Basic Impetus house rules
Basic Impetus is fast and brutal, sometimes too brutal for me. Lucky shots from skirmishers followed by a horrid cohesion test (saving roll) will sometimes result in fresh stands of troops disappearing in a puff of smoke. With just eight or so elements on the table this can be disturbing to say the least. If like me, you find the standard rules a little too unforgiving, or if you just suck at rolling dice, try the house rules detailed below. They won’t completely save you, but they should lessen the pain from those dreaded (6-1) dice rolls of death.
Shooting & Melee
You can only ever take one more wound than hits received from missile fire no matter how badly you fail your cohesion test.
You can only ever take two more wounds than hits received from close combat no matter how badly you fail your cohesion test.
Available to any friendly skirmisher or light horse unit when an enemy unit able to charge, declares a charge move which would contact the skirmisher or light horse element in their front. Flank or rear charges cannot be evaded.
Such units with an impetus value of its own may choose to evade or stand its ground. Units with no impetus value must evade.
An evade move is a full move directly to the rear ending up facing the same way. If a friendly unit is inter-penetrated then the evading unit may halt immediately behind the inter-penetrated unit or continue to make its full move. If the inter-penetrating unit ends its move still inter-penetrated it may be moved further to clear the friendly unit. If the inter-penetrated unit itself subsequently evades then the previously inter-penetrating unit may not evade a second time this move.
If any evading unit is contacted at the end of its move it must fight.
Units declaring a charge which would contact a unit which can and does decide to evade may halt after a normal move if it would have contacted the evading unit within this distance (if the evading unit had not evaded), or it may roll to extend its charge move. If it does so and then fails to make contact with the enemy it will end its move disordered. If it halted after a normal move it will not be disordered. If after either move it makes contact with an enemy it must fight.