These were some rules I was kicking around for the 1942 board.
You can cherry pick any DEFCON 3 rules to spice up your game, but to use DEFCON 2 rules, you have to use ALL the DEFCON 3 rules as well.
Likewise, to use DEFCON 1 rules, you have to agree to use all the DEFCON 2&3 rules (you are now basically playing global)
DEFCON 3 Rules
1. Straits
a. Strait of Gibraltar
Surface warships may not move from sea zone 13 to sea zone 14, or vice versa, unless a friendly power controlled Gibraltar at the start of your turn.
b. Strait of Denmark
Surface warships may not move from sea zone 5 to sea zone 6, or vice versa, unless a friendly power controlled Northwest Europe at the start of your turn.
2. Factories on Islands
Industrial complexes may no longer be built on islands. (territories surrounded by a single sea zone)
3. Scramble!
During the combat phase, you may scramble one fighter from any of your victory cities to participate in a naval battle in an adjacent sea zone. Only one fighter may scramble from a victory city. If the fighter survives, it must return to the territory it originated from.
4. Russo-Japanese Non-Aggression Pact
The first time Japan attacks an original Soviet territory, or vice versa, the defending power may place three infantry and one AAA, distributed as they wish, amongst any territories that are under attack by that power. After the first time one power has attacked the other’s original territory, this rule is no longer in effect.
5. A Stronger China
As long as the allies control India, during the Japanese combat phase, one US infantry may be placed in any one Chinese territory that is under attack by Japanese forces.
6. Capital Ship Repairs
Battleships no longer automatically repair after combat. They repair during your power’s purchase units phase and only if they are in a sea zone adjacent to a territory containing a friendly Victory City or Industrial Complex.
DEFCON 2 Rules
1. Carriers as Capital Ships
Carriers require two hits to sink, and repair exactly as battleships do. When damaged, they may not hold planes. Carriers profiles are also changed to 0/2/2 and cost 16 IPCs
2. National Objectives
Collected during a power’s collect income phase if you fulfill the outlined requirements:
Soviet Union
3 IPCs if the Soviet Union controls any 3/5 of the following: West Russia, Belorussia, Baltic States, Poland, Ukraine S.S.R. and no Allied units are present in original Soviet territory.
Theme: Reclamation of occupied Soviet territory.
3 IPC if the Allies control at least one of the following and also control a series of adjacent land territories that links it to Moscow: Archangel, Persia, Soviet Far East
Theme: Lend lease supplies.
Germany
3 IPCs if Germany controls Norway and Northwestern Europe.
Theme: Vital iron ore supply from Norway.
3 IPCs if Germany controls Italy and Southern Europe and any 3/5 of the following: Gibraltar, Egypt, Trans-Jordan, Anglo-Egypt Sudan, Italian East Africa.
Theme: Support from Italy as it’s empire expands.
3 IPCs if Germany controls Poland and none of the territories adjacent to Poland contain allied combat units.
Theme: Living space in the East
United Kingdom
3 IPCs if the United Kingdom controls Gibraltar, Egypt, Trans-Jordan, and India.
Theme: Vital supplies and raw materials move to and from the colonies.
3 IPCs if the United Kingdom controls Eastern Canada and no German warships are in Sea Zone 9 or adjacent to Sea Zone 9.
Theme: Vital supplies from Canada, and lend-lease supplies from the United States.
Japan
3 IPCs if Japan controls all of the following: East Indies, Borneo, Philippines.
Theme: Vital raw materials from territories in the South Pacific.
3 IPCs if Japan controls India, Eastern Australia, or Hawaiian Islands
Theme: Control of a western power center in the Pacific.
3 IPCs if Japan controls Manchuria and Kiangsu and any 3/5 of the following: Burma, Sikang, Szechwan, Anhwei, Yunnan
Theme: Control of the Central Asian mainland.
United States
3 IPCs if the United States controls Central Untied States and any three German territories are controlled by the Allies.
Theme: Supporting the fight in Europe against Germany.
3 IPCs if the United States controls Western United States and any three Japanese territories are controlled by the Allies.
Theme: Supporting the fight in the Pacific against Japan.
3. Convoy Raiding
If an enemy combat naval unit borders a territory named in one of your National Objectives, and you control the territory in question, then collect 1 IPC less from that bonus. In the case multiple territories are bordered by hostile naval units, then deduct 1 IPC for each occurrence"
4. Technology
Technology dice cost 5 IPCs. Breakthrough dice are rewarded as follows. You may buy as many rolls as you wish per turn, but can only achieve one breakthrough.
1-2 No Effect
3-5 Tech Token (Place National Control Marker on your capital, Free Roll next turn)
6 Breakthrough (choose a tech tree and roll a die)
Economic Technology
1 or 2 “War Bonds“ - Roll a die during your collect income phase and collect that many IPCs
3 or 4 “Rockets“ - Your AAA also launch rockets. Target an Industrial complex within 3 spaces and deal one die of damage. (Only one AAA can target any one enemy complex)
5 or 6 “Increased Production“ - Repair damage to your factories at ½ price. Also, your victory cities may serve as a mobilization point for one infantry per turn.
Air Technology
1 or 2 “Long Range Aircraft“ - Fighters and bombers move two additional spaces
3 or 4 “Jet Fighters“ - Fighters attack at 4, and during interception roll before enemy bombers and escorts
5 or 6 “Heavy Bombers“ - In combat and strategic bombing you may roll two dice and choose the better result
Naval Technology
1 or 2 “Improved Shipyards“ - Transports, Subs and Destroyers cost 1 IPC less, Cruisers, Carriers and Battleships cost 2 IPCs less
3 or 4 “Super Subs“ - Your subs attack at 3. Additionally they defend at 2 if enemy destroyers are not present
5 or 6 “Radar/Sonar“ - Your AAA guns now hit on ‘2’ or less. Your destroyers also reduce the attack power of enemy subs by ‘1’ at a 1:1 ratio
Land Technology
1 or 2 “Mechanized Infantry“ - Your armor may bring one infantry with it when moving two spaces.
3 or 4 “Advanced Artillery“ - Your artillery now supports two infantry during attacks
5 or 6 “Advanced Armor“ - Your tanks now attack and defend at 4 on the first round of combat.
DEFCON 1 Rules
1. National Advantages
(WORK IN PROGRESS)
2. Alternative Setups
a. 1941 (WORK IN PROGRESS)
b. 1942 Alpha (WORK IN PROGRESS)
3. Attacker Targeting
Non-Infantry, Non-AAA rolls to hit of ‘1’ are assigned by the attacker