
Many of the rules here have been replaced by those of ARAP 2.4. Some of these rules may prove useful for other systems or for games of Infestation.
Snake-Eyes Rule
If during a Ld test for Morale, Routing etc the player rolls a 2 on the dice the test is automatically passed, irrespective of any modifiers.
Initiative Ordered Games.
In large scale games each player takes alternate turns in which to move, shoot and fight his troops.
In smaller scale games an option is to control units in order of initiative. Units with the higher Initiatives Shoot and Assault first. They may chose to move or reserve move either before or after those with a lower.
If units on opposite sides have the same Initiative who has priority is decided by dice roll.
A scenario such as an ambush may allow one side to make the first move in the battle despite lower Initiative.
Reactions (Optional)
Reactions are a special action, since they take place in the opposing players turn. If one of your units can make a reaction you can either make it when the reaction is triggered or you can wait till the end of the other players turn. Several events may happen in a turn that would trigger a reaction but each unit only gets to make one reaction a turn.
Usual considerations such as Line of Sight apply.
A unit entitled to react may choose to either move or shoot. In either case it rolls two D6 against its activation number.
If it rolled one success it fires the equivalent of one action point. In other words it may fire Pistols once, Rapid Fire Weapons twice, Assault Weapons their usual number of times but cannot fire Heavy Weapons or Slow Weapons. If a vehicle rolls one success it may engage the target with up to two defensive weapons.
If the unit rolls two successes Pistols may be fired twice and Heavy weapons and Slow weapons may be fired their usual number of times. Rapid Fire and Assault Weapons fire the same as if a single success was rolled. If a vehicle rolls two successes it may fire any combination of two main or defensive weapons.
Charge Reactions are also a form of reaction, but are only made against a unit charging them, and their full rules are covered on the Melee pages. Charge Reactions are either to Run from a Charge or to Stand and Fire.
Units engaged in Close Combat, Suppressed, Pinned, Routing or Pursuing cannot make Reactions.
Overwatch.
The Overwatch rule is optional but can be used if all parties agree.
Old Overwatch Rules To enter Overwatch a unit, sub-unit or individual must not move or fire during its turn. Units and Individuals in Overwatch are entitled to fire during the opposing players turn. Usually these shots are taken during the Opposing players MOVEMENT phase. All usual SHOOTING rules apply including that targets moving into cover or between are at –1 to-hit. An Overwatch unit that does not fire may stay in Overwatch or choose to leave it by moving and/or shooting in their own next turn. Units that fire in Overwatch lose Overwatch but may regain it by not moving and shooting in their next turn. A unit in Overwatch that takes weapon hits from stray friendly fire or enemy units (in the case of a three way battle) looses Overwatch. As may be deduced from above, one of the main uses of Overwatch is to allow a player to fire on targets moving and using cover. It is also useful for weapons in a static position since it allows them to give a double dose to the enemy as soon as they move into range. |
ARAP Rules
If a unit wants to enter Overwatch it costs one action. A unit in Overwatch may not make any movement except traversing to change its fire arc. A unit remains in Overwatch until it moves, is Suppressed, Pinned or engaged in Close Combat.
A unit in Overwatch can make a shooting reaction in an opposing players turn but treats its reaction distance as 24" rather than 9". It is treated as though it rolled two successes, so may fire Pistols twice, Rapid Fire Weapons twice to 12" or once to full range. Assault Weapons, Slow Weapons and Heavy Weapons fire their normal number of times. Vehicles in Overwatch may fire any combination of two main or defensive weapons.
A unit loses Overwatch when it fires, but may enter Overwatch again by expending another action in its own turn.
Units in Overwatch may fire upon units charging other units if the chargers are within 24".
Fast Draw.
To resolve speed-based challenges such as a fast draw face-off have each model roll a D6 and add their Initiative. The higher scoring model gets to make to-hit and to-wound rolls first. If the score is even then both parties simultaneously roll to-hit.
The Shootout Scenario in the Necromunda rule book ( Scenario 7, p119) is worth a read if playing this sort of game. This suggests that to the Initiative + D6 roll add +1 if the fighter has a pistol, and subtract -1 if armed with a heavy weapon. This assumes that the weapons in the scenario are slung or holstered. Obviously a shotgun that is shouldered and ready to fire has a better chance of beating a holstered pistol. Add +1 for weapons that are readied rather than slung or holstered.
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 models 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.
Specialist Skills
You may wish to use the Gemini rules for games that have more of a role-playing element and need a system to resolve various tasks that must be accomplished.
Many problems can be resolved by rolling against Strength, Toughness, Initiative or Leadership or by making an Agility Roll. Some players may wish for more specific skills and to meet this need the following system has been adapted from GURPS Lite, which is a free download and can be found either here or here.
