Académique Documents
Professionnel Documents
Culture Documents
Section
First Principles
Starring
Lights, Camera, Action
Hitting Your Marks
Gunfights
Brawling
Actions
Advanced Rules
Casting
Solo-play
Season Rules
Solo-Play Season Rules
Alternate Season Rules
The Combat! Cast
Episodes
Designers Notes
Combat! Markers
Page
3
6
8
9
10
14
15
16
17
19
22
27
28
29
32
40
42
Legal Disclaimer
This is a document produced by fans and for fans. It makes no claims on the ownership of
Combat! and all of its derivatives. These are the properties of ABC Television and their
subsidiaries and partners. No monetary benefit is gained from this work, no copyright
infringement is intended or claim on intellectual property made.
First Principles
Welcome to Combat! Starring Vic Morrow.
In these pages you will find a game that allows
you to play out your favorite Television and
Movie adventures of World War II. You will be
the director setting up scenes and playing out the
events of the plot. Your direction will lead your
band of plucky TV heroes across France and
towards Berlin. Can your show earn enough
ratings to stay on the air until VE day? Will your
stars make it to the end of the Season?
Looking forward, you will find all the rules you
will need to play Combat! Starring Vic
Morrow. At first, the number of rules and
variables may look daunting. However, the
basic rules are only a handful of pages, with
additional optional rules included to add depth to
your Series. Read the basic rules first and then
play a few games. When you are ready feel free
to add the more advanced rules. Dont be afraid
to look-up rules as you go.
As you move through this book, you will also
find additional information about the World War
II Television shows portrayed in Combat!
Starring Vic Morrow. If is full of useful
information to add color to your Seasons and
Episodes. This is all to help you understand how
the story unfolded for the viewers of these types
of shows.
Every Season and Series can be unique. Each
will have its own unique mix of models, rules,
advantages, background, and abilities. It is up to
you, as the Director; to understand and
appreciate the strengths and weakness of your
Squad of TV stars. Then, you can exploit them
for your own benefit while to make the most of
each Episode and earn killer Nielsen Ratings. Of
course, there is no telling what tricks your rival
Directors will have up their sleeves. Good luck
and have fun.
Dice
Combat! Starring Vic Morrow will use variations
of six sided dice. The dice is simply a random
number generator used to help determine the
outcome of various actions during the contest. A
single dice will be referred to as a d6.
There will be times when you will need to roll
more than a single dice at one time. This will be
indicated by a number followed by the type of dice
to be rolled. It will be expressed like this:
2d6 = Roll 2 six sided dice
5d6= Roll five sixe sided dice.
There will be other variables for dice rolls listed
below for reference:
6d66= Roll two six sided dice, and the first dice
represents the tens place while the second dice
represents the Ones place.
1d3= Roll a single six sided dice. The 1-2 = 1,
3-4 = 2, and 5-6 = 3.
When using a single d6, a roll of 6 is always a
success. A roll of 1 is always a failure. Modifiers
do not matter.
Scale
Many tabletop miniature games have a strict
scaling system. This is often expressed in a
ration like 1/72nd or 1/48th. Essentially, in such a
system 1 inch is equal to X number of feet. This
is a direct reference that can be applied to
ground scale, distance, etc.
Scale can also be expressed in the size of the
miniatures involved measuring from the feet to
the eyes. This is often referenced as 10mm,
15mm, 28mm, 40mm, 54mm, etc. The reference
is more to the size of the models than to the
ground scale.
Combat! Starring Vic Morrow is a relatively
loose game system when it comes to scale. The
rules were created with 28mm figurines in mind.
However, it can easily be scaled up or down by
simply modifying some of the distances
involved. It is left to the discretion of the
players to determine what scale they wish to play
the game at.
Time Scale
In many games, the length of a game turn
reflects the amount of time that would have
passed in real-time had a person actually
completed all of the actions performed on the
table, but in real life. For example, it may take a
player 15 minutes to perform all the functions of
a turn, but only a single minute has passed on the
battlefield. Such references are popular in
historical war games.
Combat! Starring Vic Morrow is not
concerned about Time Scale. Time is broken
down into Scenes and Screentime. These do not
necessarily correspond one-to-one with any real
time metrics such as minutes, seconds, or hours.
Time Scale is left at the discretion of the players.
If you wish to impose a Time Scale, that is up to
you and your opponent. For the purposes of
game play, a Scene or Screentime lasts exactly
as is needed. This is to create a fast moving and
dynamic game.
Miniatures
Combat! Starring Vic Morrow do not require you
to use a single line or manufacturer of miniatures in
order to populate your show. It is designed to be a
rather generic rules set that can be used with any
World War II miniatures you find appealing.
The images in this book will primarily be from the
following lines:
Warlord Miniatures
The Foundry
Eureka Miniatures
Artizan Designs
Frontline
Cobblestone Castings
Basing
Combat! Starring Vic Morrow does not require
any particular basing guidelines for miniatures.
The base only acts to ensure the models do not fall
over. However unusually large bases may reduce
the visual impact of the models in action.
Measurements
The primary unit of measurement will be an inch.
These will be expressed in whole inches wherever
possible.
Measurements will be taken from the center point
of mass for the model. That means you will not
measure from the tips of rifles, the base, or any
other point. If in doubt consult your opponent.
Rounding
As a rule of thumb, if the result of a calculation
is ever a fraction or a decimal, round up to the
nearest whole number.
Resolving Disputes
If a quick and simple resolution to a rules dispute
can not be made based on judgment, then resort
to this method to resolve all disputes. After the
game is over, you can thoroughly consult the
rulebook and decide on a solution going forward.
Both players roll a d6. The player who rolls the
highest wins and their rules interpretation is
followed for the remainder of the game. If a tie,
continue rolling until a winner is found.
It is preferable to avoid rules disputes whenever
possible. Frivolous use of this rule is considered
a violation of the Most Important Rule.
