0 (because of the critical failure), 5, 6, 6, and 8. One hit.


Example 2: Ten soldiers with marksmanship skills of 4 are attempting a very difficult shot. The targets are at long range and the shooters moved this turn -- a final difficulty number of 11. The shooting player rolls 10 dice: 1, 1, 3, 3, 3, 4, 4, 5, 6, 6. He re-rolls the two sixes, rolling a 1 and another 6! He re-rolls the second six, this time rolling a 2. His final scores are: 0, 0, 7, 7, 7, 8, 8, 9, 11, and 18. Two hits.


Example 3: A soldier with a marksmanship skill of 6 fires at a target at short range. The final difficulty number of the shot is 6 -- a piece of cake. Unfortunately, the player rolls a 1 -- a critical failure -- so the soldier's final score is 0, a miss.


Veterans and Wounded Soldiers

Veterans are likely to have better skills and often better weapons than the rest of the squad and thus have lower final difficulties than their comrades. Therefore you must roll for their shots separately from the rest of the squad.


A wounded soldier's skills are all reduced by 1; this means that he has to roll one higher than the rest of the squad to hit. You must roll a wounded soldier's shot separately.


Alternatively, we recommend that you have on hand a bunch of differently colored and sized dice. Before you roll, indicate which dice are for the specialist and wounded soldiers, and then roll them all at once.


Example: "Okay. The range is 14". That's medium range for my five guys with short bows, and short range for the specialist with the long bow-- final difficulties of 8 and 6. One of the soldiers with a short bow is wounded. Everybody's got firearms skills of 3.


"All right. Four red dice for the standard soldiers, a blue die for the wounded guy, and my lucky black die for the siege bow. This is where you get it Goblin scum!"




"Hmm! Not too promising. The red dice came up 1, 4, 4, and 5; swell -- one whole hit. The wounded guy came up 5 . . . no good. Well, isn't that nice: the black die shows 6. No need to re-roll that one; I've scored high enough to hit you already. So, the final tally is: one hit with a long bow, and one with the siege bow. Now let's see who I hit."


Assigning Hits

After seeing how many hits your squad caused against the enemy squad, you need to determine exactly which of the enemy soldiers were hit. All visible soldiers in the target squad have a chance of being hit; it is possible that your soldiers may hit the same soldier more than once, or each shot may hit a different soldier.


Hits are determined randomly. If there is only one visible target, he takes all the hits. If there is more than one visible target, you roll dice to see whom each of your shots hit. Each visible soldier has an equal chance of being hit by each shot.


Damage Determination

Now you must determine the effectiveness of the shots. For each hit, you and your opponent make opposed rolls; you roll a die and add the weapon's Damage Strength and your opponent rolls a die and adds the target soldier's Strength. To determine the damage the soldier takes, cross-reference the result on the "Damage Table." Remember that any damage soldiers take is not applied until the end of the Ranged Combat Phase. The "Damage Table" is printed below and in the "Charts, Tables and Rules Summaries" section.



Armor increases the wearer's Strength for the purposes of resisting damage only. It has no effect on a soldier's ability to cause damage. In the Basic Game, any soldiers wearing armor already have it figured into their troop statistics. For more information on armor, see "Advanced Weapons and Equipment."


Damage Table

Roll Effect

DS < SR No Effect

DS ≥ SR Wound

DS ≥ SR + 4 Incapacitated



DS = Weapon's Damage Strength Roll

SR = Target's Strength Roll


Examples: An Human sharpshooter armed with a heavy crossbow, Damage Strength of 5, has hit a Dwarven soldier with a Strength of 3. The players make opposed rolls:


1. The Human player rolls a 1 and critically fails; his Damage Strength roll is 0. The Dwarven player rolls a 4; his Strength roll is 7. The Damage Strength roll is less than the Strength roll: the shot has no effect.

2. The Human player rolls a 3; his Damage Strength roll is 8. The Dwarven player rolls a 4; his Strength roll is 7. The Damage Strength roll is greater than the Strength roll: the target is wounded.

3. The Human player rolls a 4. His Damage Strength roll is 9. The Dwarven player rolls a 2; his Strength roll is 5. The Damage Strength roll is greater than or equal to the Strength roll +4: the Dwarven soldier is incapacitated.



Effects of Damage

Damage results range from no effect, through wounded, to incapacitated. Hits are marked as soon as they occur, but as all fire takes place simultaneously, they do not take effect until the end of the Ranged Combat Phase.


Wound: A wounded soldier is laid on his side, and marked with a Wound marker. In subsequent Movement Phases he can stand up at a cost of 2". Wounded soldiers suffer a -1 penalty to all their skills and attributes and they cannot run. A soldier who is wounded a second time is incapacitated.


Incapacitated: Incapacitated soldiers can take no further part in the battle, and are removed from the table at the end of the Ranged Combat Phase.

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Multiple Shots Against One Target

When one soldier has been hit by more than one shot, the shooting player rolls a die for each shot. The target player makes a single Strength roll and compares it against each of the firing player's rolls. The results of each shot are applied to the target soldier.


Example: Two Dwarven soldiers with crossbows, Damage Strength 4, have hit an Elven soldier, Strength 3. The Dwarven player rolls two dice and adds 4 to each of them; the Elven player rolls one die and adds three. The Dwarven player rolls 4 and 1 for Damage Strength rolls of 8 and 0. The Elven player rolls a 3, for a Strength roll of 6. The first shot wounds the soldier; the second shot has no effect.


Specialized Weapons

Some weapons are classified as "specialized weapons": they require special rules for their use, and sometimes use very specialized skills for proper operation. Weapons with these specialized skills are marked on a case-by-case basis. All specialized conditions (except skill) are listed in the description.


Special Skills

Unless otherwise noted, weapons require the marksmanship skill. Some weapons, however, do require specialized skills, such as throwing, siege weapons, catapults or other skills that are indicated under the weapon write-ups.


Crewed Weapons

Some weapons require a crew of two or more. All crew members must be within 1" of the weapon. The firer aims the weapon while the rest of the crewman feeds it ammunition. The crewmen cannot fire a different weapon in the same turn in which the crewed weapon fires. If only one soldier is manning the weapon, the weapon loses its "following fire" ability.


Following Fire

A few weapons indicated as capable of following fire use the following rules.


When firing the weapon, the firing soldier makes a marksmanship or appropriate weapon skill test. If successful, he has hit the target, and can attempt "following fire." He makes another skill test with the difficulty number increased by +2. If that too hits, he makes another test with the difficulty number increased by an additional +2. He can continue to fire for as long as he continues to pass the increasingly difficult tests.


