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Gates of Antares - Quick Rule Reference

This document summarizes key rules for orders, moves, reactions, shooting, assaults, and damage in Beyond the Gates of Antares. It provides concise references for order tests, movement rates for different orders, reactions to different enemy orders, shooting modifiers and targets, how assaults work in close combat, and damage charts for determining the effects of hits on different unit types. The summary is designed to be a quick reference for players during games.

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0% found this document useful (0 votes)
174 views

Gates of Antares - Quick Rule Reference

This document summarizes key rules for orders, moves, reactions, shooting, assaults, and damage in Beyond the Gates of Antares. It provides concise references for order tests, movement rates for different orders, reactions to different enemy orders, shooting modifiers and targets, how assaults work in close combat, and damage charts for determining the effects of hits on different unit types. The summary is designed to be a quick reference for players during games.

Uploaded by

Netsylvain
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Quick Rules Reference (v2)

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

AGILITY SUMMARY SHOOTING


Shooting only by models with LoS using Acc plus modifiers.
Crossing obstaCles
accuracy modifiers
Unit type advance M run 2M or 3M
Per Pin -1
Heavy Weapon Team Ag test Cannot cross
Long Range -1
Crawlers Ag test Cannot cross Extreme Range -2
Archaic Contraption Cannot cross Cannot cross Intervening Low Obstacle -1
Other units Yes Ag test required Intervening Light Terrain -2
unless leaving Aimed Fire (Fire order only – not OH or Heavy weapons) +1
defensive position Rapid Fire (at long/extreme range) -1
Overhead Fire -2
entering/leaving area terrain Each crew short of full team (2 for Light, 3 for Heavy) -1
test on ag (apply terrain difficulty modifiers) Heavy weapon out of arc -2
result non-large Models large Models
1 (Pass) Full pace/find way through Full pace
Pass Full pace Half pace
Fail Half pace No move
RESIST MODIFIERS
Strike value of weapon -SV
10 (Fail) No move No move & 1 pin
Resist Bonus of Armour +RB
Cover (default +2) +1, 2 or 3
Cover bonus applies to individual models that are behind/ within
cover relative to the models shooting at them.
REACTIONS
reaction When order
Go Down Auto when shot at (Fire/Advance) Down
Stand & shoot vs Run when assaulted Fire
Escape vs Run when assaulted Run
BREAK TESTS
Units with pins equal to or more than Command stat are
Firefight vs Fire at up to 20” Fire automatically broken and destroyed.
Dash to Cover vs Fire at more than 20” Run Otherwise, Break Tests triggered when:
Ambush vs Advance or Run Fire • One or more pins per model when shot at and hit.
• Suffers casualty and has half starting number as casualties.
• Defeated or draw in hand-to-hand fighting.

ASSAULTS break tests – Co (-1 for each pin) test


1 (Pass) Continues and removes 1 pin
Point-blank shooting. Simultaneous except Down defenders shoot
second and Firefight responses shoot first. Place pin markers and take Pass Continues
break tests resulting. Fail Break if lost > 1⁄2 casualties or if losing hand-to-hand,
Hand-to-hand fighting. Simultaneous but Down units fight second. otherwise go Down (if Down already, receive a pin)
Uses Str to score hits. Units take 1 pin for each casualty suffered. 10 (Fail) Breaks
The side with the most pins loses and must take a break test.
Follow on Combat. Where both sides survive the winner can force
a single round of follow on hand-to-hand combat. In the case of
a draw surviving opponents can fight a follow on round through STATS
mutual consent.
Co = Command, ag = Agility, str = Strength.
Consolidation. Survivors make a consolidation move (1M).

QRR1 Beyond the Gates of Antares


DAMAGE CHARTS
For each hit, roll 1d10 (1d5 if heavily armoured and Res save failed on a 10).
Massive damage: roll 1d10 twice and take the highest score. If the same number rolled twice, add 1 to result.
leader re-rolls apply to the results of the above.
roll Weapon Drones Heavy Weapon vehicle Humungous beast
1 +1 pin, go Down +1 pin, go Down No effect No effect
2 +D3 pins, go Down +D3 pins, go Down +1 pin +1 pin
3 +D3 pins, go Down, +D3 pins, go Down, +1 pin +1 pin
Immobilised Weapon Malfunction
4 +D3 pins, go Down, +D3 pins, go Down, +1 pin, go Down +1 pin, go Down
Weapon Malfunction Weapon Malfunction
5 +D6 pins, Break Test +D3 pins, go Down, +1 pin, go Down +1 pin, go Down
Weapon Malfunction
6 Destroyed Destroyed +D3 pins, go Down, MOD loss +D3 pins, go Down, MOD loss
7 Destroyed Destroyed +D3 pins, go Down, MOD loss, +D3 pins, go Down, MOD loss
Immobilised
8 Destroyed Destroyed +D3 pins, go Down, MOD loss, +D3 pins, go Down, MOD loss
Weapon Malfunction
9 Destroyed Destroyed +D6 pins, Break Test, MOD loss +D6 pins, Break Test, MOD loss
10 Destroyed Destroyed Destroyed Destroyed

Key to Damage Chart


immobilised: Cannot move (see self-repair/Ghar Wrecker).
Weapon Malfunction: Highest SV active weapon system becomes inactive.
break test: Take single Break Test after all damage rolls on target resolved. On Pass, go Down; on Fail, Destroyed.
MoD loss: Remove dice from bag, then use those on table, down to minimum 1 dice (unit no longer MOD).
Down: Take the unit’s dice from the bag and go Down. If dice already out, turn it to Down. MOD targets required to go
Down always take a dice from the bag first unless all their dice are used.

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.

Beyond the Gates of Antares QRR2

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