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Bolt Action National Army Collected Special Rules

Special Rules Abbreviations


(AoFatA) Armies of France and the Allies (AoG) Armies of Germany
(AoGB) Armies of Great Britain (AoIatA) Armies of Italy and the Axis
(AoIJ) Armies of Imperial Japan (AotSU) Armies of the Soviet Union
(AotUS) Armies of the United States (BA II) Bolt Action Second Edition
(BE) Battleground Europe (CNG) Campaign New Guinea
(CtWD) Campaign the Western Desert (DitS) Duel in the Sun
(EiF) Empires in Flames (O) Ostfront

Note: The Tank-Hunter rule is so ubiquitous I didn’t bother mentioning it.

American Special Rules


Air Superiority – (AotUS p20) Forward Observers may call in two air strikes per
game, one after the other if the scenario allows.
Fire and Maneuver – (AotUS p20) models with M1 Garand rifles, carbines, and
BARS do not suffer the -1 penalty to Advance and Fire.
Gyro-Stabilizers – (AotUS p20) crews do not suffer the -1 to Advance and Fire
gyro-stabilized weapons if they are Veteran.
Modern Communications – (AotUS p20) units do not apply the -1 to the order test
to move onto the table; use basic moral instead.
Ranger Special Rules – (AotUS p25)
Rangers Lead the Way! – before the first turn and after both sides have
setup Rangers may make a free Run move.
Tough Fighters – (Dave’s rule) Due to their extensive and rigorous
training, Rangers are Tough Fighters (BA II p91); they may reroll successful hits
in Close Combat.
Paratrooper Special Rules – (Dave’s Rule)
Tough Fighters – Due to their extensive and rigorous training, the
Paratroopers are Tough Fighters (BA II p91); they may reroll successful hits in
Close Combat.
Pathfinder Squad – (BE p13)
Stubborn – Pathfinders are Stubborn (BA II p91): they ignore pins when
forced to take a morale check (but not order tests).
LZ Signals – if a Pathfinder unit is deployed on the board before the game
Starts any units in Reserve may reroll failed order tests to enter the board.
Marine Special Rules (early war)
Note: early war Marines had nine-man squads, not eight.
Marine Special Rules (mid-late war)
Shotgun – (AotUS p26) up to three men in a squad may have shot guns
instead of rifles; Range 18”, Shots 1, Pen n/a, Assault.
Stubborn – (Dave’s rule) US Marines are Stubborn (BA II p91): they ignore
pins when forced to take a morale check (but not order tests).
Marine Raider Special Rules (EiF p104)

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Tough Fighters – Due to their extensive and rigorous training, Marine
Raiders are Tough Fighters (BA II p91); they may reroll successful hits in Close
Combat.
Shotgun – up to three men in a squad may have shot guns instead of
rifles; Range 18”, Shots 1, Pen n/a, Special Assault.
Stubborn – US Marine Raiders are Stubborn (BA II p91): they ignore pins
when forced to take a morale check (but not order tests).
US Veteran Infantry Squad (BE p94, DitS p116)
Tough Fighters – may be tough fighters for +1 point per man.

Belgian Special Rules (FatA p41)


Communication Breakdown – the army is unprepared so on the first turn, if the
first order die drawn is Allied the enemy can return it to the cup and a new die drawn.
Forward Artillery Doctrine – defenses relied on close support by light artillery and
AT guns deployed close to the front. The Allied player receives one free Inexperienced
or Regular artillery unit of any type (except Heavy) normally available.
Hurriedly Conscripted Reserves – if the reinforced platoon includes three or more
Inexperienced squads, then the player may take a free squad equal to the cheapest one
purchased.
Infantry Section (AoFatA p44)
Bicycles – may be mounted on bicycles at +1 point per man.
Chasseurs Ardennais (AoFatA p44)
Tough Fighters – may be tough fighters for +1 point per man.
Bicycles – may be mounted on bicycles at +1 point per man.
Cavalry Troop (AoFatA p45)
Horses – may be mounted on horses for +2 points per man.
Motorcycles – may be mounted on motorcycles for +5 points per man.
Tough Fighters – may be tough fighters for +1 point per man.
Carbines – count as pistols when fired from horseback and rifles when
fired on foot.
Force Publique (AoFatA p45)
Bicycles – may be mounted on bicycles at +1 point per man.