Successful hits are distributed among the soldiers of the target squad as normal.


Example: A squad’s veteran is armed with a heavy repeating crossbow which is capable of following fire with a crewman; one of the other soldiers is crewing the weapon. The difficulty of the shot is 8; the veteran’s marksmanship skill is 4. The shooting player rolls a 5; the shot hits. The specialist shoots again; the new difficulty number is increased by +2 to 10. He passes this test and may fire again; the difficulty number of the next test is 12. He misses this shot, ending his following fire.


Siege Weapons

Siege weapons, such as catapults, trebuchets, and ballistae, fire such large projectiles as to be considered area-effect weapons" which may damage more than one target. When firing a siege weapon, the soldier makes a skill test. If successful, the projectile lands where the soldier wanted it to. If the test fails, the shot "deviates" to somewhere else on the battlefield.


Use the "siege weapon template" (the Siege Weapon Template) with a 2.5" radius, which represents the area of effect of a siege weapon hit. When a siege weapon is fired, the template is placed where the missile lands. Any models whose bases are beneath or touch the template may take damage from the shot.


Siege weapons cannot be used in opportunity or defensive fire.


Firing Siege Weapons

Unlike shooting, which are targeted at entire squads, you announce the specific place on the table that the soldier wants the projectile to land. The soldier should have a line of sight to the place he is throwing the grenade. It is not necessary, however, to shoot a siege weapon directly at an enemy soldier -- the soldier fire at an empty spot to catch more enemies in the burst template, or in the hope that it will "deviate" onto soldiers he cannot see.


To fire a siege weapon, place the burst template on the target spot, with the template pointing in the direction of the throw. To find the range, measure from the center of the template to the throwing soldier. Apply normal fire combat modifiers to determine the final difficulty, and then make a skill test. If the soldier passes the test, the projectile lands where placed; otherwise, it has deviated.


Siege Weapon Deviation

When a soldier fails a siege weapon test, the projectile does not land exactly where he aimed it. It lands somewhere else -- possibly doing more damage than the firer expected, possibly ending up near friendly soldiers.


To determine the point at which the projectile actually lands, roll a die and check the result on the Siege Weapon Template. For example, if you rolled a 4, the projectile would have deviated toward the soldier who shot it.


To see how far from the target point the projectile landed, roll another die. The effect of this die roll depends upon the range: at short range, the shot deviates 1-3 inches (equal to half of the die roll; round fractions up); at medium range, the projectile deviates 1-6 inches (the die roll in inches); at long range, the shot deviates 2-12 inches (twice the die roll in inches). This is summarized below.


Siege Weapon Deviation Range Chart

Range Distance Deviated

Short 1-3 inches (1D/2)

Medium 1-6 inches (1D)

Long 2-12 inches (1Dx2)



If the deviation rolls indicate that the shot is going to land in a place where it could not reasonably go -- through a high wall with no windows, for example – the huge combination of force and weight of the projectile allow it to breach into the area.


Firing Siege Weapons Blindly

A soldier can fire a siege weapon at a target point to which he does not have line of sight -- that is, blindly. However, he will not be very accurate.


If the player picks a target location to which the figure cannot draw a LOS, the shot automatically deviates before the throwing skill test is attempted. After rolling for deviation, the player makes the skill test, but the difficulty of the shot is increased by 3.


A successful roll indicates that the projectile has landed where the initial deviation roll had placed it. If the skill test is not successful, then roll for deviation again, from the point where the shot previously "landed." After determining the final location of the shot, place the Siege Weapon Area of Effect Template at that point and resolve damage normally.


Siege Weapon Damage

A siege weapon has a Damage Strength of 5. A soldier whose base is completely under the template must make an opposed Strength roll against the siege weapon’s Damage Strength; the results are applied as described for ranged combat above. If the soldier’s base touches the burst template must make an opposed Strength roll against the siege weapon’s Damage Strength reduced by 1.


If a soldier is separated from the center of the template by a high wall with a door or window between him and the shot, the Damage Strength of the weapon is reduced by 1. If there are no doors or windows in a direct line between him and the center of the projectile, he is unaffected by the shot. Reduce the Damage Strength of the siege weapon by 1.The Damage Strength of the siege weapon is reduced by 1 if the target is prone.


Opportunity Fire

Opportunity fire occurs in the Movement Phase, as squads, armed with crossbows, shoot at enemy squads that are in or pass through their LOS. Squads which have moved in the current Movement Phase cannot opportunity fire. Once a squad opportunity fires, it cannot subsequently move during the same Movement Phase.


Any number of squads can use opportunity fire against a single enemy squad, or they may opportunity fire at different enemy squads.


If the moving squad is charging into close combat, other squads can opportunity fire at it, while the charged squad performs "defensive fire." The charged squad cannot opportunity fire; all it gets is its defensive fire.


Announcing Opportunity Fire

A player announces that one of his squads is using opportunity fire against a squad which the other player is moving. The player may announce at any time during the squad's move. Once the squad has completed its move, it may no longer be the target of opportunity fire.


In order to be the target of opportunity fire, the moving squad must be within the shooting squad's LOS. Also, the shooting squad must be able to see at least 2" of the target squad's move (or the entire move, if the moving squad moves 2" or less). If, for example, the target squad ran behind a building and out of LOS of the shooting squad, only those soldiers who moved 2" or more within the attacking squad's LOS could be shot at in opportunity fire.



In order to conduct opportunity fire, the squad must successfully make a command roll as described in the "Morale" section.


Opportunity fire is assumed to take place exactly halfway through the moving squad's move. If this point is out of the firing squad's LOS, the shooting takes place at the last point the firing squad could see the moving squad. Then resolve the opportunity fire as for regular Ranged Combat. All normal combat modifiers apply; in addition the difficulty of opportunity fire is increased by 1.


Casualties fall where the opportunity fire took place; the survivors of the moving squad complete their move. Any morale tests caused by opportunity fire do not occur until the Morale Phase. To act as a reminder that the squad has already shot, it is marked with a No Fire marker.

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Chapter Four: Close Combat

Close Combat is a nasty, vicious business, where soldiers seek to come to physical grips with their opponents and overwhelm them with clubs, swords, spears, claws, fangs, teeth, or simple brute strength. When two squads engage in Close Combat, the fight is almost always to the death; the combat usually ends with one squad broken, fleeing the field of battle.



