Tank Attachment
AA MG
64
AA MG weapons can Shoot at Aircraft with a ROF of 1.
HEAT
64
A target Team's Armour rating is not increased for being more than 16"/40cm away when hit by a HEAT weapon. HEAT weapons are affected by Bar Armour and Bazooka Skirts.
Brutal
64
Infantry, Gun, and Unarmoured Tank Teams, including when Passengers, re-roll successful Saves against Brutal weapons.
Dedicated AA
64
Dedicated AA weapons can Shoot at Aircraft using their Halted ROF.
Pinned ROF
64
These weapons have a ROF of 1 when Pinned Down.
Guided
64
Guided weapons do not suffer the usual +1 To Hit penalty when the target is more than 16"/40cm away. They cannot hit Infantry Teams unless the Infantry are stationary and in Bulletproof Cover. Teams firing Guided weapons cannot be Concealed if they Shot in the previous Shooting Step.
Forward Firing
64
Forward-firing weapons can only target Teams fully in front of the shooting Team. They can only fire an Artillery Bombardment if the Aiming Point is fully in front of the shooting Team.
Anti-helicopter
64
Anti-Helicopter weapons can shoot at Helicopters.
Bomb
64
An Aircraft Unit using Bombs suffers no penalty for having only one or two weapons firing; targets roll Saves as if hit by three or four weapons. Only Aircraft Teams from the Unit can Spot for an Artillery Bombardment using Bombs.
Accurate
64
Accurate weapons do not suffer the usual +1 To Hit penalty if the targeted Team is more than 16"/40cm away and the Shooting Team did not Move.
Overhead Fire
64
Grenade launchers and light mortars capable of Overhead Fire can fire over friendly Teams.
Napalm Bomb
64
Infantry, Gun, and Unarmoured Tank Teams re-roll successful Saves if hit by an Aircraft Unit firing an Artillery Bombardment using Napalm Bombs. Armoured Tank Teams use Top armour for Saves against Napalm Bombs.
One Shot
64
One Shot weapons can only fire once per game.
Infra-red (IR)
65
A Unit with Infra-red rolls two dice on the Night Visibility Table and chooses the highest score.
Slow Firing
65
Slow Firing weapons add +1 to the score needed To Hit when moving.
Bazooka Skirts
65
Teams with Bazooka Skirts have a Side armour rating of 10 against HEAT weapons.
Heavy Weapon
65
A Heavy Weapon Team cannot Charge into Contact, but may be an Assaulting Team if it is already in Contact with an enemy Team.
Amphibious
65
Amphibious Teams treat Impassable Water as Difficult Terrain.
Recoilless
65
A Team firing a Recoilless weapon cannot be Concealed if it Shot in its previous Shooting Step.
Gun Shield
65
A Gun Team with a Gun Shield is in Bulletproof Cover when Shot at from in front of its base. The shield gives no protection against Artillery Bombardments or if the Team moved at Dash speed.
Smoke
65
Smoke weapons can Shoot Smoke ammunition.
Smoke Bombardment
65
Smoke Bombardment weapons can fire a Smoke Bombardment once per game.
Large Gun
65
Large Guns cannot be placed in buildings and cannot be placed from Ambush within 16"/40cm of enemy Teams.
Passengers
66
A Transport Team can carry Infantry Teams as Passengers. The number indicates how many Teams can be carried.
Unit Transport
66
The Unit Leader of a Transport Attachment with the Unit Transport rule must end the Movement Step within 6"/15cm of the Unit Leader of its Passenger Unit while on table.
Searchlight
66
A Unit with a Searchlight rolls two dice on the Night Visibility Table and chooses the highest score. Teams targeting this Unit do not have their Line of Sight limited by their Night Vision roll.
Unarmoured
66
An Unarmoured Tank Team cannot Charge into Contact and must Break Off if Assaulted.
Assault
67
Teams with the Assault # special rule use this number for To Hit rolls in Assaults instead of the normal number shown on the card.
HQ Transport
67
A Formation HQ Transport Team remains part of the HQ Unit.
Spearhead
67
When a Spearhead Unit is placed during Deployment, the player may immediately move its Teams at Tactical or Dash speed, without Movement Orders. The move cannot take a Team within 16"/40cm of an unconcealed enemy, within 8"/20cm of any enemy, or within 16"/40cm of the enemy Deployment Area or an Objective outside its own Deployment Area. The area within 8"/20cm of an In Command Spearhead Team can then extend the player's Deployment Area, subject to the same restrictions.
Scout
67
Scouts are Gone to Ground unless they Shoot or Assault. If Concealed, the enemy suffers an additional +1 penalty To Hit them.
Observer
67
An Observer Team can Spot for any friendly Artillery Unit.
Independent
67
An Independent Team can use the Mistaken Target rule to reassign hits to nearby Units, but cannot Charge into Contact, be held in Reserve, or take an Objective.
Fast Jet
67
Fast Jet Aircraft increase their Is Hit On number by +1 when shot at by weapons without the Radar or Guided AA rule.
Strike Aircraft
67
At the start of each turn, roll a die. On 4+, the Strike Aircraft Unit arrives and is placed anywhere on table in the Movement Step. If held in Reserve, do not roll until it arrives from Reserve. It Shoots normally after Anti-aircraft fire, then is removed at the end of the turn. Casualties carry over when the Unit returns.
Observer Transport
67
An Observer Transport Team remains part of the Observer Unit.