We designed these options to be used with our "Alternative Axis & Allies" rules, but you can fit them to the original A&A game or your own house rules. You can create a new weapons development list each time you play. To make your weapons development list, have your group pick six weapon developments and number them from one to six. Players can choose from "Automatic Developments" that everybody can use without rolling dice to develop. Automatic Developments are low-tech options that do not require any research but add realism to the game. You can also postpone weapons development, make weapons available later in the game (ex: SS-20s in the fifth turn round), use more than one list, or raise the price per roll for more powerful weapons.
Players may develop weapons while buying units. To get a weapon development, announce which one you want and roll one die. You earn the weapon development if you roll the number assigned to the weapon you selected on the list. This makes it easier to get the weapon you want. Each player can make one free weapon development roll per turn round. All additional rolls cost three points, whether the roll is successful or not. You can make as many rolls as you can afford. Weapon developments can be combined together as they are acquired. You can have more than one development applying to the same units. For example, your planes could be enhanced with Atomic Bombers, Jet Power, and Targeting- all at the same time.
Some weapon developments apply to all units, some improve on an existing unit, and some introduce new units. For example, if a player gets Supertanks, all of his tanks on the board and in the future are made Supertanks. If he then gets Minions, his Supertanks are upgraded to Minions (a more powerful tank). Most players would choose one upgrade or the other to cover tanks. Different types of ships cannot be combined together because a naval unit on the board represents one "actual" unit. A ship can be upgraded to either a Battleship or a Carrier, but not both at the same time. Ships cannot be upgraded to Subs. Subs must be developed and purchased separately from ships. Naval units can be enhanced by any general weapon developments that are applied to all units, like Double Dice, Extra Firepower, Stealth, or Targeting.
Weapons developments cannot be transferred from one nation to another unless a capital is captured. The conqueror gets any weapon developments held by the original owner. The defeated nation still gets to keep their weapon developments and any "special units" on the board, but they cannot buy new units unless they regain their capital.
Bad Weather: More Germans froze in Russia than were killed by the Red Army. Japan was saved from the Mongols by a Kamakaze ("divine wind") that sank their ships. Defenders roll one die before each battle to determine if "bad weather" (blizzards, freezing rain, fog, hurricanes, sandstorms, etc.) will affect the outcome. If the number rolled is four or more, subtract three from it to determine the number of attacking units lost before the battle begins.
Civilian Resistance: "If the Americans invade Japan, we have our hundred million." Civilian Resistance allows your "civilian population" to help your military defend your capital if it is invaded by land forces. Roll one die each battle round to determine the number of hits scored by your civilians against the enemy land forces. This only works on your capital against land forces and only if you have other units in the battle.
Fishing: Each sea zone in which you have at least one sub or ship provides you an income of one. The ships guard your "fishing fleet". You can only get one point per sea zone no matter how many ships are in it. Each sea zone can only be claimed by one player at a time. This is a just a simple way to give economic value to sea zones.
Investments: You can raise the value of any territory by one point for each point you "invest" into it. You do not start receiving any extra points until one turn round after you made the investments. You can use national markers with numbers written on their backs to keep track of territory values.
Kamikazes: This allows a player to sacrifice a plane for two "automatic hits" against an opponent's units on a space in battle. The owner of the plane picks the targets, even if they have Stealth.
Spies: Each "spy mission" costs one point to attempt. Spies can steal weapons development or sneak into Storage Bunkers. You must announce which weapon development you are attempting to copy from which player; or which storage bunker you are attempting to infiltrate. Both players roll one die. Your spy is successful if you roll a lower number than your opponent. Your spy is "caught" if you roll higher than your opponent or the rolls are tied. If you win, you earn the weapon development you sought or can examine the list of units in the bunker you investigated. Bunker information does not need to be revealed to any other players. Your opponent still gets to use their weapon development or bunker even if your spy was successful. You can only attempt one spy mission per weapon development or storage bunker in each turn round. However, in the same round you can go back for other weapons or bunkers your opponent may have, and you can try to get weapon developments or bunker information from other players.
