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Doom and Gloom

This is an unofficial supplement for the Open Combat rules set. It uses most of the rules in the
original rule book and ignores or modifies some of them. The aim of this supplement is to provide a
setting with ready profiles of warbands and a system of warband creation without a necessary stat-up of
models (the model stats are pre-made). The following sections introduce the changes and additions to
the rules, as well as the warbands and the warband creation/advancement.

I. Statistics:

There are two additions to the original rules in terms of profile statistics. First, you will notice
that in the profiles of the different warband members the ATK statistic is represented by two numbers,
separated by “/”. The left number represents the ATK value of the model in close combat, while the
right number represents the ATK value of the model in ranged combat.

Second, we introduce the additional statistic – strength – represented by STR on the model
profiles. Stronger models tend to inflict more substantial damage on an attack die, while weaker models
tend to inflict less. The benchmark strength is 3. The following table shows how the outcomes of attack
dice change with a change in the magnitude of the model’s strength:

The table shows that, for example, a model with 4 STR will inflict a solid hit on a roll of 5 instead
of a minor hit, while a model with 2 STR will inflict a minor hit even on a roll of 6. Certain effects like
spells, prayers, skills and items may modify the strength of a model.

Finally, sometimes this supplement will mention a strength test or a fortitude test or some other
statistics test. This means that the model needs to roll 1d6 and compare it to the given statistic. If the
number is smaller or equal the test is passed. Otherwise the test is failed. The test is always failed on a
roll of 6.

II. Special:

For the most part you should follow the Open Combat rules for mind attacks. However, most of
the Undead warband tend to have the Fear trait, which is not defined in the original rules.

a) Leadership and Pychology:


a. Fear – Whenever a model with Fear attacks or is attacked by another model, the
model with Fear makes an automatic Fear attack. The model with Fear rolls 1d6. The
outcome is as follows:
1-2 – The model with Fear fails to scare its opponent. The opponent is immune to
fear attacks from the model with Fear for the rest of the game.
3-4 – The model with Fear fails to scare its opponent.
5 – The opponent of the model with Fear gets a little scared and loses 1 MIN.
6 – The opponent of the model with Fear gets very scared and loses 2 MIN.
b) Spells and Prayers:

III. Warbands:

There are six warbands in Doom and Gloom. Each consists of heroes and henchmen. Heroes are
powerful individuals who have the exceptional ability to develop quicker than others as they accumulate
experience. Henchmen are cheaper, develop less and constitute the bulk of any warband. The following
sections have weapons lists, skill lists, statistics and any special equipment. Heroes and henchmen may
not use weapons or armor outside of their lists. Heroes and henchmen may choose from the skill lists
assigned to them whenever they roll a skill on the development tables after spending a reputation point.

a) Human Treasure Hunters:


a. Weapon Lists

Mercenary Captain, Corrupt Cleric Marskman Sellsword Bounty Hunter


Gritty Deserter,
Disowned Squire,
Hired Blade
-Dagger -Dagger -Dagger -Dagger -Dagger
-Hand Weapon -Hand Weapon -Hand Weapon -Hand Weapon -Hand Weapon
-Spear -Great Weapon -Spear -Great Weapon
-Halberd -Short Bow -Halberd
-Great Weapon -Bow -Bow -Great Weapon -Short Bow
-Long Bow -Bow
-Bow -Helmet -Crossbow -Bow -Crossbow Pistol
-Crossbow -Shield
-Light Armor -Helmet -Helmet -Helmet
-Helmet -Heavy Armor -Shield -Shield -Shield
-Shield -Light Armor -Light Armor -Light Armor
-Light Armor -Heavy Armor
-Heavy Armor

b. Skill Lists

Close Combat Ranged Combat Strength Fortitude Speed Academic


Mercenary Captain X X X X X
Gritty Deserter X X X
Corrupt Cleric X X X
Disowned Squire X X X X
Hired Blade X
Marksman X X
Sellsword X X
Bounty Hunter X X X

c. Statistics and Description


d. Special Equipment
b) Dwarven Guilds Expeditions:
a. Weapon Lists
b. Skill Lists
c. Statistics and Description
d. Special Equipment
c) Deep Goblins:
a. Weapon Lists
b. Skill Lists
c. Statistics and Description
d. Special Equipment
d) Orc Rebels:
a. Weapon Lists
b. Skill Lists
c. Statistics and Description
d. Special Equipment
e) Undead:
a. Weapon Lists
b. Skill Lists
c. Statistics and Description
f) Dark Dwarves:
a. Weapon Lists
b. Skill Lists
c. Statistics and Description
d. Special Equipment

IV. Weapons:

V. Post-game Sequence:

a) Spending reputation for development:


As mentioned in the Warbands section, each warband consists of heroes and henchmen.
Instead of using the Open Combat table for developing a model when spending a single point of
reputation, you use the following two tables:

Remember that henchmen may increase any of their statistics only once. If you happen to roll a second
time an increase in a statistic that has already been increased for a given henchman, you just lose the
reputation point. This represents that more experienced troops are harder to level-up. On the other
hand, heroes may increase the same statistic several times but never above the racial maximum (shown
in the next table). Hence, one can imagine a scenario where a henchman has increased all of its statistics
and will only benefit from reputation spent on him if he rolls a 6. Heroes have a better chance of getting
a new skill.

b) Skill Lists

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