Each Skill a character has is defined by a level or numerical value, for example Vehicle Mechanic 12, Lockpicking 14, Ancient Languages 10 etc. The value of the level also serves as a target number, although this will be subject to modifiers depending on how difficult the particular task is. To successfully use a skill the player must roll a dice score equal to or less than the target number.
The level of a skill a character has is determined by Leadership level and how many points the character pays for the skill.GMs may specify that skills are brought with Character points that cannot be used to buy weapons or equipment. Skills also divide into Easy, Average and Hard Skills and this is up to the GM, since this will vary for different individuals. An Orc Mekboy or Techpriest will find most technology-associated skills either average or easy. A professor might find understanding ancient languages relatively easy but be less familiar with technology, and so on.
Points costs are:
| Easy | Average | Hard | |
| Leadership-1 | Not available | 1 | 2 |
| Leadership+0 | 1 | 2 | 4 |
| Leadership+1 | 2 | 4 | 8 |
| Leadership+2 | 4 | 8 | 12 |
| Leadership+3 | 8 | 12 | 16 |
| Extra+1 | +4 | +4 | +4 |
So an average human (Ld=7) can buy an Average skill at level 8 for 4 points. Skill rolls are made like Leadership rolls, except they are made against the Skill level and 3D6 are used. A skill level of 8 therefore has a relatively low chance of success and it may be prudent to pay more points.
Some tasks cannot be accomplished if the correct skills are not available. Translating Hieroglyphs on a temple wall cannot be done unless the reader has some training. Other tasks can be attempted by the unskilled. Attempting an easy task without the necessary skills is 3D6 rolled against Ld-2 for an easy task, against Ld-3 for an Average task and a Hard task against Ld-4, plus any other modifiers. GMs may allow characters with related skills to attempt tasks at a penalty. Bomb-disposal is a Hard task but the GM may allow an Armourer to attempt it using Armoury -1 skill rather than Ld-4.
Skill rolls are generally made only when the result is crucial to the plot line. Will the door be opened before the enemy arrives?
D10 Initiative Tests
In the main Gemini Rules Initiative Tests are made using a D6. There may be situations where the GM rolls against a models Initiative Characteristic using a D10 instead. Two examples of such a situation may be for Observation Rolls and Search Rolls.
Observation Rolls.
Observation can be taken to mean the ability to notice things in plain sight. A successful Observation Roll wont allow a model to spot hidden ambushers but may allow them to spot poor camouflage, disturbed earth or vegetation or unusual animal behavior. A successful Observation roll in such a situation may make the Ambushed unit –1 to hit in the first round of shooting or improve their Ld roll if they Stand and Fire. It is up to the GM..
Observation Rolls are made by the GM at anytime that they think one is warranted. Often this will be when a unit enters a new area.
Search Rolls.
Search Rolls are made when the player declares they are searching an area. How big an area each model can search is up to the GM though a good rule of thumb is that it is a radius around the model equal to half their basic move allowance. Searches allow the player to discover hidden things. How much information a Search or Observation roll gives a player is up to the GM, although generally the more the required figure is exceeded the better the information.
Reserve Moves.
The Reserve Move rules (taken from WH40K-RT) have been pretty much superceded by the simpler Double Pace rule. For those that are interested:
Reserve movement is made after the ASSAULT phase and before the next players turn.
To be eligible for Reserve Movement the unit:
During the reserve move troops may not move closer than 4" to an enemy unit and may not charge or enter close combat.
A unit may not move into hiding during or after a reserve move.
Movement may take a reserve unit into a situation where it needs to take a psychological test.
Psychological Tests.
The Psychological attributes such as Frenzy, Fear, Terror, Hate and Confusion used in WH40K-RT or 2nd Ed can still be used in Gemini rules : Assume the Cool(Cl) value is the same as for Ld with the following exceptions.
A Psychological test is passed if 2D6 are rolled less than or equal to the Cl Value. In a mixed unit with members subject to different Psychologies all the conditions apply to all members. Troops tend to get caught up in the enthusiasms or fears of their comrades. For the same reason tests are usually made against the lowest value of Cl or Ld in the unit.
The Terror and Stupidity rules in the Necromunda Rulebook can also be used.
Often it will be easiest to describe a unit as subject to Stupidity-6, Frenzied-7, Frenzy-9, 12; etc. If the unit rolls higher than the value given it becomes subject to the condition. Frenzy may be accompanied by a distance too, which is how close the unit must be to an enemy to start testing for Frenzy. Often this figure will be the normal Charge range of the unit. If no figure is given the unit needs to Charge to enter Frenzy or be effected by devices such as Frenzon Dispensers.
Fearless and Dogged Units.
Troops that are Fearless do not have to take Fear or Terror tests but may be subject to other Psychological tests. Fearless units always pass Pinning tests but can become Pinned by events that cause Automatic Pinning. Fearless units automatically pass Morale checks but still need to take tests against Ld for using Psychic Powers or to fire when Charged. Fearless units never Rout from Close Combat but may take additional casualties if they lose a round.