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British Special Rules (AoGB p17)
Bombardment – due to British tactical doctrine which relied on extensive
Preparatory Bombardment British and Commonwealth roll 2 dice for each target unit,
choosing the best die roll as a result.
Artillery Support – qualifying reinforced platoons may include one free artillery
forward observer. Platoons may purchase another Artillery FO if desired (it is not clear
if both FOs can call in a barrage in the same turn, but because the British sponsored
this game I’m assuming they can).
British National Characteristics (AoGB p18)
Any British unit may choose one of the following rules to apply to its reinforced
platoon.
Up and at ‘em – all regular and veteran units may assault without an order test.
Blood Curdling Charge – when all regular and veteran units assault, the enemy
unit cannot react.
Tough as Boots – all regular and veteran units may assault with one extra die for
every three figures.
Rapid Fire – all regular and veteran units fire with one extra die for every three
figures.
Vengeance – all regular and veteran units receive one free order test whenever
enemy units are within 12”. For this test roll 1D6. On a roll of 4+ a pin is removed.
Then roll for a regular order test to see if the unit can act. Roll even if the unit no longer
has any pins; just use the standard morale.
Chindit Special Rules – (AoGB p25)
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Fire & Maneuver – (all weapons) Chindits do not suffer the -1 to hit penalty
when Advancing and firing.
Commando Special Rules – (AoGB p25)
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Tough Fighters – Commandos may reroll successful hits in close combat.
Vickers K-Gun – this LMG fires with one extra die.
LRDG Force Special Rules (AoGB p73, CtWD p127)
Must be Mobile – (AoGB p73) all units must be provided with transports.
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Out of the Blue – outflanking units may enter the board 12” further than
normal.
Hit and Run – any vehicle in this list that currently has an Advance order
may react to any enemy targeting or assault with a free 9” move with one 90°
turn if it passes a special morale test. If fail, the opposing player may choose
that the driver loses control and the opposing player moves the vehicle or that it
remains stationary and takes a pin (change the Advance order to Down).

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Deflate Those Tyres! – all vehicles in this force may Advance through
rough ground designated as sandy or rocky at a rate of 6” with a single 90° turn.
Desert Fighters – all units ignore Desert Climate Effects.
Scouts – units may use Forward Deployment when permitted..
Timely Withdrawal – instead of reacting with a Fire order, units may react
with an Advance and fire.
Paratroop Special Rules – (AoGB p24)
Stubborn – Paratroopers are Stubborn (BA II p91): they ignore pins when
forced to take a morale check (but not order tests).
SAS Infantry Section Special Rules – Europe – (BE p10)
SAS Units do not get the British National Characteristics, Instead:
Who Dares Wins! – SAS have the Fanatics Rule (BA II p90). Units do not
take a morale check when losing half their number unless reduced to one man.
Nor are they destroyed by a number of pins equal to their morale value. When
defeated in Close Quarters the fight counts as a draw, until destroyed or a single
model is remaining (counts as destroyed).
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Vickers K-Gun – this LMG fires with one extra die.
SAS L Detachment Special Rules – Desert (CtWD p134)
SAS Units do not get the British National Characteristics, Instead:
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Out of the Blue – outflanking units may enter the board 12” further than
normal.
Desert Fighters – all units ignore Desert Climate Effects.
Deflate Those Tyres! – all vehicles in this force may Advance through
rough ground designated as sandy or rocky at a rate of 6” with a single 90° turn.
Hit and Run – any vehicle in this list that currently has an Advance order
may react to any enemy targeting or assault with a free 9” move with one 90°
turn if it passes a special morale test. If fail, the opposing player may choosethat
the driver loses control and the opposing player moves the vehicle or that it
remains stationary and takes a pin (change the Advance order to Down).
Tough Fighters – officers, squads, and weapon teams all have the Tough
Fighters rule (BA II p91).
Stubborn – Paratroopers are Stubborn (BA II p91): they ignore pins when
forced to take a morale check (but not order tests).
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Tank Hunters – all sections have the Tank Hunter rule.
Team Medic – may use the Medic rule on any member of the team for +5
points, including himself (not subject to the Geneva Convention rules).
Officers – if the platoon is led by a Captain or Major, up to 2 sections may

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be augmented by a First or Second Lieutenant, 95 or 70 points, respectively.
The officer does not replace the NCO.
Lewes Bombs – if Forward Deployment is allowed the SAS player may do
so with 2-man Demolition Teams; a round, 25mm marker is placed within 6” of
the unit. Beginning on turn 2 roll an individual die for each bomb on the table:
1=fails to detonate; 2-3=timer delayed; 4-6=bomb detonates and all enemy units
within d6” receive D3 pins.