Breaking the Most Important Rule is
considered a loss.
Starring
Combat! Starring Vic Morrow is a game to
help you recreate World War II adventures from
the small screen. Combat! was a television
show on ABC that ran from 1961 through 1967.
The series focused on the exploits of American
soldiers fighting the Germans in France during
World War II. The show took place after D-day
and before the liberation of Paris.
Brawling
Nothing cranks up the ratings like a good fist
fight. Brawling is used similar to Gunfight
except it is when you are fighting mano-y-mano.
The lower the number the easier it is to land a
punch.
Screentime
Screentime represents how often a viewer may
see the Cast Member taking part in the episode.
During a Cast Members Screentime, they can
perform actions such as move, get in a firefight,
throw a few punches, hide behind a bush, etc.
When a Cast Member is not getting Screentime,
they can not perform actions. The higher the
number, the more times the miniature will be
able to do stuff.
Gunfight
What is a Television show about war without a
bit of shooting in it? There are two numbers
here. The first represents taking aimed shots
Action
There are times when Cast Members must
perform important actions to further the plot, but
they dont involve gunfights or brawling. Things
like hiding, spotting a sniper, bluffing past a
guard, etc. The Action profile helps them
accomplish these types of tasks.
Guts N Glory
The Cast Members will face things during an
episode that will test their characters resolve to
fight or press on. When things like this happens,
the audience will expect a believable response.
Therefore, sometimes even the heroes will
prudently fall back or take cover. The lower this
number is the easier it is to carry-on with the
show.
Plot Armor
The audience can only suspend disbelief so
much. There are things even the toughest hero
cant simply shrug off and a breaking point
where they wont be able to go on. You can only
see a hero on the show say, It was just a scratch!
Keep fighting! before it gets old. The higher
the number the more times the miniature can
have a brush with death before it is no longer
believable for the audience.
Star Power
Everyone knows that the script protects the
heroes and the bigger hero you are in an episode
the more good things come your way. The
number here allows you to change the results of
dice rolls in this Cast Members favor. However,
it can only happen so many times before the
audience will no longer believe it anymore.
Example Profile:
Screentime
Gunfight
3
5+/6+
Brawling
5+
Action
4+
Guts N Glory
4+
Lights, Camera,
Action!
Turn Sequence
Each game is divided in Scenes and Screentime.
A Scene is the time it takes for every model to
take actions during their screentime. Therefore a
Scene is made up of several smaller bits of
Screentime.
Screentime allows a model to do one of the
following:
Move- Move from one place on the board to
another.
Gunfight- Fire a weapon as an aimed shot or
suppression fire
Brawling- Fight in hand-to-hand combat
Actions- Do stuff other than fight
follow.
These activities include:
Get Up
Check for Wounds
Guts and Glory tests
Update Status/tokens
Thats Your Cue!
This is how you determine who does what when.
The player with the Allies rolls a d6. On an even
roll 2, 4, 6 the Allies get to choose one model to
receive their Screentime during this scene. On
a1,3,5 the Axis player gets to choose one model
to receive Screentime.
Extended Screentime
After a model completes its Screentime, if it has
additional Screentime it can immediately try to
use it. Make an Action! Test. If successful, the
model can use another Screentime. A model can
do this as many times as it has Screentime.
Establishing Shot
At the beginning of the Scene, there are a
number of items that may need to be completed
prior to starting the Scene. This is considered an
Establishing Shot and sets up the Scene to
The Basics
A Model can move up to 6 inches during their
Screentime. They can turn and pivot freely and
move in any direction. They may not move
further than the 6 inches. They can move less
than 6 inches, or choose not to move at all.
Running
A model can choose to run up to 12 inches in their
movement. They can turn once up to 45 degree
while running. Running can only be done
forward.
Gunfights
Trading fire and gunfights are a staple of good
TV! There is drama, danger, and excitement. It
seems only logical to try and capture that spirit of
action in game. Below are all the rules you will
need to liven up your episodes.
Range
In this game, weapons are assumed to be able to
hit anything on the board assuming it can be seen.
Fire Arc
A model can only fire on models within their 90
degree arc from the face. Other models will not
be seen by the firing model.
Line of Sight
Bullets go in a relatively straight line, even on
TV! Shots may not be made through intervening
blocking terrain. Friendly models do not block
Line Of Sight.
Obscured
Some Sets or Special Effects cause a target to be
obscured. When a target is 50% or more within
obscuring terrain they are considered obscured.
Suppression Fire
Suppression fire is pointing your gun in the
general direction of the enemy and firing. The
intent is not to hit the enemy, but to pin them
down for a few moments.
To use Suppression fire, a model must determine
LOS and see if a model is obscured/blocked. If
LOS exists, the model may fire.
Roll 1 dice per the firepower of the weapon being
used. Consult the firing models profile. The
second number in the Gunfight stat is what they
need to hit the target. For each dice rolled if the
result is the Gunfight Suppression Fire or higher
the target is hit.
Aimed Fire
When a model uses aimed fire, he is intentionally
trying to hit a target to injury them. The intent is
to take them out of the show.
Plot Armor
If a model is hit a point of Plot Armor is removed
from their profile. If they are reduced to 0 or
below the model will be injured.
Injury
When a model is reduced to Plot Armor 0 or
below, every time they are hit they must roll on
the injury chart.
1-2
3-4
5-6
Downed
The model is placed on their back and considered
pinned. They can only crawl around 2 inches
wounded. They may not use Gunfight or Fisticuff
stats. They may not use Actions. If attacked in
Fisiticuffs they are automatically Removed from
the Episode.
Pinning
A target that is fired on must make a Gutsn Glory
test or be pinned. Roll a dice. If the result is the
Gutsn Glory number in the models profile or
better, the test is passed. If passed, no other
actions are taken regarding pinning.