Dogged is the 4th Edition version of the Stubborn Special Rule. Troops that are Dogged are be subject to all Psychological tests. Dogged units must take Pinning tests caused by Pinning Weapons but automatically pass Morale tests due to more than 25% casualties. Dogged units automatically pass Morale checks but still need to take tests against Ld for using Psychic Powers or to fire when Charged. Dogged units never Rout from Close Combat but will take additional casualties if they lose a round.
Confusion.
Confusion can be used to model various conditions including disorientation, intoxication or drunkenness. Some weapons or attacks will induce Confusion, either automatically or if a test is failed. Tests for Confusion are always made against Ld not Cl.
A Confused model or unit is
A drunk model may be able to move at normal rate and may be able to use Psionic powers at a penalty (roll for success against a reduced Ld value, for example). In combat under Mordhein rules they cant be stunned and a roll of Stunned on the Injury table counts as a Knocked Down result.
Hatred.
There is normally no test for Hatred but tests against Ld (not Cl) may be required to resist its effects.
A unit that is fighting a hated foe in close combat may re-roll its to-hit roles in the first round of combat. After that they calm down a bit and fight normally. Troops never Run from a Charge from a hated enemy.
Units fighting a hated enemy have their Ld+1 for Rout and Rallying tests. Units attempting not to pursue, to end a pursuit or break off from close combat test against Ld-1. Units fighting a hated foe that finish the engagement in cover with the foe routing do not have to pursue unless the player wishes but will doubtless shout abuse and catcalls.
Frenzy.
A Frenzy test is made 2D6 vs Cl Value. A unit Subject to Frenzy will enter Frenzy if it Charges an enemy unit. Some units will enter Frenzy if an enemy unit is within a certain distance at the start of the turn. The controling player can attempt to stop troops entering Frenzy by rolling less than or equal to their Cl. A roll higher than the Cl causes the unit to become Frenzied.
Some units will start a battle already in a state of Frenzy and are described as Frenzied in their description. Such a unit cannot loose its Frenzy until it passes a test for Frenzy after combat. It will then behave as a normal unit but will still be Subject to Frenzy and need to take a Frenzy test if it attacks another enemy.
Units described as Subject to Frenzy are not Frenzied but must test against their Cl if they charge an enemy unit. Troops with Frenzon dispensers may enter Frenzy at any time the controlling player wants.
The GM may rule that some units that have lost Frenzy are no longer Subject to Frenzy. Units that have Frenzon dispensers are usually not still Subject to Frenzy once they have lost Frenzy but the drug may be administered again.
Blood Frenzy
Blood Frenzy is a special condition seen in units such as Chaos Marines with the Mark of Khorne. Troops are Frenzied at the start of the battle but cannot lose Frenzy even if they lose a round of Close Combat.
Stupidity
Units or individuals subject to Stupidity must roll against their Ld at the start of any turn. Ideally Stupidity should be rolled against the models Inteligence characteristic, which is given in WH40K-RT or WHFB 3rd Edition.
If the Stupidity test is failed then any model in Close Combat will forget what they are doing on a roll of 4+. Such models will not make any attacks but will defend at normal WS. (GASR Combat Score: use WS but no attack dice.)
Models not in Close Combat that fail a Stupidity test will wander their Movement allowance in a random direction. This may bring them into close combat and on a 4+ they make no attacks. This is a compulsory move.
Models that have failed a Stupidity test may not use Psionic powers that turn nor may they shoot.
Fear.
Fear rolls are made against Cl, or Ld if this is the same value. To pass a Fear test roll less than or equal to the Cl value.
Terror.
A unit will normally only have to take one Terror test during a game and after that will not be subject to Terror, even if they failed the Terror Test. They will continue to Fear any Terror-causing creatures so may be required to take several Fear tests.
Terror is tested against Cl-1 or Ld-1.
If the source of Terror is a Hated or Prefered enemy a +1 modifier can be applied.
Failing a Terror test causes an automatic Rout. If a Terror test is passed the model no longer causes Terror in the unit but will be still Feared in following turns. All Models that cause Terror also cause Fear but you do not have to take a Fear test for a model if it is also taking a Terror test for it in that turn.
Models that cause Fear themselves are not usually subject to Terror from Terror-causing models. They only Fear the model.
Terror-causing models are not usually subject to Fear or Terror of anything else.
Ultimately it is up to the GM as to what a unit Fears. Primative Warriors may Fear Dreadnoughts, War Robots or even Vehicles. Monstrous Creatures, Lesser Daemons and Daemonic Beasts will all usually cause Fear. Terror should be reserved for really nasty creatures such as Greater Daemons or Models with Daemonic Stature.
The Tyranid Psionic Power The Horror adds an additional -1 to tests to Charge a model or unit that would already cause Fear or Terror. For tyranids that do not cause Fear or Terror use of The Horror means that units wishing to Charge them must first pass a Morale Test.