British Commonwealth Special Rules and Characteristics


ANZACs – Greece (DitS p29)
HQ – the force cannot have any Forward Observers
Infantry – the force cannot include any machinegun teams.
Infantry Only – the force cannot include any vehicles.
Australian National Characteristics – SW Pacific (CNG p78)
Aggressive Patrolling – the Australian player automatically wins the roll-off
for placing the first Forward Deployment units and no enemy units may be placed
within 18” of an Australian unit already deployed. Australian infantry spot enemy
Hidden units at 18” instead of 12”.
Limited Artillery Support – Australians in SE Asia do not receive the free
Forward Artillery Observer and do not receive Preparatory Bombardments but
those in the Mediterranean area do.
Never Give Up – when defending against an assault Australian infantry
and artillery crews have the Fanatics special rule (BE II p90).
Australian Campaign Characteristics (CNG p79) Choose one of the following:
Fighting Withdrawal – Australian units may make an Advance move
(directly towards their own table edge) and then go into Ambush.
Jungle Warfare Masters – Infantry squads and officer teams do not
receive a -1 morale for losing their NCO or officer. All infantry units making an
Advance or Run may go Down in response to an Ambush, even if they already
took their action earlier in the current turn, but they must pass an order test to do
so (do not remove a pin from this test).
Australia Is Next – the Australians are Stubborn; they ignore pins when
making morale checks, but not order tests (BA II p91).
Australian National Characteristics – North Africa and the Mediterranean
(CNG p101)
Artillery Support – (AoGB p17) qualifying reinforced platoons may include
one free artillery forward observer. Platoons may purchase another Artillery FO if
desired (it is not clear if both FOs can call in a barrage in the same turn, but
because the British sponsored this game I’m assuming they can).
Aggressive Patrolling – (CNG p78) the Australian player automatically
wins the roll-off for placing the first Forward Deployment units and no enemy
units may be placed within 18” of an Australian unit already deployed. Australian
infantry spot enemy Hidden units at 18” instead of 12”.

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Never Give Up – (CNG p78) when defending against an assault Australian
infantry and artillery crews have the Fanatics special rule (BE II p90).
Note: Australian Campaign Characteristics may not be taken.
Gurkha Special Rules – (AoGB p25)
Tough Fighters – Commandos may reroll successful hits in close combat.
Scary Blighters – enemies fighting Gurkhas in close quarters must half
their attacks (round up)
Gurkha Paratroops Special Rules (EiF p80)
Stubborn – (BA II p91): the unit ignores pins when forced to take a morale
check (but not order tests).
Tough Fighters – Commandos may reroll successful hits in close combat.
Scary Blighters – enemies fighting Gurkhas in close quarters must half
their attacks (round up)
Indian National Characteristics
Unsurpassed Bravery – (DitS p23) if a unit fails a morale check and would
be destroyed, roll again and take the second result.
Manpower of the Empire – (DitS p23) the Indian platoon receives a free
Early War ten-man section armed with rifles; upgrades must be purchased.
Maori Battalion Special Rules (DitS p35)
Maori Infantry Squad – pick a regular or veteran infantry section, either
early or mid-late war, then upgrade at +1 point per man.
Formidable Fighters – The Maori always have three National
characteristics (see Great Britain National Characteristics): Blood Curdling
Charge, Up and at ‘Em, and Tough as Boots.
New Zealander National Characteristics (CNG p102)
Steadfast Under Fire – New Zealand infantry and artillery units halve the
number of pins received from HE fire (round down)
Superb Junior Officers – New Zealand 1st and 2nd Lieutenants have a
morale bonus range of 12”. Snap-to Action range remains 6”.
Maori Troops – New Zealand Platoons may include Maori units; for +1
point per man it gains the Formidable Fighters rule (see above).
South African National Characteristics (CNG p102)
Bloody Mindedness – whenever a South African infantry or artillery unit
receives a hit from non-HE fire, place a pin marker as normal; however, if no
casualties are caused, remove the pin.
Quick Reaction – South African infantry and artillery units are always
allowed to react to an assault, even if it is a surprise charge (within 6”).

Bulgarian Special Rules (AoIatA p64)


Axis Allies – Except for rear-guard work the Bulgarians worked in German
planned operations; the Bulgarian Reinforced Platoon may include one entry from the
German entries in the BA II German section, the AoG book, or the Italian Eastern Front
selector. The unit cannot be veteran or be a vehicle with a 10+ or 11+ armor value.

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Counter-Partisan Experts – when fighting against Bulgarians snipers, spotters,
and observers cannot use their special deployment rules, nor can the opponent use the
outflanking rule.
Inexperienced Infantry Section (AoFatA p65)
Shirkers – may be shirkers for -3 points per man.
Mounted Section (AoFatA p65)
Reserves – Does not suffer the -1 penalty when entering from reserve.

