Академический Документы
Профессиональный Документы
Культура Документы
Section Page
First Principles 3
Starring… 6
Lights, Camera, Action 8
Hitting Your Marks 9
Gunfights 10
Brawling 14
Actions 15
Advanced Rules 16
Casting 17
Solo-play 19
Season Rules 22
Solo-Play Season Rules 27
Alternate Season Rules 28
The Combat! Cast 29
Episodes 32
Designer’s Notes 40
Combat! Markers 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. What You Need to Play
In order to get started playing Combat! Starring
In these pages you will find a game that allows Vic Morrow you will need the following things:
you to play out your favorite Television and
Movie adventures of World War II. You will be • 6 sided Dice. The more the merrier
the director setting up scenes and playing out the • A ruler or Tape Measure in Inches
events of the plot. Your direction will lead your • Models or Templates to represent your
band of plucky TV heroes across France and Gladiators in the Arena
towards Berlin. Can your show earn enough • A flat play area 2x2 or larger to represent the
ratings to stay on the air until VE day? Will your sands of the Arena
stars make it to the end of the Season? • Terrain as needed for the Arena
The Most Important Rule A model is a single model on its own base. This is
The most important rule of Combat! Starring the most common term used in the rules.
Vic Morrow is to have fun. This is a
collaborative game where all players are A unit is composed of multiple models on separate
attempting to enjoy themselves. This includes bases.
helping your opponent have fun too. If you or
your opponent are not having fun, then the game These terms are used throughout the rules. For the
has failed and everyone has lost. most part Combat! Starring Vic Morrow is
focused on interactions between individual models,
Resolving Disputes even when they are part of a larger Scene or
If a quick and simple resolution to a rules dispute Season.
can not be made based on judgment, then resort
to this method to resolve all disputes. After the House Rules
game is over, you can thoroughly consult the The rules for Combat! Starring Vic Morrow were
rulebook and decide on a solution going forward. created by mere mortals. As such, there will be
rules you feel are not accurate or need to be
Both players roll a d6. The player who rolls the adjusted to fit your wants and needs as a player.
highest wins and their rules interpretation is This is not only welcomed, but encouraged. The
followed for the remainder of the game. If a tie, only caveat is that all players for any given game
continue rolling until a winner is found. are familiar with any house rules prior to play
beginning.
It is preferable to avoid rules disputes whenever
possible. Frivolous use of this rule is considered Otherwise, House Rule away. This is your game
a violation of the Most Important Rule. system so make use of it as you see fit.
Breaking the Most Important Rule is
considered a loss.
Starring…
Combat! Starring Vic Morrow is a game to while the second represents the Cast Members
help you recreate World War II adventures from chance of hitting something when they are firing
the small screen. Combat! was a television in the general direction of the enemy. This will
show on ABC that ran from 1961 through 1967. be discussed further later.
The series focused on the exploits of American
soldiers fighting the Germans in France during However, for now it is important to note that the
World War II. The show took place after D-day lower the number, the easier it is to hit what you
and before the liberation of Paris. are shooting at.
These basic elements make up the individual • Jake Hogan- Pvt. William G. Kirby
profiles of each Cast member on the show. As a
Season of Episodes continue it is possible for • Dick Peabody- Pvt. "Littlejohn"
Cast Members to get better or worse. Events in
each Episode can impact the storyline of the • Conlan Carter- "Doc" (seasons 2-5)
Season and each Cast Member’s character
differently. • Tom Lowell- Billy Nelson (seasons 1-2)
Later on in the rules there will be more • Shecky Greene- Pvt. Braddock (season 1)
information about creating a Cast for your
Episodes. In the meantime, as you read the rules • Steven Rogers- "Doc" (seasons 1)
you will see how the profiles interact with the
rules to allow you to play the game. • Paul Busch- (Played different parts, mostly
German)
Example Profile:
Screentime Gunfight Brawling Action Guts N’ Glory Plot Armor Star Power
3 5+/6+ 5+ 4+ 4+ 1 1
Lights, Camera,
Action!
Hinders Movement
There are three ways to Hinder Movement
detailed below:
Impassable
No model can move through this terrain. They
must move around it.
Dangerous
A model can move through it at half speed. This
type of terrain can not be run through. They must
pass an Action Test or test for injury as if shot.
Difficult
A model can only move through the terrain at half
speed. You can not run through this type of
terrain.
Gunfights
Trading fire and gunfights are a staple of good When shooting at an Obscured target the dice roll
TV! There is drama, danger, and excitement. It receives a -1 to the Gunfight roll.
seems only logical to try and capture that spirit of
action in game. Below are all the rules you will In addition, targets that are Obscured are less
need to liven up your episodes. likely to be Pinned. They have a +1 on their
Guts’n Glory roll to avoid being pinned.