If more than one Psychological condition applies to a unit test in the following order:
Psionics
| Psionics Rules have been rewritten and moved to the Psionics page |
The Psionics Rules originally on this page have be archived, so if anyone wanted the older Psychic Encounter Chart, for example, they will have to contact me.
Alternate Skirmish Rules.
In WH40K-RT mention was sometimes made of combats other than battles:
Such scenarios would often involve smaller numbers of models but more individual figures. In something like a bar fight concepts such as unit coherency have little real meaning, at least in the context of routs and close combat. In fact one of the distinguishing features of the type of game we will refer to as a skirmish is that each model is regarded as a forms a unit on its own.
Small scale fights may be run as Initiative Ordered games or using the Gemini-ARAP system.
Such small scale fights can be made more fun if a little more depth and detail is added to the combat. Below are some suggestions. Many of the ideas on this webpage can be applied to Infestation.
The Necromunda game gives a more detailed combat that uses WH40K-RT type profiles. If you dont want to use the full scale system certain elements can be adapted to small scale Gemini Rule Games. The following rules are based on the Necromunda game with a few modifications. Most aspects of the Warhammer Skirmish rules are compatible with Gemini Rules and may be preferred over some of the rules below and some of the suggested scenarios may provide inspiration for games set in the WH40K universe.
Gemini Alternate Skirmish Rules (GASR).
(Please note there is a more up-to-date page for the ARAP 2.3 and 2.4 versions of the Gemini Rules. Additional and optional rules for these may be found here.)
Unit coherency rules may be regarded as optional and Attacks or effects that are described in the main rules as affecting a unit now apply to all models within 6" of a designated point or a unit taken to be all models within 3" of each other.
Morale
When playing GASR each model makes their own Ld roll when required to. Psychology tests are also taken individually. Models within 6" of their Leader may use the Leaders Ld value for Morale tests unless the Leader is Routing, Running for Cover, Knocked Out, Stunned, Down or Out of Action. Characters more than 3" distant from any other friendly model take any Morale Checks at -1.
Broken Nerve.
This works like a Rout test, but is taken for each individual when they see a non-enemy within 3" struck down by the foe. Any fighter within 3" of a friend or comrade that is Knocked Out, Stunned, Downed or put Out of Action must take a Ld test. If they are within 6" of their leader or a comrade with a higher Ld they may roll against this value instead unless the Leader or comrade is included in the casualties or running away due to Breaking off, Routing or Running for cover.
Characters whose nerve breaks make a D6" Flinch move away from the enemy and towards the nearest cover. At the start of each of their own turns the character moves 2D6" towards the nearest cover and makes a Ld test to Rally. If this is failed they continue to move to cover and test to rally in their next round. They may not charge or shoot while running for cover. Characters more than 3" distant from any other friendly model take this Ld test at -1. They keep moving at 2D6" and Rally testing in their next MOVEMENT phases till they reach some cover. Once in cover they cannot shoot or move until they pass an unmodified Ld test, which is rolled at the start of their turn. Characters in cover trying to regain their nerve may be considered to be hiding for targeting purposes, but this will depend on the relative location of the shooter.
If no cover is available they will continue to head to the nearest friendly table edge. If they fail to Rally before leaving the table they are out of the game.
Characters who were in Close combat when they lose their nerve and make a run for cover may take a hit as they leave as described for Breaking Off.
Pursuit.
Pursuing a Routing enemies or one running for cover from a Close Combat is optional under GASR. Halting a pursuit if you chose to pursue requires a Ld test as usual.
Breaking Off.
Models in Close combat can Break Off as described in the main rules. Test against Ld to see if they Rout. A model that Breaks Off has a 3+ chance of taking one automatic hit from his opponent. Work out Strength vs Toughness and Save as normal.
Follow Up.
A character whos opponents are all Stunned, Knocked Out, Downed or Out of Action at the end of a Close Combat round may make a bonus move of their normal move allowance. This may be used to move towards another opponent for the next round of Close Combat (but does not get a charge bonus). It can also be used to get behind cover, or in any way you wish. You can cross a low obstacle such as a fallen foe without penalty during a follow-up but other terrain penalties apply as normal.
All Out Rout (Optional).
If at the start of a turn (but after any recovery tests have been made) a force has 50% or more of its number Pinned, Routing, Knocked Out, Stunned or removed as casualties, then it must take a Bottle out test. This is taken against the highest leadership available at the time. The Ld of Pinned, Routing, Knocked Out or Stunned models may not be used. When establishing if group strength has dropped sufficiently it may be useful to total up the wounds in the original profiles. For example, four spacers (one wound each) are fighting beside their Ogryn shipmate (3 wounds). The Ogryn is obviously more than a fifth of their fighting strength and seeing the Ogryn chainsworded down discourages the spacers.
Failing the test either ends the skirmish and gives victory to the other side or causes all the fighters on one side to Rout and run for the table edge.