If the Gutsn Glory test is failed, the model
becomes Pinned. They drop to the ground and the
model is laid face down. The model is considered
prone. When pinned, a model may not further
move or shoot until they are no longer Pinned.
Get Up
Any Model who was Down (but recovered, given
First Aid, etc) or Pinned can try to Get Up during
the Establishing Shot. To Successfully Get Up, a
model must pass a Guts n Glory test.
First Aid
Each Model (that isnt an Extra) within 1 of a
downed model can increase a Downed Models
chance to recover during the Establishing shot.
Each model adds +1 to the dice result on the injury
test.
Just a Scratch
The model is injured but carries on. They are
considered Pinned. All of their Profile target
numbers are increased by 1 due to the injury. If
any of the Targets profile stats go above 6+ due to
injury then the model is considered Downed.
Running Away
If a pinned model is forced to take an additional
Pinned test, they may Run Away instead. If a
subsequent Guts n Glory test is failed, the model
can only crawl to the nearest cover. Once in cover,
Revolver
Pistol
Rifle
Automatic Rifle
Sub-machine gun
LMG
Grenade
Firepower
1
2
2
3
3
5
1
Prop
A
A
A/S
A/S
S
S
S
Gunfight Weapons
Weapons used in a Gunfight have the following
profiles that are sued to determine how the
weapon works in the show.
Firepower- This is how many dice are used to
determine a hit.
Prop- This is whether the weapon can be used
for Aimed, Suppression, or both.
Boom!- Some weapons are more believable to
survive from then others. The greater the Boom!
The less likely the audience will believe a
character can live through it. Each point of
Boom! Indicates how much Plot Armor a hit will
remove from a character.
Dramatics- The Dramatics represent how likely a
weapon is to run out of ammo at a critical
moment in the action.
Grenades
Grenades can be thrown up to 10 inches at
another model. They are Suppression only
weapons. Anyone within 3 inches of the
Grenade can be hit.
If a grenade misses, it is assumed to explode
harmlessly away from the action with a suitably
impressive bit of pyrotechnics. The original
Targets of the attack will still need to make a
Pinning Test.
Dramatics
At certain key points in an episode, a weapon
may jam, run out of ammo, or fail to function.
Boom!
1
1
1
1
1
1
d3
Dramatics
4+
6+
6+
4+
4+
3+
3+
Brawling
Fist Fighting is a staple of action shows from the
end of World War II to today! This section will
explain how you can add this element to your
Episodes.
Facing
Models can only attack if they are facing their
opponent. Their facing is the front 45 degrees of
the direction to model is looking. It is possible
for only one model in a Brawl to be facing in the
proper direction to fight.
Range
Brawling can only occur when the two-models are
within 1 inch of each other. This is the only time
a model can move closer than an inch to another
model.
Obscured
Some Sets or Special Effects cause a target to be
obscured. When a target is 50% or more within
obscuring terrain they are considered obscured.
When brawling with an Obscured target the dice
roll receives a -1 to the Brawling roll.
Blocked
Some sets are considered blocking. When a target
is 50% or more behind blocking Sets they are
considered blocked. The firer receives a -1 to the
Brawling dice roll to determine if they were hit.
Example Brawling Weapons
Fists
Improvised
Weapon
Brass
Knuckles
Knife
Sword/Axe
Fixed bayonet
Firepower
1
Boom! Dramatics
1
-
3+
2
3
3
1
1
1
d3
d3
6+
5+
5+
5+
Locked
When two or more models are Brawling they are
considered to be locked in combat. They may
not move, shoot, or perform actions until they are
no longer locked. This will last until one of the
models is Removed from the Episode. Once this
occurs, the remaining model is no longer locked.
Models who are locked in a Brawl may not be
fired upon by anyone else. However, other
models can join in the combat freely. However, if
they join they will also become locked.
Brawling
For each point of Damage on the weapon being
used in the brawl roll a d6. Each dice that meets
or exceeds the Cast Members Brawling rating is
considered a hit.
Plot Armor
If a model is hit a point of Plot Armor is removed
from their profile. If they are reduced to 0 or
below the model will be injured.
Injury
If a model is reduced to 0 Plot Armor, they are
automatically Removed from the Episode if they
lose a Brawl. No other injury can occur and they
will not be pinned. This is usually accompanied
by a dramatic fall, Wilhelm scream, or clutching
of the chest before falling over.
Brawling Weapons
Weapons used in a Brawl have the following
profiles:
Firepower- This is how many dice are used to
determine a hit.
Boom!- Each point of Boom! Indicates how much
Plot Armor a hit will remove from a character.
Dramatics- The Dramatics represent how likely a
weapon is to break or get stuck at a critical
moment.
Actions
Actions are all the things that a Cast member can
attempt to do that dont involve hitting their
marks, being in a gunfight, or brawling. Often
they are important to keep the narrative of the
Episode moving forward. Below is a partial list,
and some Episode description will have episode
specific Actions.
Unlocking a door
Disarming explosives
Operating a radio
Deciphering a code
Reading Map Coordinates
Advanced Rules
This section will detail some advanced rules for
your Episodes. There is no need to ever use these,
as the core rules are enough. However, they add a
bit more drama to your Episodes. Before using
any Advanced Rules make sure everyone knows
which rules are going to be in play during the
game.
Target Priority
When a model fires, they must shoot at the closest
target that is easiest to hit.
If two models are the same distance with an
equal chance of being hit, then the firer may
choose which to hit.
If one model is closer, but requires a higher
success number to hit, then the firer may shoot
at a more distant target with an easier chance to
hit.
If a model with a lower chance to hit and a
higher chance to hit are the same distance
away, the firer must fire at the target that is
easier to hit.
Splitting FirepowerA firer can choose to spread their firepower dice
over a number of targets. They can allocate one
or more firepower dice up to the firepower of the
weapon on a different target as long as they are
within 2 inches of the first target.