Range
In this game, weapons are assumed to be able to Blocked
hit anything on the board assuming it can be seen. Some sets are considered blocking. When a target
is 50% or more behind blocking Sets they are
Fire Arc considered blocked. The firer receives a -1 to the
A model can only fire on models within their 90 Gunfight dice roll to determine if they were hit.
degree arc from the face. Other models will not
be seen by the firing model. In addition, a target in blocking terrain is less
likely to be Pinned. They have a +2 on Gut’n
Line of Sight Glory tests to avoid pinning.
Bullets go in a relatively straight line, even on
TV! Shots may not be made through intervening Weapon Firepower
blocking terrain. Friendly models do not block The Firepower of a weapon represents how many
Line Of Sight. bullets it can put out in the show. The higher the
Firepower rating of the weapon, the more
Obscured Gunfight dice the firer can roll.
Some Sets or Special Effects cause a target to be
obscured. When a target is 50% or more within Therefore, if a weapon has a Firepower 5 the firer
obscuring terrain they are considered obscured. can roll 5 Gunfight dice.
Suppression Fire Plot Armor
Suppression fire is pointing your gun in the If a model is hit a point of Plot Armor is removed
general direction of the enemy and firing. The from their profile. If they are reduced to 0 or
intent is not to hit the enemy, but to pin them below the model will be injured.
down for a few moments.
Injury
To use Suppression fire, a model must determine When a model is reduced to Plot Armor 0 or
LOS and see if a model is obscured/blocked. If below, every time they are hit they must roll on
LOS exists, the model may fire. the injury chart.
Roll 1 dice per the firepower of the weapon being 1-2 Remove From Episode
used. Consult the firing models profile. The 3-4 Downed
second number in the Gunfight stat is what they 5-6 Just a Scratch
need to hit the target. For each dice rolled if the
result is the Gunfight Suppression Fire or higher Removed from Episode
the target is hit. The model is removed from the table. They won’t
be making any further appearance during the
Aimed Fire episode. This is usually accompanied by a
When a model uses aimed fire, he is intentionally dramatic fall, Wilhelm scream, or clutching of the
trying to hit a target to injury them. The intent is chest before falling over.
to take them out of the show.
Downed
To use Aimed Fire a model must use an The model is placed on their back and considered
activation with the Aim action before firing. If pinned. They can only crawl around 2 inches
they have done this determine LOS and see if the wounded. They may not use Gunfight or Fisticuff
target is obscured or blocked. If LOS exists, the stats. They may not use Actions. If attacked in
model may fire. Aimed Fire may not use Split Fisiticuffs they are automatically Removed from
firepower. the Episode.
Roll 1 dice per the firepower of the weapon being During the Establishing Shot roll for each
used. Consult the firing models profile. The first Downed model on the Injury table. They may end
number in the Gunfight stat is what they need to up being removed from the table, staying down,
hit the target. For each dice rolled if the result is or be downgraded to Just a Scratch as the model
the Gunfight Aimed Fire or higher the target is hit. recovers from the shock of getting hit.
Pinning
A target that is fired on must make a Guts’n Glory
test or be pinned. Roll a dice. If the result is the
Guts’n Glory number in the model’s profile or
better, the test is passed. If passed, no other
actions are taken regarding pinning.
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.
Dramatics
At certain key points in an episode, a weapon
may jam, run out of ammo, or fail to function.
Brawling
Locked
Fist Fighting is a staple of action shows from the
When two or more models are Brawling they are
end of World War II to today! This section will
considered to be “locked” in combat. They may
explain how you can add this element to your
not move, shoot, or perform actions until they are
Episodes.
no longer locked. This will last until one of the
models is Removed from the Episode. Once this
Facing
occurs, the remaining model is no longer locked.
Models can only attack if they are facing their
opponent. Their facing is the front 45 degrees of
Models who are locked in a Brawl may not be
the direction to model is looking. It is possible
fired upon by anyone else. However, other
for only one model in a Brawl to be facing in the
models can join in the combat freely. However, if
proper direction to fight.
they join they will also become locked.
Range
Brawling
Brawling can only occur when the two-models are
For each point of Damage on the weapon being
within 1 inch of each other. This is the only time
used in the brawl roll a d6. Each dice that meets
a model can move closer than an inch to another
or exceeds the Cast Members Brawling rating is
model.
considered a hit.
