I’ve changed my chart in accordance with the game pieces Field Marshal Games will be coming out with.
BREAKTHROUGH CHART 3
1. Atomic Bomb
You may build 1 Atomic Bomb per tern for a cost of 10 IPCs. Only 1 Atomic Bomb may exist on the board at one time. It can be captured. It may be carried by a bomber or rocket. An Atomic Bomb dropped on any territory destroys all units (including factories) in that territory. Place 1 damage counter on that territory’s IPC value. That territory now produces 1 IPC less,(applies to factory production). When territory damage is equal to the territory’s value, remove counters and place 1 upside-down damage counter (the side that does not say “damage”) over the National Control Symbol. This territory is now Impassable.
2. Super Carriers
Your carriers may now carry up to 3 fighters. They can now take 1 free hit that can be healed at the end of the battle.
3. Underground Factories
Your factories now take half the damage from Strategic Bombing Raids, rounded down.
4. Combined Bombardment
Your surface combat ships can now fire in the first round of an amphibious assault, in addition to the Opening Fire stage. Ships are vulnerable to enemy fire during the first round of combat.
5. Naval Night Fighting Skills
Your surface combat ships now fire twice in the first round of sea combat.
6. Stealth
You accidentally discover stealth technology. Your planes are no longer effected by enemy radar upgrade.