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Movement Phase Rules

Gemini Rules for Warhammer 40,000.
These rules are now obsolete
Try the Gemini-ARAP 2.4 Rules
Movement Phase Rules

BASIC RULES
        One of the first differences that players will notice between Gemini Rules and Official 4th Edition WH40K rules is that different creatures have different move allowances. A human has a basic move allowance of 4” or a charge allowance of 8”. Charging takes place in the movement phase instead of a normal move rather than being an extra move after the shooting phase.
        Certain factors such as terrain type may have an effect on how far a model can move. Each inch of difficult ground that is moved through uses up 2” of movement allowance. Each inch of very difficult ground uses up 4”. Making a turn of more than 90° reduces the move allowance by ½” for each additional 90° or part of. Moving backwards halves movement rate (ie each 1” uses 2” of allowance) and cannot be combined with running or charging.
        Rules for jumping over gaps, climbing and swimming are given in the more detailed section on movement.

        Most models operate as part of a unit and for the purposes of certain rules Unit Coherency is relevant. A model is coherent if it is within 3” or less of another model of the same unit. Note that under Gemini rules this distance is measured from base centre to base centre, not from base edges.



MOVEMENT

The actions that you can perform in the MOVEMENT phase are divided into several stages that are always performed in the same order. While this rule may seem very formal it in fact helps the game model the uncertainties of combat. Often a force will commit to an action only to have changing circumstances change the situation. Smokescreens lift or enemies move unexpectedly. Such are the fortunes of war!
         The stages of the MOVEMENT phase are:-

1 Declare Charges.
         Nominate which of your units (if any) will make a charge during this turn. Do not move these units yet but you may find it prudent to avoid any arguments by placing a marker of some kind alongside the units you have chosen. Some nice markers for WHFB are shown here.
        You cannot declare Charges against a unit or objective that the Chargers cannot see or would not be aware of.

2 Rally/ Recovery.
        If you have any units fleeing you may roll to rally them. If you have any units making pursuits you wish to halt you may roll to do this too. This is a good time to make any other rolls that may affect the following turn. Roll for changes in the weather, stupidity, behavior of smoke screens, arrival of reserves etc.

3 Compulsory Moves.
         Move any units that are subject to compulsory movement rules. This includes troops that are routing or pursuing. If you have Routing troops being pursued the other player gets to move his pursuers at the same time you move your routers.

4 Move Chargers.
        Move any units that you nominated to charge. If an enemy unit decides to flee a charge this is also moved at this stage. It is in fact more useful to move the fleeing models before the chargers. It may also be prudent to work out Stand and Fire results at this stage too.

5 Remaining Moves.
        All other movement is made.




        If it is the player's turn during the MOVEMENT phase each unit will be doing ONE of the following:-
        Traversing means the unit stays in place but can change the direction they are facing. In theory any turn of more than 90° uses the model's movement allowance but most models have ample if they are stationary.
        Keeping track of the traversing of stationary models is important if they have Heavy or Slow weapons. A Heavy weapon cannot fire in the SHOOTING phase if it traversed more than 90° during the MOVEMENT phase. A Slow weapon that traversed more than 90° can still fire in the SHOOTING phase as long as the firer was otherwise stationary.


Movement Allowance.
        Most humanoids have a basic move of 4”. Some common exceptions include:-

Squats3
Halflings3
Most Eldar5
Eldar Dark Reaper4
Eldar Harlequin6
Eldar Avatar6
Most Swarms of Animals3
Ogryn6
Most Dreadnoughts and Fighting Robots6
Enslaver6
Astral Hound6
Zoat7
Crusader Fighting Robot8
Horse8
Genestealer6
Genestealer Patriarch5
Genestealer Hybrid4
Most Tyranids6
Hive Tyrant6
Tyranid Termagants5
Greater Demon (most)6
Most Lesser Daemons4
Chaos Hound6
Flesh Hound of Khorne10
Juggernaut of Khorne7
Fiends of Slaanesh6
Steed of Slaanesh12
Great Unclean One4
Nurglings4
Beast of Nurgle3
Tzeentch Lord of Change8
Flamer of Tzeentch9
Pink/ Blue Horror of Tzeentch4
Disc of Tzeentch12

        This basic move includes a turn of up to 90°.

        Charging, Routing, Breaking Off and Pursuit may be made at different rates.

Charge Rate.
        Charges are made at double normal movement rate, except for Robots, which move at normal rate.
        Dreadnoughts charge at double rate.
        Bikes charge 8” if subject to Battlespeed rules.
        Other vehicles, including driven walkers, don't charge.

Flee Rate.
        Routing, Pursing and Breaking Off are chaotic panicked affairs and to represent this the movement allowance for these movements is rolled each turn on dice. This is known in Gemini rules as Flee rate.

