Notes


11. New Gun/Missile Fire Table
(Note: In Fire Team, if you can fire HV or HT, HV is almost always better, so HT isn't much use. In reality, HEAT rounds have the same penetration at all ranges, that why you carry them)
a) For HT fire, use the HT "6" row always. If you roll the number required to kill, that is just a hit. If you hit, subtract the HT defender value from the HT attacker value and add 2 to get the "to kill" number. Throw the dice again, if it is the same or less than the "to kill" number, the vehicle is destroyed. If you get a hit with a HT (HEAT) round, the chances of a kill are not affected by range.
b) For HV fire always use the second from the bottom row "4". If you roll the number required to kill, that is just a hit. To kill, roll again, adding to the roll the defender HV value, and subtracting the attacker HV value. If you get a hit with an HV (Armour Piercing Discarding Sabot) round, the chances of a kill are reduced at longer ranges.
If a transporting vehicle is destroyed by HV, the occupants are not automatically killed, as per the original rules (5.43).


11. New Gun/Missile Fire Table
(Note: In Fire Team, if you can fire HV or HT, HV is almost always better, so HT isn't much use. In reality, HEAT rounds have the same penetration at all ranges, that why you carry them)
For HT Gun fire at the rightmost column the gun can fire at (for T-62, 18-20), shift 1 column left.

For HT Gun fire outside 13 hexes, shift 1 column left. (There was a Cold War tradition of the Soviets relying on firing a lot of HT at long range)


Use the HV column on the Gun/Missile table for HT, and the HT column for HV. SAM is unaffected.














Notes














Table Cell Table Cell
Table Cell Table Cell
Vehicle vs Infantry: XI. ARMOR COMBAT (3)  and XII. ORDNANCE - VEHICULAR TARGETS
Calculate Main Gun fire like a machine gun, not the Retro "infantry have armor defence of zero".
There is Normal Range, Double range (+2 DRM), and Half Range (-1 DRM).
The tank has a Normal Range equal to double its caliber in cm, round up. Or 8 hexes, whichever is greater*.
Use the IFT column less than or equal to the caliber in cm.
All  autocannon (Marder, Wirbelwind, Bradley, BMP-2) are IFT column 8 normal range  12 

hexes. 

A 20mm (2cm)  gun is IFT column 2 normal range 8* hexes.
A 73mm (7.3cm ) gun is IFT column 6 normal range 8 hexes. (BMP-1)
A 105mm (10.5cm) gun is IFT column 8 normal range 22 hexes.
A 120mm (12cm) gun is IFT column 12 normal range 24 hexes.
Use the same DRMs as infantry fire. Add -1 DRM per Tank Leader counter on the vehicle.
Comment: In Retro, all guns with attack factor 11-27 have the same effect on infantry, a 37mmLL is the same as a 155L. The new rule uses caliber for HE effectiveness, not armor penetration.



6) Reaction Fire (Vehicle): Defensive fire range is doubled for vehicle vs vehicle, but has a 3-column right shift penalty. (Vehicle Reaction Fire was deleted from the 4th Edition). Comment: If both vehicles can easily kill each other there is a Mexican standoff, since a 9 or less kills the first guy to move at close range.



HeroQuest Heroes have Mind Points which cannot be used. Wizards have high mind points, Barbarians have low mind points. Chaos Warriors, Fimir and Gargoyles beat the Barbarian on mind points. Ancane research has discovered that Mind Points allow Heroes to stay sane when in contact with the Chaos Warp, the very Warp that animates the undead. Wizards, Seers, Necromancers and Priests are trained to negotiate this psychic dimension, simple warriors are not.

Optional rule (not for the first Quest):
  • If the monster has the same mind points as the Hero, the monster defends on white shields.
  • If the monster has more mind points than the Hero, the monster defends on white shields, and the Hero must defend on black.
  • A Hero can spend a Mind point to avoid this rule for a turn, before attacks start.
  • If a Hero has more Mind points than the attacker, the can spend one Mind Point for one extra Attack Die or Defend die, for one attack only.
  • A Hero can regain 2 Mind points by spending a turn taking no action and without moving, if it can see no enemies throughout the turn.
  • There is no penalty for having zero mind points, other than having none to spend.

