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ARAP Rules for Gemini WH40K

In a previous webpage on fixing WH40K using the Gemini Rules I suggest Initiative ordered games.

Since then, I have come across a really nice set of wargaming rules called “Songs of Blades and Heroes”. These rules are very reasonably priced, and I thoroughly recommend that you consider getting a copy.

One of the ideas used in SBH is that each figure needs to be activated before it is used, and how well this activation goes determines how many actions the figure can then make.

With a little tinkering, this system can be adapted to the Gemini Rules.

I call this version of the Gemini Rules “Gemini-ARAP” and this is now my preferred system for using the rules.

New 2.4 Basic Rules
2.4 Advanced Rules

2.3 Rules Pages (also for use with 2.4):

Movement Rules
Shooting
Close Combat
Reactions
Psychology

General Ranged Weapons
Close Combat Weapons
Grenades and Bombs.

Vehicle Rules
Bikes, Horses, Jump Packs and Flight Packs
Buildings Rules
Weather, Terrain and Environment Rules
Flier Rules
Robot Rules
Dreadnought Rules

Rules for Small Scale Games
Advanced and Optional Rules
Psionics



ARAP and Warhammer Fantasy

How to use an ARAP system for Warhammer fantasy games such as WHFB, Warhammer Skirmish, Mordheim or Brimstone and Iron should be fairly obvious.

Since Warhammer Fantasy differs from WH40K in several respects the following suggestions are offered.

  • A shooting action allows a weapon to fire once, unless specified differently in the Special Rules for the weapon.
  • All “Move or Fire” Weapons become Weapons that need two Action Points to fire.
  • Some missile weapons have a -1 to hit modifier if the shooter moved and fired in the same turn. Simplest way to handle this is that an activated unit must make all its movement actions before any firing actions.
  • One turn of reloading in the conventional rules takes one Action Point. This is mainly used for War Engines, not personal weapons such as Crossbows or Handguns.
  • Charges are two Action Point actions, but fighting a round of combat at the end of a charge is free.
  • Units that begin a turn in base to base contact with an enemy are automatically activated but must use this activation to fight in close combat. It is probably best to deal with Close Combat after Movement and Shooting Actions have been made.
  • Magic can be dealt with like Psionics, with the activated model choosing to use the one of the actions rolled to cast spells. To reflect how prevalent Magic is on the Warhammer battlefield, my preference is that any activated magic user gets an extra action that can only be used for spell casting. This Spell-casting action can be taken before, after or in between any shooting, moving or charging actions the spell caster wishes to take.
  • Use whatever magic system suits you. 8th Edition “Winds of Magic” system is suitable for major battles. Mordheim or 6th Edition magic rules are probably better suited to smaller conflicts.


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