        Flee rate is 2D6” for most troops, including Dreadnoughts. This figure is used for any creature with a normal move of 6” or less.
        Cavalry and Bikes have a Flee rate of 3D6”.
        Robots pursue or break off at their full normal movement allowance. Dreadnoughts and Robots never Rout.

        All the above movement allowances are subject to modifiers for difficult or very difficult ground or obstacles.

Normal Terrain
        Normal terrain has no effect on move allowance.

Brush, Scrub and other vegetation
Open woodland or dense foliage
Debris, ruins, wreckage, loose rocks and boulders
Small crevasses and fissures
Stairs, ramps or steps.

Difficult Ground
        Model moves at half its normal rate, rounded up if this is a fraction. Treat each 1” of difficult ground as using up 2” of move allowance. A model with a move of 4” that moves across 1½” of difficult ground uses 3” of its movement doing so, so can only move 1” more that turn.

Very thick forest and dense jungle
Steep or treacherous slopes
Fords, streams or shallow water
Soft sand or thick dust
Brush, scrub or clinging vegetation
Ladders and very steep ramps.
Marsh, bog and thick mud
Inside cluttered buildings and cramped vehicles.

Very Difficult Ground
        Model moves at quarter of normal rate, round up if necessary. Treat each 1” of very difficult ground as using up 4” of move allowance. Very Difficult ground is usually a combination of two kinds of difficult terrain.

Woods on treacherous slopes
Bog and dense foliage
Clinging vegetation and wreckage
        Also includes:-
Almost sheer slopes that need to be climbed on hands and knees
Tar pits and Swamps
Pools and fast following but still fordable rivers.

Impassable
        Impassable ground cannot be moved over by foot. Troops may be able to use machines to fly over or tunnel under.

Dangerous Ground.
        Dangerous Ground is any terrain where the GM rules a model passing through it has a random risk of encountering a hazard. Hazards vary from minor inconveniences to lethal. Some dangerous ground may only effect certain troop types – it may be safe for infantry but dangerous to heavy vehicles or vice versa.. In most cases the likelihood of falling foul of a hazard will be in the order of 1 in 6 per turn for each model. Passing through a minefield is a 4+ hazard unless the unit has an Energy Scanner or the area has been cleared with explosives. In such instances chances of detonating a mine are reduced to 1 in 6.
        If a model is moving faster than 6” then two dice are rolled rather than one and any relevant score taken.

Turning (Personnel)
        The first turn of up to 90° is free. This does not count as movement with respect to determining if the model can use certain weapons. A fighter than turns 90° can still fire a Heavy weapon or shoot a Rapid Fire weapon twice or to maximum range during the SHOOTING phase provided he didn't make any other moves.

        Each extra 90° or part of reduces the distance that can be moved by -½” (and counts as movement for Pistols, Rapid Fire and Heavy weapon use). Turning around 180°, taking a few steps then turning back to face the original direction is ½” + ½” + ½” , so if the model has a total move of 4” per turn he can only move 2 ½”.

Running and “Fleet of......”
        During a SHOOTING phase a unit may run instead of shooting. Models that run move an extra +D6”. In Gemini rules this extra movement distance is still subject to modifiers for Difficult or Very Difficult Terrain.Troops may not run if there is an enemy within 8”, nor can they pass or finish within 8” of an enemy unit unless the enemy is hidden or routing.
        Running cannot be used by a model that has taken a wound that has not been healed or regenerated.

        Creatures with the Fleet of Foot, Fleet of Hoof etc ability can make an additional +D6” move during the Shooting phase provided they do not shoot or use any ability such as Psionics that replaces Shooting. “Fleet of.....” works like Running but is subject to the following additional rules        “Fleet of.....” cannot be used by a creature that has taken a wound that has not been healed or regenerated.

Leaping.
        Creatures subject to the Leaping Special Rule gain an extra 6” of move when charging. So a Hornagaunt with M6 moves 18” when it charges. Leaping also allows the creature to jump horizontal gaps without making an Initiative roll. The creature may still fall if it has insufficient Move to clear the gap. Creatures with Leaping may jump up or down vertical obstacles up to twice their height without any move penalty. In Close Combat a creature with Leaping becomes associated and can take part in combat if within 4” of a Contacting friendly model of the same unit, not 3” as for most creatures.

“Move Through Cover” Special Rule.
        Units or Individuals with the Move Through Cover ability may add an extra 1” of move to their modified move allowance when moving through Difficult or Very Difficult Terrain. The model therefore moves half their move allowance + 1” in Difficult Terrain and a quarter move + 1” in Very Difficult. For a model with a Move of 4 this will mean they can move 3” or 2” in Difficult and Very Difficult Terrain. In Variable Terrain (see below) the Unit or Individual gets to roll an extra dice to determine Move allowance for that turn (R3D6P1↑). Remember that Independent Characters moving on foot automatically have the Move Through Cover ability if they are not moving with a unit.