It is also possible to walk the fire over a larger
distance, but each distance of two inches costs 1
firepower dice. For example, there are two
Wehrmacht crossing a field 4 inches apart. A .30
Cal with a firepower of 5 opens suppression fire
on them. The firer decides to put 2 dice on the
first soldier, uses one dice on the 2 inch gap, and 2
on the last soldier.
Casting
You cant have a T.V. Show about World War II
without assembling a cast of actors to portray
your characters! Plus, you need to make sure you
have the right mix of talent, outfit them with the
right props, and stay on budget. Being a Casting
Director can be tough!
Cast Size
For a show to work it must have the following
requirements:
Hiring a Cast
As the Casting Director you can choose anyone to
fill out your cast, with the above parameters in
mind. When you are starting a Series, you will
begin with a budget of $100K dollars for casting.
This must be used to hire on Cast Members and to
outfit them with the proper props for Gunfights
and Brawling.
Add up the total cost of Cast and Props to get the
total starting Budget.
Extras
5K
Extras form the bulk of the cast. They are there to be seen and flesh out the world around the stars.
Frequently, they have very little or no speaking parts. They are essentially living parts of the set. The
bulk of the casualties in World War II T.V. comes from the Extras.
Screentime
Gunfight
Brawling
Action
-/6+
6+
5+
Props:
Gunfight
Rifle
Pistol/Revolver
LMG*
Cost
5K
5K
30K
Guts N
Glory
5+
Plot
Armor
-
Brawling
Rifle Bayonet*
Knife
Star
Power
-
Cost
1K
1K
Rifle Bayonet*= A Rifle Bayonet can only be equipped when a Rifle prop is also taken
LMG*= The Light Machine Gun must have two Extras assigned to it. This is called a Fire Team. One
Extra is the gunner and the other is the loader. They are activated as a single Cast member and act as a
single Cast Member. The Fire Team must stay within 2 inches of each other for the Episode.
If one of the Fire Team Extras is Removed from the Episode/Downed, the LMG can not be moved. It
becomes a stationary weapon. The Extra manning the weapon can abandon the LMG, but the gun is
then removed from play.
Cast
10K
The Cast typically have recurring speaking parts on the T.V. show. They are familiar faces that the
audience will recognize, but are not usually the focus. Their may be a handful of Episodes where a
member of the Cast will be allowed to play a pivotal role with significant screen time and dialogue.
Screentime
Gunfight
Brawling
Action
-/6+
6+
5+
Props:
Gunfight
Rifle
Pistol/Revolver
Automatic Rifle
Grenades
Cost
5K
5K
10K
15K
Guts N
Glory
5+
Plot
Armor
1
Brawling
Rifle Bayonet
Knife
Brass Knuckles
Star
Power
-
Cost
1K
1K
5K
Co-Star
15K
Co-Stars are typically second billing in the credits. They have a significant screen time and dialogue.
It is not uncommon for entire Episodes to focus on a Co-Stars point of view or plot conflict. They are
always named characters, and rarely are killed off; unless a serious shake-up is occurring in the Series.
Screentime
Gunfight
Brawling
Action
5+/6+
5+
4+
Props:
Gunfight
Rifle
Pistol
Automatic Rifle
Sub-machine Gun
Grenades
Cost
10K
5K
15K
20K
20K
Guts N
Glory
4+
Plot
Armor
1
Brawling
Rifle Bayonet
Knife
Brass Knuckles
Star
Power
1
Cost
5K
5K
10K
Stars
20K
The Stars typically carry the T.V. Show from Episode to Episode and form the main character that a
Series is focused around. A T.V. Show typically can only have one or two Stars. Stars get the most
screen time, top-billing, and the biggest salaries! However, their personal acting skills, charisma, and
fans are what keep the show on the air.
Screentime
Gunfight
Brawling
Action
4+/6+
4+
3+
Props:
Gunfight
Rifle
Pistol/Revolver
Automatic Rifle
Grenades
Sub-Machine Gun
Cost
10K
5K
15K
20K
20K
Guts N
Glory
3+
Plot
Armor
1
Brawling
Rifle Bayonet
Knife
Brass Knuckles
Sword/Axe
Star
Power
1
Cost
5K
5K
10K
15K
2-3- Nothing
3-4- A single Extra with Rifle
5-6- 1 Cast with Rifle and Knife
7-8- 1d3 Extras with Rifles
9-10-1 Cast with Sub-Machine Gun
11- 1 Co-star with Pistol, Knife, Grenades
12- 2 Extras with Rifles and Machine Gun
Enemy Action
Once a Combat! Marker has been converted to
enemy soldiers, they can activate and act as
normal. However, Enemies use a decision tree
metrics to determine what actions to take in their
turn.
Activating an Enemy Model
The player chooses the enemy model closest to his
troops and activates them first. The model chosen
must have Screentime available. If it does not
have Screentime, the next closest enemy is chosen
instead, until all enemy Models have activated.
Enemy Screentime
When an enemy model uses its Screentime, then
follow these steps:
1. Determine Attitude
2. Determine Action
3. Use Extra Screentime
Determine Attitude
At the beginning of the Episode, the Enemy
Attitude is determined. Some Episodes will
specify the Enemy Attitude. This attitude will help
determine Enemy actions when they use
Screentime.
Offensive Attitude
Roll a d6:
1. Model will Charge the closest enemy to Brawl.
If no one to charge, they will shoot instead. If
no one can be shot at, they will move towards
the closest enemy instead.
2. Model will Aim at the closest Target. If there
are no enemy models in sight, the model will
move towards cover closer to the enemy.
3. Model will shoot at the closest enemy. If there
are no enemies in sight, the model will move
towards cover closer to the enemy.