To reach the enemy squad it wishes to engage in close assault, the attacking squad makes a "charge" morale test. If successful, the soldiers run toward their enemy. The enemy squad must make a "receiving a charge" morale test; if successful, it will face up to the attack. The charged squad gets to use defensive fire against the charging squad as it rushes their position.


The attacking soldiers cease to move when they come into "base-to-base contact" with the defenders. The soldiers are paired off as evenly as possible (soldiers who outnumber their opponents can "gang up"). Then each pair of soldiers make opposed melee combat or brawling rolls. The winner may then roll for damage upon the loser.


The side which suffered the least casualties may "force back" the opposing squad. The squads continue to engage in Close Combat in subsequent turns, until one squad "disengages" or becomes broken or destroyed.



A squad initiates close assault by charging an enemy squad. The player announces the charge at the beginning of the squad's movement; demoralized or broken squads cannot initiate close assault.


A player cannot measure the distance to an enemy squad before announcing a charge.


"Charge" Morale Test

It takes great courage to charge into close combat with an enemy; only the steadiest squads will do it. Once the player announces the charge, the squad makes a morale test, against a "threat level" of 6 (see "Morale"). Apply the results immediately. If the squad becomes "demoralized" or "broken," or receives a "withdraw" result, the charge is aborted. Otherwise, it continues.


"Receiving a Charge" Morale Test

If the charging squad passes its morale test, the defending squad must make its own morale test to see if it has the fortitude to stand up to the charge. The test has a "threat level" of 4; results are applied immediately.


If the squad becomes "broken" or receives a "withdraw" result, it is moved immediately, before the enemy comes into contact. The defending squad loses its chance to use defensive fire; it also may not fire in the upcoming Ranged Combat Phase. The attacking squad must move to occupy the defenders' position; if it has any movement remaining, it may continue moving or it may stop there.


If the defenders pass the morale test, they stay to face the attack.


Moving into Contact

Once the morale tests are completed, the charging squad moves at its Run Rate directly toward the defending squad. The charging squad must move directly toward the defenders. It cannot decide to halt its charge simply because the morale tests didn't come out the way they wanted them to.


Halfway through the charging squad's move, the defenders get to use defensive fire against the attackers (see below). Survivors continue moving until they are in base-to-base contact with a defender.


Soldiers coming into base-to-base contact stop moving immediately. The charge is considered to be successful if at least one soldier is able to make base-to-base contact with an enemy soldier.


If a squad's Run Rate is insufficient to bring at least one soldier into contact with a soldier in the target squad the charge is unsuccessful and the charging squad suffers a -1 reduction in its morale level (see "Morale").

Defensive Fire

If a squad equipped with ranged weapons is charged from the front and succeeds in its morale test, the squad has the opportunity to use defensive fire against the charging squad.


Defensive fire takes place halfway through the charging squad's move, or the first place where the charging squad is visible, whichever is closer to the defender. In addition to the standard ranged combat modifiers, there is a +1 modifier to the difficulty of the shot to reflect the hasty nature of the shooting.


Incapacitated soldiers are removed immediately; wounded soldiers fall prone where the shots caught them. Survivors continue moving toward the attacking squad. The combat is resolved in the Close Combat Phase.


The Ranged Combat Phase

Soldiers in base-to-base contact with enemy soldiers cannot fire during the Ranged Combat Phase. Soldiers who charged in the current turn may not shoot, nor may soldiers who have used defensive fire in the current turn. Other soldiers may shoot normally.


It is very risky to shoot at squads engaged in close assault. The ranged combat is resolved as normal, except that all visible soldiers of either side are eligible targets; hits are randomly allocated to both friendly and enemy soldiers.


Resolving Close Assault

Close Combat is resolved in the Close Combat Phase. Once the Ranged Combat Phase is completed, any opposing soldiers in base-to-base contact engage in Close Combat.


Pairing Off

Pair off the opposing soldiers in base-to-base contact as evenly as possible. If there are more soldiers engaged on one side than the other, the player with the extra soldiers can have them fight any enemy he chooses, as long as they fight an enemy they are in base-to-base contact with. No more than three soldiers can be in base-to-base contact with a single soldier.


Close Combat Skill Tests

Once the soldiers are paired off, each pairing is resolved separately. The soldiers make opposed skill tests against each other. Soldiers using melee weapons -- swords, maces, axes, clubs or the like -- use their melee combat skill. Soldiers using bare fists or claws or even teeth use their brawling skill.


Each player rolls a die and adds the soldier's skill, as well as any modifiers which may apply (for example, -1 if the soldier is shaken, or -2 if the soldier is demoralized; see the "Close Combat Modifiers Chart"). The high roller wins the combat and may inflict damage on the loser. There is no effect in the case of a tie.


If multiple soldiers are fighting a single soldier, the lone soldier chooses whom he wishes to attack, then all soldiers make their opposed rolls. If the single soldier beats the soldier he is attacking, he may damage him. If the single soldier beats the soldier(s) he is not attacking, he cannot damage that soldier, but he avoids being hit by that soldier. If any of the outnumbering soldiers' rolls beat the single soldier's roll, they hit him.


Close Combat Modifiers Chart

Charging (1st turn only) +1

Defending barrier +1

Outnumbering opponent (per each additional soldier) +1

Standard melee weapon +1

Magic melee weapon +2

Claws, fangs, or other natural weapon +1

Attacked from side or rear -2

Prone -2

Separated from squad -1

Shaken -1

Demoralized -2


Close Assault Modifiers

Charging: Soldiers who charge into combat gain a +1 bonus to their close assault rolls on the first turn of combat. If the combat continues, the bonus is lost.


Defending Barrier: Defending soldiers behind a barrier fight at +1.


Outnumbering Opponent: Soldiers gain a +1 bonus for each soldier they outnumber the enemy by. For example, if two soldiers are fighting one, the two soldiers both gain the +1 bonus. If three soldiers were fighting one, the three soldiers would each gain a +2 bonus. No more than three soldiers can fight a single soldier.


Standard Melee Weapon: Soldier equipped with standard melee weapons -- clubs, knives, swords, etc. -- are better equipped to fight than soldiers without weapons and gain a +1 bonus.


Magical Melee Weapons: Magical weapons give their users a distinct advantage in close assault. Soldiers wielding magical weapons gain a +2 bonus.

Natural weapons: Some creatures and beings are gifted with a veritable arsenal of natural close combat weapons, these creatures gain a huge advantage in close combat.


Attacked From Side or Rear: Soldiers attacked in the side or rear are at a great disadvantage: they fight at -2.

Prone: Prone soldiers fight at -2.


Separated From Unit: Soldiers separated from their squad cannot initiate close assault; if attacked they fight at -1.