Crawling and Walking Backwards
        A humanoid moving while crawling moves at half rate. This is not modified for difficult terrain but is reduced to quarter rate for Very Difficult Terrain. In Variable terrain only one dice is rolled for movement.
        A model or unit may declare that it is going prone at the end of its Movement Phase. While prone a model can only move by crawling, unless they Charge. While prone a model is at -1 to hit. At the end of their next Movement Phase they may either remain prone or declare they have stood up. If the stand up they can move normally in their next movement phase, but are also targeted normally. Humanoids that are prone can only Charge their normal move allowance and it is assumed that the Charging action includes standing up, so the figure is not at -1 to hit if fired upon during the charge or in following turns.
        A model crawling or laying on their belly is at -1 to hit unless the enemy is within 4”. This can be combined with cover from terrain features and this may make models 7+ to hit. A crawling model may be out of Line of Sight, however, which would prevent it being targeted.
         A humanoid moving while crawling moves at half rate.
        If a prone model is attacked in close combat by a non-prone model the non-prone fighter counts as being “Uphill” so has a +1 to hit advantage.
        An obvious application for the prone rule is for Weapon Crews. If they were stationary in their previous turn they can claim to be at -1 to hit. Going into or leaving the prone position counts as movement so a Move or Fire weapon cannot be used in a turn the firer moves in or out of a prone position.
        Going prone and crawling can only be used by creatures that can physically do so. A vehicle cannot go prone. Humanoids and some beasts can go prone and crawl. An example of the latter would be a tiger, which often crawls when stalking its prey. A horse could go prone but could not crawl. Cavalry sometimes make their horses lay down to give them cover when they are shooting. Models with Fleet of Foot ability cannot use it while prone or crawling.
        This to-hit penalty for prone figures can be considered an optional rule and may be discarded if the GM feels it offers an unfair advantage.

        Should a model wish to walk backwards it may do so at half movement rate. This allows the model to shoot and retreat at the same time. Running or charging backwards is not permitted.


Tactical Movement.
        While games are generally played on flat tabletops in real life most flat terrain has small undulations. In military circles such dips and rises are termed “microterrain”. When under fire infantry movement is often a mixture of hugging microterrain and sprinting across open spaces. Infantry on foot can use a mode of movement known as “Tactical movement”. Beasts with a sufficient level of inteligence may also be allowed to use Tactical movement. Sufficient level of inteligence would mean a creature that understands firearms, not a simple animal. A Hornagaunt can use tactical movement. A Zoat could not since its body is not suited to crawling. Tactical movement can only be used by Infantry and inteligent beasts on foot and capable of crawling.
Variable Terrain (Optional)
        As an optional rule some Difficult can be designated as Variable terrain. Good examples of Variable Terrain would be City rubble or Jungle Undergrowth. Some patches can be moved through quite easily while in other places progress is very slow. If the model is in Variable Terrain or attempting to move out of it the model's actual move allowance for that turn is determined by dice roll. A model that attempts to move into Variable Terrain will also have their move determined by dice roll. This may result in the model moving a distance insufficient to actually enter the terrain.
        A movement roll is normally made by rolling a pair of dice for the unit or individual and taking the score of the highest as the actual move. The score of the two dice are not added together. Some attributes such as the “Move through Cover” ability allow an extra dice to be rolled, so three dice are rolled and the highest score taken. Only the score of the highest scoring single dice is moved. Some special conditions may require the score of the lowest dice to be taken. Most Variable Terrain is Difficult Terrain. If the GM rules an area of Very Difficult Terrain is variable only one dice is rolled (or two if the subject has “Move through Cover” ability.)

         The type of dice rolled will depend on the model's standard move allowance.        In the event of fractional move allowances due to encumbrance round down to the nearest whole. If you don't own D3 or D5 dice use D6s or D10s and halve the face value.

        Modifiers for turning, crawling and moving backwards are applied after the move distance is rolled. If a unit subject to the Variable Terrain rules wishes to Charge roll the relevant dice and double the score of the highest. Ignore the effects of Variable Terrain for Rout and Pursuit.

Hiding and Hidden Movement.
         A model within 1½” of a linear obstacle, hedge, doorway, building corner, window, ditch etc can claim to the hiding and cannot be targeted. A model in a wood or inside a building can also claim this. Models that move into an intact building or more than 2” into woods etc will usually be out of line of sight to enemies outside. If within 2” of the wood edge he can still see out and shoot if he wishes, though that will end his hiding. A model in a building can be hidden at a window or entrance and see normally.