Storage Bunkers: How the British hid Operation Overlord. Industrial complexes or Monopoly houses or hotels can be used to represent "Storage Bunkers". Each bunker can store up to ten units without putting them on the board or telling anybody what they are, unless you are successfully spied upon. You can take the units out as needed to attack or defend. You must write down what units are in the bunker and where the money came from to buy them. You must show this information to a third party (uninvolved player) if asked to verify your forces during battle. Storage bunkers cost two points each. They do not move, absorb hits, or roll in battle. If a territory with storage bunkers is captured, they are transferred to the new owner (empty of course).
Double Dice: Players get to roll two dice in battle for each of their units.
Extra Firepower: The minimum dice roll needed to score a hit in battle is raised by one for all of a player's units.
Extra Mobility: The movement range of all of a player's units is increased by one move.
Heavy Armor: Mechanical units (ships, tanks, planes, etc.) require two hits in a turn round to be destroyed. Hits cannot be "spread out" among more than one unit of the same type at a time. Units are "repaired" at the beginning of the next turn round if hit once.
Stealth: How about those B-2 bombers? "Stealth" technology makes your units invisible to electronic monitoring (radar, sonar, satellites, etc). Your units are immune to all forms of enemy "Targeting", including Subs and SAMS, but excluding Kamikazes. Basically, you retain the right to pick your own casualties in battle.
Targeting: This ability allows players to pick their enemy's casualties in battle.
Battleships: Ships with Heavy Armor and Double Dice. They cost four, move two, and hit at a roll of four or less. They get two "potshots" each turn round (two dice, not four) against enemy units on territories next to their sea zone. The defending units on the territory cannot counterattack against the ship. Battleships can carry any two units except planes. If you are using Alternative A&A Ships, they can be upgraded to Battleships for two points each, or two ships can be removed and replaced with one Battleship. They must be in sea zones next to one of your territories to be upgraded.
Carriers: Ships can carry four units instead of two. They can carry any kind of plane. They cost, hit, and move two. A plane or chopper carrying another unit inside of it counts as one unit on a carrier.
Mines: Players can place "mines" in two ways: "Mine markers" (an upside-down national marker with a skull drawn on it) can be purchased with other units and placed ("activated") directly on your territories or adjacent sea zones. Mine markers cost one point each and only one is needed to completely mine a space. Mines cannot be moved once activated. The second way to place mines is to purchase mine markers with your other units, put them on your territory or sea zone "inactive", and deliver them to other territories or sea zones on your turn. Mines can be delivered and "activated" by infantry, tanks, ships, subs, planes, or attack choppers (yes, this is all real). A unit can only carry one mine marker at a time. If placed during a battle, the unit carrying the mine marker activates the mines instead of making its normal hit roll in that battle round. Mines placed during a battle do not affect either side until they try to move units into or out of the mined space.
Whenever units are purchased on or moved into or out of a mined space, their owner must roll one die per unit at two or less to determine if it is hit, even if that unit was the one that placed the mines. Mines do not discriminate between attackers, defenders or civilians. Rolling for mines must be done before a battle can begin, unless the mines were carried into the battle and then activated. Ships must also roll for mines if they are used to "bridge" units across a mined sea zone. The units being moved on the ship do not have to roll for mines. Flying units cannot be hit by mines unless they attempt to land on a mined territory. A mined space can be captured as normal, but it will remain mined forever unless the owner "minesweeps" it for ten points.
Special Forces: When you care enough to send the very best. Special Forces training allows infantry to parachute from planes and to fight in sea zones like frogmen. Special Forces hit at a roll of two or less. One infantry unit can be picked up by a plane and dropped onto any space it can reach. This counts as one move used by the infantry unit. Paratroops can fight in battle and claim territory as normal. Planes can fight as normal when carrying or dropping paratroopers. A plane carrying a paratrooper counts as one unit when counting how many units a ship can carry. Special Forces can fight and take hits in sea zones against ships, subs, mines, or enemy frogmen. They can enter sea zones from ships, subs, or adjacent territories. They can enter territories from adjacent sea zones.