Finnish Special Rules (AoIatA p40)


Sisu – when a unit is reduced to 50% (round down) of its starting strength it is
upgraded to the next higher quality (Veteran unit Morale becomes 11). This happens
before any mandatory Morale roll.
Trained Huntsmen – units with an Ambush order can reroll Morale checks, and
when ordered to Fire all figures with rifles receive a +1 to hit.
Motti – when outflanking Finnish units ignore the -1 modifier to enter the table.
Winter War Rifle Squad (AoIatA p42)
Tough Fighters – may become Tough Fighters for +1 point per man.
Skis – May have skis for +1 Point per man; they ignore movement
penalties in snow.
Continuation War Rifle Squad (AoIatA p43)
Tough Fighters – may become Tough Fighters for +1 point per man.
Skis – May have skis for +1 Point per man; they ignore movement
penalties in snow.
Jaakari (hunters) Light Infantry Squad (AoIatA p43)
Tough Fighters – may become Tough Fighters for +1 point per man.
Skis – May have skis for +1 Point per man; they ignore movement
penalties in snow.
Bicycles – may be mounted on bicycles at +1 point per man.
Sissi Recon Squads (AoIatA p44)
Tough Fighters – may become Tough Fighters for +1 point per man.
Skis – May have skis for +1 Point per man; they ignore movement
penalties in snow.
Master of the Hunt – may Advance if they do not shoot may turn the order
die to Ambush.
Kaukopartio Long Distance Recon Squads (AoIatA p44)
Fanatics – (BA II p90) fanatics do not take a morale check for casualties
until the unit is reduced to one figure, then the unit tests as normal. Defeat in
close quarter fighting is considered to be a draw and the fighting continues.
Deep Strike Mission – when Outflanking, the unit may enter from any table
edge.

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French National Special Rules (AoFatA p10)
Communication Breakdown – the army is unprepared so on the first turn, if the
first order die drawn is Allied the enemy can return it to the cup and a new die drawn.
Forward Artillery Doctrine – defenses relied on close support by light artillery and
AT guns deployed close to the front. The Allied player receives one free Inexperienced
or Regular artillery unit of any type (except Heavy) normally available.
Hurriedly Conscripted Reserves – if the reinforced platoon includes three or more
Inexperienced squads, then the player may take a free squad equal to the cheapest one
purchased.
Group Franc/SES/GIA Veteran Infantry Section (AoFatA p14)
Skis – Chasseurs d’Alpines may be given skis for free; they ignore
movement penalties for snow.
Foreign Legion Veteran Infantry Section (AoFatA p14)
Stubborn – they ignore pins when forced to take a morale check, but not
order tests (BA II p91).
Senegalese Tirailleurs Infantry Section (AoFatA p14)
Tough Fighters – in Close Quarters Gurkhas may make an
additional strike (only one) after a successful kill (BA II p91).
Moroccan Goumiers (AoFatA p16)
Tough Fighters – in Close Quarters Gurkhas may make an
additional strike (only one) after a successful kill (BA II p91).
Cavalry Section (AoFatA p16)
Carbines – count as pistols when fired from horseback and rifles when
fired on foot.
Motorbike Section (AoFatA p16)
Motorbikes – use the Motorbike rules (BA II p90).

Free French Special Rules – Europe


Fire and Maneuver – (AotUS p20) the Free French in Europe took advantage of
the American M1 rifles and carbines. These weapons do not receive a -1 penalty to
Advance and Fire.
Vengeance – (DitS p19) all regular and veteran units receive one free order test
whenever enemy units are within 12”. For this test roll 1D6. On a roll of 4+ a pin is
removed. Then roll for a regular order test to see if the unit can act. Roll even if the unit
no longer has any pins; just use the standard morale.
Free French SAS Special Rules – (BE p10)
Who Dares Wins! – SAS have the Fanatics Rule (BA II p90). Units do not
take a morale check when losing half their number unless reduced to one man.
Nor are they destroyed by a number of pins equal to their morale value. When
defeated in Close Quarters the fight counts as a draw, until destroyed or a single
model is remaining (counts as destroyed).
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.