        Hiding figures should be replaced by a counter or coin which is moved instead of the model while it is hidden. This reminds players that the hidden figure cannot be targeted. In certain scenarios a whole unit may be represented by a single counter or dummy counters used to deceive the opposing player. Another way to deal with hidden units is for the GM to plot their movement on a separate map. This is useful when a unit is moving underground or it is essential that a player cannot see the movement of the other player's unit.

        Hiding troops cannot move by Bike or Jump Packs and remain hidden, nor can they move at Double Pace.

        If a hiding figure fires he is no longer hidden and can be targeted in the enemy's following turn. Certain weapons such as Needlers allow a model to fire and remain hidden (Details are given in the SHOOTING section).
        Some technical equipment can increase the range that hidden figures can be detected at, while other items can decrease it.

        A model will automatically spot a hiding figure once it comes within its Spotting Distance, which is its Initiative characteristic in inches For a human this is 3” since I=3. Creatures with Acute Senses spot hiding figures at twice their Initiative in inches.

        Within dense woods firing ranges vary from 2” to 12” (or a random 2D6 figure generated by the GM). A model may therefore be able to spot a hidden figure but may not be able to shoot at them because vegetation is too dense. Troops within 2” of the edge of the wood can shoot out at targets outside the wood normally (see later for Area Terrain rules).

Jumping Horizontally.
        Gaps such as ditches, trenches or narrow crevasses of an inch or less can be jumped with no penalty. If the model has insufficient move to clear the gap it must finish its move before the gap.
        A model may jump longer horizontal gaps of up to 1” less than their basic move allowance. Deduct the distance jumped from the model's movement but remember that the distance is not measured before the model commits to jump. If the model does not have enough movement to jump the distance it automatically falls. If the model is able to cover the distance, it must pass an Initiative test first or will fall.
        Falls inflict D3 hits at a Strength equal to the fall distance in inches. (See later section on Falls).
        Long Jumps can be made as part of a charge or double pace/running move and are modified for encumbrance if appropriate.
         These rules do not apply to creatures who's natural means of locomotion is jumping. Equipment, environment and other factors may alter the maximum distance that can be jumped.

Water and Swimming
         Most humanoids that swim move at D3+1” per turn, with the D3 rolled on a D6. If a natural 1 is rolled the model drowns, is caught by an undertow or meets some other hazard that removes them from the game. Characters that roll a 1 may roll a D6. On a 2+ they are saved but do not move that round. If they roll another 1 they drowned. If a squad is swimming then the player may choose to make a single D3+1” roll for the move allowance. A 1 means D6 models drown. Models with primitive armour that gives a 5+ save or less can only swim D3”. Models in 4+ or better primitive armour sink unless it can be discarded. A successful Initiative test allows a swimmer to discard any armour and then swim. Shields may be discarded without a test. Swimming models cannot usually swim with shields, spears, polearms, two-handed melee weapons or heavy weapons unless the GM rules differently. For example, a fighter might be able to swim with an Eviscerator strapped across their back if they had sufficient strength and preparation time.

        Climbing out of the water into a boat or onto a jetty requires a successful Initiative roll. Make a roll for each individual model attempting this. If failed the model may try again next turn. Ships moving at a speed of 6” or less may pick up swimmers that pass within 1½” during the vessel's movement.

        The above basic rules are modified from the Warhammer General's Companion. Certain aspects of the WH40K universe mean that water must sometimes be treated very differently. Many units in WH40K are equipped with some form of breathing apparatus or do not need to breathe at all. The marine's multi-lung implant allows him to breathe underwater even without his power armour. Hi-tech Body Armour may float. Troops or machines too heavy to float or swim may still be able to move along the bottom. Such units will undoubtedly sometimes use bodies of water for concealment and this in turn is likely to effect the tactical picture.

        Treat swimming or walking underwater as both swimming and hidden movement. Models that do not have to come to the surface to breathe probably can't be spotted by normal means even if within the spotting range of a model on land. A roll of a natural 1 on the dice indicates the model has become stuck for the rest of the game and out of action even if they can still breathe.

Upward Movement.

Positive Obstacles
        Positive Obstacles refers to crossable linear features such as hedges, walls, ditches etc.
        As a general rule, moving up or down angled or vertical surfaces uses up movement allowance in the same way as horizontal movement. This assumes that the surface can be moved up or down by the model. Features such as thick undergrowth or loose rock may warrant surfaces being ruled to be Difficult or Variable Terrain.

        Moving up or down surfaces with a gradient of 45° or more is considered to be climbing. Rules for climbing are:-
        Activities such as climbing through a window would technically be crossing an obstacle but ensues no penalty in most cases since most windows are lower than 1”.