4. Model will shoot at the closest enemy. If there
are no enemies in sight, the model will move
towards cover closer to the enemy.
5. Model will Move towards cover closer to the
enemy. If it is in cover, it will shoot at the
closest enemy. If no enemy are eligible to be
shot, it will move towards cover closer to the
enemy.
6. Model will Move towards cover closer to the
enemy. If it is in cover, it will shoot at the
closest enemy. If no enemy are eligible to be
shot, it will move towards cover closer to the
enemy.
If the Model has Screentime, it will attempt to use
it now. If successful, the enemy model will do the
following:
1. If it moved towards an enemy, it will attempt to
get into a Brawl. If it can not reach a target to
Brawl, it will shoot instead. If it can not shoot,
it will move into cover closest to the enemy.
2. If the model Aimed, it will attempt to shoot
now at the enemy target.
3. If it shot at the enemy it will attempt to shoot
again at the closest enemy target, if none are
visible it will move to cover closer to the
enemy.
4. If the model moved into cover closer to the
enemy it will attempt to Brawl with any enemy
in range. If no enemies are in range it will shoot
the closest target. If no one can be shot at, it
will again move into towards cover closer to
the enemy.
If Screentime is available, the Model will attempt
to use it again.
Defensive Attitude
Roll a D6:
1. The Model will move into the closest cover. If
it is already in cover, it will attempt to hide.
2. The Model will move into the closest cover. If
it is in Cover, it will Aim at the nearest enemy.
3. Model will move into the closest cover. If it is
in cover, it will move towards the cover
closest to the enemy.
4. Model will move into the closest cover. If it is
in cover, it will shoot at the nearest enemy.
5. Model will shoot at the nearest enemy. If there
are no targets to shoot it will move into the
closest cover.
6. Model will shoot at the nearest enemy. If there
are no targets to hit it will move towards cover
closest to an enemy.
If the Model has Screentime, roll a d6. On a 5+ it
will attempt to use it. If unsuccessful, the model
will wait to be activated later. If successful, the
enemy model will do the following:
1. If is moved towards and enemy, it will attempt
to get into a Brawl. If it can not reach a target
to Brawl, it will shoot instead. If it can not
shoot, it will move into cover closest to the
enemy.
2. If the model Aimed, it will attempt to shoot
now at the enemy target.
3. If it shot at the enemy it will attempt to shoot
again at the closest enemy target, if none are
visible it will move to cover closer to the
enemy.
4. If the model moved into cover closer to the
enemy it will attempt to Brawl with any
enemy in range. If no enemies are in range it
will shoot the closest target. If no one can be
shot at, it will again move into towards cover
closer to the enemy.
A model will only attempt to use Screentime one
time with a Defensive Attitude.
Season Rules
Playing a Season
Seasons are a series of linked Episodes that make
up a Season. Typically, they are 12 episodes with
the final Episode being a especially large or
exciting. When a Season is being played, a bit
more book-keeping and pre and post battle rolls
are needed.
Complete the following Steps:
1. Prior to the Episode, roll for Plot Points. If a
Plot Point is completed during the Episode, it
will help boost the ratings of the Episode or
provide extra Fans for a Cast member.
2. Prior to the Episode, bid for Ratings. This is
how many Ratings you are attempting to earn
in the Episode.
3. Prior to the Episode, use Complications on
your opponent. These typically hinder your
foe from completing their objectives, but cost
Ratings to use.
4. Post Episode, determine Injuries. Models
that were Removed from the Episode may
face consequences that will impact the Cast
Member going forward. It is never good for
your career to die on screen!
5. Post Episode, calculate Ratings earned. As
the Cast completed Episodes, plot points, and
overcome complications it will boost ratings.
6. Post Episode, gain Fans. Individual Cast
Members will gain and lose Fans. These Fans
can be used to negotiate different abilities
with the writers.
7. Post Episode, calculate Popularity. This is a
measure of a Casts overall success. It is a
combination of Ratings, Fans, and Costs. The
Casts with the best Popularity are leading in
the Season.
Roll for Plot Points
Plot Points are different sub-plots created by the
writers for the Episode. They are essentially subobjectives that can be accomplished to help your
Ratings or earn Fans for a Cast Member.
Plot Points can be assigned to any Cast Member
who is not an Extra to complete. These are
assigned secretly prior to the Episode. Write the
Plot Point down next to the relevant Cast Member
on your Cast list.
To generate a Plot Point roll a 2d6 and consult the
chart below:
Sandbags
Player can place a sandbag emplacement up to 6
inches long in your own deployment zone at the
start of the Episode.
Injury
Choose one Cast Member before the game begins.
They need to make a Guts N Glory test. If failed
they must miss the Episode due to an injury.
However, they return as normal for the following
episodes.
Fatigue
Choose a Cast Member to suffer from Hunger at
the beginning of the Episode. Add a +1 to all
Characteristics to a maximum of 6+ for the rest
of the episode.
Lost
Before deploying, each Cast Member must make
an Action test. If passed they can deploy as
normal. If failed they are delayed. Make an
Action test at the start of every turn. Once passed
the Cast Member may deploy as normal.
Name
Fog
Enemy Aircraft
Arty Strike
Shellshock
Sandbags
Injury
Fatigue
Lost
Ratings Cost
10K
5K
5K
1K
5K
10K
5K
10K
Determine Injuries
Injuries can occur anytime a Cast Member is
removed from the Episode. An injury will last a
certain number of Episodes before it disappears
from the cast member. The writers have moved
on from that story arc and let the character get
back to normal.
If a Cast Member was Removed from the Episode
they must roll for Injuries. If a Cast member is
down at the end of the Episode, roll a Guts N
Glory test. If passed, the model is fine. If failed
they will roll on the Injury Chart.
Roll 2d6:
Doubles = Fine. No Injuries
3-4- Leg Injury- The model moves 1 inch slower.