Obscured
Plot Armor
Some Sets or Special Effects cause a target to be
If a model is hit a point of Plot Armor is removed
obscured. When a target is 50% or more within
from their profile. If they are reduced to 0 or
obscuring terrain they are considered obscured.
below the model will be injured.
When brawling with an Obscured target the dice
roll receives a -1 to the Brawling roll.
Injury
If a model is reduced to 0 Plot Armor, they are
Blocked
automatically Removed from the Episode if they
Some sets are considered blocking. When a target
lose a Brawl. No other injury can occur and they
is 50% or more behind blocking Sets they are
will not be pinned. This is usually accompanied
considered blocked. The firer receives a -1 to the
by a dramatic fall, Wilhelm scream, or clutching
Brawling dice roll to determine if they were hit.
of the chest before falling over.
Jumping- Model can jump over objects less than Diving- The model can dive. They end their
2 inches tall, or jump across obstacles that are less movement by “Hitting the Dirt”.
than 2 inches across.
Hit the Dirt- The model goes prone. They
take cover on the ground. They are
considered Pinned and Obscured.
1. Unlocking a door
2. Disarming explosives
3. Operating a radio
4. Deciphering a code
5. Reading Map Coordinates
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 Firepower-
A firer can choose to spread their firepower dice
over a number of targets. They can allocate one Cover Fire. Once a model shoots it also is no
or more firepower dice up to the firepower of the longer in Cover Fire mode.
weapon on a different target as long as they are
within 2 inches of the first target. The model can interrupt the movement of an
opposing model by firing on them if the opposing
It is also possible to “walk the fire” over a larger model moves through their fire arc. The moving
distance, but each distance of two inches costs 1 model is halted when the Cover fire is declared.
firepower dice. For example, there are two The results of the shooting are calculated
Wehrmacht crossing a field 4 inches apart. A .30 immediately and the results applied. After the shot
Cal with a firepower of 5 opens suppression fire is calculated the moving model may continue
on them. The firer decides to put 2 dice on the moving if they are still capable of it.
first soldier, uses one dice on the 2 inch gap, and 2
on the last soldier. Look Out Sir!
A model within two inches of a Star can choose to
Cover Fire- Advanced Rule throw themselves in front of a shot that would
During a Cast Member’s Screentime, they can otherwise injure the Star model. Instead, the
successfully make an Action! Roll and go into alternate model is considered to take the injury.
Cover Fire Mode. If the model moves or Roll for injury as normal on the alternate model.
performs another Action they are no longer in The Star model continues as normal.
Casting
You can’t have a T.V. Show about World War II Hiring a Cast
without assembling a cast of actors to portray As the Casting Director you can choose anyone to
your characters! Plus, you need to make sure you fill out your cast, with the above parameters in
have the right mix of talent, outfit them with the mind. When you are starting a Series, you will
right props, and stay on budget. Being a Casting begin with a budget of $100K dollars for casting.
Director can be tough!
This must be used to hire on Cast Members and to
Cast Size outfit them with the proper props for Gunfights
For a show to work it must have the following and Brawling.
requirements:
Add up the total cost of Cast and Props to get the
• Must have at least 1 Star total starting Budget.
• May not have more than 2 Stars
• May not have more than 15 total Cast
Members
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.
Props:
Gunfight Cost Brawling Cost
Rifle 5K Rifle Bayonet* 1K
Pistol/Revolver 5K Knife 1K
LMG* 30K
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.
Props:
Gunfight Cost Brawling Cost
Rifle 5K Rifle Bayonet 1K
Pistol/Revolver 5K Knife 1K
Automatic Rifle 10K Brass Knuckles 5K
Grenades 15K
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.
Props:
Gunfight Cost Brawling Cost
Rifle 10K Rifle Bayonet 5K
Pistol 5K Knife 5K
Automatic Rifle 15K Brass Knuckles 10K
Sub-machine Gun 20K
Grenades 20K
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.
Props:
Gunfight Cost Brawling Cost
Rifle 10K Rifle Bayonet 5K
Pistol/Revolver 5K Knife 5K
Automatic Rifle 15K Brass Knuckles 10K
Grenades 20K Sword/Axe 15K
Sub-Machine Gun 20K
Solo Play Rules
Combat! Is designed to be played in two ways. Of the Combat! Marker. This will reveal the
The first way is for one player to control one cast, Combat! Marker. Roll on the Combat! Marker
and another player to control a separate cast. The chart to determine the nature of the threat
two players then play an Episode out against each immediately.
other. However, the second way is for a single
player to play through a series of Episodes on Once a Combat! Marker is revealed it place the
their own. They control the main Cast, and the appropriate Enemy models on the board within 4
game system and Episode itself controls the inches. Once the enemy soldiers are placed,
actions of the opponents. This allows a player to remove the Combat! Marker.
play Seasons of the game solo.
