OAGS: OAGS on a Grid


OAGS on a Grid or OAGSG is a set of optional rules for playing OAGS on a 1inch squared battle grid of the kind popularly used with games such as Savage Words, Dungeons and Dragons Rogue Trader and many more. Playing in this manner gives you a visual aid to allow you to keep track of complex combats, but it also removes some of the freedom normally enjoyed in OAGS Combats.


What you will need:
In Addition to the Dice normally required for OAGS, you will need a battle mat. I Highly recommend Chessex Reversible Megamats (You will likely be fine with a standard Battlemat. The Megamat might come in handy for long sessions or realy complex buildings. You do not need a Mondomat. I would go as far as to say, no one needs a mondomat.) Either way, the 1" squares are the ones to go for. You will also need pens. You can buy pens from there, but theres nothing special. Any Water Soluable Over head projector pens will do.

You will also require something to represent players and bad guys. You can use pennys, dice counters or buttons with great success, but more interesting, and more fun is to use a 28mm scale miniature to represent your charicter. There are many, many many suitable minitures availble on the internet, a good selection of the different things available can be found here http://wk.frothersunite.com/sc/pulp/weirdwar.htm

Generally, you use the pens to mark on the "Lay of the land" includeing any terrain, and the models or counters to represent and PC's or NPC's.

Rules Changes

There core OAGS rules make almost no mention of movement as it is generally assumed to manoeuvre yourself into whatever possession you need to make your actions. In OAGS on a Grid, each character may move a certain number of squares. You can make any combination of moves and allowed actions Which means you can move, make a one handed attack, move some more, make another one handed attack and then move some more. The only exception is that you may not move after choosing to "Go to Ground" you -may- move after standing up from being prone, but as you have spent your action, you may not do anything else.

The Number of squares a character can move is derived from its Speed.

Once to have calculated your Speed, consult the table below:

Speed Distance moved in Squares
1 5
2 6
3 7
4 8
5 10
6 12
7 14
8 16
9 20
10 24
11 28
12 32
13 40
14 50

Characters with a speed of 15 or Higher, may move an unlimited number of squares each turn.
Movement is calculated gross, rather then net, meaning you must count the total distance travelled, rather then your final distance from your starting point.

Melee Combat

When Makeing a Melee Attack, Trip, Disarm, Grapple or Shove you must be in an Adjacent Square.

A Successful Shove Attack moves the enemy One square in a direction of your choosing, but they may not end the turn adjacent to you. If it so happens that you cannot move the enemy in this fashion because all eligible squares are blocked, you instead deal your unarmed combat damage, and knock them prone, as you shove them roughly into a wall or other solid object.

When Participateing in a Dogpile attack you must be in an Ajacent Square to the Enamy. If all eight squares around the Dogpilee are blocked or allready contain Dogpilers you may Dogpile from a Square containing a Ally (discribed below) who is agacent to the dogpilee. You may not however participate in a dogpile by being adjacent to someone who is adjacent to someone who is adjacent to the enemy. You will notice, that in a departure from the core rules, it is therfore perfectly possible to limit the number of people who can dogpile you by placing your back to a wall, or even better, a corner.


A model may move freely and draw line of sight through a model that is said to be there Ally this represents co-ordination and comradeship that exists between the characters.

An Ally is any other person the charicter is trained in combat with. Useually, all the PC's will be Allys. Members of the Same Organisation are also, typically said to be Allys Thus, all Members of Department T count as being Allys with each other. All Members of the Agency, all members of the Wehrmacht.

Consider the Following Example:
Don Wright and Nick Slater Join forces to slay Bill the Lich King of Denmark.
Because they share a mission, and more importantly, are being controlled by PC's they count each other as Allys
If they later encounter the NPC Hugh Charlesworthy Don will also count him as an Ally, but Nick will not.
If, later in the mission, Nick Decides to Coup-de-grace the fallen Bill, while Don would rather interrogate him first. Eather party may choose at any time to revoke Ally Status from the other in order to block line of sight or prevent movement. This is temparory, and they are considered to by Allys again when the next combat starts.

Ranged Attacks

Other Actions

Moveing Off the Table: If you move off the mat, you enter narrative time, It is then up to the GM to decide how many game rounds you must miss, while performing your narrative action.
Going For it!: Sometimes, like the proverbial Halfling just one inch away from the endzone, it is frightfully important that you move that one extra square. You may therfore spend a plot point at any time to gain an extra square of movement.