5-6- Niggling Injury- The model misses 1d3
episodes to recover.
7- Arm Injury- The model has a -1 in Brawling
8- Hand Injury- The model has a -1 shooting
9-10- Concussion- The model has -1 to Actions.
11- Trauma- Minus 1 to Guts N Glory Tests.
Extras- 0 Fans
Cast- 6 Fans
Co-star- 11 Fans
Star- 16 Fans
Fans
As Cast members complete actions they tend to
attract a fan base. This fan base encourages the
writers to let the Cast Member do more and
improve their abilities in an Episode.
2- +1 Screentime
3- +1 Suppression Fire
4- +1 Plot Armor
5- +1 Suppression Fire
6- +1 Aimed Fire
7- +1 Actions
8- +1 Brawling
9- +1 Guts N Glory
10- +1 to all Dramatics rolls with a weapon
11- +1 Aimed Fire
12- +1 to determine wounds
Character Development
As a Cast Member gains fans, their character will
develop during the Season. Roll a 2d6 and
consult the chart below.
Popularity
To determine a Casts popularity, you simply add
up their Cost, their Fans, and their total number o
Ratings. This will equal their Popularity rating.
It is a good way to gauge their relative power
level compared to other Casts.
Underdogs
Everyone loves to see scrappy underdogs
overcome the odds and win against the odds. The
Cast that plays against a Cast with a higher
Popularity will have the following advantages.
Popularity Difference 1- 20K
Can roll for an additional Plot Point, and earns
+1K Fans Cast Member used in the Episode.
Popularity Difference 21K-50K
Can buy 1 free Complication up to 5K, roll 1
additional Plot Point, and +1K Fans per Cast
member in the Episode
Popularity Difference 51K- 100K
Can buy 1 free Complication up to 10K, roll 1
additional Plot Point, +2K Fans per Cast member
in the Episode, and +10K ratings
Player Cooperative
Using this method, there are multiple Players who
are all playing against the Gamemaster. It is very
similar to Player vs. Gamemaster except there is
more than one Player. The Players models can
grow and improve through Season play, but the
Gamemasters Cast will not.
Alternate Rules:
As the alternate rules for Player vs.
Gamemaster.
The Players must divide up their starting Cast
Ratings by the number of Players. The Players
then hire the Cast as normal.
The Players will control the same Cast
members during the course of Season play.
During Activation, assign each player a number
(or two) on the d6. The player can activate a
Cast member when his number is rolled during
Thats Your Cue!
Players vs. Game
In this style of game, multiple Players use the
Solo-Game rules to play against the Episodes in a
Season. There is no GM and everyone is a player.
Alternate Rules:
Use the Solo-Season rules
The Players must divide up their starting Cast
Ratings by the number of Players. The Players
then hire the Cast as normal.
The Players will control the same Cast
members during the course of Season play.
During Activation, assign each player a number
(or two) on the d6. The player can activate a
Cast member when his number is rolled during
Thats Your Cue!
Combat! Cast
This uses the same rules as the appropriate Season
Type. However, the Players do not pick a Cast.
Instead, they start using the Pre-set Combat!
Cast. The Players can not add or subtract from
the Cast before starting play.
Gunfight
Brawling
Action
4+/6+
4+
3+
Guts N
Glory
3+
60K
Fans: 16
Plot
Armor
1
Star
Power
1
Props:
Rifle, Pistol, Knife, Grenades
Sgt. Chip Saunders
65K
Saunders was the ranking NCO and the main protagonist in many
episodes. He was an experienced combat vet who fought in North
Africa and Italy before D-Day. He and Hanley were buddies before the
invasion, but Saunders is the most experienced soldier of the squad. He has
Also been decorated numerous times.
Screentime
Gunfight
Brawling
Action
4+/6+
4+
3+
Guts N
Glory
3+
Plot
Armor
1
Fans: 16
Star
Power
1
Props:
Sub-machine Gun, Knife, Grenades
Pvt. Littlejohn
21K
Fans: 6
At six-foot, six inches tall, Littlejohn is the gentle giant of Company K.
Kind-hearted and friendly, Littlejohn finds some good in everyone he
meets. Though he seems a hayseed, hes perceptive about people and is
hard to con. Dont ask if Littlejohn is a nickname or his last name. He was
Best friends with Billy Nelson, a squad mate.
Screentime
Gunfight
Brawling
Action
-/6+
6+
5+
Props:
Rifle, Rifle Bayonet
Guts N
Glory
5+
Plot
Armor
1
Star
Power
-
Gunfight
Brawling
Action
-/6+
6+
5+
Guts N
Glory
5+
21K
Fans: 6
Plot
Armor
1
Star
Power
-
30K
Fans: 11
Plot
Armor
1
Star
Power
1
Props:
Automatic Rifle, Knife
PFC Paul Caje Le May
Caje was played as a wily veteran by Pierre Jalbert,. Caje was a
Cajun and spoke two languages on the show. His ability to speak
French was a key advantage. He was a man of many vices, and fancied
himself a bit of a ladies man, even though he received 3 Dear John
letters during the course of the show. He often wore a beret. .
Screentime
Gunfight
Brawling
Action
5+/6+
5+
4+
Guts N
Glory
4+
Props:
Rifle, Knife
Special:
Speak French as an Action. This allows him to converse with French civilians and French Resistance
Billy Nelson
16K
The All-American, corn-fed boy, Billy Nelson, is the squads
youngest member. He has a charming, boyish grin, and is
rather gullible. So its good he has Littlejohn to look out for
him. If going by the book, this private is not a good soldier,
always getting things wrong and mis-handling his equipment.
But in the field, hes a man you can count on to watch your back.
Screentime
Gunfight
Brawling
Action
-/6+
6+
5+
Props:
Rifle, Knife
Guts N
Glory
5+
Fans: 6
Plot
Armor
1
Star
Power
-
Pvt. Braddock
Braddock hails from Chicago Illinois. He landed with
Sgt. Saunders and his squad on Omaha Beach during D-day.