Submarines: Hitler's subs were a menace to Allied shipping after the Germans fixed their little "torpedo problem" (they were duds). Subs cost two points, hit at three or less, and move two spaces. They have a "deadly first strike" in the first round of any battle. This allows them to pick their targets, and it prevents any ship or sub sunk by them from counterattacking. Subs roll first in conventional naval battle. Attacking subs go first, then defending subs, then other units. Subs can hit or be hit by ships, subs, mines, Special Forces, or nukes. Subs cannot hit or be hit by AA, planes, rockets, or SAMS because they are hidden underwater. Subs can carry one Special Forces unit, mine marker, rocket or SS-20.
SuperTanks: Tanks get Heavy Armor and Double Dice.
Anti-Aircraft/Artillery Guns: Our AA guns cost two points, hit at two or less, and have a movement of one. Each AA rolls once, at the beginning of each battle round, whenever enemy planes or choppers enter a space, before the attacking units get to roll. They fire again at the beginning of each new battle round. Any hit units are removed before they can attack the space. If no enemy planes or choppers are in a battle, AA guns can be used as "Artillery". The Germans loved to turn their 88mm AA against Soviet tanks. Artillery functions just like AA but the hits can be used against any other units (except Subs). AA guns can take hits in battle like other units. Players may buy as many AA guns as they wish on territories. Ships can hold and use two AA guns when not carrying other units. AA can be bought on ships while they are in a sea zone next to the player's territory.
Atomic Bombers: Each plane can drop one "atomic bomb" in each battle round instead of its normal hit roll. One die is rolled for each A-bomb dropped. The number rolled is the number of enemy hits scored. The hit units and any surviving units may counterattack as normal (if defending) if there are any other units on the space to fight. Any extra hits scored against one side do not affect the other side's units on the space. The value of any territory hit by an atomic bomb is lowered by whatever number of hits is scored against it (down to zero).
Attack Choppers: We use Fortress America helicopters for these units. Choppers cost three, move three, and hit at three or less. Think of them as flying tanks. They can fight over land or sea. They have Heavy Armor and can carry one infantry unit or mine marker into battle. Special Forces are not required since choppers can hover close to the ground to unload. Ships can carry two choppers (with one infantry unit in each of them if desired). Choppers cannot claim land.
EMP (Electromagnetic Pulse): The "next level" in modern weapons. An "EMP" is a powerful blast of energy created by nuclear weapons or large electric fields. EMPs scramble electronic equipment and can mutate DNA. It costs five points per use and can be set off on any space the player can get to with planes, tanks, ships, rockets, satellites ("global access"), etc. EMP ruins all units on a space except for infantry. Think of it as a humane way to disarm an adversary. Any units used to deliver an EMP are also destroyed. The value of any hit territories is reduced by half (round up to the nearest point if an odd number).
Flying Fortresses: Planes get Heavy Armor and Double Dice.
High-Altitude: Planes with "High-Altitude" fly so high they can only be shot at by Satellites or enemy planes with High-Altitude in the first round of any battle the planes enter. This lets you fly over or attack any enemy spaces without being shot at unless they have Satellites or planes with High-Altitude on that space. They can be shot at by other defending units as normal after the first round of battle. They could then fly on to another space before getting shot at and then use High-Altitude again). Making them vulnerable after one battle round is intended to prevent players from simply flying over a space and attacking it over and over with the same plane without any defense.
Homing Missiles: Rockets with Targeting.
Jet Power: One of the few achievements of the Third Reich that have actually benefited humanity. Planes with "Jet Power" can fly to any space they can reach during other players' turns to help defend against any attack on the plane owner's units. They must stay on that space after the battle, unless another battle occurs or the space is a sea zone. They can return from sea zones to the nearest friendly or unoccupied territory if they have enough moves. Jet Power can be used over and over as long as a plane still has moves. It's great when used with Long Range Bombers and/or High-Altitude.
Long Range Bombers: Planes can fly eight spaces.
