G.A.S.L.I.G.H.T.!
House Rules!

Like a large number of gamers, the author feels completely incapable of leaving well enough alone. These are "house rules" for G.A.S.L.I.G.H.T. and are in no way official, but they might prove useful. They are also works in progress and are constantly being tinkered with. Stop by the GASLIGHTrules list on Yahoo!groups to exchange ideas with other players.

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Add an Event Card!

Alternate Action Card Mechanism!   

Alternate Morale Result Application!

Automatons!

Close Combat Against a Tank or Other Transport!

Critical Failure!

Flag, Standard or Totem Bearer!

Poison!

Scuffle Morale Modifiers!

Shields & Armor for Extras!

Spectacular Shot!

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Add an Event Card!

This should only be used if your fellow players enjoy playing games to relax and works best when the game is moderated by an impartial referee. First, come up with a short list of plot complications. They should be bothersome, but not game enders. A pack or herd of wild animals (or a dinosaur!) enters the battlefield on a random table edge, a sudden storm limits maximum range of vision to 24" until next event card, a gust of wind moves all flying units 1D6 inches in a random direction, etc. Place an extra card in the Action Card deck labeled "Event". When it is drawn, roll a D20. If under an 11, select an item from the list. Any non-player controlled units introduced this way will get their action when this event card is drawn.

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Alternate Action Card Mechanism!

If you're playing with four or more players, use only one Action Card per player, as opposed to one per action of each unit. Resolve all morale checks for that player's units before any other actions take place. This does take away a bit of the suspense, but it speeds up game play for larger scenarios. 

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Alternate Morale Result Application!

Roll on the Morale Result Table as normal, but only roll once. Apply the result to the entire unit of extras, not each individual figure. This speeds up play in games with lots of units by sacrificing spectacular, cinematic unit disintegrations.

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Automatons!

Treat an autonomous contraption (robot) as a Conveyance,  with its operating system as the Main Character that drives it. The more robust or sturdy an operating system, the better a Main Character rating. Truly slipshod construction would be represented as an Extra. Assign the Shoot & Scuffle stats as you see fit, and make sure you give it a Save. An operating system rated as an Extra would have a Save of 8. Larger or more complex automatons could have one or more backup operating systems, but each would be of a lesser quality Main Character, or simply rated as an Extra, than the one before it. Multiple operating systems does not mean multiple actions. Only one operating system is active at anytime in the same automaton, and that's the one with the highest M.C. rating.

Be warned: a Heroic operating system is a horror to behold!

The operating system is the crew of an automaton, but how it behaves is a bit different from a traditional Conveyance or Vehicle. The unit's Shoot & Scuffle are based on the operating system's stats. All hits on the crew or any morale checks are rolled against the currently commanding operating system. Instead of the crew member running off the table or freezing, the entire automaton does. Any figures caught in the automaton's path as it moves due to a failed Morale Check stand a chance of being run over, and may roll under their Save to avoid being crushed and removed from play. Anything too big to be run over will suffer a ramming attack.

If the primary operating system is destroyed, then the next highest rated one would take command, on the automaton's next Action Card. Until then, treat it as stalled. When the subordinate operating system is activated, the automaton must make a Start roll regardless of what its status was on the previous Action Card, as it's trying to get things going again. If there is not a backup operating system then the automaton becomes a lovely piece of terrain, providing cover as best seems fit.

A Main Character with the Mechanical skill may attempt to repair the automaton's operating system. If there are multiple operating systems, the the lowest rated broken one will be repaired first. On a following Action, the next highest operating system may be repaired, and so on. 

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Close Combat Against a Tank or Other Transport!

There are now official rules on how to do this in the BATTLES BY G.A.S.L.I.G.H.T. supplement. Until you pick it up, here's a way that was based on the answer given by one of the rule's author on the GASLIGHTrules Yahoo! group.

In short, break everything down into 1 action card steps. Climb aboard - 1 card, pry hatch - 1 card, enter crew compartment - 1 card.

Climbing aboard: takes one action card. If the vehicle was in motion on its last action card, then it is considered still in motion and the would-be attackers have to make a roll at 1/2 Scuffle to climb aboard, otherwise they can't get a good grip. If the vehicle has stopped or has failed its Sustain roll, then it is Stalled and just sitting there. As an easier task: roll against the full Scuffle for the figure attempting to board. How many figures that can actually climb aboard is up to the players. Look at the size and shape of the vehicle.

Prying the hatch: takes one action card. No more than 3 infantry figures may attempt to pry open the same hatch at one time. The attackers roll against their Scuffle to do the deed.

Entering the crew compartment: takes one action card. No more than 2 figures can make it through at a time. No rolls are needed to enter the compartment. Now combat takes place as per GASLIGHT.

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Critical Failure!

When a 20 (or higher, after modifiers) is rolled when trying to Shoot, Scuffle, Start, Stall, or Repair something, there is a complication which requires another action to correct. Think of it as the gun has jammed, the valve is stuck, the sword was dropped, and so forth. The unit can not try that particular action again until the situation is corrected (repaired, cleared, unstuck, etc.) on the next action for that figure. It may perform other actions without penalty.

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Flag, Standard or Totem Bearer!

So you went to all that trouble to paint up a standard bearer for your unit of Extras? Now you have a reason to have it on the table.

All units with a standard bearer receive a bonus of -1 to all Morale Tests rolls. The standard bearer may not Shoot unless armed with a pistol or other single-handed missile weapon, but is allowed to Scuffle. If the standard bearer is slain then the next nearest member of that unit -be it Extra or Main Character-  must move to take possession of the standard, this being the figure's only action for that activation. If the bearer is removed from play in such a way that the standard has a chance of also being destroyed (flamethrower, quicksand, etc.), the standard gets a Save of 8. If the standard is irretrievably lost then the unit suffers a penalty of +1 to all Morale Test rolls for the rest of the game.

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Poison!

Certain weapons and animals have the nasty habit of not playing fair. Any victim of a successful attack that transmits poison requires Main Characters to roll under half  the value of their Save stat, while Extras are just removed from play. It is recommended that there are very few if any poison equipped units on the table, otherwise Main Characters might start dropping like Extras. And what fun would that be?

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Scuffle Morale Modifiers!

These modifiers can be used during Morale Check after a Close Combat.

-1 bonus to Morale Check roll if your side outnumbers your opponents.

-1 bonus to Morale Check roll if your side has inflicted more casualties than your opponents. 

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Shields & Armor for Extras!

Many figures that represent Extras happen to have 
armor and/or shields. This rule bestows a game effect 
on all that lovingly painted detail without granting 
the little blighters a Save like Main Characters.

+1 penalty to attackers Shoot roll if attacker's weapon has a 
SRM of "NA" and the target has a shield and/or armor.

+1 penalty to attackers Scuffle roll if attacker's weapon has a 
SRM of "NA" and the target has a shield and/or armor.

Any armor or shield which is only capable of stopping a weapon 
with an SRM of "NA" would not impede movement of the figure. 
Any armor that could stop a weapon with an SRM of -10 or better 
would be treated as a Conveyance.

To show the effects of armor on Main Characters is much easier.
Just raise their Save stat.

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Spectacular Shot!

When a 1 (or lower, after modifiers) is rolled when trying to Shoot a unit, and the target is an infantry figure armed with something potentially volatile (flamethrower, explosives strapped to its body, etc.) who fails its SAVE (if applicable) then the target unit explodes, catching all within its blast radius.

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