Four new types of specialization tokens are included in this expansion. The rules for using these new tokens are as follows.
Mounted Unit

Some reconnaissance units used horses as transportation, which allowed them to move quickly throughout the battlefield.
Riding: This squad gains 2 additional MP when advancing.
When using this additional movement, this squad may not fire and move and the additional MP may only be used to move across clear terrain, roads, and railways. Mounted units may not move into buildings or be transported by vehicles. Mounted units may "dismount" by fatiguing the squad and removing the specialization token. Thereafter it follows the standard rules for infantry movement.
SMG Unit

The Soviets often issued PPSh-41 submachineguns to entire units for close combat.
A squad with the SMG specialization receives an additional two firepower against infantry targets, regardless of the number of figures remaining in the squad. However, its range is reduced by two against infantry.
Commissar Unit

A squad with the commissar specialization is charged with keeping other squads in the frontline "motivated" by any means necessary.
Motivate: A commissar squad never retreats from its hex and never routs, fighting to the death. In addition. if a friendly squad in the same hex as the commissar would retreat after an assault or rout due to suppressive fire, the Soviet player may remove a figure from the affected squad in order to cancel the retreat or rout (in the case of a potential rout, the squad would remain disrupted as it attempts to regroup). If the commissar squad includes an officer, this ability may be used with friendly squads in adjacent hexes as well.
Assault Engineer Unit

Soviet assault engineers were assigned the SN-42 body armor that, while impractical in the open field due to its weight, offered protection in dense urban battles like Stalingrad. Assault engineers also have the "Dig Entrenchment" ability described in the TOI core rules.
SN-42: When Soviet assault engineers are used to assault, the defending Germans must roll one less cover die for every two figures in the assault engineer squad. In addition, when defending, cover dice are successful on results of 4, 5, and 6 (instead of 5 and 6) when assaulted or attacked at close range.
Note that cards and rules that affect engineers apply to assault engineers as well. However, cards and rules that affect assault engineers do not affect other engineers.