Targeting
Downed fighters do not count for the purposes of closest target rules: they may be ignored in favour of a further enemy. Units in cover may also be overlooked in favour of more distant enemies in the open.
In GASR Bikes or cavalry can be picked out among foot units, so can be individually targeted.
GASR Frozen and Pinned in Cover.
These rules in GASR games apply to any SHOOTING hits and damage, not just Snipers, Ordinance and Barrage weaponry.
Frozen and Pinned in Cover in GASR applies only to the individual(s) hit, not the whole unit and are used instead of squad based Suppression and Pinning rules.
Troops fired on while in Close Combat cannot be Frozen or Pinned in Cover.
A model that is hit by shooting but takes no damage, either by a Save roll or beating a Strength vs Toughness roll must immediately test to see if it is too shaken to continue. Take a Morale Ld test for that model (2D6 to score less than or equal to its Ld characteristic). Take one test per turn, irrespective of how many hits the figure took. Figures locked in Close Combat that are hit by shooting do not take this test, they have other worries.
Failing the test has one of two consequences: if the model is already in cover then it is pinned and immediately hides till the end of the following game turn. While hiding it cannot shoot or fire or be activated. If in the open and the Ld roll is failed the figure becomes Frozen till the end of the following game turn. A Frozen figure cannot move or Charge, and may roll no more than two dice to activate. If a figure that is Frozen or Pinned in Cover is hit again and fails a Morale test it will Flinch and Run for Cover in its next turn. If it was in Cover it will abandon it to find new cover further from the enemy.
Frozen, Pinned in Cover and Running for Cover models may not charge, but if attacked in hand to hand combat, they defend themselves normally and revert immediately to combat status.
If a fighter is hit by a Shotgun or weapon of Strength 7 or greater within 1" of a ledge it must pass an Initiative test or fall off.
Running.
In GASR uses the Double pace rule from the main rules as an additional mode of movement. A character may run at double their usual movement rate or add +D6", depending on which running rules you prefer. Running does not leave time to shoot so Characters that run during a round may not shoot any weapons in the following SHOOTING Phase. Troops who are running may not start running if within 8" of an enemy unit. If they move within 8" of an enemy they immediately halt and ready weapons. Running troops count the normal deductions for crossing difficult terrain or obstacles.
Running Rules do not apply to GASR that are using the Gemini-ARAP system.
Ammo Rolls
The Ammo Roll Rules are optional and provided for games where the GM desires that the players dont have the luxury of unlimited ammo.
Any fighter who rolls a natural 6 to-hit in the shooting phase must make an Ammo Roll on the table below. To pass an Ammo roll roll a D6 equal or greater than the value on the table below for each 6 rolled.
| Rapid Fire/ Pistol | 4 |
| Assault | 5 |
| Heavy or Slow weapons including Sniper Rifles and also Bows | 6 |
If the test is failed, the weapon used becomes useless for the rest of the game; it has either run out of ammunition, jammed or something similar.
Grenades are subject to a modified version of the Ammo-roll rule. If a natural 6 is rolled for the to-hit roll then the character has run out of grenades/rounds and the one fired was the last of that type. There is no need to roll against the table.
Lucky Shots.
This optional rule is taken from an entry in the WH40K Companion and accredited to a Paul Quinn.
If a roll to-Hit beats its target score by two or more the shot is taken to be exceptionally well aimed or just lucky. The player may either roll to wound at +1 higher than the weapons normal strength or choose to make three attempts to wound at normal strength. In the latter case only one wound is inflicted even if more than one roll is successful.
This rule can also be used in Close Combat if the Combat Score System (below) is not being used.
Critical Damage. (Optional)
If a natural 6 is rolled when rolling to wound (only in close combat and shooting) it will cause critical damage, which counts as 2 wounds with no armor save. However, if the attacker normally needs 6s to wound his target he cannot cause critical damage since his opponent is simply too tough to suffer a serious injury from a considerably weaker foe.
Each model may only cause one hit of critical damage during each Close Combat or Shooting phase, so if he has several attacks or shots only the first 6 rolled to-wound causes critical damage. Rending Weapons cannot also inflict Critical Damage.
Obviously it is possible for a Lucky Shot to cause Critical Damage if the player is really lucky.
GASR Wounding Rules.
One quick way to add more depth to a battle is to add more detail to the wounding and combat systems. One way to do the former is to increase the number of wounds that a figure can take. Randomly generate this using either 2D6 or 3D6. Each successful hit does D6 wounds of damage instead of 1. Impose a -1 to hit penalty for hits from models with wounds that fall below 50%.
The systems below assume the standard profile is used, not one that has had the number of wounds increased as suggested above. Each successful unsaved hit reduces the number of wounds in the players profile by 1. When this value falls to Zero each wound inflicted requires a roll on the Wound Damage chart. In other words a character with 3 wounds in his profile doesnt have to start rolling on the Wound Damage chart till he is wounded the third time.