This rule changes gameplay significantly. The Wizard is now the most important team member.
The Wizard can wipe out Undead (0 Mind points) easily, or even survive a Chaos Warrior for a turn if they have their Mind points on maximum. The Barbarian will need the Wizard's spells when fighting Chaos Warriors and Gargoyles.
Careful planning will be required before opening a door.

If you have a Wandering Monster rule that forces the Heroes to keep moving, the player will have one player resting and the other 3 fighting much of the time.

Newer characters such as the Necromancer and Seer will become important when this rule is in effect.



  • If the monster has the same mind points as the Hero, the monster gets an extra Defend Die.
  • If the monster has more mind points than the Hero, the monster gets an extra Attack and Defend Die.
  • If the Hero's Mind points are less than or equal to than the monster's, he  can buy extra Attack Die or Defend dice for one Mind Point each, which last one turn.
  • When a hero kills any monster, he may transfer its Mind points to himself, not exceeding the number of Mind Points he started with (The Quickening).
  • If your mind points drop to zero, you are still alive and well.
=================================================
HeroQuest Heroes have Mind Points which cannot be used. Chaos Warriors, Fimir and Gargoyles beat the Barbarian on mind points, but the Wizard beats them all.
Arcane research has discovered that Mind Points allow Heroes to stay sane when in contact with the Chaos Warp, the very Warp that animates the Undead and fuels what humans call "Magic". Wizards, Seers, Necromancers and Priests are secretly trained to negotiate this psychic dimension, simple warriors are not.

Mind Point Rule 1:

  • If a hero has more Mind points than the monster, they get to roll 1 extra die in defence and and attack.
  • If a monster has more Mind points than the hero, they get to roll 1 extra die in defence and and attack.
  • Neither apply if the monster is Undead or a Goblin.


Comment: Orcs and Barbarians are a little worse, Wizards, Chaos Warriors, Gargoyles are better.

Mind Point Rule 2:

  • A Hero may engage any visible Monster  at any distance in Mental Fight, the combatants roll two red dice each and add their current Mind Points to the the total. Subtract the 2 totals, the loser loses that number of Mind points, the winner gains that number of Mind points. If the difference is zero nothing happens. 
  • If a Monster or Hero's Mind points are zero their turn is over, they miss the next turn, and start the turn after with 1 Mind point. 
  • When a hero kills any monster, he may transfer its Mind points to himself (The Quickening).
  • Mind points may never exceed the starting number or drop below zero.
  • If a Monster can attack a Hero with lower Mind Points, they will do so, always engaging in Mental Fight.

Comment: This is handy for ganging up on the final boss. Barbarians are likely to lose Mental Fight, but they only have to kill one goblin to get the Mind point back.

"I will not cease from Mental Fight, Nor shall my Sword sleep in my hand" - Blake

Heroes levelling up:

For each level increase you get a choice of 1 extra Attack die or 1 extra Defend die and either an extra Body point, or an extra Mind point. In HeroQuest, the Heroes become too powerful, since the acquire new equipment, but the monsters don't. So:

Enemies level up:

Actually you just get more of them.
If you are using Random Quest cards by Cornixt, and most of the characters have gone up a level, subtract 1 from the dice roll that determines how many monsters you get. Up 2 levels, subtract 2. So more monsters for the higher level Heroes.
If you aren't using the cards, when a level 2 character opens a door, roll a D6, a "6" replaces that monster with 2 monsters. When a level 3 character opens a door, a 5-6 replaces that monster with 2 monsters, and so on.


  1. 18 New Hero Cards. With paper standupsFaerie Magic, Prayer and Necromancy cards. Four Heroes are a little limiting, yet a D&D-style Class/Race system seems overkill for a simple game. Just pick a few extra heroes, such as J.D. Sleep's characters, with some new spells.

When a blip is revealed, the newly placed Aliens will have a strategy determined by a dice roll:
Roll D6
Alien Strategy
1
Move towards the nearest Alien outside the room
2
Stand still
3,4
Keep moving towards the nearest Enemy miniature, but stop just short of visual contact
5,6
Keep moving into line of sight of the nearest enemy miniature.

