Units

Battalion Commander (BC)
May not fire, can attack in Close Combat. May give rallying and Close Combat bonus depending on individual stats.

Company Commander (CC)
May not fire, can attack in Close Combat. May give rallying and Close Combat bonus depending on individual stats.

Platoon Commander (PC)
May not fire. Killed automatically if fighting on his own in Close Combat. May give rallying and close combat bonus depending on individual stats.

Forward Observer (FO)
May not fire. Killed automatically if fighting on his own in Close Combat. Can call in Indirect Fire

Rifle Squad
Fires 3d6

Submachine Gun Squad (SMG)
Fires 2d6 or 4d6 if firing at point blank when attacked in close combat. +1 modifier in Close Combat (if all squads are SMG)

Engineers
Can clear obstacles. +1 modifier in Close Combat (if all squads are engineers)

Heavy Weapons
Heavy weapons may not go prone and fight in Close Combat at a -2 modifier unless supported by a squad.

Heavy Machine Gun (HMG)
Fires 4d6 in a 90 degree arc to the front

Mortar
Can either use Indirect Fire via an FO or Direct Fire. Cannot move during game.

Infantry Gun
Can either use Indirect Fire via an FO or Direct Fire. Cannot move during game.

Towed Guns
Anti-tank guns need to be towed to move. They must do a limber action, then one or more move actions and then an unlimber action. Only one action can be performed per initiative and they cannot fire unless unlimbered. They can Pivot while unlimbered, but they cannot fire in that initiative.

Turrets
APCs