Shaken or Demoralized: Adverse morale affects a squad's ability to fight effectively.


Example: A single Human soldier fights off two Goblin soldiers. All are using bare fists; all have brawling skills of 3; the Goblin soldiers receive a bonus of +1 to their rolls because they outnumber their opponent by one. The Human player decides that the Human soldier will fight the Goblin soldier on the left. The single Human soldier rolls a 3, for a result of 6. The Goblin soldier on the left rolls a 2, adding the soldier's brawling skill of 3 and the +1 bonus, giving a result of 6. This is a tie so neither soldier takes damage. The other Goblin soldier rolls a 1, a critical failure, for a final result of 0. The Human soldier's 6 beats him soundly, but as the Human soldier was fighting the other Goblin soldier, this Goblin soldier takes no damage.

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If one soldier beats the other's roll, the soldiers make opposed rolls, comparing the Damage Strength of the winner against the loser's Strength. The winner's Damage Strength is the soldier's Strength, plus his melee weapon's Damage Strength; brawling soldiers just use their Strength attribute. Damage is determined in the same way as for Ranged Combat: compare the rolls and consult the "Damage Table."


Example: A soldier and a pirate, both Human, are engaged in Close Combat. The soldier beats the pirate's skill roll; the two players now check to see if the soldier damaged his opponent. The soldier has a Strength of 2 and is using a magical axe (Damage Strength 2). The pirate has a Strength of 3. The soldier's Damage Strength is 4 and the pirate's Strength is 3. The soldier rolls a 3, for a total of 7. The pirate rolls a 5, for a total of 8. Checking the "Damage Table," we see that the Damage Strength roll is less than the Strength roll, so the pirate is not hurt by the attack.


If more than one soldier hits a single soldier, the lone soldier makes a single Strength roll and compares it to each of his opponents' Damage Strength rolls individually.


Force Back and Advance After Combat

After the Close Combat has been resolved, compare the number of soldiers wounded and incapacitated on each side. The squad which has received the most casualties that turn has been forced back. If both squads have received the same number of casualties, neither is forced back.


A squad which is outnumbered (has less than half as many soldiers as the opposing squad) cannot force back the opposing squad, even if it inflicted more casualties than it received.


A squad which has been forced back retreats 4" directly away from the attacking squad while retaining the same facing. The opposing squad advances the same distance, remaining in base-to-base contact.


A squad cannot be forced back through certain barriers: doors, windows, walls and impassable terrain will halt the squad's backward movement.


A squad defending behind a barrier is not required to advance after combat. If a squad not behind a barrier does not wish to advance after combat, the commander must pass a difficulty 6 command test to stop his men from advancing in the heat of the battle.


The Morale Phase

During the Morale Phase, any squads which have taken casualties make morale tests. If a squad engaged in Close Combat becomes "Broken" or receives a "Withdraw" result, the other squad gets a "parting swing" at the squad as if they were disengaging (see "Disengaging," below).


The Movement Phase and Close Combat

Soldiers in base-to-base contact with enemy soldiers cannot move except to change their facing. If a soldier in a squad involved in Close Combat is not in base-to-base contact with an enemy soldier, he can stay where he is and change his facing; if he moves, he must move directly toward an enemy soldier fighting his squad. Alternatively, the entire squad may attempt to "disengage" from the Close Combat.



Squads engaged in Close Combat normally keep on fighting each other until one side is eliminated or breaks. However, a squad may attempt to disengage from close assault.


The player attempting to disengage must make a difficulty 6 command test. If he succeeds, the squad turns 180 degrees and moves away from the enemy squad at its Run Rate.


While disengaging, the squad exposes itself to a parting swing. The enemy squad gets one free close assault attack at the disengaging squad. The attack is resolved immediately. The attacking squad receives a +2 modifier for attacking from the rear, if a disengaging soldier wins, he cannot hurt the enemy, he merely avoids taking damage himself. A squad which disengages has its morale reduced by 1 (see the "Morale" section).

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Chapter Five: Morale

Morale is often the deciding factor in a battle. Morale affects how well a squad fights and its willingness to fight. It also determines whether soldiers perform actions such as opportunity fire or close assault. In the Morale Phase squads which have taken casualties make morale tests; other squads may attempt to improve their morale by rallying; and broken squads which fail to rally are moved. During the Movement Phase, squads who wish to charge, test to see if they do so, and those being charged test to see whether they stand up to the charge.


Morale Levels

When created, each squad is rated as average, veteran, or elite. In general, elite squads are better trained, equipped and led than veterans, who in turn are better than average squads. However, often the most important difference between them is their "morale level." Elite squads begin with morale levels of 7, veteran squads with 6, and average squads with 5.


In addition to its morale level, a squad's coolness in combat is determined by its sergeant's command skill. An average squad led by a good sergeant is more likely to keep its head than one led by a poor sergeant.


As a squad takes casualties, its sergeant has to use his command skill to make morale tests to keep his squad in action. The more casualties, the more difficult the test. If the sergeant is unsuccessful, his squad's morale declines, possibly to the point where it flees from the battle.


Squads begin the game with steady morale. If their morale level declines to the point where they are shaken, their combat skills begin to suffer. If they become demoralized, their combat skills will become even worse; in addition, they will not be able to advance towards the enemy. If the squad is broken, it flees from the battle altogether.


If a squad was not involved in Close Combat, or did not shoot this turn, the sergeant may attempt to "rally" his squad to improve its morale level.


Keeping Track of a Squad's Morale

You keep track of a squad's morale level on the Morale Level Track on the Squad Record Sheet. At the beginning of the game, strike out the values to the left of the squad's starting morale level. During play, cross off boxes as the squad's morale declines; erase the crosses if the squad's morale subsequently increases. A squad's morale level cannot increase past its starting level.


Morale Statuses

As described above, a squad begins the game with steady morale. After a while in combat, it may become shaken, then demoralized, and finally broken.


Steady Morale: Morale Level 4 or Higher

This is the starting morale for each squad. Squads with steady morale are in good shape and fight without any morale level penalties.


Shaken: Morale Level 2-3

The difficulty of all marksmanship, special, and throwing skill tests for shaken squads is increased by one. Soldiers engaged in Close Combat suffer a -1 modifier to their melee combat or brawling rolls.


In addition, the threat level of subsequent morale tests is increased by one.


Demoralized: Morale Level 1

The difficulty of all marksmanship, special, and throwing skill tests for a demoralized squad is increased by two. Soldiers engaged in Close Combat suffer a -2 modifier to their melee combat or brawling rolls.