Like many in the war, he was a draftee. Braddock had a
well-deserved reputation as a gold-brick and a con-artist.
He was typically running some sort of angle.
Screentime
Gunfight
Brawling
Action
-/6+
6+
5+
Guts N
Glory
5+
16K
Fans: 6
Plot
Armor
1
Star
Power
-
16K
Fans: 6
Plot
Armor
1
Star
Power
-
Props:
Rifle, Knife
Doc
The squad's second medic is a man of action who does
not always meekly accept his non-combatant role . He
speaks with a southern drawl and claims in one episode
to be from Arkansas. Before being drafted, he was a clerk
in a grocery store. He wanted to be trained as an army cook
so he would have a good trade after the war, but the army
made him a medic. He has an easy-going southern charm
and good foxhole-side manner. Doc seems to have become a
confidante of Saunders.
Screentime
Gunfight
Brawling
Action
-/6+
6+
5+
Guts N
Glory
5+
Props:
Knife
Special:
When making First Aid Action roll, Doc may re-roll any failed result. He must abide by the second
roll.
The Combat! Cast begins with a popularity of 318 for the purposes of Starting the Season and
choosing Axis Casts to face them.
Episodes
The Episode is the building block of any
successful show. It is typically a short, selfcontained story with a beginning, a middle, and an
end. IN Combat! Starring Vic Morrow! Each
game is known as an Episode.
Choosing an Episode
There are a number of ways to choose an Episode.
The method presented below is an optional way,
and the players can choose any mutually
agreeable method they prefer. The method below
is designed to allow you to get on with playing an
Episode as soon as possible.
Roll a 2d6 and consult the chart below to
determine the Episode to play:
2-4- Dawn Patrol
5- Protection
6- Scavenge
7- Ambush
8.- Raid
9.- Breakthrough
10.- Infiltration
11-12.- Patrol
The Episode
Below are some sample Episodes that you can use
as the basis of a Season. Feel free to make your
own Episodes to play as well. These Episodes are
derived from watching episodes of Combat!.
Solo-Play
This final section will detail any special rules
related to playing this game solo.
Dawn Patrol
Guide:
In the early morning light, Sergeant Saunders and
his men have been roused from sleep by Lt.
Hanley. It is up to them to go out into the
growing light and try to locate the German
positions. Naturally, the squad is non-plussed by
the idea of going out so early.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
Storyline:
Each patrol must try to drive off the other Patrol
by the end of the Episode.
This is a dawn patrol so it starts off at night. All
LOS ranges for both Patrols are 2d6+4 inches.
Roll this whenever a model is trying to determine
LOS for a shot.
Solo-play:
For solo-play, the enemy Patrol will be composed
of 1 Combat! Marker for every 15K of Cast taken
for the Episode.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
Each side deploys on opposite long board edges
up to 6 inches from their board edge.
The End:
The Episode plays for 6 Scenes. If one Patrol has
half or more of their number Down or Out of the
Episode, the highest ranking Cast Member must
take a Guts N Glory test. If passed, the side can
keep fighting. This test will need to be made
during the Establishing Shot for each Scene as
long as the patrol is less than 50%.
If the Guts N Glory test is ever failed, then the
Patrol Runs Away and is immediately removed
Protection
Guide:
Lt. Hanley has received orders from Division HQ,
and he doesnt like them. He is to assign a squad
of troopers to escort some VIP. The problem is
the Germans want this VIP dead. It is up to Sgt.
Saunders and his men to get this VIP to where
they are supposed to be alive and in one piece.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The VIP they are assigned to protect is the
equivalent to a Co-star. They are armed with a
pistol and a knife. However, they will only fight
in self-defense during a brawl, or shoot at an
enemy that is within 12 inches.
Storyline:
The Patrol that bid the lowest Ratings is assigned
a special guest star VIP to protect for the Episode.
The squad is to move with the VIP as they attempt
to move across the board from one short board
edge to the other without dying.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
The Patrol and VIP deploy on a short board edge
within 6 inches of the edge. The opposing side
can deploy anywhere on the board, but at least 18
inches away from any opposing model.
The End:
The Game ends if the VIP is Removed from the
Episode, the VIP leaves the opposite short board
edge, the end of Scene 8, or one of the squads
routs.
If the VIP Escort has 75% of their number Down
or Out of the Episode, the highest ranking
Scavenge
Guide:
Sgt. Saunders and the squad are well ahead of the
line of advance, and deep in enemy territory. The
squad must rely on what they can scavenge to
survive this deep in enemy territory. However,
the Germans are none-to-keen on letting them live
off the land. They want to push them back to the
front.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The squad that bid the lowest ratings is the
scavenger.
Storyline:
The squad is sent to collect a number of key items
from behind enemy lines. These could be
documents, food, water, medical supplies, fuel,
etc.
1d3+2 Scavenge Markers are placed randomly
across the board. You do this by putting the
markers in the center of the board and deploying
them by rolling a 2d6 (or d12 if you have one).
This will be the number on a clock face, with the
number 1 pointed at the person deploying the
markers. Then roll a 3d6. This is the number of
inches along that clock face the marker will be
deployed at.
Cast Members can pick-up a Scavenge Marker by
touching it, and successfully passing an Action
test. If a Cast Member with a Scavenge marker
goes Down or Removed from the Episode, they
drop the Scavenge Marker. It can only be picked
up by Cast members who are not Down.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
Ambush
Guide:
Sgt. Saunders and his men are moving through the
French countryside towards Paris, when they
stumble right into the middle of a German
ambush! Can Sgt. Saunders lead his men out in
one piece?
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The squad that bid the lowest ratings is the
ambusher.