Sustained Climbing
         Sustained climbs are those that occur over more than one turn.
        Most models capable of sustained climbing can climb their normal movement allowance vertically each turn, subject to difficult and variable terrain modifiers. If they do not have climbing equipment or special attributes such as flesh-hooks or suction pads they are considered to be free-climbing and must first take a D6 Initiative test each turn before ascending. If they fail the test whilst climbing upwards they are stuck and cannot move that turn. If they fail the Initiative test while climbing downwards they fall from where they started their descent that turn.
        Models equipped with climbing equipment or attributes do not have to take Initiative rolls when climbing. Climbing Equipment also allows climbing of more difficult surfaces. Climbing Equipment Cost is +2 pts/model and all the members of a squad must have this items in order to benefit.

        GMs may rule that climbers cannot carry Heavy equipment or Heavy weapons or apply encumbrance penalties to the climb rate even if the equipment is fitted with suspensors. Often a unit would climb to the top of an objective then haul the heavy gear up by rope. Assume loads equivalent to 4#148; encumbrance can be hauled up by each model at a rate equal to the model's strength in inches.
        While climbing Shields and two-handed weapons or equipment cannot generally be used.

        Troops with Jump Packs can jump up to two building levels (6”) up a vertical face but need to make a D6 Initiative roll to gain a handhold on the face or fall. They must be within 6” of the base of the cliff to attempt this.

Grapples and Rope Climbs.
        A simple climbing gear such as a Rope and Grapple hook allows the user to re-roll failed Climbing Initiative rolls. In the 41st Millenium there are also higher tech versions of the rope and grapple. Models equipped with Rope-Launchers, Power Grapples, Handbows or Grappling Hooks can make short climbs up easy surfaces such as walls so are climbed at full Movement rate or one building level per turn, one model per rope per level. Up to four grapples can be placed at a single (6”) wall section.
        To deploy a grappling hook or similar the thrower must be 2” or closer to the bottom of the wall. A Grapple can be thrown by hand 6” horizontally or as high as two building levels or 8”vertically. Grapples are thrown in the SHOOTING phase and use BS. A miss does not scatter, it is counted as a failure to hook on to anything. In most cases the grapple can be retrieved and thrown again in the next turn. Throwing grapples is subject to-hit modifiers. The edge of a roof is counted as a large target so is at +1. A window would be a normal target and an arrow loophole a small target at –1. Grapples can be hand-thrown to the top of level 2. Those thrown horizontally have a range of 6”. Devices such as the Handbow may project grapples higher or further.

        Climbing up a rope can only be done to the height that the grapple reached. The Grapple cannot be thrown higher unless the thrower has a secure place to stand to throw it again from. Rope-climbing would normally only be possible by fit and well-practiced individuals such as Soldiers or Burglars. The GM may decide certain characters are too weak or tired to climb ropes and require a roll equal to or lower than their Strength before starting. An additional roll against Strength may be required for every two levels climbed by a weak individual. Ropes thrown or fired across horizontal gaps are crossed at “Difficult Ground” rate. The GM may impose a Strength roll for some characters attempting this.

        Unattended grapples (those not being climbed) can be cast down automatically by a model in base contact with the hook. This is done instead of shooting. An attended grapple (one that is being climbed) is cast down on a 4+ and the climber(s) fall. The top of the grapple can be blocked in the same way as for doors. The blocker has the Initiative and +1 to hit an enemy climbing the rope when in close combat. They will have a bonus for higher ground and may also have bonuses for the opponent having to climb over an obstacle such as battlements. If the blocker wins the grapple is automatically cast down if no other models are climbing it.

Ladders
        A ladder is moved up or down using normal movement allowance. A model with a 4” move 3” from a ladder is considered to use 3” of the move reaching the ladder and 1” climbing. If it is not killed or otherwise stopped while climbing on its next turn it can climb the remaining 3” of ladder and move a further 1” on the next floor. While climbing a model that takes damage will fall. A unit that assaults via a ladder does not get any Charge bonuses. Climbing up or down ladders does not require Initiative tests.
        No more than four normal human-sized models may mount or leave a single-width ladder on any turn.

Portable Ladders
        To place a Ladder it must be moved to within 2” of the base of the wall. Up to three ladders can be placed against each 6” wall section. Four models may climb per turn per level. A man-portable ladder that can reach higher than the top of level 2 would be unusual and may require additional encumbrance penalties.
        Four normal human-sized models or equivalent can carry a standard ladder with no penalty. Two may carry it at half rate. A single individual may stagger along at quarter rate. Carrying a ladder prevents any use of two-handed weapons or equipment. Ladder carriers attacked in Close Combat will automatically drop ladders and fight as normal. Picking up a ladder again requires the unit to forego either its shooting or movement phase that turn. (In other words they replace either the shooting or movement phase with picking up a ladder).
        Ladders not being climbed can be cast down automatically by an enemy that comes into contact with one. Ladders that are being climbed are cast down on a D6 roll of 6. bonus of +1 is added for additional models helping but no more than three models can attempt to cast down a single ladder.
        Ladders can be blocked in the same way as described for doors. Ladders can be moved down as well as up so it is possible for a foe to Block the bottom of a ladder although obviously they not get a higher ground bonus. Each time a Blocker successfully defeats a climber he may make an attempt to cast down the ladder. Models climbing a ladder that is cast down fall. Those that survive must take a Ld test for losing a round of combat.

