Occasionally a Vis Bellica player will suggest an amendment or additional rule to the standard set which, although I don't like enough to make mandatory, I do like enough to present as an optional rule. Some scenarios will also give rise to special rules that can be used in other games.
Players are at liberty to use optional rules if they like, provided, of course, that all parties concerned agree which will be used before the game begins!
The optional rules that you will find below are:
- Optional Rule 1: Officers of Varying Abilities
- Optional Rule 2: Officers of Varying Command Abilities
- Optional Rule 3: Random Factors in Scouting
- Optional Rule 4: Fog
- Optional Rule 5: Bracing
Optional Rule 1: Officers of varying abilities
by Thurlac
So you’re doing a refight of Issus. Alexander vs Darius. Only, you’re Alexander and you know it’s going to go horribly wrong in this battle. Why? Because your opponent isn’t some sorry loser scared of his own shadow ready to flee at the first sign of dust from the Companions’ approach. The guy on the other side of the table has been wargaming for 20 years and knows what mistakes not to make. You’re toast.
Ever encountered the above problem? Then worry no more. Here is the answer to all your cares. The variable ability officer!
Essentially, this is a system for tailoring Officers. Completely unofficial, entirely optional and pretty much guaranteed to mess up game balance. Now that’s a real rules amendment! The table that follows gives players the ability to alter how good their Officers are:
Ability | Points Cost | Notes | |||
Tough | +2 per +1 strength | Maximum strength = 12 | |||
Very Tough | -3 per -1 strength | Minimum strength = 2 | |||
Captain | +5 | Adds +1 to command die rolls | |||
Poor Captain | -3 | Adds -1 to command die rolls | |||
Great Captain | +15 | Adds +2 to command die rolls | |||
Bad Captain | -6 | Adds -2 to command die rolls | |||
Good Fighter | +6 | Adds extra +1 to base's strength if affecting them in combat. | |||
Poor Fighter | -4 | Adds extra -1 to base's strength if affecting them in combat. | |||
Great Fighter | +12 | Adds extra +2 to base's strength if affecting them in combat. | |||
Bad Fighter | -8 | Adds extra -2 to base's strength if affecting them in combat. | |||
Example | +5 | Adds extra +1 to base's morale modifier when making a morale check. | |||
Poor Example | -3 | Adds extra -1 to base's morale modifier when making a morale check. | |||
Great Example | +10 | Adds extra +2 to base's morale modifier when making a morale check. | |||
Bad Example | -6 | Adds extra -2 to base's morale modifier when making a morale check. |