I admit it, I have become a fan of the Rampant series of games. There are many subtleties to the way the basic game engine works and it is easy to add additional rules for special effects.
Xenos Rampant is the ostensibly Sci-fi version of the Rampant system. I say ostensibly because shortly after getting my copy I realised that it could work for modern periods as well. Indeed one of the "settings" is entitled "Five Minutes into the Future" (in other words, modern) and another is "Weird War" (which is basically WW2 with added fantasy bits).
So I thought, why not Vietnam?
Why not indeed!
US troops and NVA are Heavy Infantry while VC are Light Infantry. The "Fire Support" option can represent either artillery or airstrikes. The vehicles are either Fighting Vehicle (tank) or Transport Vehicle (APC). For helicopters just add the "Flying" Xeno rule. Add other special rules to taste and away you go!
I have designed several House Rules to add to the flavour:
Xenos Rampant – House Rules
Fire Markers
When a unit in cover fires, place a red counter next to it. This represents the defenders spotting where fire is coming from. In the defender’s turn they must fire at red counters if possible. Firing at a red counter (and the unit next to it) removes the red counter.
If a unit with a red counter moves, the red counter is left in place. Thus the defenders may find themselves firing at nothing.
Infantry Anti-Tank Capability
Infantry can attack armoured vehicles with satchel charges and grenades if so equipped (This is the XR “Demolitions” rule, worth 2pts). The target’s armour is halved against such attacks.
Vehicle Flanks and Rear
When a vehicle is fired on from the rear 180 degrees by anti-tank weapons then the target’s armour is reduced by 1
Casualty Effects
An FW unit that takes a casualty must move to a suitable LZ location (8” square) for Dustoff. Dustoff occurs on a 6+. This doesn’t remove the casualty from the unit but allows it to fight again.
Place a marker for every 2 casualties on a NLF unit. An FW unit must move to contact the marker in order to claim a bodycount.
Media Crews
A media crew is typically 2 figures. They have an Armour of 2 and 5 SP. The only actions they can take are Move (though it is a free move) and Rally.
Media crews score points as follows:
+1 A media crew that is in LOS of a firefight (FW unit firing).
+2 in LOS of an NLF unit that takes 1 or more hits
+4 in LOS of an NLF unit that is broken
-1 If media crew is shot at
-2 If media crew takes 1 or more hits
-4 If media crew is forced to retreat
Barbed Wire
Barbed Wire is a linear obstacle. It can be cleared by an Engineering Unit making an Attack action when in contact. The Attack is automatically successful.
Slit Trench
A slit trench provides Cover (Armour +1) against shooting.
Bunker
A bunker counts as a fortification (Armour 7)
Satchel Charges
Attack action (6+)
Attack value 4+ (1D6 per SP)
Anti-Tank (½ armour vs. vehicle or fortification)
Mines
A mine is rated as nD6. A Claymore is a one-shot 6D6 weapon with a range of 6”.
Attack action (6+)
Attack value 4+ (roll nD6 according to mine rating)
May be Anti-Tank (½ armour vs. vehicle)
A mine is a one shot weapon
Stealthy Movement
A unit can move quietly at half speed. A unit may have a Stealthy Movement skill so can move quietly at normal speed.
Going Prone
A unit can drop to prone or stand up from prone as part of a Move action. A prone unit counts as in cover and is invisible to sentries until it stands up or moves. A prone unit can move at half speed and remain prone.
Shot at in the Open
An infantry unit that is shot at while in the open will immediately go to ground.
Visibility and Spotting
A terrain item may be designated as either open or dense cover. Open Cover can be seen through up to 4”. Dense cover can be seen through up to 2” and additionally the edge of dense cover blocks LOS when looking into the terrain.
A unit can see within a 90 degree arc to their front. A unit in contact with a terrain item may “hide in the shadows”.
Visibility distance at night:
Unaided 6”
Torch or lantern 12”
Searchlight 24”
Rain or fog reduces visibility to ~12” (dependent on scenario).
A unit that is in any cover or prone (except on a hard surface) is Hidden. A Hidden unit cannot be observed or shot at. The unit remains hidden until it discharges any firearms or moves out of the cover.
Sound
In daylight, sound is not usually significant. However at night, sound carries further. So a unit moving normally can be heard at a distance of 24” by an alert unit. A firearm discharge can be heard at any distance.
“Endless Hordes”
A unit that is routed may return as a fresh unit on an activation score of 8+ on 2D6.
Nervous Defenders
After the first shot or explosion, on each turn roll 2D6 for each unit with a Claymore. On a score of 7+ they fire the Claymore (see above for effect).
Illumination Rounds
Call for Illumination Rounds in the same way as for artillery support. If at least one hit is scored then the field is illuminated for 2 turns. Unaided visibility is increased to 12”.
Note: I am publishing these posts in no particular order.

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