Rockets: Each rocket costs three points and can be used once. Rockets have a combined "movement/hit" number of six. This is the sum of the number of spaces it can travel and the number of hits it automatically scores there. A rocket could travel five spaces and score one hit, or it could move three spaces and score three hits, or it could be used to defend its own space and score six hits. "Sorry" game pieces work well for Rockets. They can be purchased on and launched from territories, ships and subs. They can only be shot down by SAMS, Satellites or by setting off an EMP on the space being attacked (you will EMP everything else on it too).
SAMS (Surface-to-Air Missile Systems): Remember the Patriot missiles used in the Gulf War? "SAMS" are AA/Artillery Guns as described above, with Targeting and the ability to shoot down incoming Rockets, Homing Missiles, and SS-20s. They are a highly effective air defense.
Satellites: We use Fortress America satellites for these units. Satellites orbit the earth and fire laser beams at any units the player chooses on or above a space. They can shoot down incoming missiles or other attacking units before they can attack a space. They roll first in battle before any other units (attacking satellites before defending, then other units). Satellites cost five points each and can be fired at any space on the board. They can only be used on a space when the owner has other units in battle on it (attacking or defending). They can pick their targets and can be used once per battle round at a hit roll of five or less. They cannot shoot subs. They can only be destroyed by another satellite.
SS-20s: The ultimate bmf. These are Soviet ICBMs (missiles) armed with one-hundred megaton fusion warheads, equal to about five thousand Hiroshima-size atomic bombs. Yes, they are real. The Russians liked to "test" them in Kazakhastan whenever the local Muslims rebelled against the Worker's Paradise. We use "Sorry" game pieces for SS-20s. They can be bought for ten points each on territories, ships, or subs in sea zones adjacent to your territory. SS-20s can be launched to any space on the board. They can only be shot down by SAMS, Satellites or by setting off an EMP on the targeted area. Defending players can launch their SS-20s anywhere on earth if their nation is attacked. A player can launch their SS-20s all at the same time to overwhelm a defender's SAMs or Satellites (each unit only shoots once in each battle round). They can be launched before any other unit (except SAMS, Satellites or EMP) has a chance to hit the space they are on.
If a space is hit by an SS-20, everything on it is gone. It has no point value, cannot be used to buy units on, and cannot be entered by units containing human beings. We use upside-down national markers with radiation symbols drawn on them (three triangles pointing out from the center) to represent nuclear wastelands. If your capital is hit by an SS-20, it is as defeated as if it was invaded. You retain your surviving units on other spaces and are still "in the game", but you cannot earn an income or buy units. Unless you are playing with the option of using a captured capital as your own, you cannot win the game.
Strategic Bombing: Each plane can make one "Strategic Bombing Roll" in each battle round instead of its normal hit roll. Roll one die per plane while over enemy territory. The number rolled is the number of points (IPCs) your opponent loses the next time he/she gets paid. Defending AA, planes with Jet Power, or Satellites can shoot at you as normal. You cannot take away more points from a territory than the value of the territory you are bombing.
Alien Death Ray: Remember the City Destroyers in "Independence Day?" Your nation has created them by reverse-engineering captured UFOs. We recommend Miller Genuine Draft bottle caps for these units. They cost five points, have a movement of one, and destroy everything on a space with one blast of their Alien Death Ray. They can only be taken out by another City Destroyer. If two enemy "CDs" come in contact, whichever rolls the lowest die destroys the other one.
Minions: The ultimate combat vehicle from "Twisted Metal II". Minions are tanks with Double Dice, Heavy Armor, and Targeting. Hit rolls and movement are increased to four. We recommend "Homing Napalm" to any TM2 players out there. When you have more than one napalm, launch one and hold down the special weapon button. Quickly push up, down, down, left, left, left, right, right. You will gain 10-12 napalms and they will chase enemy cars like homing missiles.
Teleporters: Like "Star Trek" or "The Fly." This weapon allows you to move any unit from your territory to any other space on the board (like invading enemy tanks to the South Pacific). Teleportation costs one point per unit moved and must be bought in advance.
Terminators: Infantry units get Heavy Armor and Special Forces training.