A demoralized squad cannot advance towards a visible enemy soldier, but it may move parallel to or away from enemy soldiers. It cannot attempt opportunity fire.


In addition, the threat level of subsequent morale tests is increased by two.


Broken: Morale Level 0

Broken squads break and rout. When it first breaks, a broken squad immediately makes a full run move away from the enemy, heading, if possible, for the "rally point" (see "Rally Points") or the nearest table edge. If there are enemy soldiers closer to its "rally point" or table edge than the routing squad is, the squad breaks for the closest unblocked table edge.


At the beginning of each Morale Phase, a rally test (see "Rally Test") is made for the broken squad. If the test is successful, the squad halts and can be moved normally in subsequent Movement Phases. If the test is failed, the squad is moved at its Run Rate towards its "rally point" or the table edge.


Broken squads are moved in the Morale Phase; not in the Movement Phase.


Once it has reached the "rally point" or a table edge, the squad stops moving. In the next Morale Phase, it has one last chance to "rally." If the squad fails this rally test, it is immediately removed from play: all soldiers in the squad have scuttled, are in hiding, or have been captured.


During its flight, the squad abandons all assembled weapons. All skills, except the sergeant's command skill, are reduced to 0. The squad cannot shoot or initiate Close Combat.


Morale Tests

Three types of morale test are used: casualty morale tests, charge morale tests, and receiving a charge morale tests. Casualty morale tests are made in the Morale Phase by squads which suffered one or more casualties during the current turn. This is the most common type of morale test, and it is described below.


Charge and receiving a charge morale tests occur in the Movement Phase when one squad attempts to charge another. These two morale tests take additional factors into account, such as whether one side outnumbers the other, and whether the charge is against the enemy's side or rear.


All three morale tests are made in a similar manner using opposed rolls. The player rolls a die and adds the sergeant's command skill, or the squad's command skill, if the sergeant has been incapacitated; the opposing player rolls a die and adds the appropriate "threat level" listed below.


Morale Test Base Threat Level Chart

Morale Test Type Threat Level

Casualty 4

Charging 6

Receiving a Charge 4


Morale Test Threat Level Modifiers

Situation Threat Level Modifier

Shaken +1

Demoralized +2

Each Casualty Taken This Turn +1

Sergeant Wounded/Incapacitated This Turn +2

Squad is Behind Cover -1

Squad Wins Turn of Close Assault -1

Squad Loses Turn of Close Assault +1


Additional Morale Test Threat Level Modifiers for Charging Squads

Situation Threat Level Modifier

Attacking Enemy's Flank or Rear -2

Attacking Enemy Behind a Barrier +1


Additional Morale Test Threat Level Modifiers for Squads Receiving a Charge

Situation Threat Level Modifier

Attacked in Flank or Rear +2

Outnumber 2:1 +2


Standard Threat Level Modifiers

The threat level is modified according to the following circumstances:


Shaken or Demoralized: As a squad's morale level declines it becomes harder for it to pass morale tests.


Each Casualty Taken This Turn: As well as triggering casualty morale checks, the number of casualties taken by a squad in the current turn increases the difficulty of the test. For each soldier wounded or incapacitated this turn, the threat level increases by +1. (Note: Don't include a wounded sergeant figure in this modifier, a wounded/incapacitated sergeant is handled as a separate modifier.)


Sergeant Wounded or Incapacitated This Turn: The wounding or loss of a squad's sergeant increases the threat level of the first morale test after the sergeant is hit by +2. (Note: This modifier includes a +1 for the "casualty" portion so don't count the sergeant in the count of soldiers injured when tallying the +1 casualty modifiers.)


Squad is Behind Cover: A stationary squad within 1" of cover terrain between it and enemy squads has its threat level reduced by -1.


Squad Wins/Loses Turn of Close Assault: A squad which forces back its opponent in close assault has a -1 modifier to its threat level, if it needs to test morale in the following Morale Phase. Squads which have been forced back have their threat levels increased by +1.


Additional "Charge" Modifiers

These are applied to squads which are attempting to charge. They are in addition to the standard threat level modifiers.


Attacking Enemy's Flank or Rear: A flank or rear attack is one where the charging squad, because of the direction of its charge, avoids 50% or more of the enemy squad's fire arcs.

Attacking Enemy Behind Barrier: If the enemy squad is directly behind a barrier, and the attacking squad must attack across the barrier, the charging squad's threat level is increased by +1.


Additional "Receiving Charge" Modifiers

Attacked in Flank or Rear: A squad is less likely to pass its morale test if attacked in the side or rear. If less than 50% of the squad's members could shoot atthe charging squad, its threat level is increased by +2.

Outnumbered 2:1: If charged by a squad which has at least twice as many members as the defending squad, the threat level is increased by +2.


Morale Test Results

Compare the two rolls on the table below to determine the results of the test. A result can never reduce a squad's morale to below 0; ignore any excess morale loss.


Morale Test Results

Roll Result

TR +4 ≤ CR Morale +1

TR ≤ CR No Effect

TR > CR Morale -1

TR ≥ CR + 4 Morale -2; Withdraw


TR = Threat Roll; CR = Command Roll

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Explanation of Results

Morale +1: The squad's morale level actually increases by 1. A squad's morale level cannot increase beyond its starting value.


No Effect: The squad's morale is unchanged.


Morale -1: The squad's morale level decreases by 1, possibly causing it to become shaken, demoralized, or broken.


Morale -2; Withdraw: The squad's morale level decreases by 2, possibly causing it to become shaken, demoralized, or broken. In addition, the squad immediately withdraws 4" away from the closest enemy squad. Ignore terrain costs; simply move the squad 4". The squad's player may give the soldiers in the squad any facing he wishes. If this result causes the squad to become broken, ignore the "Withdraw" rules: the broken morale level takes precedence.


Example: An Average squad of 10 (starting morale level:5) suffers its first casualty. During the next Morale Phase, it must make a morale test. Its sergeant's command skill is 3. The squad's player must roll a die and add his command skill of 3. He rolls a 1 -- uh oh, bomb-out -- for a command roll of 0. The opposing player rolls a 3, plus 4 for the threat level, and plus 1 for the casualty, for a final threat roll of 8. The threat roll is greater than or equal to the command roll +4, so the squad's morale level is reduced by -2 and it must withdraw 4". The squad's new morale level is 3; the squad is shaken.


Casualty Morale Test

Casualty morale tests must be made in the Morale Phase by any squad which has suffered a casualty during the current turn. The threat level of the test is 4.



