Disclaimer
This is by no means an official list of special rules, only a reprint of certain notes made in the various books and resources available to the general public. Use them only as guidelines and always make sure to verify everything as they might have changed since these were last updated.


General Rules

Ammo Carrier
Amphibious
Amphibious vehicles treat all impassable water terrain as difficult going instead of impassable. If passengers are forced to dismount for any reason they count as destroyed.
Anti-Aircraft
Can attack any enemy aircraft in range.
Armored Rocket Launcher
Rocket launchers leave behind smoke trails which can be used to range in on, counting as concealed if the artillery team does not have line of site to the aiming point. Can make stormtrooper moves.
Assault Bridge
Automatic Rifles
Teams with this ability do not suffer the usual +1 to hit penalty for firing a RoF 1 weapon when moving or pinned down. May re-roll misses for defensive fire during assaults.
Awkward Layout
Any team with an awkward layout cannot shoot in the shooting step if they have moved in the movement step.
Bulldozer
Bunker Buster
When shooting at a building with direct fire from a bunker-busting weapon, all teams in the building count as hit.
Cannot Shoot if Moved
Teams with this rule may not shoot if they have moved in the movement step.
Fast Tank
Fast tanks move up to 32" / 80cm when at the double. They still only go 12" / 30cm during normal movement.
Fire Over Friendlies
May fire over friendly teams.
Flame-Thrower
Flame-throwers require a lot of fuel for a single burst, consuming it quickly. They may only fire once per game.
Fuel Tanks
Re-roll any failed firepower tests against tanks with the fuel tank rating.
Full ROF When Moving
These teams keep their full rate of fire even when moving.
Full ROF When Moving 4" Or Less
Teams with this rule keep their full rate of fire when moving less than 4" / 10cm.
Gunshield
Heavy AA
May fire at aircraft, but only with a rate of fire of 1.
HMG Carrier
Any HMG team as passengers in an HMG carrier can fire the carrier's machinegun at RoF 6 with a range of 24" if the HMG carrier did not move. The HMG team cannot dismount that turn.
Horse Artillery
A gun team rated as horse artillery that unlimbers at the start of its movement fires its gun without any penalty to rate of fire. They cannot, however, fire artillery bombardments that turn.
Hull Mounted
The field of fire of hull-mounted guns includes everything in front of a line across the front of the vehicle's hull.
Improvised Armor
Vehicles with improvised armor may roll another armor save vs. weapons with a firepower of 5+ or 6. On a roll of 5+ the improvised armor stopped the shot.
Light Tank
Light tanks can move 16" / 40cm on roads or when going cross country, allowing them to move 32" / 80cm at the double.
Limited Vision
Tanks with limited vision add a +1 to hit targets entirely behind a line drawn across the front of the tank's hull.
Mountaineers
Mountaineers treat hillsides as normal cross-country terrain and mountains as difficult going. They can also cross impassable cliffs with a skill test, although cannot shoot (but can assault) that turn.
Moves as Heavy Gun Team
Can only move 4" / 10cm on roads and 2" / 5cm cross-country.
No HE
Hits from a weapon with no HE cannot be allocated to infantry or gun teams. If only infantry or guns teams are valid targets, all hits are ignored completely.
Overloaded
When required to make a bogging check to corss difficult going, an overloaded vehicle becomes bogged down on a roll of 1 or 2 instead of the usual roll of 1.
Portee
Any portee team can dismount their vehicle and replace it with a gun team with the same main gun. The vehicle is sent to the rear and cannot be re-mounted.
Protected Ammo
Tanks with protected ammo re-roll all failed motivation tests to re-mount bailed vehicles in the starting step.
Rear Hull Mounted
The field of fire of rear hull-mounted guns includes everything in rear of a line across the back side of the vehicle's hull.
Recoilless
Reciolless guns never count as concealed if they fired on their last shooting step. They cannot fire within buildings, or if friendly team is behind and within 2" / 5cm of the gun.
Recovery Vehicle
Rocovery vehicles can attempt to tow clear any bogged or broken down vechicles by moving next to them and making a skill test.
Rocket Launcher
Rocket launchers leave behind smoke trails which can be used to range in on, counting as concealed if the artillery team does not have line of site to the aiming point.
ROF 2 When Pinned
Can only fire 2 attacks per team when pinned down.
ROF 3 When Pinned
Can only fire 3 attacks per team when pinned down.
Self-Defense AA
Vehicles with self-defense AA guns may use those weapons when under aerial attack.
Shurzen
When at a tank that is protected by schurzen is hit on the side armor by a weapon with a firepower of 5+ or 6 and fails its armor save, roll a special 4+ schurzen save to stop the shot if successful.
Slow
Slow wheeled vehicles can still move 16" / 40cm on roads, but their move drops to 6" / 15cm when moving cross country.
Slow Tank
Slow fully tracked vehicles can only move 8" / 20cm normally and 16" / 40cm at the double.
Slow Traverse
Tanks with slow traverse add a +1 to the score required to hit when shooting any weapon at targets that are entirely behind a line drawn across the front of the tank's hull.
Smoke
Can fire smoke attacks creating a 2" / 5cm wide and 2" / 5cm tall smoke cloud on the target team. All smoke attacks must be made first in the shooting step.
Smoke Bombardment
Can fire smoke bombardments (see rule books for determining size of smoke screen). All smoke attacks must be made first in the shooting step.
Stabilzier Jacks
Tank Assault 4
Assaults with an anti-tank rating of 4 vs. vehicle top armor.
Tank Assault 5
Assaults with an anti-tank rating of 5 vs. vehicle top armor.
Tank Assault 6
Assaults with an anti-tank rating of 6 vs. vehicle top armor.
Turntable
Any team with a turntable may engage targets in a 360 degree arc with no penalty.
Unreliable
If bogged or moving at the double (requires a skill check), a roll of 1 means the vehicle breaks down. Only a recovery vehicle can move it with a roll of 2 or more. A roll of 1 means the vehicle is permanently broken down.
Very Slow
Very slow tanks can only move 6" / 15cm normally and 12" / 30cm at the double.
Wide Tracks
Any vehicle with wide tracks attempting to cross rough terrain and gets bogged down may roll again, needing a 4+ or else it remains bogged.