Combat! Markers and Activation
Episodes and Solo Play Combat! Markers can not take actions until they
Most Episodes are designed for regular play. have been revealed by the player.
However, there will be a small section detailing
set-up for solo-play as well. Therefore, any Combat! Markers Chart
Episode detailed in the rules can be used Standard Roll 2d6 and consult the chart below:
or Solo.
2-3- Nothing
Combat! Markers 3-4- A single Extra with Rifle
In Standard play, a player can see what his
5-6- 1 Cast with Rifle and Knife
opponent force is doing at all times. However, in
Solo play, this is not the case. Instead, an element 7-8- 1d3 Extras with Rifles
of surprise is included. This is done to help make 9-10-1 Cast with Sub-Machine Gun
solo play more interesting for the player. 11- 1 Co-star with Pistol, Knife, Grenades
12- 2 Extras with Rifles and Machine Gun
Instead of deploying enemy models, instead
Combat! Markers are deployed . A Combat!
Marker is a location where the enemy might be
located, but it needs to be confirmed before the
true nature of the threat is revealed.
The game Combat! Starring Vic Morrow is Fans and Character Development
designed to capture the feel of World War 2 As cast members complete various tasks and
combat from television and the movies. activities they will begin to gain Fans in the
Therefore, it is best used as a Campaign game. A audience. As a Cast member gains fans, that
campaign is a series of linked games where the allows them to ask the writers for more character
outcome of one impacts the next game. The development. Character Development gives your
following rules are designed to help capture that Cast different abilities during an Episode.
flavor. Therefore, the more Fans a character gets the better
they are, but also the more Ratings it takes to keep
The Ratings them in play.
The most important thing for the survival of any
TV show is its Ratings. If no one is watching it, Injury
then the show will be cancelled even before a Sometimes, when a Cast Member is removed from
single Season is complete. The Ratings are the an Episode, it is no longer believable for them to
most important thing in any particular campaign. return immediately to the show. They need to
recover . In additions, the writers of future
Casts acquire Ratings by taking part in an episodes may carry over these injuries from
Episode. The more Ratings a Cast receives, the Episode to Episode for the sake a realism.
more likely they are to expand and grow. Ratings
are cashed in to expand the Cast, upgrade existing Plot Points
Cast members contracts, and protect Cast during Plot points are additional sub-plots or secondary
an Episode in the form of re-shoots. objectives that are determined prior to an Episode
to make sure there is enough action, drama, and
Ratings are the currency of Combat! Starring excitement. Completing Plot Points gains Ratings
Vic Morrow. and Fans.
Playing a Season writers for the Episode. They are essentially sub-
Seasons are a series of linked Episodes that make objectives that can be accomplished to help your
up a Season. Typically, they are 12 episodes with Ratings or earn Fans for a Cast Member.
the final Episode being a especially large or
exciting. When a Season is being played, a bit Plot Points can be assigned to any Cast Member
more book-keeping and pre and post battle rolls who is not an Extra to complete. These are
are needed. assigned secretly prior to the Episode. Write the
Plot Point down next to the relevant Cast Member
Complete the following Steps: on your Cast list.
1. Prior to the Episode, roll for Plot Points. If a To generate a Plot Point roll a 2d6 and consult the
Plot Point is completed during the Episode, it chart below:
will help boost the ratings of the Episode or
provide extra Fans for a Cast member. 2. Vengeance! 1 random Cast Member hates a
random opposing Cast Member. That character
2. Prior to the Episode, bid for Ratings. This is satisfies their Plot Point if they take their enemy
how many Ratings you are attempting to earn out of the Episode.
in the Episode.
3. Intel! 1 random Cast Member needs to try and
3. Prior to the Episode, use Complications on loot 1 downed opposing Cast Member. To loot
your opponent. These typically hinder your they must get in Base-to-base and take an Action
foe from completing their objectives, but cost test. If successful, they find something of value
Ratings to use. on their foe.
4. Post Episode, determine Injuries. Models 4. Watch his Back! 1 random Cast Member must
that were Removed from the Episode may shadow another random Cast Member. If the
face consequences that will impact the Cast shadowed Cast Member survive the Episode
Member going forward. It is never good for unharmed the Plot Point is satisfied.
your career to die on screen!