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Vickers K-Gun – this LMG fires with one extra die.
Free French (Africa) Special Rules – Africa (CtWD p117)
Fighting French – all units reroll unsuccessful morale checks; the second result
stands.
Colonial Veterans – no troops are Inexperienced.
Forward Artillery Doctrine – defenses relied on close support by light artillery and
AT guns deployed close to the front. The Allied player receives one free Inexperienced
or Regular artillery unit of any type (except Heavy) normally available.
Sous-Officer – once per game, if the last officer is killed an NCO will take his
place; the nearest infantry squad NCO within 12” becomes a 2nd Lt with all the
appropriate benefits. The new officer remains with his original squad.
Vengeance – (DitS p19) all regular and veteran units receive one free order test
whenever enemy units are within 12”. For this test roll 1D6. On a roll of 4+ a pin is
removed. Then roll for a regular order test to see if the unit can act. Roll even if the unit
no longer has any pins; just use the standard morale.

German Special Rules


Fanatics – (AoG p25) the SS rifle squads may be Fanatics (BA II; fanatics do not
take a morale check for casualties until the unit is reduced to one figure, then the unit
tests as normal. Defeat in close quarter fighting is considered to be a draw and the
fighting continues.
Hitler’s Buzz Saw – (AoG p19) German infantry units that have a light or medium
machine gun fire one extra die than normal, 5 dice for a light MG and 6 dice for a
medium.
Initiative Training – (AoG p19) if an infantry squad’s NCO becomes a casualty roll
a die. On a result of 4+ another figure takes over without any morale loss.
Goliath – (BE p83) Fire order, one-shot weapon, 18” range, stationary targets
only. Roll a D6: 1-4= it breaks down or is prematurely detonated by enemy fire, 5-6=
reaches target and detonates a heavy howitzer hit with +7 Penetration (no modifiers
apply).
Shirkers – (AoG p28, BA II 91) Ostruppen rifle squads (AoG book p28) are
Shirkers (BA II p91); they always take an order test even if not pinned, and their pins
count as doubled.
Heer Infantry and Veteran InfantrySquad Special Rules (AoG p21)
Bicycles –Heer troops may use bicycles.
Kradschutzen Special Rules (AoG p22)
Motorbikes –unit may be mounted on motorcycles for +5 point per man
(BA II p90).
Heer Pioneer Special Rules (AoG p23)
Engineer Special Rules – (See the Engineer section of the Special Rules
book).
Hitler Youth Special Rules (AoG p29)
Bicycles –Hitler Youth may use bicycles.

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Party Indoctrination – Hitler Youth are Green and if they upgrade to
Regular roll again: on a 5 or 6 they are upgraded again to Fanatics.
Ostruppen Special Rules (AoG p27)
Shirkers –Ostruppen are Shirkers (BA II p91)
Waffen SS Special Rules (AoG p24)
Fanatics –Waffen SS can be Fanatics (BA II p90)
Waffen SS Cavalry Special Rules - early war and late war (AoG p26)
Fanatics – Waffen SS Cavalry may be Fanatics (BA II p90)
Carbines – count as pistols when fired from horseback and rifles when
fired on foot.
Volks Gernadier Special Rules (AoG p28)
Mixed Quality Troops –Volks Grenadiers are Green and if they upgrade to
Regular roll again: on a 5 or 6 they are upgraded again to Veteran.
Volkssturm Special Rules (AoG p28)
Green – Volkssturm troops are Green.
Bicycles – Volksturm troops may use bicycles (BA II p89).
Brandenburger Squad (BE p85)
Fanatics – Brandenburgers are Fanatics (BA II p90)
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Sabotage! – when outflanking enemy units enter the board they suffer an
additional -1 penalty. Test again (same penalty): if fail they can only enter up to
12” from their friendly table edge.
Paranoia – the enemy has a -2 modifier to rolls on the Fubar chart.
French Milice Special Rules
Rifle Squads – (BE p64) consist of 5-10 Inexperienced men including an
NCO who may have a submachinegun for +3 points; one man may have an
LMG, another becomes the loader.
Green – (BE p64, BA II p90) the first time a green unit takes a casualty roll
a d6: 1=unit takes d6 pins and goes Down; 2-4 the unit remains Inexperienced;
5-6 unit becomes Regular.

Grecian Special Rules (AoFatA p89)


Communication Breakdown – the army is unprepared so on the first turn, if the
first order die drawn is Allied the enemy can return it to the cup and a new die drawn.
Fieldcraft – any unit starting the game as Hidden may already be in Ambush;
place an order die. In addition, in the first turn of the game all partisan units treat Rough
Ground as Open for purposes of movement.
Infiltration – when outflanking or in reserve ignore the -1 to the Order Test to
enter the board.
Infantry Section (AoFatA p90)
Tough Fighters – may become Tough Fighters for +1 point per man (BA II
p91); unit may reroll hits in Close Combat.

