Atomic Bombs could only be produced in certain laboratories, so I thought of a better way (perhaps) to do this Atomic Bomb Tech.
Chart 3 - Nuclear Research – You may roll on this cart from Turn 1, but you get the techs in the order that they are in instead of being random.
1. Nuclear Research Lab - You may now purchase Nuclear Research Labs. Each one costs 15 IPCs to build, and may be built on any territory which you control. If the territory is captured by an opponent, then they both gain control of the Lab and gain all of the Nuclear technologies which you have researched up to that point. Yes, I do understand that this adds another piece to the game.
2. Atomic Bomb – Each of your Nuclear Research Labs may now produce 1 Atomic Bomb per turn. These have the following stats.
Atomic Bomb
0 Attack
0 Defense
0 Movement points – may only be moved by bombers, transports, destroyers, cruisers, and/or battleships during the non-combat move phase.
7 IPC cost
3. Atomic Bombers - Your Bombers may now perform Atomic Bombing Runs.
Atomic Bombing Runs – Any of your bombers which started the turn in a territory containing an Atomic Bomb may, during your Combat Phase, load 1 Atomic Bomb and perform an “Atomic Bombing Run” on a territory. This Atomic Bombing Run may either target an IC or it may target units. Ignore aa fire for the purposes of Atomic Bombing Runs.
1. Against ICs: roll 4d6 – The 3 highest dice’s total = total normal damage counters applied to the IC. The fourth die’s total = total Permanent Damage Counters applied to the IC. For each Permanent Damage Counter maximum production value of the territory is reduced by 1. (The territory may never have more than half (rounded up) as many Permanent Damage Counters as the IPC value of the country. (i.e. Japan may never have more than 4 Permanent Damage Counters on its IC, but India could have up to 2 Permanent Damage Counters on its IC.)
2. Against units: Roll 1d6 - that many units are destroyed. {More than half (rounded up) of the units in the territory may NOT be destroyed by 1 Atomic bomb in this way. (i.e. if a territory has 9 units in a territory, and you roll a 6, then you only destroy 5 units.} This use can only be used in strafing attacks. i.e. You can’t do this along with land units attacking a territory, but you could have other air units attacking or even other Atomic Bombing Runs attacking the same territory.
Atomic Rockets – Your Rockets may now perform Atomic Rocket Attacks instead of their normal rocket attacks if you so choose. (Obviously, if you don’t have the Rocket tech, then this tech is useless to you.)
Atomic Rocket Attacks – During your Combat Phase, choose a territory up to 3 squares away from the rocket. This Atomic Rocket Attack may only target ICs.
1. Against ICs: roll 4d6 – The 3 highest dice’s total = total normal damage counters applied to the IC. The fourth die’s total = total Permanent Damage Counters applied to the IC. For each Permanent Damage Counter maximum production value of the territory is reduced by 1. (The territory may never have more than half (rounded up) as many Permanent Damage Counters as the IPC value of the country. (i.e. Japan may never have more than 4 Permanent Damage Counters on its IC, but India could have up to 2 Permanent Damage Counters on its IC.)