5. Search! 1 random Cast Member must get to a
5. Post Episode, calculate Ratings earned. As point within 2d6 inches from the enemy board
the Cast completed Episodes, plot points, and edge and 2d6 inches in from the corner edge on
overcome complications it will boost ratings. the player’s left. The Cast member must reach
this point and perform a Search Action to
6. Post Episode, gain Fans. Individual Cast accomplish this Plot Point.
Members will gain and lose Fans. These Fans
can be used to negotiate different abilities 6. Rage! 1 random Cast Member must take two
with the writers. or more enemy models Out of the Episode to
accomplish this Plot Point.
7. Post Episode, calculate Popularity. This is a
measure of a Casts overall success. It is a 7. Reckless! 1 random Cast Member must end the
combination of Ratings, Fans, and Costs. The game in the enemies’ deployment zone to
Casts with the best Popularity are leading in accomplish this Plot Point.
the Season.
8. Medic! 1 random Cast Member must try to
Roll for Plot Points provide First Aid to a comrade in order to
Plot Points are different sub-plots created by the accomplish this Plot Point.
9. Shadow! 1 random Cast Member must start Remove an opponent from the Episode: 5K
each turn within 3 inches of the highest Star Drama!: 1K
Power Cast Member on their side for the entire Complete a Plot Point/Complication: 10K
Episode to accomplish this Plot Point. Complete a Secondary Objective: 10K
Complete the Primary Objective: 25K
10. Kilroy was here! 1 random Cast Member Each ending Cast Member: 1K
must move to a man-made set piece (Such as a
wall, vehicle, building, etc.) and pass an Action If you score more Ratings than you Bid, you earn
Test to draw the famous image on it. The passed an additional +2d6K ratings at the end.
Action Test will pass the Plot Point.
Finalize Ratings
11. Fearless! 1 random Cast Member must pass After the Episode, the Ratings need to be finalized
or avoid making any Pinning Tests for the Episode by the TV executives and provided to the Cast in
to achieve this Plot Point. the form of expenses, salary, etc. Take any earned
Ratings and divide it by the number of Cast
12. Pacifist! 1 random Cast Member must avoid Members in your cast. That is the final Ratings
injuring an opposing model during the episode in that you can add to your Ratings Stash for future
order to satisfy this Plot Point. purchases. Therefore, the more Cast members,
the lower your potential Ratings take home.
Bid for Ratings
Prior to beginning an Episode, both players can Drama
make a Ratings Bid. To do so, they simply ante This is a game about World War II on television.
up as many ratings as they think they will use in Therefore, a little theatricality is in order. A
the Episode. Ratings come in increments of 1K. player is awarded Drama Ratings points by doing
For every 1K of Ratings, the Player is allowed 1K the following:
of Cast to participate in the game. The Player
with the lowest Rating Bid then gets to play as the 1. Giving a cool one-liner when .one of your
Attacker in the Episode . models performs and action, shoots, brawls,
etc.
Scoring Ratings
As the Episode is played, both players keep track 2. Giving a dramatic howl when a model is
of their Ratings earned. You earn ratings by removed from the Episode.
doing the following:
3. Saying some inspiring words when rallying
the troops.
Complications
Complications are situations that make it harder
for a Cast to garner ratings. One player can use
his Ratings in exchange for a complication to
occur to the opposing side. Complications can be
purchased at anytime with ratings, but can only be
used now. Notice Complications are declared
after the Ratings Bid.
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
Some Complications impact 1 Cast member per the beginning of the Episode. Add a +1 to all
use . The Cast Member impacted is randomly Characteristics to a maximum of 6+ for the rest
assigned. The Complication only applies for 1 of the episode.
Episode. A Cast Member can only be impacted
by 1 Complication per Episode. Lost
Before deploying, each Cast Member must make
Other Complications may impact all opposing an Action test. If passed they can deploy as
cast members. See below for details. normal. If failed they are delayed. Make an
Action test at the start of every turn. Once passed
Fog the Cast Member may deploy as normal.
The battlefield is obscured by fog or smoke. This
reduces all LOS ranges to 12 inches. At the start Name Ratings Cost
of every turn roll a d6 and add the turn number. If Fog 10K
the result is 6+ the fog lifts and LOS returns to Enemy Aircraft 5K
normal. Arty Strike 5K
Shellshock 1K
Enemy Aircraft Sandbags 5K
An enemy airplane buzzes by. This causes your Injury 10K
opponent’s troops to scamper into cover. During Fatigue 5K
this turn, enemy models must use their activation Lost 10K
to move towards cover. If they are in cover, they
can act normally. Determine Injuries
Injuries can occur anytime a Cast Member is
Arty Strike removed from the Episode. An injury will last a
An artillery barrage strikes nearby at the certain number of Episodes before it disappears
beginning of any turn you choose. All models from the cast member. The writers have moved
must make a Guts N Glory test to void being on from that story arc and let the character get
pinned. If successful, they can activate as normal. back to normal.