Downward Movement
        Vertical surfaces can be climbed down in much the same way as they can be climbed up.. A model can move down a distance equal to its basic move allowance and if climbing without climbing equipment or attributes must pass a D6 Initiative test before moving. If they fail the Initiative test while climbing downwards they fall from where they started their descent that turn. If a unit is climbing a fall result means D6 members fall.
        Units with climbing equipment will usually rappel downwards. Sliding down a rope is at full movement rate without an Initiative test and can be done from any height.

Falling
         If a model falls they take D3 automatic hits equal in Strength to the height they fell in inches, so a fall from one storey would be a D3 S4 hits, from 6” D3 S6 etc. An Armour Save would not be allowed for most types of armour but is allowed for Power Armour or similar or Invulnerable Saves. If a falling model falls on another model the model fallen upon also takes a hit equal to that taken by the faller.

        A model that falls may not hide or move any further that turn, even if unhurt.

        Climbers that take shooting or melee damage from an S vs T roll will fall, even if this damage is Saved by Armour.

Jumping Down
        Rather than climbing down a model can jump down from a height. Roll one Initiative test for every full 2” jumped down. If any of these tests are failed the model falls from the point where they jumped and takes damage as described above. If they survive this they may not move any more during that Movement phase. If the Initiative rolls are all successful the model can continue his movement as normal (jumping down does not use up any of the model's Movement allowance).
        A typical human could not usually jump down from a height of greater than 6” but various conditions and devices in the WH40K universe may alter this. Gravity Chutes and Jump Packs allow the wearer to descend without making initiative tests. Low gravity will increase the distance that requires an Initiative test.
        Jumping down can be used to charge an enemy.

Diving Charge.
        Fighters can jump down from a higher surface to attack an enemy below. This is treated as a normal jump but if an enemy model is within 2” of the place where the fighter lands he may make a diving charge against that model. Take an Initiative test for each full 2”. If any test is failed your model has fallen and suffers damage, may not move any more during the Movement phase and cannot charge the enemy. If the diving charge succeeds the model gains the usual charge bonuses and a +1 To Hit bonus but only during the following Close Combat phase. If using a contact weapon they also gain to +1 Strength.

        Diving charges must be from a height of at least 2”.

Encumbrance.
        Each 10kg of armour or equipment carried by a model reduces movement allowance by ½”.
        Grenade Launchers have an encumbrance of ½”, Missile Launchers, Heavy Bolters and Heavy Stubbers have 1”, Conversion Beamers 1½” and most other Heavy weapons 2”. Most Heavy weapons used by spacefaring races do not impose an encumbrance penalty since they fitted with one or more Suspensors. These are 10cm diameter gravity-neutralizing devices that look like Yo-Yos and each removes ½” of encumbrance.
        Terminator suits, Dreadnoughts and other vehicles are powerful enough to carry Heavy weapons with no penalty. Some creatures such as Squats can carry considerable encumbrance without penalty.
        Some items cause encumbrance because they are bulky rather than heavy. A shield worn on the arm is no encumbrance, while one worn on the back is ½”

Movement Save
        The move-based saving roll is used in certain situations. The Move save is made by rolling a D6 equal to or less than the model's Initiative but is subject to the following modifiers.
        The move value used is the current move allowance modified by factors such as encumbrance and terrain, not the basic move in the profile. Troops in boggy ground will be much easier for a vehicle run over, while troops with Jump Packs will be near impossible.

        The Movement Save is also used as an Agility test and is made in situations where there is a high chance of the model falling over or off of something. A model trying to move across very loose ground would take an agility roll, as would one trying to move quickly along a narrow plank or slippery branch. Moving across ice at more than half standard rate would require an Agility roll. Consequences of failing an Agility roll will vary. Simply falling over will prevent the model moving or making attacks that turn. Falling out of a tree will be more serious.

Unit Coherency.
        The potent effects of the weapons they face means that Soldiers of the 41st Millennium usually fight in open order. Threats and tactical necessities mean that squads are often split up or reorganized in the field as the situation demands. Formation isn't as crucial as it would be in a medieval game so I think it is stupid to have unnecessary rules about unit coherency. Under Gemini Rules coherency is mainly a factor in Morale tests.

