Research & Development Sequence:
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark development
Step 1: Buy Researcher Tokens
Each researcher token costs 5 IPC�s.
Step 2: Roll Research Dice
For each researcher you have, roll one die.
-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.
-Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.
Step 3: Roll Breakthrough Die
If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.
Land Technology:
Tier #1:
� Mobile Warfare Doctrine- Infantry matched with a Tank attack at 2 at a 1:1 basis.
� Logistical efficiency- Total up your adjusted placement capabilities of all your factories. This total is the value in land units (in IPC) that may be transferred to any other contiguously connected land territories traced to your home factory. Example: German player can place 13 units, so 3 infantry and 1 Artillery totally in 13 IPC can be transferred to any controlled territory as long as it can trace an unbroken line back to Germany.
Tier #2:
� Self-Propelled Artillery- You may now build these units.
� Partisans- You may make up to 3 special attacks this turn against an enemy occupied territory, rolling a 1 for a hit. You cannot save up these attacks but you can make all of them in one territory.
Tier #3:
� Heavy Tanks- You may now build these as 4-4-2-8 armor units.
� Prepared Defenses- Artillery rolls first for the defense. If they roll a one, one attacking unit is removed from play and does not fire back. If they roll a two, the hit is allocated in the normal fashion.
Sea Technology:
Tier #1:
� Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions. Both negate at 1:1 basis.
� AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
Tier #2:
� Sonar- Destroyers now have a first strike against subs if subs are present.
� Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
Tier #3:
� Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
� Super Subs- Your subs now defend at 2 and attack at 3.
Air Technology:
Tier #1:
� Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
� Naval Radar- At the start of naval combat the defending player who has this technology can attempt to avoid combat and move into an adjacent space. Roll a 1-2= success (your defending ships retreat and no combat occurs), 3-6= failure (combat continues normally).
Tier #2:
� Long Rang Aircraft- Aircraft now moves 2 extra spaces.
� Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
Tier #3:
� Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
� Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
Tier #4:
� Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
� Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This flak level for this is not regarded and each AA gun gets one roll.
Tier #5:
� Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.
Production Technology:
Tier #1:
� War Bonds- add one die to IPC total each turn.
� Rosie the Riveter- Every two non-infantry land units bought gets you a -1 IPC discount in cost.
Tier #2:
� Underground factories- SBR hits count at � value rounded down.
� Research Talent Pool- Future research costs are now reduced to 4 IPC each.
Tier #3:
� Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
� Total War- The first land or air unit built (by type) costs -1
Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
Eventually, you can get to a tier #3 technology and chose any lower tech.
Here is something to get you started. Note that this was made for AA50, before i became disillusioned with the OOB Technology. Right now i cringe when i see some of them. For things like Radar, it would be like something simple like allowing scrambling from one land area to adjacent land area ( currently not allowed, only into sea zones allowed).
Start with tech, then get into other areas or the thread will not progress well. I will dig up some other things as you move along.