If failed the model is considered pinned.
If a Cast Member was Removed from the Episode
Shellshock they must roll for Injuries. If a Cast member is
At the beginning of any turn, choose one enemy down at the end of the Episode, roll a Guts N’
model to suddenly feel the effects of fear. The Glory test. If passed, the model is fine. If failed
model must pass a Guts N Glory test or be pinned. they will roll on the Injury Chart.
Roll 2d6: Extras- 0 Fans
Doubles = Fine. No Injuries Cast- 6 Fans
3-4- Leg Injury- The model moves 1 inch slower. Co-star- 11 Fans
5-6- Niggling Injury- The model misses 1d3 Star- 16 Fans
episodes to recover.
7- Arm Injury- The model has a -1 in Brawling Character Development
8- Hand Injury- The model has a -1 shooting As a Cast Member gains fans, their character will
9-10- Concussion- The model has -1 to Actions. develop during the Season. Roll a 2d6 and
11- Trauma- Minus 1 to Guts N’ Glory Tests. consult the chart below.
Fans 2- +1 Screentime
As Cast members complete actions they tend to 3- +1 Suppression Fire
attract a fan base. This fan base encourages the 4- +1 Plot Armor
writers to let the Cast Member do more and 5- +1 Suppression Fire
improve their abilities in an Episode. 6- +1 Aimed Fire
7- +1 Actions
A Cast Member earns fans by doing the 8- +1 Brawling
following: 9- +1 Guts N’ Glory
10- +1 to all Dramatics rolls with a weapon
1. Injures an opposing cast member- 1 Fan 11- +1 Aimed Fire
12- +1 to determine wounds
2. Completes a Sub-plot- 1 Fan
Popularity
3. Completes the Episode Objective- 3 Fans To determine a Casts popularity, you simply add
up their Cost, their Fans, and their total number o
4. Survives and Episode- 1 Fan Ratings. This will equal their Popularity rating.
It is a good way to gauge their relative power
When a Cast Member earns Fans, they can earn level compared to other Casts.
the chance to gain extra skills for their characters
in the Season. This equals rolls on the Character Underdogs
Development Table. Rolls on the Character Everyone loves to see scrappy underdogs
Development chart are cumulative. overcome the odds and win against the odds. The
Cast that plays against a Cast with a higher
0-5 Fans- Starving Actor- 0 Rolls Popularity will have the following advantages.
6-10 Fans- Guild Member – 1 Roll
11-15 Fans- Aspiring Star- 1 Roll Popularity Difference 1- 20K
16-20- Well-known- 1 Roll Can roll for an additional Plot Point, and earns
21-30- Fan Club- 1 Roll +1K Fans Cast Member used in the Episode.
31-40- Household Name- 1 Roll
41-50- Screaming Fans- 1 Roll Popularity Difference 21K-50K
51-70- Movie Star- 1 Roll Can buy 1 free Complication up to 5K, roll 1
70+- Walk of Fame- 1 Roll additional Plot Point, and +1K Fans per Cast
member in the Episode
Starting Fans
In a Season, different Cast members will begin Popularity Difference 51K- 100K
with different Fan levels. This represents how Can buy 1 free Complication up to 10K, roll 1
well known the Cast member was prior to the additional Plot Point, +2K Fans per Cast member
show, and their frequency on the show. in the Episode, and +10K ratings
Solo-play Season Rules
The game Combat! Starring Vic Morrow is also • Once a Cast’s Popularity breaks 500+, every
intended to be played solo. Therefore, it will also Combat! Marker roll adds +1 to the result.
need rules for Solo-play for campaigns.
• When an Episode is selected, roll a d6. On a
When choosing Solo-play for a Season, the 5+ the Player is the defender in the Episode.
following rules apply:
• A player can not choose Complications for the
• There is no Ratings Bid. Instead, the player opposing side to endure since their force is
chooses the Cast they wish to bring. generated by Combat! Markers.
• Episodes are determined randomly • A player CAN purchase complications for his
own Cast, but the points subtract from the total
• Every 30K spent on Cast will equal 1 Combat! Ratings spent on their own Cast.
Marker for the Episode.
• Ratings, Injuries, Fans, and Character
• Once a Cast’s Popularity goes above 300+, Development are treated as normal.
Every 15K spent Cast equals 1 Combat!
Marker.