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Hungarian Special Rules (AoIatA p73)
Axis Allies – Bulgarians operated in close German support; the Hungarian
Platoon may include one entry from the German entries in the BA II German section,
the AoG book, or the Italian Eastern Front selector. The unit cannot be veteran or be a
vehicle with a 10+ or 11+ armor value (with the exception of a Tiger I).
Experienced Officer Corps – all Hungarian HQ units are Fanatics.
Cavalry Section
Reserves – do not suffer the -1 penalty to enter as reserves.

Imperial Japanese Special Rules


Ambush Tactics – (AoIJ p14) any unit starting the game as Hidden (BA II p131)
may start the game already in Ambush. Place an order die next to the unit.
Banzai! – (AoIJ p14) if a unit is ordered to charge the closest visible enemy, the
Order Test is automatically passed. They must try make contact with the target unit.
Once a unit is ordered to Banzai it must continue until death or victory against the target
unit.
Death Before Dishonor – (AoIJ p14) every Japanese unit has the Fanatic special
rule (BE II p90). In addition, infantry and artillery units automatically pass morale checks
when assaulted by enemy tanks (note that artillery pieces are still destroyed as normal).
Japanese Infiltrators – (EiF p111) in conditions of limited visibility, a squad or
team that is given an Ambush order forces the closest enemy unit within 12” to make an
order test. If fail, the target unit counts as having muzzle flashes. If pass, no effect. If a
‘12’ is rolled the target unit loses one figure, and if a ‘2’ is rolled the Japanese unit loses
one figure.
Show Your Loyalty – (AoIJ p14) if a reinforced platoon includes a Kempeitai
Officer, any Green units within 6” may re-roll their Green roll (MRB p70).
Lone Sniper – (CNG p94) point cost per experience 55 Regular, 72 Veteran
points. These single figures may be setup in a Forward Position; they may begin the
game Hidden and in Ambush. Not having a scope, they do not use the Sniper rule but
fire as regular riflemen. They ignore one pin, but further pins are normal (2 pins = 2
pins, etc.). If using an LMG the Lone Sniper receives the -1 for missing a loader.
Follow the Standard – (CNG p111 & 114) one figure (not an officer) may
exchange all his weapons for a flag for +25 points, gaining the Rally to the Colors rule:
(if the flag is not Down or in Ambush) all friendly infantry and artillery units within 12” of
the flag may reroll failed order tests (once) when ordered to Rally. If the Rally order is
successful, the unit rolls two dice to remove pins and chooses the highest result.
IJA Infantry Squad (AoIJ p20)
Bicycles – The unit may have bicycles for +1 point per man (BA II p89).
IJA Veteran Infantry Squad (AoIJ p20)
Bicycles – The unit may have bicycles for +1 point per man (BA II p89).
IJA Grenadier Squad (AoIJ p21)
Mortars – up to three men can have light mortars for +25 points; another
man becomes the loader.
Bicycles – The unit may have bicycles for +1 point per man (BA II p89).

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IJA Veteran Grenadier Squad (AoIJ p22)
Mortars – up to three men can have light mortars for +25 points; another
man becomes the loader.
Bicycles – The unit may have bicycles for +1 point per man (BA II p89).
SNLF Grenadier Squad (AoIJ p24)
Mortars – up to three men can have light mortars for +25 points; another
man becomes the loader.
Bamboo Spear Fighter Squad - late war (AoIJ p25)
Green – These squads are Green (BA II p90).
Spears – fight only in Close Quarters.
Militia Squad - late war (AoIJ p25)
Green – These squads are Green (BA II p90).
Suicide AT Team – (AoIJ p26)
Kamikaze – these single figures may be setup in a Forward Position; they
carry one explosive charge. No morale check to Assault a tank. Upon contact
with a vehicle remove the figure and apply an unmodified +8 penetration.
Forward Position – count as Observers/Snipers for setup purposes (BA II
131).
Extra Selection – take 2 extra teams free for each selection; these teams
may also be selected instead of any type of AT team.