U.S. Special Rules

Dismounting Machineguns
Any U.S. infantry team carried as a passenger in a transport vehicle may dismount the vehicle's passenger fired .50 cal AA MG, becoming a .50 cal MG team - or dismount the vehicle's AA MG, becoming a LMG team. Any infantry team can start the game dismounted with their vehicle's passenger fired machineguns. Once dismounted the vehicle is sent to the rear and the weapon may not be allowed to re-mount.
Excellent Communications
Platoon and 2iC Command teams can act as spotting teams and request artillery fire in the same manner as a company command team.
Hit 'em With Everything You Got
When a U.S. observer team from an artillery battery that has a staff team has ranged in one battery and orders an All Guns Repeat bombardment on the same aiming point, they may attempt to range in another battery with a staff team on the same aiming point while continuing to control the original battery performing the All Guns Repeat. On the next turn the same observer can order both batteries to perform an All Guns Repeat and can control a third battery (and so on).
Mounting HMG's and LMG's
Up to two U.S. HMG or LMG team as passengers in a transport may add their weapons to the vehicle as AA machineguns. Their fields of fire are limited to the vehicle's sides.
Seek, Strike, and Destroy
U.S. tank destroyer platoons, aside from normal deployment, can deploy only carbine teams in the deployment phase. If the tank destroyers are held off-table this way, you may place all of them at the start of your movement step so that they are concealed any 16" / 40cm away from all enemy teams, or entirely out of enemy line of sight. They must also be within 6" / 15cm of any of the original carbine teams of the platoon placed during the deployment phase. If the carbine team is destroyed before the tank destroyers deploy, the tank destroyers also retreat from the battlefield.
Stablizer
U.S. tanks with stabilizers may fire their main gun with its full rate of fire even if moved, but must add a +1 penalty to hit.
Tank Destroyer Doctrine
U.S. tank destroyers use the cautious movement rules. Self-propelled anti-tank platoons may disengage even fi they fired in their own turn.
Time on Target
If a U.S. artillery battery with a staff team ranges in on the first roll it may use the Time on Target attack, meaning all teams hit in the bombardment must re-roll all successful saves. Cannot be used during All Guns Repeat bombardments.
Truscott Trot
U.S. infantry teams move 16" / 40cm instead of 12" / 30cm when moving at the double.
Under Command
Company, 2iC, and platoon command teams do not suffer their normal +1 penalty to range in when calling for artillery bombardments from platoons taken as weapons platoon choices (including weapons platoons, mortar platoons, and assault gun platoons), as well as cannon platoons and chemical mortar platoons taken as support options.