Alternate Season Rules
Alternate Seasons Player Cooperative
The rules above assume that a Season w ill be Using this method, there are multiple Players who
played between one or more players using are all playing against the Gamemaster. It is very
opposing Casts. However, there are other similar to Player vs. Gamemaster except there is
methods that a Season can be played that maybe more than one Player. The Players models can
more rewarding to the individual players. These grow and improve through Season play, but the
variations will slightly alter the rules and modes Gamemaster’s Cast will not.
of play. Combat! Starring Vic Morrow! can be
played the followings ways: Alternate Rules:
• As the alternate rules for Player vs.
Player vs. Gamemaster Gamemaster.
Player Cooperative vs. Gamemaster • The Player’s must divide up their starting Cast
Players vs. Game Ratings by the number of Players. The Players
Combat! Cast vs. Gamemaster then hire the Cast as normal.
Combat! Cast Cooperative vs. Gamemaster • The Players will control the same Cast
Combat! Cast vs. Game members during the course of Season play.
• During Activation, assign each player a number
Player vs. Gamemaster (or two) on the d6. The player can activate a
In this method of play, the Cast is only run by the Cast member when his number is rolled during
player. The gamemaster’s job is to create or That’s Your Cue!
arrange Episodes that challenge the player’s cast.
In this scenario, only the Cast actually gains or Players vs. Game
benefits from Campaign Play. The Gamemaster’s In this style of game, multiple Players use the
cast changes from Episode to Episode. Solo-Game rules to play against the Episodes in a
Season. There is no GM and everyone is a player.
Alternate Rules:
• The Player chooses a cast as normal Alternate Rules:
• The player chooses which Cast members to use • Use the Solo-Season rules
in an Episode. There is no Rating Bid • The Player’s must divide up their starting Cast
• Gamemasters can create the Episode or use an Ratings by the number of Players. The Players
existing Episode and choose a Cast for it. The then hire the Cast as normal.
Cast the Gamemaster uses can not use more • The Players will control the same Cast
than 25% of the Player’s cast Popularity. members during the course of Season play.
• If the Player has the lower Popularity, than the • During Activation, assign each player a number
Gamemaster, the Player is always considered (or two) on the d6. The player can activate a
the Attacker. Cast member when his number is rolled during
• The Gamemaster can buy Complications as That’s Your Cue!
part of the Episode as normal but pays as if
they were Cast. Combat! Cast
• The Gamemasters cast is temporary. It can not This uses the same rules as the appropriate Season
gain benefits from Season play, and the Cast Type. However, the Players do not pick a Cast.
are new every Episode. Instead, they start using the Pre-set Combat!
• The Gamesmaster can not have a Cast member Cast. The Players can not add or subtract from
rated higher than a Co-star. the Cast before starting play.
The Combat! cast
If playing one of the Alternate Season’s with the Combat! Cast, use the following Cast to begin play.
They will earn Fans, have Character development, and Gain injuries as normal. Ratings can also be
used to purchase new Props as the Season goes on. However, the cast can only grow by hiring Extras.
2nd Lt. Gil Hanley 60K Fans: 16
Lt. Hanley was the commanding Officer of the Combat! Platoon.
He is an educated man that graduated college. He knows a bit about
Latin, sculpture, and fine arts. He saw action on Omaha beach and
received a battlefield commission to be raised up as an officer. He has
Received numerous decorations for bravery.
Props:
Rifle, Pistol, Knife, Grenades
Sgt. Chip Saunders 65K Fans: 16
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.
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, he’s perceptive about people and is
hard to con. Don’t ask if Littlejohn is a nickname or his last name. He was
Best friends with Billy Nelson, a squad mate.
Props:
Rifle, Rifle Bayonet
Pvt. William G. Kirby 21K Fans: 6
Tough, quick-tempered, argumentative, and a skirt-chaser,
Kirby is the show’s “bad boy.” He’s been AWOL more
than any other man in the outfit and once broke up a
French cafe in a brawl over a woman. Consequently, he
gets most of the good lines. Though a wise-cracker and
complainer, Kirby is a good man in a fight. Kirby is the
squad’s B.A.R . man (Browning Automatic Rifle)..
Props:
Automatic Rifle, Knife
Props:
Rifle, Knife
Special:
Speak French as an Action. This allows him to converse with French civilians and French Resistance
Billy Nelson 16K Fans: 6
The All-American, corn-fed boy, Billy Nelson, is the squad’s
youngest member. He has a charming, boyish grin, and is
rather gullible. So it’s 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, he’s a man you can count on to watch your back.
Props:
Rifle, Knife
Pvt. Braddock 16K Fans: 6
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.
Props:
Rifle, Knife
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 Each Episode will have the following profile:
successful show. It is typically a short, self-
contained story with a beginning, a middle, and an Name
end. IN Combat! Starring Vic Morrow! Each This is the Name of the Episode.
game is known as an Episode.