Italian Special Rules


Avanti Savoia – (AoIatA p11) each turn subtract the number of units lost from
those of the enemy; if the result is -3 or worse the Italian basic morale is reduced by 2.
If the number is +3 or more, morale is increased by 2.
Defensive Strategy – (AoIatA p11) in Attacker-Defender scenarios if the Italian
side does not win the Attacker versus Defender die roll make the roll again and the
second roll stands. If the Italian player is the Defender:
1) During the first turn of the game the Attacker units may not Run as
they are probing for mines.
2) The Italian artillery is already ranged: the player can reroll the die on
the Artillery Barrage or Smoke Barrage charts.
3) During setup any Italian unit starting as Hidden may already be in
Ambush (place an order die).
4) Before deploying any units roll a d3: the result is the number of
emplacements available (3-sided 6”x6” hard cover emplacements).
They must be placed within 12” of the Italian player’s friendly table
edge.
Eight Million Bayonets – (DitS p16) for each regular or inexperienced unit
purchased the Italian player receives another inexperienced unit for free.
No Taste for the Bayonet – (DitS p16) Italians lose an additional figure for each
casualty received in Close Combat (these surrender).
Compagnia Sahariana (CtWD p141)

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Behind Enemy Lines – these units ignore the -1 penalty to enter from
reserve when outflanking.
Sgonfiare le Gomme – all vehicles may Advance through rocky or sandy
ground at a rate of 6” with one 90° turn.
Must be Mobile – all units must be provided with transport.
Desert Dwellers – all units have the Desert Fighters and Desert Dwellers
rule.
Tough Fighters – officers, squads, and weapon teams all have the Tough
Fighters rule (BA II p91).
Squads – may have up to two LMGs; and one man may be designated a
medic for +5 points).
Transports – trucks may be upgraded to open-topped, armored car status
for +35 points; transport 8.
Camionettisti – X Regimiento Arditi (CtWD p143)
Behind Enemy Lines – Camionettisti ignore the -1 modifier to enter the
board when in reserve.
Out of the Blue – outflanking units may enter the board 12” further than
normal.
Sgonfiare le Gomme! – all vehicles may Advance 6” with one 90° turn in
sandy and rocky rough ground.
Hit and Run – any vehicle in this list that currently has an Advance order
may react to any enemy targeting or assault with a free 9” move with one 90°
turn if it passes a special morale test. If fail, the opposing player may choosethat
the driver loses control and the opposing player moves the vehicle or that it
remains stationary and takes a pin (change the Advance order to Down).
Must be Mobile – all units must be provided with transport.
Desert Fighters – all units ignore Desert Climate Effects.
Inexperienced Infantry Section (AoIatA p14)
Green/Shirkers – unit may be Green (free) or Shirkers at -3 points per
man.
Militia Infantry Section (AoIatA p15)
Green/Shirkers – unit may be Green (free) or Shirkers at -3 points per
man.
Bersaglieri Infantry Section (AoIatA p15)
Motorbikes – unit may be mounted on motorcycles for +5 point per man
(BA II p90).
Alpini Infantry Section (AolatA p15)
Skis – the section may have skis for +1 point per man; ignore movement
penalties in snow.
Paracudisti Infantry Section (AolatA p17)
Stubborn – Paracudistis are Stubborn (BA II p91)
Skis – the section may have skis for +1 point per man; ignore movement
penalties in snow.

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Late-war Paracudisti Infantry Section (DitS p117)
Stubborn – Paracudistis are Stubborn (BA II p91)
San Marco Marines Infantry Section (AolatA p18)
Behind Enemy Lines – when outflanking, commandos ignore the -1
modifier to enter the board.
Cavalry Section (AolatA p18)
Carbines – count as pistols when fired from horseback and rifles when
fired on foot.
Colonial Infantry Section (AolatA p18)
Cavalry – may be mounted on horses for +2 points per man (BA II p89)
Tough Fighters – unit may reroll hits in Close Combat (BA II p91).

Netherlander Special Rules (FatA p55


Communication Breakdown – the army is unprepared so on the first turn, if the
first order die drawn is Allied the enemy can return it to the cup and a new die drawn.
Forward Artillery Doctrine – defenses relied on close support by light artillery and
AT guns deployed close to the front. The Allied player receives one free Inexperienced
or Regular artillery unit of any type (except Heavy) normally available.
Hurriedly Conscripted Reserves – if the reinforced platoon includes three or more
Inexperienced squads, then the player may take a free squad equal to the cheapest one
purchased.
Indonesian Infantry Section (AoFatA p57)
Inexperienced – 5 men with rifles and up to 6 more unarmed for +4 points
each. May not shoot or fight in close quarters.
Shirkers – may be Shirkers for -4 points per man.
Motorcycle Section (AoFatA p57)
Motorbikes – KNIL fighters may have motorbikes (BA II p90).
Knil Guerrillas (CNG p108)
Fieldcraft – Guerrillas may start the game Hidden and already in Ambush.
In addition, all units treat rough ground and obstacles as open ground in the first
turn.
Infiltration – when outflanking Guerrillas ignore the -1 modifier to enter
from reserve.
Isolated Resistance – Veteran Knil units count as Stubborn (BA II p91)
and Jungle Warfare Masters (CNG p79, see Australian Campaign Characteristics
p3) but are also exhausted (see Tropical Hazards).