Storyline:
The ambusher is trying to Down or Remove from
the Episode every enemy model. The ambushed
unit must try to escape the board anyway they
can.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
The Cast being ambushed places one figure in the
center of the table. All other cast members must
be placed within 6 inches of that model. They can
be facing any direction.
The Ambushers are placed once all ambushed
models are on the table. They can set-up
anywhere on the board, but must be in cover AND
18 inches away from the closest enemy model.
The End:
The Episode ends after Scene 8. It will also end
once all ambushed models are Down, Removed
from Episode, or off the board.
In this scenario, the ambushed models are trying
to run-away. Therefore, they do not need to make
Guts N Glory tests.
Solo-play:
Roll a d6. On a 1-4 the Ambushed is the Player.
On a 5-6 the Player is the Ambusher. For every 10
Ratings, the opponent gets 1 Combat! Marker. In
this scenario, when a Combat! Markers will act
Offensively if they are the Ambusher, and
defensively if Ambushed. Combat! Markers will
be revealed when they enter LOS of an opponent
or shoot.
Combat! Markers as Ambusher: Roll a d6 for each
Combat! marker. Long table edge closest to
player is 1-2, short table edge to left is 3, opposite
long table edge is 4-5, right short edge is 6. The
Combat! Marker is placed in cover up to 12
from that edge closest to the center. They can not
be deployed closer than 18 to the Players
models.
Combat! Marker as Ambushed: Place 1 Combat!
Marker in the center of the board. Place all other
Combat! Markers evenly spaced up to 6 Inches
away from the center.
In this scenario, the ambushed models are trying
to run-away. Therefore, they do not need to make
Guts N Glory tests. Ambushing Combat!
Markers will take Guts N Glory tests as normal.
Raid
Guide:
The Germans have a machine-gun nest hidden
further up the road. Sgt. Saunders and his squad
have been ordered up to find the nest and take it
out. If they cant do it, the men following behind
will be at great risk.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
Solo-play:
For solo-play, the enemy Cast will be composed
of 1 Combat! Marker for every 15K of Cast taken
for the Episode.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4. Each player deploys on opposite long table
edges up to 6 inches in.
The target of the Raid is placed up to 6 inches
away from the center of the board, any direction
the controlling player wishes, in a logical
location.
The End:
The Episode will last 8 turns, until one Cast runs,
or the target is destroyed.
The target can only be destroyed if a Cast
Member successfully passes an Action! Test
while in touching the target of the Raid.
If one Cast has 75% or more of their number
Down or Out of the Episode, the highest ranking
Cast Member must take a Guts N Glory test. If
passed, the side can keep fighting. This test will
need to be made during the Establishing Shot for
Infiltration
Guide:
The patrol codenamed: White Knight is sent
forward to try and locate an enemy artillery
observation post. Sgt. Saunders and his team are
supposed to sneak in, find the location of the
enemy post, and sneak out again. However, the
Germans are looking for them.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The End:
The Episode will last 8 turns, until one Cast runs,
or the observing model successfully makes it back
off their table edge.
Solo-play:
For solo-play, the enemy Cast will be composed
of 1 Combat! Marker for every 15K of Cast taken
for the Episode.
The player chooses a long board edge. Combat!
Markers are placed evenly on the opposite long
board edge 6 inches in. Combat! Markers and
Models will act using the Defensive Attitude until
one enemy Cast Member has moved to the
Observation point. Combat! Markers and Models
will switch to Offensive Attitude.
In addition, they will begin to take Guts N Glory
tests like a normal Cast. If it the test is failed in
the Establishing Shot, the patrol withdraws as
normal.
Breakthrough
Guide:
Lt. Hanley and the squad are taking ground fast.
They have to move quickly to exploit the gap left
by a German withdrawal. Time is of the essence
as the squad and the Americans push towards
Paris.
Cast:
The minimum amount of Cast Members is 3. At
least 1 must be Cast or higher.
The squad that bid the lowest ratings is attempting
to breakthrough.
Storyline:
One Cast is attempting to push through the lines
to the other side. Once one model exits the
opposite board edge the breakthrough has been
achieved. The other Cast is trying to stop them.
Set:
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
Each player deploys on opposite long table edges
up to 6 inches in.
The End:
This Episode lasts 8 Scenes, until one side Runs
Away, or the attempted Breakthrough gets 1 or
more models off the opposite board edge.
If one Cast has 75% or more of their number
Down or Out of the Episode, the highest ranking
Cast Member must take a Guts N Glory test. If
passed, the side can keep fighting. This test will
need to be made during the Establishing Shot for
each Scene as long as the patrol is less than 75%.
If the Guts N Glory test is ever failed, then the
Patrol Runs Away and is immediately removed
from the board. The Patrol that Runs Away first
loses the Episode.
Solo-play:
For solo-play, the enemy Patrol will be composed
of 1 Combat! Marker for every 15K of Cast taken
for the Episode.
The player chooses a long board edge. Combat!
Markers are placed evenly on the opposite long
board edge 6 inches in. Combat! Markers and
Models will act using the Offensive Attitude until
one enemy Cast Member has moved over half
way across the board. Combat! Markers and
Models will switch to Defensive Attitude.
In addition, they will begin to take Guts N Glory
tests like a normal patrol. If it the test is failed in
the Establishing Shot, the patrol withdraws as
normal.
Designer Notes
small screen.
I wanted some of the tongue-in-cheek nature of a
game like Blood Bowl, but Combat! strove to give
a somewhat realistic look of the World War II
experience to the viewers at home. So I wanted to
honor that legacy as well. It was a tough line to
walk. In addition, I wanted to avoid the rivet
counting and rules bloat of other rules systems I
have played.
The design philosophy was simple:
1. Mechanics that capture the feel of WWII on TV
2. Players engaged in the action at all times
3. Campaign play with a linked series of games
like a Season of TV
Combat! Markers