UPDATE:
Development Chart
Advanced Fighter Design: Fighters now move 4 spaces. Also, each turn one fighter may be designated a �Fighter Ace� which attacks other fighters at three to determine aerial superiority. If the designed plane is destroyed, another plane may be allocated. Only one plane per nation can be allocated.
Tanks: Tanks can now be purchased. The only change is in combat. Now these units boost matching infantry +1 at 1:1 basis for either attack or defense. Secondly as the attacker, Tanks alone may make a second combat round but any hits from the defender are taken only against the attacking tanks.
Chemical Weapons: In one battle each turn, you may make a Chemical weapon attack against defending infantry rolling one D6 = the number of defending infantry that cannot take part in combat. They are only out of play and if the additional defending units are destroyed in combat, these units must retreat to an adjacent friendly land space.
Strategic Artillery: Artillery adjacent to areas under attack and not used in combat may roll 2 or less. The benefit is they are free from being taken as combat loses.
Industrial Warfare: For every 9 IPC spent on Air or Naval units, the cost is reduced by -1. For example, if you buy a Battleship, Cruiser, and Fighter 3 IPC are reduced allowing you to perhaps buy 1 Infantry.
Trench Raiders: In one battle each turn, Infantry without Artillery support still attack at 3.
Procedure:
Each Player may select one Free Tech every 4th turn. Tanks are not automatically available as per OOB unless this was developed earlier. If you want to develop technology, pay 5 IPC and roll one die each turn until research is successful. You may buy as many dice as you want, but once the technology is achieved; all investments in this fashion are lost.
Special Rules:
Naval Ports: These now protect naval forces from direct naval attack. They don�t protect against Air attacks. Repairs of damaged Battleships can be made at any friendly port. If the enemy decides to enter the sea zone adjacent to your port, they may elect to defend in the sea zone or not.
Smokescreens: Cruisers may elect to forgo their combat roll and allow defending naval units to retreat after any naval combat round. This is the only instance of defender retreats.
Garrison Rule: The OOB rules regarding garrison of all controlled land areas is suspended and modified as follows: You only need to garrison areas with Infantry that you captured during your turns, not originally controlled areas.
Contested Areas modification: You cannot move from a contested area to another. You must first exit a contested area before moving to another one.
Askari Rule: The German player may place one land unit of any type in any controlled areas in Africa.
Unrestricted Submarine Warfare: The German player who declares this may now attack any player at war with her submarines. In this case, each Submarine rolls two dice trying to hit at 2 or less. The combined result is the number of IPC the UK, French, or US player (if at war) surrenders to the bank.
Railroads: If a land unit has not moved in combat, it may move within contiguously connected land areas and finish their move limited by the printed IPC of the area. The exceptions to this rule are no railing in Africa. No unit from the Central Powers may rail into Russia, but Rail movement may cross the Turkish straights.
Neutrals force pool modification: The standard OOB rules are modified as follows: Spain may receive in addition to her land forces, 12 IPC worth of either Naval or Air units. Sweden and Norway may receive 9 IPC worth of Naval or Air units in addition to her land forces if activated.
Fortresses: Each player may now designate one area per game as a fortress. Benefit: 2 Combat loses for the defenders are negated. The location of this area can be a secret. Simply write down the location in advance.
Dreadnought: When Battleships roll a 1, they may select their targets.
National Advantages:
Procedure: The Allies or Central players as a group choose one NA before the start of the game.
Allies:
English Blockade: If British surface ships occupy Sea Zone 10 or both sea zones 5 and 9, the German player begins to suffer the effect of a naval blockade. 1 IPC is reduced from the German treasury each turn the blockade is in effect. If the German player is able to destroy the British naval units, the cost is reduced back to zero.
Combined Attacks: The Allied players may make one combined land attack per turn. They still may make a separate attack on their own turn.
Aid Program: While neutral, the US player may send IPC to beleaguered Allies. Roll 2 D6 and subtract 1 IPC from the result for every German submarine in the Atlantic. Example: US player decides to commit aid to her Allies on turn 3. The combined roll is 9, but Germany has 3 Submarines so the result is 6 IPC are given to Russia and deducted from US income that turn. 6 IPC is now deducted from US treasury.
Central Powers:
Zeppelin attacks: One special attack may be made against an Allied capital (except USA). Roll one d6 and result is lost IPC that turn.
Stosstrupen: In one battle per turn, special shock troops can be employed. They attack normally, but may make a second attack and only the infantry may roll for combat.
Advanced Submarine Warfare: German subs attacking in groups of 2 more, now attack at +1