Norwegian Special Rules (FatA p67)


Communication Breakdown – the army is unprepared so on the first turn, if the
first order die drawn is Allied the enemy can return it to the cup and a new die drawn.

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Fieldcraft – any unit starting the game as Hidden may already be in Ambush;
place an order die. In addition, in the first turn of the game all partisan units treat Rough
Ground as Open for purposes of movement.
Infiltration – when outflanking or in reserve ignore the -1 to the Order Test to
enter the board.
Infantry Section (AoFatA p69)
Ski Troops – ignore movement penalties in Snow.
Norwegian Royal Guard (AoFatA p69)
Ski Troops – ignore movement penalties in Snow.

Partisan Special Rules


Fieldcraft – (FatA p98) partisans may start the game Hidden (BA II p117), and on
the first turn they treat rough ground and obstacles as open ground when moving.
Hidden Bomb – (FatA p98) at the start of the game place three bomb markers
anywhere outside the enemy deployment zone. The actual explosive device is not
actually where the marker is located but is nearby. The first enemy unit to move within
6” of the marker must roll a die; on a result of 3 or less the bomb is revealed to be a
dud, on a 4 or 5 nothing happens but the bomb remains active (roll again for the next
enemy unit), on a 6 the bomb explodes, hitting the unit with a heavy howitzer effect.
After exploding the marker is removed. Bombs never affect Partisan units no matter
how close they are to a marker.
Infiltration – (FatA p98) when outflanking, partisans ignore the -1 modifier to the
order test when entering the board.
Liaison Officers – (FatA p99) Jedburghs, SAS, and SOE teams support the
Resistance units. They may also act as an FO team if they have a radio, calling for air
support, if it is available in the scenario. Some scenarios will allow them to set
demolition charges.

Polish Special Rules (p75) [Armies of France and the Allies Book]
Communication Breakdown – the army is unprepared so on the first turn, if the
first order die drawn is Allied the enemy can return it to the cup and a new die drawn.
No Hope of Retreat – whenever a unit takes a morale check and would be
destroyed take the test again and apply the second result (including vehicles that suffer
an ‘On Fire’ result).
Elite Officer Class – all HQ units are Fanatics (MRB p70).
Cavalry Section (AoFatA p77)
Carbines – count as pistols when fired from horseback and rifles when
fired on foot.
BAR – may not fire while mounted.
Lances – count as one additional attack in Close Quarters but lancers
cannot fire carbines while mounted.

Romanian Special Rules (AoIatA p87)

15
Axis Allies – Romanians were often stiffened by German units. The Romanian
Reinforced Platoon may include one entry from the German entries in the BA II German
section, the AoG book, or the Italian Eastern Front selector. The unit cannot be veteran
or be a vehicle with a 10+ or 11+ armor value (with the exception of a Tiger I).
French Artillery Doctrine – defenses relied on close support by light artillery and
AT guns deployed close to the front. The Allied player receives one free Inexperienced
or Regular artillery unit of any type (except Heavy) normally available.
Cavalry Section (AoIatA p88)
Reserves – Does not suffer the -1 penalty when entering from reserve.
Tank Hunters – if equipped with a Panzerfaust; may not be fired while
mounted.

Russian Special Rules (AotSU p21)


The Great Patriotic War – whenever a unit is broken by a Morale Check, roll
again and take the second result.
Quantity Has A Quality All Its Own – a force may include a free Rifle Squad
(Inexperienced and Green).
Not One Step Back – when a friendly unit fails an order test within 6" of
a Commissar, remove one unit and reroll the dice and take the second result.
Massed Batteries – when rolling to determine a Fire for Effect radius, roll 2 dice
and take the highest score.
Anti-tank Team Three for One – any mix of up to three AT Teams counts as one
pick.
Inexperienced Rifle Squads – are Green (BA II p90).
Light Machinegun Squads – may have up to two LMGs.
Submachinegun Squads – may have one LMG and the remainder can be
SMGs.
Tank Rider Squads – use tanks as a transport; must disembark if tank is
targeted.
Veteran Squads – may have up to two LMGs and may be Tough Fighters for +1
point/figure.
NKVD Squads – are Fanatics.
SHTRAFBATs – are Shirkers; they cannot shoot or fight in Close Quarters.

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