https://docs.google.com/document/d/1_Yea4gOiZwIbxsPgHb8g00x5CxF4AQwsqUgODn5yakc/edit?usp=sharing
This is a set of quick house rules to make smaller point games a bit longer-lasting/more interesting, adding back in some of the various rules from previous editions of the game and adapting them towards the current game framework, with a tilt towards reducing lethality somewhat and reducing common pitfalls of small point value games.
Quick summary:
-remove AIRCRAFT and LORD OF
WAR models from smaller games, which can be difficult to interact with. Also, introduced caps on how many VEHICLE/MONSTER and CHARACTER keyword units can be included as a percentage of your army.
-Since small point value games will usually include more minimum-size units which often nearly completely ignore morale, reworked morale back into an unmodified
2d6 roll. Also, re-introduced the state of 'pinned' and moved morale tests back towards an old school style, where the units run away from their current position rather than simply losing models as casualties.
-increased the cap on modifiers to include +1/-1 from rules applying to the attacker, and +1/-1 from rules applying to the defender, meaning it's possible to have a -2 to hit if your target is hiding in dense cover, and you are moving/firing a heavy weapon.
-Added a vehicle/monster random damage table that the controlling player can choose to roll on to avoid damage to the abstracted 'hit points' of the model.
-Added an abstracted, quick version of the old 'flanking bonus' when targeting vehicle/monster models, to further help avoid the common problem in low points games of facing off against a large unit that few of your weapons can efficiently harm.
I'm wary that these rules primarily reduce damage taken from ranged attacks, and melee is generally unaffected. in order to keep melee from reigning supreme, I'm considering adding in the option to fall back 3" from an oncoming charger that exists in Kill Team. Possibly as a 0CP universal stratagem, and also making Overwatch a 0CP stratagem?