Gates of Antares - Quick Rule Reference
Gates of Antares - Quick Rule Reference
ORDERS MOVES
Fire Co (-1 for each pin) test. Shoot with Aimed Fire; no move. action standard Fast slow
advance Co (-1 for each pin) test. Move, then shoot. Advance M 5” 10” 2½”
run Co (-1 for each pin) test. Move 2M; no shoot. Run 2M 10” 20” 5”
ambush Co (-1 for each pin) test. No move/shoot; wait to react. Sprint 3M 15” 30” 7½”
rally Co test. No move/shoot; lose D6 pins. agility modifiers
Down automatic (no test). No move/shoot, but can force • Moving into/through difficult terrain: As terrain
re-rolls of hits or ½ OH fire hits.
• Weapon team with < min. crew: -1 per crew short
order tests
Pinned units must make an order test as above. agility test for sprints
1 (Pass) Perform Action & remove 2 pins. 1 (Pass) No penalty, but optional +Ag” move and pin
Pass Perform Action & remove 1 pin. Pass No penalty
Fail Receive Down order & remove 1 pin. Fail Exhausted – gain 1 pin
10 (Fail) Receive Down order & do not remove pin. 10 (Fail) Exhausted – gain 2 pins
ARMY OPTIONS Use once and discard. You can buy as many ‘Well Prepared’ as you are
allowed Auxiliary units in your army.
Up to 10% of the points available can be spent on Army Options available
to all armies. get Up! – 10 pts
block! – 5 pts Succeed on a Recovery Test on anything but a 10 regardless of the value
you would normally have to test against. A roll of a 10 is still a fail and no
The Order Dice drawn from the bag is returned and another is drawn.
pin markers are removed.
This dice stands and cannot be blocked.
Use once and discard. You can buy as many ‘Get Ups!’ as you are allowed
Use once and discard. You can buy as many ‘Blocks!’ as you are allowed
Auxiliary units in your army.
Auxiliary units in your army.
Pull Yourself together! – 15 pts
extra shot – 10 pts
At the end of any turn remove 1 pin from
If you score a Lucky Hit with any shot you can make one more shot with
one unit.
that model using the same weapon with exactly the same score required
to hit the same target. Roll one more shot to score a hit. Use once and discard. You can buy as many
‘Pull Yourself Together!’ as you are allowed
Use once and discard. You can buy as many ‘Extra Shots’ as you are
Auxiliary units in your army, but you can only
allowed Auxiliary units in your army.
use one per turn.
superior shard – 15 pts
Marksman – 15 pts
At the start of a turn, remove 1 of your opponent’s Order Dice from the
If you shoot with a unit and don’t like
dice bag. This dice isn’t used that turn and is returned into the dice bag
the result take all the shots again. You
at the start of the following turn.
must take all the shots again
Use once and discard. You can only buy one ‘Superior Shard’ regardless regardless of whether they hit or miss,
of the size of your army. and whatever result you roll the second
time stands with no further re-rolls
Well Prepared – 5 pts allowed. Use once and discard.
Add plus one to any single re-roll, for example a re-rolled Res fail for You can only buy one ‘Marksman’
a Leader. regardless of the size of your army.