HBG Customer House Rule:
Cost: +1 IPC to Upgrade
Movement: 1
Attack: 2 (D6), 4 (D12), 5 (D20)
Defense: 3 (D6), 6 (D12), 9 (D20)
Transport Class: Standard
Players may have a maximum of 4 of these units in play at the end of any given turn. These units must be converted/built in capitol territories, may be built as early as the first turn, and may be rebuilt if destroyed. The unit being converted may be an existing unit by paying 1 IPC, or newly purchased by paying the price of the infantry plus the conversion cost. Converting existing units does not count toward production limitations on minor factories. Converting existing units will not take effect until the place new units phase.
Tactical Options:
These units can be paired with other units such as Infantry, Bunkers, Mechanized Infantry, etc. to give that unit a +1 (D6), +2 (D12), or +3 (D20) bonus to attack, defense, or both.
HBG Customer House Rule:
D6 Unit stats: Cost 4 - Attack 1(2) - Defend 2 - Move 1
D12 Unit stats: Cost 4 - Attack 3(4) - Defend 4 - Move 1
Description/House Rule
D6 - Attack at 2 or less when paired with an artillery or self-propelled artillery on 1 to 1 basis. Target selection of land units if roll's 1. Can purchase one per turn
D12 - Attack at 4 or less when paired with an artillery or self-propelled artillery on 1 to 1 basis. Target selection of land units if roll's 1. Can bomb facilities at 1D6 (if 3 or less is rolled than the mission is failed). Can purchase one per turn