When a blip is revealed, the newly placed Aliens will have a strategy determined flipping a coin:
Heads: Rush Headlong at the enemy.
Tails: Keep moving towards the nearest Enemy miniature, but stop just short of visual contact.
Leave the coin on the board, near the miniatures, for reference.
Make a note of the strategy of each revealed group of blips, maybe use a D6 on the board beside the miniatures.

Change of Alien Plan:
When you draw an event card that has a picture of a Greenskin, turn over any coins that are on the board. If you go from heads to tails, the Aliens retreat around the nearest corner, firing as they go.
So you may be just about to charge the enemy, when they charge you first.




Both Marines can see at least 1 corner of their Ork target, but not all 4. So if they shoot and kill the Ork, roll a white die. On a 1 or a 2, the Ork is saved by the cover.

Comment: The Marine can see some of the Ork, but not all, so the Ork will be harder to hit, logically.
This rule reduces the "A-Team" nature of Space Crusade, where everybody just lines up and shoots each other. Now you can win the firefight by careful placement of your troops.


Action tokens allow you to move and/or fire during the Enemy turn.
At the start of every turn each Marine player gets 1 "Action Token". The Alien player gets 1 Action Token for every Marine player each turn. Action Tokens can be spent on the following Actions:
  • Lookout (cost 1 Action Token): Designate one of your miniatures to be "On Lookout" by placing 1 Action token beside him. This miniature may immediately move his full movement allowance if any Enemy moves in his sight,  at any point in their move. The action token is used up and removed at the end of the Enemy turn.
  • Overwatch  (cost 2 Action Tokens): Designate one of your miniatures to be "On Overwatch" by placing 2 Action tokens beside him. This miniature can fire once in the enemy turn,  at any enemy who moves in his sight at any point in their move, the starting square does not count. The action token is used up and removed at the end of the Enemy turn.
  • Extra turn (cost 2 or 3 Action Tokens): A unit on "Lookout" can fire before or after its move at an additional cost of 3 Action Tokens. A unit on "Overwatch" can move before or after it fires at an additional cost of 2 Action Tokens.
On Lookout and On Overwatch, you may always fire and/or move before the Enemy fires.
A miniature can't be On Lookout and On Overwatch at the same time, but 2 different Ultramarines could on Lookout/Overwatch in the same turn.

A player may not hide her tokens, this is not a memory test.


Omega AI, 4 possibilities. Put +6,+3, -3, -6 Adrenalin markers on each option, then chose randomly.





D6Partial Kil Result
1Kill
2Kill
3Gun Destroyed
4Immobilized
5Stun
6ELR Abandon check
A stunned AFV loses its next player turn, it cannot fire, move or pivot.
If the AFV fails the ELR check, the crew abandon the vehicle. Place a crew counter under the vehicle counter. The crew must immediately rout. The crew may self-rally in the Rally phase, their morale is their ELR - 1. The abandoned vehicle is a "Kill", turned over as a wreck.

Optional: The abandoned vehicle is not a "Kill", the counter is not turned over. The enemy may attack the empty vehicle again to try to Kill it and turn the counter over. If the crew begins the rally phase in the same hex as their vehicle, and the vehicle is not a wreck, it is back in play with the original leader.

Comment: Armor combat is very quick in Retro. The Partial kill houserule adds a bit of extra excitement, with the possibility of rescuing a damaged AFV. The HE vs AFV rule use the same Partial Kill system.

Alternative Partial Kill

If the Armor Combat Table die roll is equal to or just 1 higher than needed for a Kill, roll a D6:




D6HE Partial Kil Result
1No Effect
2Kill
3Gun Destroyed
4Immobilized
5Stun
6ELR Abandon check
A stunned AFV loses its next player turn, it cannot fire, move or pivot.
If the AFV fails the ELR check, the crew abandon the vehicle. Place a crew counter under the vehicle counter. The crew must immediately rout. The crew may self-rally in the Rally phase, their morale is their ELR - 1. The abandoned vehicle is a "Kill", turned over as a wreck.

Alternative HE Partial Kill

HE vs AFV: as per HEAT, but a "Kill" is a "Partial Kill",