The Boltaction.net rules changes are commonly used at most tourneys and a lot of clubs.
I also think these are all sensible changes/ additions.
Fixed WeaponsFixed weapons, when given an Advance order, may pivot on the spot up to ninety degrees
before firing at a -1 penalty, in the same manner as non-fixed weapons suffering the
movement penalty. Note that indirectly firing a fixed weapon still requires a Fire order.
LMGsAll Light Machine Guns purchased for infantry squads cost 5 points rather than 20 points.
Vehicle FlamethrowersAll Vehicle Flamethrowers are treated as Flamethrowers (the infantry version) with one
exception: A vehicle is not removed from play when it runs out of flamethrower fuel. It
always suffers the penalty on its own damage rolls for having fuel tanks, whether it has fuel
remaining or not.
A vehicle with two flamethrowers rolls once and only once, per turn that it fires, to see if it
has run out of fuel. If it rolls a one or a two, both flamethrowers count as empty. Only one
morale test on its target is caused if both flamethrowers are used on the same target.
TransportsOpen-topped vehicles with a 7+ damage value or greater receive pin markers in the same
manner as tanks. That is to say, the controller of a Regular Open-topped vehicle with a 7+
DV struck by small arms fire rolls a six-sided die. On a 1-3 result, the vehicle receives the pin
as normal. On a 4-6 result, the vehicle ignores the pin. A Veteran Open-topped vehicle with
a 7+ DV would ignore the pin without needing a successful die roll. An Inexperienced version
must receive the pin without any die roll. Note that regardless of the vehicle’s damage value,
only small arms fire is ignored in this way. All heavy weapons fire inflicts pins as normal.
Infantry aboard Open-topped Transports with a 7+ damage value or greater receive pins in
the same manner while they remain aboard the transport. Regular infantry has a chance to
ignore the pin; Veteran always ignores the pin; and Inexperienced always receives the pin in
the same manner as tanks. Of course, this means that the pins are only ignored or potentially
ignored when the firing weapon has no chance to damage the vehicle. Note that regardless
of the Transport’s damage value, only small arms fire is ignored in this way. All heavy
weapons fire inflicts pins as normal.
Armored transports (those with a 7+ damage value or greater) may fire up to one weapon
during an Advance or Fire order when they are empty, using the vehicle’s to-hit rating. When
transporting, all weapons may be fired as normal. Note that soft-skinned, 6+ damage value,
transports are excluded from this exception
http://network.wwpd.net/BAD/BADNSeason1_Pack.pdf