These more in-depth wounding rules may be regarded as optional for Spear Carriers and Cannon Fodder. If the players wish Wound Damage need only be worked out for Characters and Boss Villains.
Wound Damage Chart.
The first system is an adaption of the Necromunda system.
| 1 | Flesh Wound. Model may move, shoot, fight as normal in the next round but WS and BS are reduced by 1 until he gets medical attention. If WS and BS reach 0 the model is automatically Out of Action. |
| 2-5 | Down. Cannot move, shoot or fight ( defends WS 1) for the rest of that turn. At the start of the next round of Close Combat (or end of the next SHOOTING phase) the player rolls on the Downed Result Chart to see if the character recovers, stays the same or gets better. |
| 6 | Out of Action. Character is knocked unconscious, killed or otherwise in a condition that puts them out of the fight for some time. |
Should a fighter get a Downed result when within 2" of the top of a ledge they must pass an Initiative test or fall off, remaining Down at the bottom.
The GM is free to modify the above weightings.
For a weapon of Strength 7 or more:
| 1 | Flesh Wound |
| 2-4 | Down |
| 5-6 | Out of Action. |
For unarmed combat or small weapons like knives:
| 1-2 | Flesh Wound. |
| 3-5 | Down. |
| 6 | Out of Action. |
Down Result Table.
Rolled before each Close Combat round or at the end of a SHOOTING phase if no Close Combat is occurring.
| 1 | Flesh Wound. WS and BS reduced by 1. If WS and BS reach 0 the model is out of the fight. If WS and BS are not zero the model can get up and may continue to move, fight, charge and shoot as normal at the new WS/BS level. |
| 2-5 | Reeling from Wound. Can move at half usual rate in next MOVEMENT phase (ie, staggering or crawling to cover). Cannot shoot or charge. Defends in Close Combat with a WS of 1. Must re-roll on Down Result Chart in next turn. Model stays as Reeling until wound resolves into a Flesh Wound or Out of Action. |
| 6 | Out of Action for rest of battle. |
When multiple wounds are inflicted or the model is injured again while Down, multiple Down results are ignored but a fighter can suffer multiple Flesh Wounds. A fighter who suffers Flesh Wounds and goes Down at the same time is treated as going Down but suffers the penalties indicated for his Flesh Wounds as well. It can be assumed the lighter wound occur before he falls.
If WS and BS reach 0 the model is out of the fight.
Flesh wounds do not carry on from one battle to the next, and the warrior is restored to full health before the next battle. Only serious injuries may carry over if playing a campaign.
Instant Death and the Double Strength Rule.
In GASR being wounded by a weapon with a Strength twice the targets Toughness reduces multiple-wound enemies to 0 wounds just like 1 wound warriors so the model would still have to roll for injuries.
An injury roll is always made in GASR; characters are rarely automatically taken Out of Action.
Mordhein/ Warhammer Skirmish Injury System. This slightly simpler system may be used instead of the system suggested above. Once a model reaches zero wounds a D6 is rolled for each wound caused and the following procedure used: 1-2 Knocked Down A fighter who has been knocked down falls to the ground either because of a jarring blow he has sustained, because he has slipped, or because he has thrown himself to the ground to avoid injury. Turn the model face up to show that he has been knocked down. Knocked down models cant do anything except crawl up to 2" during the movement phase. They may not fight, shoot, parry, strike back in hand-to-hand combat, cast spells or use psionics. A knocked down model in base to-base contact with an enemy can only crawl away if the enemy is engaged in hand-to-hand combat with another opponent. As an optional rule it can be assumed that it is easy to apply an attack to a vital area if the target has been knocked down. If any Close Combat attacks wound the knocked down model and they fail their armour save they are automatically taken out of action. A warrior who has been knocked down stands up at the start of his next turn. In that turn they are dazed and may move at half rate, shoot and cast spells but cannot charge or run. If engaged in hand-to-hand combat while dazed they may not move away and will automatically strike last, irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even though they have zero wounds left. 3-4 Stunned. The model falls to the ground where they lies wounded and barely conscious. Turn the model face down to show that they have been stunned. A fighter who is stunned may do nothing at all. A player may turn the model face up in the next recovery phase and the warrior is then treated as knocked down. (Optional) A stunned warrior is at the mercy of his enemies. A stunned model is automatically taken out of action if an enemy can attack him in hand-to-hand combat. 5-6 Out of Action. The target has been badly hurt and falls to the ground unconscious. They take no further part in the battle and are immediately removed. After the battle you can test to see whether they survive and if they sustain any serious lasting injuries as a result of their wounds. Attacking Stunned or Knocked Down Models. A model with multiple attacks may not stun/ knock down and then automatically take an opponent out of action during the same hand-to-hand combat phase. The only way you can achieve this is if more than one of your models is attacking the same enemy. If the enemy is stunned/ knocked down by the first warrior he can then be hit and put out of action by the next warrior to attack. If your model is engaged in close combat with an enemy who is still standing, he cannot attack any other models that are stunned or knocked down but must deal with the more immediate threat. |
GASR Wound Table
This is an alternate system to the above, and should play a little quicker.
