Good day,
I have been working on cludging together a rules set based on Legions of Steel that allowed us to more seemlessly use non powered infantry and low tech forces. I also wanted to work in troop quality and morale. LoS was the framework while I took inspiration and ideas from several other systems with a few other things thrown in. Stargrunt II was a big inspiration as well for morale, troop quality and leadership mechanics.
I wanted the commandos and nightmares to feel like the killing machines they were supposed to be so used them as the high end of the scale for most attributes.
The die roll to hit was changed to be your quality; Elite was a d12 and dropped by one type for each drop in quality (Elite, vetaran, regular, green and untrained at a d4). All kill modifiers were doubled and shifted 4 down while the commando/nightmare armor now gave a +4 modifier. The intent was to keep the base LoS probabilities as close to original as possible but allowing a finer granularity to the odds.
Armor Type General Modifier Example
None -2 Tourist in Bermuda shorts
Light Armor -1 Flak vest, light infantry
Basic Body Armor 0 SWAT armor, gremlin, heavy infantry
Heavy Body Armor +1 Assault SWAT, carapace armor
Very Heavy Armor +2 Scout power armor
Power Armor +4 UNE commando PBA, nightmare
Heavy Power Armor +6 Assault trooper
Very Heavy Power Armor +8 MK III Assault Fiend
Morale was based on taking fire, friends getting hit/killed and so on. Elite units in power armor pretty much ignored most morale issues (trying to keep the feel of the base game still) but lighter armored units with lower quality had issues when under heavy fire and constant pressure.
For example these were the rules for taking fire...
Flinch When a figure is shot at it might take STRESS. Whenever you shoot at a figure that figure will take STRESS for each dice that rolls a 2 or higher. Any figure adjacent (including diagonal) will receive a STRESS point for each die that rolls a 3 or higher. If the figure can claim cover or is not in direct LOS add one to the number needed for STRESS. If the attacker needs to roll desperation dice Flinch is caused on a 6 or higher.
Suppression causes a figure to test for FLINCH for each action it takes when adjacent or in a suppressed square. (i.e. A figure is adjacent to a square being suppressed with 2 dice. Each time the figure moves, fires, turns etc.. it will test for 2 FLINCH using the suppressing figures quality die type.)
Some weapons will cause more than 1 STRESS for each FLINCH. They will have a F in their notes section.
I basicly used the LoS rules and modified/inserted the changes noting where they were different from the base rules. Rules for encumberance, throwing heavy items etc. were also being worked on. IF anyone is interested in the full document or just certain areas I would be happy to share. Not sure if posting the whole thing would be kosher as the bulk is still LoS rules.
Thank you,
Charles