Steven Pleva
Elder Member
A few I threw together some years back for the Heretical Mini at ASLOK. I especially like 4, 5, 6, 7, 8, 10 & 11. 11 should be a standard rule - many players use it as a house rule...
Result
1
NE (crew is temporarily shaken but unharmed)
2
NE (crew is temporarily shaken but unharmed)
3
+1 reverse side of stun (commander or loader is hit)
4
+1 reverse side of stun and Disabled BMG (radio man hit)
5
+1 reverse side of stun and Bogged (driver hit)
6
+1 reverse side of stun and Malfunctioned CMG (gunner hit)
7
+1 Recall reverse side of STUN (multiple casualties)
- 3rd Die ROF – Use a separate die for ROF purposes. Use a different sized die to make processing the shot easier.
- Suppressed – When a Good Order unit fails a MC by exactly one it becomes Suppressed instead of broken. Mark the Suppressed unit with TI and Pin counters. The effects of TI and Pin both apply during the CCPh. If a vehicle crew is Suppressed it immediately stops and ends its MPh in delay.
- FPF for Broken/Suppressed units – A non-disrupted broken or Suppressed unit may FPF at half FP (not halved again for the Pin marker) and with a +1 DRM. Any losses on the firing unit(s) from the FPF MC may be taken as prisoners by the moving side. If prisoners are not taken, this will not invoke No Quarter or Massacre. For example, a broken 4-6-7 firing at a unit moving in OG would be resolved as a 2FP (FPF, Broken, Point Blank) shot with a -1 DRM (FFMO, FFNAM, Broken); if the 4-6-7 rolled a 10 on the IFT DR, it would be immediately replaced with a 2-4-7 and the opposing side could optionally take the eliminated HS prisoner.
- Detection Casualties – When an Infantry unit attempts to move into a Concealed/HIP unit’s Location (as per A12.15) roll for Search Casualties as per A12.154 only using the units that are actually revealed. If the Attacker was using non Assault Movement apply an additional -1 drm. SMC wound drm gets an extra +1. Regular Searching gets an additional +1 drm; however, an original 1 always results in casualties.
- Malfunction – If a Weapon malfunctions while using Intensive Fire or Sustained Fire use the rules as written for repairing. Place an extra malfunction counter on the weapon to indicate this. Otherwise, all Weapons or Radios repair on a 1 or 2 [EXC: if the normal repair is 1-3, a 3 will still repair] and will not be disabled on a 6.
- Repair Timing – You may make the one repair attempt on a Weapon/Radio at ANY point in the Player Turn. I suggest making counters that say “Repair” on them and mark all of the eligible weapons at the beginning of the RPh. Remove the counter when the repair attempt is made. This way, there will be no confusion as to which units can still attempt repair and which ones may not. You may NOT attempt to repair a Weapon/Radio in the same Player-Turn it malfunctions.
- Foxholes & Crest –The 1 MF for exiting a Foxhole (or Crest as per B20.93) is considered spent in the next Location entered for DFF if the unit is Assault Moving. Concealment loss per the ASLRB.
- Sleaze Freeze – The +2 for motion does not apply when CCing a vehicle in bypass. Also, a unit that has an enemy vehicle in bypass of its Location may fire at an ADJACENT (note the CAPS) Location. BMG are not considered “usuable” in CC for A11.61 purposes. Infantry may take a PAATC to retain concealment as per A12.41 which overrides the provision of A12.42.
- Special Ammo – Instead of the TH DR also being the same as the Depletion DR, make two separate DR. Apply a -1 DRM to the Depletion DR. For example: an AFV has an A4 depletion number; if the Depletion DR is 2-4 the AFV has APCR and it does not run out, if the DR is a 5 the AFV has APCR, but has run out; if the DR>=6 the AFV has no APCR.
- Insta-Berserk! – Except for the RPh, all Berserkers will charge instantly once the marker is placed. If a unit starts the turn Berserk, it will only charge at the normal time. Units that go Insta-Berserk! in the RPh will charge at the end of the RPh with the Phasing Player going first and alternating between players. Any unit that has prep fired or moved is assumed to be marked with a First Fire counter for fire purposes.
- Pleva OBA Rule – Every time you draw a red card (including the first red card), put it back along with another red card. The battery is never lost due to drawing two red cards. Extra card draw mechanics remain the same.
- OBA Transverse Drift – When OBA drifts >1 hex, after the drift roll, make another dr and subtract 1. Move the AR clockwise around the “wheel” keeping the range equal to the original AR hex.
- Stop Attempt – Works like a Motion attempt except in reverse [EXC: No free VCA facing change]. The now stopped vehicle must pay the appropriate case C modifiers for any shot(s) taken in the same player turn. MG/IFE FP is halved for moving for any shot(s) taken in the same player turn. The now stopped vehicle is no longer considered a moving target.
- Shock/UK – After recovering from Shock/UK roll on the following table. +1 drm when recovering from UK.
Result
1
NE (crew is temporarily shaken but unharmed)
2
NE (crew is temporarily shaken but unharmed)
3
+1 reverse side of stun (commander or loader is hit)
4
+1 reverse side of stun and Disabled BMG (radio man hit)
5
+1 reverse side of stun and Bogged (driver hit)
6
+1 reverse side of stun and Malfunctioned CMG (gunner hit)
7
+1 Recall reverse side of STUN (multiple casualties)