1nm Rules changes

These are rules being incorperated into the current version of the rules (v1nm) so far. Of course through test-play these are subject to change.

Escaping fire: When you successfully break away from a melee, you can choose to do a move and attack action. (prevents overpowered melee units from just closing in again on melee units)

Morale checks is based on number of points. When you loose units in a squad equal or greater than half than your squad's total points, you do a morale check. There's no second check when there's only 2 units left. (basing on number of units favors larger squads made up of weaker units).

New terrain type: Light radiation (yellow) gives rads when you enter as with regular radiation, but you don't make an check against unconsciousness. Light radiation's maximum radius is 2", and heavy radiation's max radius is 1". (Strategy of risk of rads vs. getting tactical posistion might be interested. Radius limits is to prevent the red type being just outright better than yellow).

New terrain type: Small cover (light gray) is a box that grants +1 AC against units attacking over it that are not adjacent to that cover. (A staple of tabletop games. May require increasing everyone's attack by 1 to prevent too much missing.)