Russian Special Rules

Battalion Komissar
The battalion komissar team in the battalion HQ is an independent team. If the battalion komissar team joins a company, it takes over the duties of the company's komissar team. The company komissar has no effect as long as the battalion komissar team is attached to the company.
Big Battalions
Soviet bombardments fired with 9 or more guns use a double-wide template to determine targets in addition to re-rolling misses.
Centralised Control
Whenever the rules speak of a platoon, read it as a Soviet company. Where the rules talk about a company, read it as a Soviet battalion.
Cupolas
Tanks fitted with a commander's cupola do not suffer the effects of limited vision.
Hen and Chicks
If any Soviet tank or transport team in a company moved more tha 6" / 15cm in the movement step, none of the tanks or transport teams in the company can shoot in the shooting step.
Infiltration
Players using a Soviet Strelkboy battalion may infiltrate their scout platoon whenever they are attacking an enemy in prepared positions and have the first turn. A single Strelkvoy company, submachinegun company, or storm group deployed within command distance of the scount platoon may infiltrate it.
Instead of making a reconnaissance deployment move, the infiltrating troops move up ot 16" / 40cm, using all the normal rules. If they end this movement within 8" / 20cm of an enemy team, or within 16" / 40cm of an enemy team and not in concealing terrain or out of line of sight, they are automatically detected.
If the infiltrating troops are not automatically detected, roll a die:
On a roll of 2+ they have infiltrated undetected.
On a roll of a 1 they are detected.
If the infiltrators are detected, the infiltrating player gives the first turn to the opponent.
Komissar
If a Soviet company containing a Komissar team that is in command fails its motivation test to rally from being pinned down, to counter-attack in an assault, or to pass a platoon morale check you may immediately destroy any other infantry or gun team from the company within command distance of the Komissar team and re-roll the motivation test.
If you roll a 1 for the new motivation test, however, the soldiers are pushed past the breaking point and revolt against the komissar! In this case the komissar team is destroyed as well.
If the battalions company command team has joined the company, re-roll the motivation test for the commander's influence first. If the unit fails the re-roll, then destroy a team and re-roll again for the komissar's attempt to motivate them.
Mixed Battalions
If a bombarding artillery battalion contains 3+ 122mm howitzers it gains the following benefits:
If the total number of guns firing is five or less then all of the guns and howitzers count as 122mm howitzers.
Otherwise the number of lighter guns dilutes the effects of the howitzers and all of the guns count as having an AT rating of 4 and a firepower of 4+.
An artillery battalion with two or fewer 122mm howitzers uses the normal mixed bombardments rules.
Quality of Quantity
A Soviet company conataining at least 15 infantry or gun teams must sustain 10 hits before they become pinned down. A single hit from artillery will still pin them, however.
Roll Up The Guns
Soviet medium and heavy gun teams move as if they were light gun teams.
Tankodesantniki
These are regular SMG teams with special rules when riding on tanks. They can shoot as if dismounted if the tank moves 6" / 15cm or less, but may not shoot at all if the tank moves over 6" / 15cm. They fight in assaults as if dismounted. They also have a 3+ to save when the tank is hit instead of the normal 5+ passenger save, but are automatically destroyed if the tank is destroyed. If more than one tankodesantniki team is mounted on the same tank these benefits are lost. In assaults the tankodesantniki teams must be allocated hits before the tank teams of their platoon.
Unarmed
Unarmed troops cannot shoot, and re-roll successful rolls to hit in assaults.