A roll is made on the chart below when a fighters wounds reach zero. One D6 roll is made to determine the hit location, while another is made to find the severity of the wound.
Wounds made by Strength 7 or higher add +1 to the severity roll.
For unarmed combat or small blunt weapons like knuckledusters subtract 1 from the Severity roll, treating a zero as a wound too minor to have an effect.
| 1 | 2 | 3 | 4 | 5 | 6 | ||
| 1 | Head | Flesh Wound | Dazed | Knocked Down | Stunned | Dead | Dead |
| 2 | Chest | Flesh Wound | Dazed | Dazed | Knocked Down | Stunned | Dead |
| 3 | Right Arm | Flesh Wound, -1 to hit | Flesh Wound, -1 to hit | Dazed | Dazed | Knocked Down | Stunned |
| 4 | Left Arm | Flesh Wound, -1 to hit | Flesh Wound, -1 to hit | Dazed | Dazed | Knocked Down | Stunned |
| 5 | Belly | Flesh Wound | Dazed | Knocked Down | Stunned | Stunned | Dead |
| 6 | Legs | Flesh Wound, Move -1" | Dazed and Flesh Wound. Move -1" | Knocked Down | Knocked Down | Stunned | Stunned |
If playing Gemini-ARAP rules a wounded fighter is automatically activated in their turn if Stunned, Knocked Down or Dazed, but must behave as detailed for the condition they are in. A Knocked Down figure can only crawl, a Dazed figure can only stagger and fight back if attacked, and so on. Flesh Wound. Model may move, shoot, fight as normal in the next round but WS and BS are reduced by 1 until he gets medical attention. If WS and BS reach 0 the model is automatically Dead/Out of Action. If WS and BS are not zero the model may continue to move, fight, charge and shoot as normal at the new WS/BS level. The -1 to hit if wounded modifier in the General Gemini Shooting rules only applies to Flesh wounds to the arms in GASR. Firing a pistol or using a melee weapon with an injured arm is -1 to hit. Using a basic or heavy weapon with one or both arms injured is -1 to hit. Any Flesh Wound to the legs also reduces the fighters movement by 1". Flesh wounds do not carry on from one battle to the next, and the warrior is restored to full health before the next battle. Only serious injuries are may carry over if playing a campaign. Dazed. Model is dazed and may move at half rate (ie, they may be staggering or crawling to cover) and cannot charge, shoot, run or use Psionics. If engaged in hand-to-hand combat while dazed they may not move away and will automatically strike last, irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even though they have zero wounds left. Note that some leg wounds will also inflict a flesh wound as well as Dazing the victim. Knocked Down. A fighter who has been knocked down falls to the ground either because of a jarring blow he has sustained, because he has slipped, or because he has thrown himself to the ground to avoid injury. Turn the model face up to show that he has been knocked down. Knocked down models cant do anything except crawl up to 2" during the movement phase. They may not fight, shoot, parry, strike back in hand-to-hand combat, cast spells or use psionics. A knocked down model in base to-base contact with an enemy can only crawl away if the enemy is engaged in hand-to-hand combat with another opponent. A fighter who has been knocked down stands up at the start of his next turn. In that turn they are dazed. Stunned. The model falls to the ground where they lie wounded and barely conscious. Turn the model face down to show that they have been stunned. A fighter who is stunned may do nothing at all. If attacked in close combat they are treated as having a WS of 1 (or 0 if using Combat Score rules). A player may turn the model face up in the next recovery phase and the warrior is then treated as knocked down. Should a fighter get a Knocked Down or Stunned result when within 2" of the top of a ledge they must pass an Initiative test or fall off, remaining Knocked Down or Stunned at the bottom. Dead. A Dead result on the table means the fighter is no longer in a state to take any further part in that fight and that they are effectively Out of Action. They may be too badly wounded or deeply unconscious. Such fighter may die from their wounds, or may recover to fight another day. |
Combat Score System
Other than the new pinning and wounding rules the SHOOTING phase is the same as in larger scale games. Hits in Close Combat are determined using a slightly different system, the Combat Score system. When using the Combat Score system combats only occur between models in base-to-base contact. Associated models (those within 3" of a friendly model in base-to-base contact with a foe) do not get to make attacks or receive wounds.
COMBAT SCORE SYSTEM
1. THROW ATTACK DICE
Both players roll a number of D6s equal to their models Attacks characteristic. If using a weapon in each hand one extra attack dice can be rolled for the extra weapon.
If the enemy is attacked from the rear an extra dice can be rolled in the first round.
2. WORK OUT COMBAT SCORE
Once the dice have been rolled re-rolls for parries are made. Each player picks his highest scoring dice and adds his models Weapon Skill (WS) to the score.