When a player announces that a squad is charging another squad (see "Close Combat"), the squad must make a morale test before moving. The threat level of the test is 6.


The results of the morale test are applied immediately. If the squad becomes demoralized or broken, or it if receives a "-2 Morale; Withdraw" result, the charge is aborted.


If a squad contains at least twice as many soldiers as the enemy squad, it does not need to make a morale test, unless the enemy squad contains an assembled heavy weapon, in which case a normal morale test must be made.


Receiving a Charge

When a squad is receiving a charge -- that is, another squad is charging it, it must make a morale test with a threat level of 4. The morale test takes place after the charging squad's morale test but before the defending squad's defensive fire.


The results of the morale test are applied immediately. If the squad becomes broken, it immediately routs away from the attackers; if it receives a "Morale -2; Withdraw" result, it withdraws 4" away. Otherwise, it stands.


If less than half its number are charging it, a squad does not have to make a morale test. If charged in the flank or rear, the squad must always make a test, regardless of how many soldiers are charging.



During the Morale Phase, squads with lower than starting value morale may attempt to rally. To be eligible to rally, soldiers in the squad must not have shot their weapons or engaged in Close Combat this turn. Also, there must be no enemy soldiers within 12" of the rallying squad.


To make a rally test, the player controlling the squad makes an opposed roll; the squad sergeant's command skill against the rally threat level. The base threat level of the test is 4.


Rally Test Threat Level Modifiers

Situation Modifier

Squad is behind cover -1

Squad is shaken +1

Squad is demoralized or broken +2

Squad has taken 50% or more casualties +2

Each casualty taken this turn +1

Sergeant wounded or incapacitated this turn +2


Rally Test Results

RR ≥ CR No Effect

RR < CR Morale +1

RR +4 < CR Morale +2


RR = Rally Threat Level Roll; CR = Command Roll


Example: A squad has been broken and is fleeing the field of battle. Last Morale Phase it reached the table edge and stopped; it must rally in the current Morale Phase or it will leave the table -- and the game -- for good. The sergeant of the squad has been incapacitated this turn; the acting sergeant (a standard squad member) has a command skill of 3. The rally difficulty is the base difficulty of 4, +2 because the squad is broken, +2 because the sergeant of the squad was incapacitated this turn -- 8 altogether. The squad's player rolls a die and adds 3; the opposing player rolls a die and adds 8. If the squad's player rolls higher (unlikely, but don't forget rollovers and bomb-outs), the squad's morale level increases to demoralized or shaken, and it does not run off the table.

Rally Points

When a squad routs, it heads for its rally point. Rally points are places on the battlefield where panicking soldiers feel safe enough to attempt to regroup. Normally this is the spot where they entered the battle (the table edge they came from); however, in certain situations, they may have different rally points.


For example, if a squad is defending a wall surrounding a city, its soldier are not likely to break for a table edge. Instead, they will run to the safest part of the city, typically the center. These areas are designated "rally points." Both players must agree upon rally points before play begins, or the gamemaster may designate them.


If a rally point is on a table edge, and the squad fails its final "rally" attempt, it scoots right off the table, the squad is assumed to disperse -- into basements, ditches, the underbrush, a nearby bar, wherever -- and are removed from play.


Opportunity Fire

The test to conduct opportunity fire is made in a manner similar to morale tests, but the squad does not suffer any reductions or increases in its morale level. The player makes an opposed command roll against a threat level of 4. Demoralized and broken squads cannot attempt opportunity fire. Squads which fail their command roll cannot move, but may fire normally in the Ranged Combat Phase.


Opportunity Fire Test Threat Level Modifiers

Squad is behind cover -1

Squad is shaken +1

Squad has taken 50% or more casualties +2


Opportunity Fire Test Results

OF ≥ CR Cannot Fire

OF < CR Can Fire


OF = Opportunity Fire Threat Level Roll; CR = Command Roll

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Chapter Six: Terrain

The effects of terrain on movement and combat have already been described in the "Movement," "Ranged Combat" and "Close Combat" sections. This section describes specific terrain types and summarizes their effects in the "Terrain Effects Chart." Several common terrain types are described below. More exotic terrain is covered in the Advanced Rules (see "Advanced Terrain").


Terrain Types

Clear Terrain

Relatively level, unobstructed terrain, such as a grassy meadow or a rolling plain. Terrain of this sort does not interfere with movement and provides no cover. LOS is unobstructed by clear terrain.


Scrub or Brush

The ground is covered with shrubs, bushes, and small trees. Scrub or brush is represented on the tabletop by placing pieces of lichen on a piece of card or model terrain. Scrub or brush is considered rough terrain for movement purposes and light cover for combat effects. LOS is not affected by scrub or brush.



Woods are determined by scenario (or by mutual choice of the players before the game). They are represented by tree models scattered across a piece of card or model terrain which denotes the edges of the wood. The entire area is considered to be wooded; the models themselves represent particularly heavy clumps of trees. In addition, a soldier's LOS may be blocked if it passes through the wooded area.


Light Woods: There are not many trees, and they tend to be scattered. This is rough terrain and light cover. LOS extends for 8".


Medium Woods: Contains more trees than light woods. This is still rough terrain, but provides medium cover. LOS extends for 6".


Heavy Woods: With many trees growing close together, this is very rough terrain and provides heavy cover. LOS extends for only 4".


Woods have many effects on combat. In addition to the terrain cost and cover listed, they also affect LOS. Because of the number of trees and their density in a given area, it is simply impossible to see anything too far away. The more trees there are, the less the distance a soldier can see. What a soldier can't see, he can't fire at.


If enemy squads meet in the woods, neither can fire at the other until they come within LOS. When they do, each squad will have the benefit of cover for being in the woods.


If one squad is in woods and an enemy squad is not, neither squad can see the other as long as the squad in the woods is further from the edge of the woods than the LOS extends.


If the squad is within LOS of the edge of the woods, both sides can see and fire at each other. They will both still suffer a fire modifier for cover (cover is derived from having to shoot through the woods).


However, if a squad is in the woods, but within 1" of the edge, it can fire out of the woods with no fire modifier while still drawing the benefits of cover for itself.


Swamp or Marsh

Wet, spongy land which is saturated, and in places covered, with water. This is considered very rough terrain. Tree growth can be the equivalent of light, medium, or heavy woods, and therefore the cover provided and the effects on LOS vary as the corresponding woods designation. This is determined by the scenario or by mutual agreement. (A swamp like one found on a swampy planet would be very rough terrain and provide heavy cover; LOS would extend for 4".)



