The Ultimate Breakthrough Chart
All of these technologies represents scientific breakthroughs that had or could have had a major impact on the course of the war. Using this single breakthrough chart, one can choose any technology you wish to research. To develop improved military technology, you buy researchers that give you a chance for a scientific breakthrough. Each researcher token costs 8 IPCs and will grant you one die that provides a chance for a breakthrough. For each researcher you have, roll one die. You can only receive one technological advance each turn.
Success: If you roll at least one “6,” you have successfully made a technological breakthrough for the chosen development. Discard all your researcher tokens. Your development becomes effective during Phase 6: Mobilize New Units of your turn.
Failure: If you do not roll a “6,” your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
1. Super Submarines
Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines, unless an enemy destroyer is present.
2. Rockets
Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase, each of your antiaircraft guns can make a rocket strike against an enemy industrial complex within 3 spaces of it, to attack enemy production. In each turn, only one antiaircraft gun per territory may launch rockets, and each industrial complex can be attacked by only one rocket launcher. On a rocket strike, roll two dice, take the better result to determine the damage done to the industrial complex, i.e. the number of IPCs destroyed by that rocket. There is no defense against this attack.
3. Radar
You now have radar technology that facilitate offensive fighter control. Your fighters on any territory of your control containing an antiaircraft gun, may now defend adjacent territories or sea zones. They can join other defending units or be alone and act immediately in these battles. Any fighthers that you choose to defend in an adjacent territory or sea zone cannot participate in another battle and move back to the territory of origin after the attacker completes the combat phase and before the attacker starts the non-combat phase. If the territory of origin has been captured then the fighter may move up to one space or else be lost.
4. Jet Power
Your fighters (not bombers) do now have jet power. Their attack value increases to 4.
5. Long-Range Aircraft
Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters’ and bombers’ range increases to 6 and 8 respectively.
6. Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die.