        3rd and 4th Ed rules are very geared to big armies of 1,500-2,000 pts. To simplify handling such large numbers of troops it is convenient that every one in the squad does the same thing –everyone in the squad assaults or the whole squad stops if the heavy weapon stops to fire. Like the original WH40K-RT rules the Gemini rules are also geared towards smaller conflicts and ones that may be between small bands of individuals rather than units. For such conflicts some coherency rules are not realistic or inappropriate.

        In the official rules a squad is coherent if there is a space of no more 2” between the base edges of the models. This rule tends to favour models on large bases since they will be more spread out and less vulnerable to Area and Template weapons. Under Gemini rules distances between models are measured from head to head rather than base to base. This compensates for the fact that some models are based on different sized bases. Units are coherent if every member is within 3” of one other. Members of a Squad must keep within 3” of another squad member if they are going to be able to use the Ld value of their leader instead of their own. If models are mounted on 25mm bases then models are three inches apart if there are two base widths between base edges. If mounted on 40mm bases the models are 3” apart if there is one 40mm base-width between models. If using a force mounted on a mix of bases a length of sprue cut to 3” can prove very useful.

        You will soon find that when obeying the 3” rule there are not many formations you can place a ten-man squad in where some individuals don't have their line of fire blocked by their comrades. (This is equally true if you measure between base edges as per the official rules). In modern military practice squads maneuver as two or more fire-teams which work together but may be some distance apart. One team shoots or watches while the other moves then they swap roles. Often the heavy weapons would hold back and provide covering fire or overwatch while the rest of the unit approaches an objective.

        The WH40K-RT rules for splitting squads were that splitting must be preceded by one turn when the squad neither moves, shoots or is in Close Combat. The leader is assumed to be briefing the sub-unit. The sub-unit is given a simple task such as “scout the valley” or “hold the pass”. When away from their leader any Ld tests are made using the sub-unit's own Ld. The sub-unit may be moved back to the main unit at anytime. There is no “debriefing” turn - the unit can then continue doing whatever it was doing.
        The GM may also allow certain sub-units to have “standing orders” allowing them to split off without taking a turn to be briefed. A common example would be that a weapon team or sniper would stop to provide fire while the rest of the squad maneuvers into a position to assault.

        Later Edition rules were that squads could not be split and if they were they could not shoot, assault or move other than to reform.

         Under Gemini rules a squad splits automatically if part of the unit moves more than 3” from another. The two parts are then treated as two smaller squads. The presence of some artifacts or individuals can increase a squad's Ld value. If the squad is split only the part that has these may claim this bonus. Likewise the two parts are treated as independent for any other Morale tests.

        A unit may not split into more sub-units than the Initiative value of the basic (majority) troop type. Therefore a Marine Squad cannot divide into more than four sub-units, even if lead by a Character with an Initiative higher than 4. Unless a sub-unit is an Independent Character sub-units must be of at least two models.

        Small Military units tend to use a “Copy the Leader” system. If the leader stops, so does the unit. If the leader starts to crawl or charge, so does everyone else. Combined with being able to split units under Gemini Rules this gives you a simple yet realistic way to handle squads. On part of the squad can advance while another part with a Heavy Weapon is stationary and provides cover.

        A divided squad can re-merge by having the parts move within 3” of each other. The unit's “Original Strength” value reverts back to what it was at the start of the game.
        Normally a squad would be split voluntarily. Some situations such a moving into a building may cause the unit to be split since there are not enough access points for everyone to enter in a turn. An Area weapon attack may eliminate the centre of a squad and result in some members being more than 3” from others. The squad is not considered to be split if the player declares that the next movement phase will be used to restore coherency. By moving models diagonally this can be done while still gaining some forward movement. Alternately the player may choose to split the squad by having the two surviving parts head away from the blast –a not unnatural reaction.

        Two military squads cannot normally be merged to form one large squad. A Platoon or Company is generally treated as several individual squads.

        Independent Characters who are not already part of a unit are deemed to have joined a unit if they move within 3” of a friendly unit. If more than one friendly unit is within this distance the player must state which unit the Independent Character has joined. To leave a unit an Independent Character simply moves out of coherency distance. Independent Characters cannot leave a unit that is in Close Combat or Routing. When an Independent Character is with a unit the Character or the unit may not be able to use certain special rules. On the other hand, some unit special rules effect a Independent Character that joins them or vica versa.

Mobs.
        Mobs of civilians such a rioters can be treated as one large squad for morale purposes and can split or merge as the controlling player sees fit. Mobs are loose collections of individuals that lack the discipline and bond of a military unit. Mobs are treated like squads with the following exceptions.