Only the value of the highest dice is used: rolling extra attack dice just increases the chance of a high score. A note should be made of the number of 1s and 6s made. Every 1 rolled adds +1 to the foes Combat Score. Every 6 rolled after the first adds plus one to the models score, so a roll of three 6s increases Combat Score by +2.
He then adds any other Combat Score modifiers as shown in the next table page. The total is the Combat Score.
Troops that are attacked while running for cover or routing do not add their Weapons Skill to their dice roll.
3. DETERMINE WINNER
The player with the highest Combat Score wins. In the case of a tie the model with the highest Initiative characteristic wins. If there is still a tie the combat is a stand-off.
4. NUMBER OF HITS
Compare the Combat Scores of both combatants. The difference between their Combat Scores is the number of times the winner has hit the loser. If you win the combat on a tie you still cause 1 hit.
5. THROW TO WOUND
For each hit scored the winner rolls a D6 on the Strength vs Toughness chart in exactly the same way as hits from shooting. If using multiple weapons attacks it is assumed any hits are inflicted alternately, first with one hand and then the other. Any odd hits can be resolved with either weapon.
6. SAVING THROW
Models which are wearing armour may attempt saves in the same way as troops hit by shooting.
7. RESOLVE INJURIES
Resolve injuries in the same way as you would for wounds inflicted by shooting.
Combat Score Modifiers
| +1 | OPPONENT FUMBLES Add +1 to your score for each of your opponents fumbled dice (rolls of 1). Any Attack dice rolls of a 1 indicate the fighter has tripped, dropped a weapon, or otherwise fumbled. For each fumble you rolled your opponent may add +1 to his own Combat Score. |
| +1 | CRITICAL HIT Add +1 to your score for each critical hit inflicted (additional rolls of 6).When you roll more than one Attack dice there is a chance of scoring a critical hit. You must roll at least two 6s. The first 6 is taken as your highest score and each extra 6 counts as a critical hit adding a further +1 to your total. |
| +1 | CHARGING If your fighter charged into combat this turn add +1 to his Combat Score. |
| +2 | CHARGING FLANK or REAR If your fighter charged the enemy in the flank or rear this turn add +2 to his Combat Score. |
| +1 | HIGHER UP If your fighter is standing on a higher level, platform or slope then add +1 to his Combat Score. |
| -1 | ENCUMBERED If your fighter is carrying a heavy weapon or other heavy piece of equipment, he suffers a -1 penalty on his Combat Score. |
| -1 | OBSTACLE If you charge an enemy who is sheltering behind cover such as a low wall, then you suffer a -1 penalty on your Combat Score that turn. Note this penalty only applies during the turn when you charge. |
| -1 | IMPROVISED WEAPON Fighting with an Improvised Weapon is a -1 penalty. |
| -2 | UNARMED If you have not been able to grab an Improvised Weapon and lack any Natural weapons there is a penalty of -2. |
Note that the above modifiers are instead of those used in the main rules when Close Combat hits are decided by comparing players WS to get a target score to beat. Penalties for left-handed and dual-weapon use are not appropriate for the Combat Score system.
When using the Combat Score system models in Smoke or Blind clouds halve their WS, rounding up.
When fighting against multiple opponents using the Combat Score system each opponent is fought in turn, using the following procedure.
Parrying.
Fighters armed with swords, chairs or any weapon that offers an advantage in reach are allowed to parry. Against a pistol type weapon it is assumed the gun is being knocked aside so misses its aim.
A model entitled to parry can force an opponent to re-roll his highest scoring Attack dice before working out his Combat Score. If a opponent has 2 or more Attack dice he can always choose his next highest score rather than the score of the re-rolled dice.
In the rare event that a model uses two swords it may parry twice - that is, it may force two re-rolls or one re-roll against a model with a single sword.
All Melee Weapons have a Parry Value. A weapon can only parry against a weapon with an equal or lesser Parry Value.
| Parry 6 | |
| Parry 4 | |
| Parry 2 | |
| Parry 0 (Cannot Parry) | |
| Always Parry | Shields and Bucklers. |
If a fighter is using two weapons he can parry with he may force two re-rolls or one re-roll against a model with an inferior Parry Value. Improvised weapons that give an advantage of reach may allow a fighter to parry. A chair can parry against a knife, for example.
A knife is not considered to offer an advantage in reach over handguns or bare hands.
Shields parry against all weapons.
Various factors such as Master Crafting may increase a Weapons Parry Value. Using a Weapon that is unfamiliar or too heavy for the user may decrease the effective Parrying Value.
By the Author of the Scrapboard : | |
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| | Attack, Avoid, Survive: Essential Principles of Self Defence Available in Handy A5 and US Trade Formats. |
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| Crash Combat Second Edition with additional content. Epub edition Second Edition with additional content. Crash Combat Third Edition Epub edition Third Edition. |
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