Hills are classified as either easy or difficult. Hills over two meters high block LOS; soldiers on the other side of hills cannot be seen.


Easy Hills: When the horizontal distance between one-meter contour lines is greater than 1/2" the hill is easy. Easy hills are rough terrain. If a soldier is firing over the edge of the hill, it provides medium cover.


Difficult Hills: If the distance between one-meter contours is 1/2" or less, the hill is difficult. Difficult hills are very rough terrain and provide medium cover as above.



Creeks are generally 3" across or less and count as rough terrain. They provide light cover for soldiers standing or moving in them and do not affect LOS.



Streams range from three to six inches across. They are very rough terrain and provide medium cover for soldiers in them. They do not affect LOS.



Barriers are linear obstacles that present difficulties to movement and provide protections from fire. Barriers are cover terrain. Cover can be claimed only if a soldier is also within 1" of the barrier. If an enemy soldier is also within 1" of the barrier, no cover can be claimed.


The more common types of barriers are described below.



A door is a moderate barrier. A soldier draws medium cover when sheltering behind a doorway. There is no cover if the enemy soldier is on the same side of the door. Unless the firer is adjacent to the door, LOS is limited to 1" beyond the door.



A window requires a little more scrambling in order to climb up and through. It is a difficult barrier. A window provides heavy cover to a soldier on the other side of it. Unless the firer is adjacent to the window, LOS extends for only 1" beyond it.



Walls are classified as being high or low.


Low Walls: Freestanding walls and fences that are waist-high or lower are moderate barriers, and provide medium cover. LOS is not blocked by a low wall. However, prone soldiers behind a wall can only be fired at if the firer is directly on the other side of the wall.


High Walls: High walls or fences are difficult barriers. Normally a soldier cannot be fired at if he is behind a high wall, but in cases where a shot is possible, high walls provide heavy cover. LOS is blocked by a high wall (except that soldiers with a height advantage can see over them; see "Blocking Terrain" in the "Ranged Combat" section).


Barbed Wire, Briars, or Booby Traps

Barbed wire, briars, or booby traps are a difficult barrier and provides no cover. LOS is not affected by barbed wire.



Trenches, ditches, or other depressions are either shallow or deep.


Shallow Trench: A trench which is as deep as half the height of a man, or less, is a moderate barrier. It provides medium cover to soldiers within the trench and does not affect LOS, except that there is no line of sight to a soldier who is prone within it, unless the shooter is adjacent to the trench.


Deep Trench: A trench which is deeper than a shallow trench counts as a difficult barrier and provides heavy cover when a shot is possible. LOS is affected as for shallow trenches.


Terrain Effects Chart

Type Movement Effect Ranged Combat Difficulty Modifier LOS

Clear No Effect No Effect No Effect

Scrub 2x cost +1 No Effect

Brush 2x cost +1 No Effect

Light Woods 2x cost +1 8"

Medium Woods 2x cost +2 6"

Heavy Woods 4x cost +3 4"

Swamp 4x cost Variable Variable

Easy Hill 2x cost +2 No Effect

Difficult Hill 4x cost +2 No Effect

Creek 2x cost +2 No Effect

Stream 4x cost +3 No Effect


Barrier Effects Chart

Type Movement Effect Ranged Combat Difficulty Modifier LOS

Door 2" +2 1" Beyond

Window 4" +3 1" Beyond

Low Wall 2" +2 No Effect

High Wall 4" +3 Up to Wall

Barbed Wire 2" No Effect No Effect

Shallow Trench 2" +2 No Effect

Deep Trench 4" +3 No Effect

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Chapter Seven: Creating Squads



Before playing a game you need to select your army. The basic fighting unit is the soldier. As described in "Soldiers and Squads," soldiers are grouped into squads. A squad contains a number of soldiers who are equal in abilities. It may also contain a sergeant and one or two champions.

Squad Generation Points

A soldier's abilities are what make him an effective fighter, along with the weapon or weapons he carries. In order to compare the relative values of different soldiers, these attributes and weapon values have been quantified into Squad Generation Points (SGPs).


SGPs are a measure of the soldier's fighting trim, his training and the weapon(s) he carries; essentially, his fighting value. SGPs make it possible to compare how effective different soldiers are. When creating armies for a battle, SGPs allow you to determine a balanced force mix, or to see just how badly those Goblin soldiers are outclassed.


Squad Generation Points can be given as part of a scenario, determined by the gamemaster, or mutually agreed upon by two friendly players who want to slug it out. Our experience has been that 1,000-2,000 points per side makes for a good game.


Once the points are determined, it's time to "buy" your armies.


Squad Generation

To begin, get a blank copy of a Squad Record Sheet. Next determine what type of soldier you'd like to have. We have provided a Troop List at the end of the document.; this lists some basic troop types.


Your troops could also be based on player characters or gamemaster characters from the OpenD6 Fantasy roleplaying game. The attributes and the skills are the same. However, we suggest reserving your player characters for the Heroes (see "Heroes" in the "Advanced Game") in your army. The basic soldier is a standard rank-and-file type of guy; to have a squad of hero-quality troops is highly unlikely (and would cost a lot of SGPs).


Troop Lists

The troops listed are some of the standard troop types found on both sides of the war. Following is an explanation of the terms used in the lists.


Quality: How effective this soldier is on the battlefield. Troops can be either average (basic training; little or no combat experience), veteran (experienced troops with better training) or elite (battle-hardened survivors). The higher the quality of a soldier, the stronger his morale, and the less likely he is to crack in battle.


Size: This is the number of soldiers in a typical squad.


AGI, INT, COR, ACU, PHY, CHA: These are the basic attributes of the soldier (explained in "Soldiers and Squads"). Troops who always wear armor have their AGI and PHY already modified for armor. These adjusted values are shown in parentheses.


Move: This represents a soldier's basic movement capability, and can vary by race. In OpenD6 Fantasy Miniatures, a soldier's Move is modified by his Agility to determine his Movement Rates.


Skills: Listed here is how much a given skill or skill specialization can be improved. The training level is the maximum amount a skill or specialization may be increased by. Only listed skills or specializations or those found under the listed attributes, can be increased.


Weapons: The soldier can be trained to use any of the weapons listed here.


Armor: This states what armor, if any, may be worn by the troops. It costs additional SGPs to equip troops with armor (see "Advanced Weapons and Equipment"). If an entry is listed as "free," these troops are automatically equipped with armor at no cost in SGPs.


Sergeants: Sergeants can increase their command skill up to the training level given here. "None" indicates that the sergeant has the same command skill as the rest of the squad.


