5 - Looting: You must spend a command action (in addition to all regular requrements) to have a unit make a ranged attack. When your unit was engaged with a unit which was destroyed, your unit automatically passes any rout checks, its orders are immediately changed to Hold, and mark the card. While the card is marked, it takes an extra command action to change its orders or take direct control. Erase the mark at the end of the combat phase of your next turn. Units with automatic orders of (unmodified) C are affected by this rule, though their orders can only be changed from H back to (unmodified) C.
I have a question on the command action for ranged attacks, why have it? Spending a CA for a ranged attack means ranged units'll stay in the box. Other than that, I like the idea.
Keeping ranged attackers in the box is the point. Stand & Shoot games are dull, and if you penalize engaged units but not those who can hurt from a distance the scenario becomes "muddy field pt. 2."

What about ignore every X wound? For example it could be "ignore every 2nd pt of damage" so if a unit does 3 pts, it actually does 2. Or perhaps, every attack does 1 less point of damage down a minimum of 1 pt.
I like that one a lot:
Non-Lethal: Ignore every 2nd point of damage
Thanks for the suggestions. There are 4 which I like.
Faction specific command cards can be drawn back into your hand after being played. At the end of a turn you played a faction specific card, roll a d6 for each card. On a 5+, pick that card up and put it back in your hand.
Very nice, but needs a title. "Solidarity"...?
Bitter Enemies: Ignore all Cge penalties for being in the Yellow or Red.
Won't have much effect on game play, but it works.
Skirmish (i.e. a battle fought without a general or centralized command and control). After deployment, mark 1 unit per 2 Core choices required (round up). That unit has a commander. Units without a commander or without a center-point within 3.5" of a center-point of a unit with a commander are Disordered. It takes an extra CA to change the standing order, direct control, or use the army ability on a Disordered units. To play a CC on a Disordered unit, you must first discard 1 command card (this stacks with other discard requirements). If a unit with a commander is destroyed/routs, you may move the commander to any unit with a center-point within 7" of the destroyed/routing unit. Otherwise the commander is lost.
I like it, but would simplify it by getting rid of the "move the commander" rules. Tempted to make it 1 commander per 500 points and ignore the command range, in order to make things simpler. Would encourage smaller armies.
Healers: At the end of every turn, the player rolls 1d3. He may heal that many points of damage on his units. No unit may heal more than 1 pt of damage per turn, and may not be used on units that healed a point of damage that turn by some other means.
A mirror image of "Assassins War" Nicely done!
As to the others:
Here are the "maybes"
"Reckless Courage." If an enemy is within 7" at the start of the M&C the unit rolls a Cge check. If it passes the unit's order becomes Close.
This one is OK too...though I worry about how it'll balance with units which are already stupid, not to mention totally rescramble the formula as people want uber-cheap units and Umenzi keep their shamans back.
Faction specific command cards don't recycle. Once you play a faction specific card, remove it from the deck (unless there's an army ability that allows you to replay them).
This strikes me as similar to "Familiar Foe," in that vast majority games it will have
zero effect on game play.
And the ones I'd as soon leave behind:
Momentum: if an engaged unit caused more damage than it received from engaged attacks in a turn, all enemy units engaged with it suffer (-1)-0/-0 on its next attack.
Biases combat even more in terms of the bigger hitter, and magnifies any difference in luck.
Ill Omens: All units suffer -1 Cge this game. Units that automatically pass Cge checks suffer D: -1/-0 this game instead.
Auto-pass units will stay in the box. -1 courage across the board isnt' the worst thing ever, but will make things more random without changing basic strategy.
Inspired: choose one unit before deployment. You gain an extra CA which can only be used on the chosen unit to direct control it, change its standing order, or use the army's faction ability.
Too similar to "Veteran Troops," plus it screws armies which don't have a checkbox.
Unexplored terrain: the first time a unit enters an MC penalizing terrain, roll a d6. On 1-2: increase the MC penalty by 1. 3-4: No change. 5-6: decrease the MC penalty by 1
.
Too big a risk for a unit to bog down, with no corresponding gain in strategy. On the other hand, I could see something like
Frontier troops: All terrain-based MC penalties are reduced by one.