Weather Effects on Movement.
        Heavy Rainstorms reduce visibility to 12” except for troops with Infra-vision. This will effect the range at which shots can be made.
        The GM rolls a D6 at the start of each turn. A roll of 1 increases the rain one level, a 6 reduces it one level.

    Level     Effect
0
Rain Stops.
1
Visibility only 12”
2
All movement half-rate.
3
All movement quarter rate. Wheeled and Walking vehicles bog down on 5+, tracks on 6. Rivers double width. Only medium and heavy vehicles can cross, and mediums get swept away on a roll of 6 at 6” downstream per turn.
4
No movement by any unit. Vehicles sink in mud and are permanently immobilized. Laser, Flamer, Melta and Plasma fire reduced to short range only.

        Other climatic and terrain factors can effect movement and combat in other ways. See WH40K-RT and 3rd Ed for rules and suggestions.

Horses and Other Riding Animals
        These general rules apply to most other types of riding animals, although characteristics such as basic move, attacks and WS may vary.

        In large battles the mount and rider can be treated as a single target if the riding animal is not being ridden by a Character. If Toughness and Save are not the same then average the values, rounding up for Toughness and down for Save.

For Example:- The escaping slave boy is T3 with no Save but the Warbeast he stole is T6 and well armoured at 2+. They can be treated as a single target with T5 and a 5+ Save.

        It can be assumed that a hit to the mount causes the rider to be thrown and either killed, knocked out or otherwise out of action. A riderless mount is assumed to have fled the battlefield. Whether the animal or rider is killed may be relevant in situations such as a campaign, especially if the rider is a character. Throw a D6 to see if a successful hit was to the animal or rider. On a 4+ the rider was hit.

         In other situations it may be desirable to treat the rider and mount as separate targets. At short range the rider or animal can be separately targeted. At long range a hit must be randomized between the two with the rider being hit on 4+. If the riding animal is very large the rider is hit on a 5+. Area weapons may hit both. In such an instance work out separate damage and saves for each.
        When animal and rider are treated as separate targets a rider who's mount is killed can be treated as having jumped from a moving vehicle. If the mount was moving faster than 6” the models receive an automatic hit with no saving throw equal in strength to the speed minus 6.

Beasts
        Some creatures are designated as Beasts. These follow the same Movement rules as Riding Animals and are subject to the “Fleet of.....” rule. Since they do normally have riders they shoot and are targeted following the same rules as for infantry.

“Hell for Leather” Rule
        Difficult terrain would usually half a horse's movement allowance. A player can instead elect to move through the terrain at full speed and roll a D6 for each model on entering such terrain. On a 2-6 the ground is successfully traversed. On a 1 there is an accident and horse and rider are automatically killed, no saving rolls. GM may rule that “Hell for Leather” riding is not possible on certain types of difficult terrain.
        Many of the rules for horses apply to other riding animals. The Hell for Leather rule also applies to bikes.

Jump Packs        Some troops that are treated as Jump Troops under the official rules may instead be treated as flyers. Candidates for this include Swooping Hawks, Scourges, and Gargoyles. The following optional rules can be used for such units.
Gemini Flier Rules

        Eldar Warp Spiders are treated as Jump troops but use personal teleportation devices. They have a Jump move of 12” but do not deviate and ignore any terrain features between their start point and end point. They cannot be targeted during the jump, nor can they drop grenades.

Deep Strike
        Deep Striking units deploy on a successful Reserves roll. The unit takes the field on a roll of 4+ in Turn 2, 3+ in Turn 3 or 2+ in Turn 4 or subsequent turns.
        In Gemini Rules a Deep Striking unit or Vehicle must fit within the confines of a 5” marker. You may deploy more than one Deep Striking unit in a turn but must make a Reserves roll for each.
        A 5” marker is positioned on the tabletop and a Scatter Dice and two D6s rolled. Even if the Scatter Dice rolls “On Target” the D6s must be rolled to determine if there is a mishap. The Marker is repositioned according to the dice rolls.
        If any part of the Marker lands on difficult terrain all members of the Deep Striking unit treat it as a 1 in 6 hazard for their first turn. Very Difficult Terrain is treated as 2 in 6 hazard. If any part of the Marker lands on Dangerous terrain all members of the unit make a hazard roll.
        If any part of the Marker lands on Impassable Terrain, an enemy or friendly unit or vehicle or a double was rolled for the Scatter distance then a Mishap has occurred.

Roll a D6.        Once the position of the Marker is determined and any casualties removed the surviving models can be arranged on the Marker. They are then free to Move, Shoot or Assault but count as having moved for determining shooting.

Overview Page.
Gemini ARAP Rules System
SHOOTING
ASSAULT
Building Rules
Vehicle Rules Section.
Flier Rules.
Extra and Optional Rules.
        

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Attack, Avoid, Survive: Essential Principles of Self Defence

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