Italy:
• Commando Frogmen – During your combat movement phase you may deploy frogmen commandos from a destroyer or submarine on a hostile sea zone. This unit has a special attack before any battle occurs. You roll 1 die for such unit and score a hit on a roll of 1. The targets must be enemy sea units in the same sea zone. You may retreat after such attack before conducting combat.
• Strategic Airbases – All your aircraft may scramble on sea zone 14 as long as you have an operational air base present on Italy.
• Libyan Express – Each time Italy or Libya is attacked by the Allies you may move a number of infantry units, from the other territory, equal to transports available in sea zone 14. Alternatively, you may retreat a number of infantry units, to the other territory, equal to transports available in sea zone 14. For each cycle of combat you may move one infantry per transport.
China:
• Burma Road – If Burma is a friendly territory, China receives another infantry for free during mobilize new units phase. This unit must be placed in Yunnan. Chinese forces may enter Burma territory anytime during the game.
• Flying Tigers - At the beginning of the game, China has a U.S. fighter unit located on the map. This represents the American volunteer group—the Flying Tigers. This fighter is considered part of the Chinese forces for purposes of movement and combat. If it is destroyed, the U.S. player cannot purchase a new fighter unit for China.
• Guerrilla Warfare - If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing chaos in the rear.
Free French (reworking these):
• Free French Forces – At the end of each turn, after the U.S. player has finished his collect income phase the Allies may attempt diplomacy to gain the support of Vichy controlled French West Africa and Madagascar. Each turn you may roll 1 die for each territory: a roll of 1 results in all the French units in that territory and adjacent sea zone to join the Free French Forces (Allies).
• Army of Africa – The first time the Allies liberate Morocco-Algeria, you may place one infantry and one tank in that territory during mobilize new units phase. You may choose either the United States or United Kingdom as the controlling powers. If the sea unit in Casablanca is not destroyed, it joins the Allies. With the liberation of Morocco-Algeria, both French West Africa and Madagascar territories join the Allies.
• Liberation of France – The first time the Allies liberate France all the remaining French units (on non occupied territories) on the board rally to the Allied side if the Allies manage to hold France for one entire turn. The German or Italian player may attempt to capture the French Fleet in Toulon during their respective combat movement phase if France is Axis controlled; but doing so, the entire remaining Vichy French units join the Allies. Roll 1 die for each french sea unit present in sea zone 13 and on a roll of 1, the unit is captured; any other rolls result in the destruction of the unit.