British Special Rules

Advance Under Darkness
When making a night attack against an enemy in prepared positions the British player may deploy his forces 8" / 20cm closer to the enemy than usual, as long as they are still 16" / 40cm away from the enemy deployment area.
British Bulldog
British platoons may re-roll failed motivation tests to counter-attack in assaults.
Broadside
Only the turret facing is used when determining whether a shot hits the front or side armor. The facing of the hull is irrelevant. When moving at the double the turret always points forward in the direction of movement.
Carry On, Sergeant
A leaderless British platoon may launch assaults. They do no have to break off, but my counter-attack if they pass their motivation tests.
Eight Gun Batteries
Royal Horse and Field Batteries count their staff teams as independent teams. If the independent staff team is within command distance of the two batteries, it may serve as staff team for both.
Mike Target
When a Field Battery, Royal Artillery repeats a 'Stonk' or 'Murder' attack using the All Guns Repeat, all teams under the target template must re-roll successful saves.
Night Attack
British commanders of infantry companies may choose to make a night attack against enemies in prepared positions and when the British player has the first turn. Refer to the nigh-fighting rules for more details.
Rounds on the Ground
Royal Horse and Field Batteries that have at least one staff staff team in command distance of both batteries may fire them in conjunction. If between the two batteries six or more guns are present, the British artillery may fire either a 'Stonk' or a 'Murder'. A 'Murder' concentrates the fire of both batteries under one template, allowing for the re-rolling of misses. A 'Stonk' spreads the fire of both batteries over a double-wide template but giving it no re-rolls to hit.
Semi-Indirect Fire
British weapons with semi-indirect fire ability may re-roll misses if they did not move in the movement step and the entire target platoon is more than 16" / 40cm away.
Tally Ho
British vehicles with this ability may fire at its full rate of fire even when moving. They still cannot shoot when moved at the double.
Tip and Run
Any team with the tip and run ability can roll a skill test after the shooting phase. If successful, that team may move 4" / 10cm during the assault phase, but only in a direction away from the enemy.
Tow Hook
Any tank fitted with a tow hook may tow a 6 Pounder or 17 Pounder gun, carrying the crew as tank riders.


German Special Rules

Kampfgruppe
Before deploying your German force at the start of the game, you may take up to half of the sections or squads from any combat or weapons platoons in the company and place them in a special kampfgruppe platoon. The 2iC becomes the platoon command team, and teams placed in the kampfgruppe platoon no longer count as part of their original platoon. The kampfgruppe platoon counts as a normal platoon for all other purposes.
Mission Tactics
If German platoon command team is destroyed, any team from that platoon within command distance immediately takes charge. If none are in range than that platoon is leaderless.
Mounted Assault
German transport teams may make a mounted assault if they have not mounted or dismounted passengers that turn. In the first assault combat round one infantry team carried as a passenger in each transport team may fight as if it was a tank team. The transports themselves cannot fight in the assault. The passengers remain mounted in their half-tracks until the platoon launches a counter-attack, whereupon they must dismount. Infantry teams that fight alongside the half-track mounted teams use the normal assault rules. Since the platoon is not made up entirely of armored tank teams, it will fall back if pinned down by defensive fire even if the vehicle's armor protects the platoon from casualties.
Stormtroopers
Any German platoon with a command team may attempt a stormtrooper move. Roll a skill test for each platoon, and if successful, that platoon may move an additional 4" / 10cm during the assault phase, but may not assault. Bogged down or bailed out teams may not stormtrooper, nor may teams that moved at the double. Gun teams that fired that turn also may not make stormtrooper moves, nor can infantry teams and un-armored vehicle teams that are pinned down.
Stuka-Zu-Fuss
Can fire only once per game, but counts as six rocket launchers. May make six attempts to range in, with each fail to range in counting as one less weapon firing.
Tiger Aces
German Tiger and King Tiger tanks each get a special skill to reflect the elite status of their crews. Each Tiger platoon rolls a dice.
1 = Schnell! The Platoon may make stormtrooper moves on a roll of 2+.
2 = Clever Hans! Tanks in the platoon pass skill tests to cross rough terrain or un-bog on a roll of 2+.
3 = For the Fatherland! The platoon passes motivation tests on a roll of 2+.
4 = Every Shot Counts! Tanks in the platoon re-roll misses.
5 = Rapid Fire! Tanks in the platoon have a rate of fire of 3 instead of 2 with their 88mm guns.
If a 6 is rolled the platoon is forunate enough to be lead by an exceptional commander - meaning the platoon commander gets another Tiger Ace skill in addition to the platoon's Tiger Ace skill. Re-roll for the platoon Tiger Ace skill, then roll for the platoon commander's Tiger Ace skill. If the roll is a 6 or equal to the platoon Tiger Ace skill, the platoon commander may pick which one he wants.

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