Champions: If the squad has any champions, they can increase the listed skills or specializations by up to the training level indicated. "None" means that no champions are available for this troop type.


Sample Troop Listing

Arctic Human Soldiers

Quality: Elite.

Size: 3-10.

AGI: 3

KNO: 2

MEC: 2

PER: 2

STR: 3

TEC: 2

Move: 10

Skills: Level 3 -- Any.

Weapons: Any.

Armor: None.

Sergeants: Level 3.

Champions: Level 3 -- Any.


Creating Your Forces

Let's assume you want to create a squad of somewhat better soldiers. Going to the "Troop List," you find the Arctic Human Soldier listing. These are elite soldiers. Write in the name of your squad (or save this until the end). Write in the troop type and the quality. Next to the Troop Quality line, fill in the SGP cost (in the cost space) for the appropriate quality, as listed below:


Average 0

Veteran 10

Elite 20


Then enter the Move given in the troop listing and the cost (each point of Move costs one SGP).


Attributes and Skills

The next step is to transfer the attributes to the Squad Record Sheet. Write in the values and the cost. Each point of attribute code costs one SGP. Then fill in the Training (Trng) and Champion (Champion) levels. These are the maximum training levels listed under "Skills" and "Champions." This column is only used during squad generation, as a reminder of the maximum increases permitted for each skill.


Skills can now be improved. All skills and specializations start at the level of the attribute they are listed under. You can add training levels to any skill up to the maximum number of levels (now listed in the "Trng" space). Each training level costs one SGP. Skill specializations are treated just like regular skills. They can be improved like skills at the same cost as regular skills.


Let's give these troops some training in the combat skills: marksmanship, melee combat, and fighting. Write in a "2" in the cost space.


The troops should also be well-disciplined, so let's give them an additional level of command. Write in "1" for the cost.


The skill code is determined by adding the training level to the attribute code. Write in the appropriate codes to the left of the training levels you have added (giving you marksmanship 5, melee combat 5, fighting 5, and command 3).


Total costs so far, adding the troop quality cost, Move, attribute values, and the training levels. That gives us a total of 51 for the elite soldiers.


Movement Rate, Command Skill, and Number in Squad

Now that we know the Move and Agility of the troops, we can determine their Movement Rates, as described in "Movement Rates" in the "Soldiers and Squads" section. Fill in 8" for the Walk Rate and 13" for the Run Rate.


If you don't intend to give the sergeant a better skill, you can now fill in the command skill. Also fill in the number of soldiers in the squad. We want a full squad of ten soldiers, so we right in "10."

Weapons and Armor

It's time to arm our squad. We want them to have a good range with a decent amount of damage, so let's give them medium crossbows. Looking at the "Weapons Chart" at the end of the document, we can fill in the information we'll need during the game. Transfer the damage and ranges to the record box. Write in the cost of the crossbow ("15") to the right of the weapon box, on the appropriate line.


In case the squad gets into Close Combat, we want to give them an advantage. So we'll arm them with magical melee weapons. Damage is the Strength attribute plus 2, so fill in "5." This is not a ranged weapon, so leave those boxes blank. Write in the cost ("4").


To equip the troops with armor, write in the armor type and the modifiers to the soldier's Strength and Agility. Then write in the cost. We won't bother with armor, so leave that line blank.


Total the costs to get the cost of each soldier in SGPs. Each of our elite soldiers, armed with a medium crossbow and a magical melee weapon, costs 70 Squad Generation Points.


Fill in the number of soldiers in the squad ("10" in this case) and multiply. So far our squad costs 700 SGPs.


Sergeants and Champions

For greater squad coherency, let's give the sergeant a better command skill. We'll give him an extra training level, for a command skill of 4. Write the cost to the right of the line ("1"). Add the training level to the current command skill of the squad (3) and fill in the sergeant's skill code (write in "4") The ID space to the left of the sergeant is used to write in a reminder of which of your figures represents the sergeant. Likewise for the champions.


To pack a little extra punch, let's add a champion with a heavy crossbow. This is a good weapon to give the Goblins a little surprise, with better range and more damage than the squad's standard weapon. Note that the heavy weapons champion also carries a medium crossbow.


A heavy crossbow is fired using the marksmanship skill, so let's beef up the champion's skill. Write in the Marksmanship skill on the champion's line. Giving him one more training level, we write a "1" in the costs column. Adding the training to the current skill code gives the champion a skill of "6."


Write in the heavy crossbow, its damage, ranges and cost. If you want another champion, a space is provided. We'll stick with one, and total the cost. Adding the sergeant's cost and the champion's cost to the Base Squad Cost, we find that our elite squad with a sergeant and a champion costs us a grand total of 720 SGPs.


To finish off the sheet, cross out the morale levels to the left of the squad's level (since they're elite troops they begin with a morale level of 7). Write the sergeant's command skill at the top of the sheet.


Our squad is now ready for action. Here's what the Squad Record Sheet looks like for the "Ice Rangers":

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Sample Completed Squad Record Sheet


SQUAD NAME: Ice Rangers

TROOP TYPE: Arctic Human Soldier



MOVE: 10 (COST 10)

AGI: 3 (COST 3) TRNG: 3 SPEC: 3





INT: 2 (COST 2) TRNG: 3 SPEC: 3


COR: 2 (COST 2) TRNG: 3 SPEC: 3





ACU: 2 (COST 2) TRNG: 3 SPEC: 3

HIDE: 2 (COST 0)



STR: 3 (COST 3) TRNG: 3 SPEC: 3

SWIM: 3 (COST 0)

CHA: 2 (COST 2) TRNG: 3 SPEC: 3




Medium Crossbow 5 15 50 150 15

Magical Melee Weapon 6 4



ARMOR:_______________ STR/AGI MOD:____/____ (COST____)




ID:_______________ SERGEANT: Command 4 (COST 1)

ID:_______________ CHAMPION: Firearms 6 (COST 1)


Heavy Crossbow 6 15 60 150 18

ID:_______________ CHAMPION:_______________ (COST____)



OTHER COSTS:____________________



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So here is the first draft of the OpenD6 Fantasy Miniatures Game Material, I just started really doing conversion work on it today. I posted the previous as I was copying and pasting. Please feel free to use these to try out the system...


D6 Fantasy Miniatures Basic Game, Word 2007, Word 2010 Format


D6 Fantasy Miniatures Advanced Game, Word 2007, Word 2010 Format


The OGL information is contained at the end of the files. If anyone has any suggestions, requests, concerns, or the like. Feel free to post in this thread. If anyone else would like to host them, feel free to do so.

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