Guide
Choosing an Episode This is the episode guide . It will have a brief
There are a number of ways to choose an Episode. synopsis of the Episodes plot and any major
The method presented below is an optional way, characters.
and the players can choose any mutually
agreeable method they prefer. The method below Cast
is designed to allow you to get on with playing an This section will indicate any major requirements
Episode as soon as possible. or restrictions to play the Episode.
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.
The VIP they are assigned to protect is the If the Guts N Glory test is ever failed, then the
equivalent to a Co-star. They are armed with a squad runs away and is immediately removed
pistol and a knife. However, they will only fight from the board.
in self-defense during a brawl, or shoot at an
enemy that is within 12 inches. Solo-play:
The enemy Squad will have 1 Combat! Marker
Storyline: per 15 ratings in the Players Squad. Roll a d6.
The Patrol that bid the lowest Ratings is assigned On a 1-4 the Player protects the VIP. On a 5-6 the
a special guest star VIP to protect for the Episode. enemy is escorting a VIP.
The squad is to move with the VIP as they attempt Escorting: Combat! Markers are placed on the
to move across the board from one short board short board edge evenly spaced across the edge
edge to the other without dying. of the board. They are always 6 inches in. They
will move using Offensive attitude for the
Set: duration of the game.
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or The VIP will be included in any revealed models
6x4. in the first group that rolls a 7+ when revealed or
the final revealed Combat! Marker.
The Patrol and VIP deploy on a short board edge
within 6 inches of the edge. The opposing side Attacking: Combat! Markers are placed in the
can deploy anywhere on the board, but at least 18 center of the board and distributed as in the
inches away from any opposing model. Patrol scenario. Any marker that ends up closer
than 18 inches to an enemy model is moved back
The End: towards the center of the board to be at 18 inches
The Game ends if the VIP is Removed from the away.
Episode, the VIP leaves the opposite short board
edge, the end of Scene 8, or one of the squads The squad will begin to take Guts N’ Glory tests
routs. like a normal squad in the Episode. If it fails in
the Establishing Shot, the squad withdraws as
If the VIP Escort has 75% of their number Down normal
or Out of the Episode, the highest ranking
Scavenge
Guide: Each squad deploys on opposite long board edges.
Sgt. Saunders and the squad are well ahead of the They can be anywhere within 6 inches of their
line of advance, and deep in enemy territory. The own table edge.
squad must rely on what they can scavenge to
survive this deep in enemy territory. However, The End:
the Germans are none-to-keen on letting them live The game will last until the end of Scene 8, or one
off the land. They want to push them back to the of the squads flees the board. If one Cast has half
front. or more of their number Down or Out of the
Episode, the highest ranking Cast Member must
Cast: take a Guts N’ Glory test. If passed, the side can
The minimum amount of Cast Members is 3. At keep fighting. This test will need to be made
least 1 must be Cast or higher. during the Establishing Shot for each Scene as
long as the patrol is less than 50%.
The squad that bid the lowest ratings is the
scavenger. If a member of the squad has a Scavenge marker
in their possession, they are allowed to re-roll the
Storyline: Guts N’ Glory test once per marker.
The squad is sent to collect a number of key items
from behind enemy lines. These could be If the Guts N Glory test is ever failed, then the
documents, food, water, medical supplies, fuel, Patrol Runs Away and is immediately removed
etc. from the board.
Cast: Solo-play:
The minimum amount of Cast Members is 3. At For solo-play, the enemy Cast will be composed
least 1 must be Cast or higher. of 1 Combat! Marker for every 15K of Cast taken
for the Episode.
The squad that bid the lowest ratings is attempting
to carry out the Raid The player chooses a long board edge. Combat!
Markers are placed evenly on the opposite long
Storyline: board edge 6 inches in. 1 Combat! Marker must
An enemy strongpoint has been set-up that will be placed at the target of the Raid. Combat!
halt or stall the advance. It is up to one Cast to Markers and Models will act using the Offensive
take it out, while the other tries to defend it. Attitude until one enemy Cast Member has moved
to within 12 inches of the Target Area. Combat!
Set: Markers and Models will switch to Defensive
This Episode can take place with any type of Set Attitude.
the players wish. Typically, the board is 4 x 4 or
6x4. Each player deploys on opposite long table In addition, they will begin to take Guts N’ Glory
edges up to 6 inches in. tests like a normal Cast. If it the test is failed in
the Establishing Shot, the patrol withdraws as
The target of the Raid is placed up to 6 inches normal.
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.
Set: .
This Episode can take place with any type of Set
the players wish. Typically, the board is 4 x 4 or
6x4.
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.