Research and Develop New Technologies Phase
**A nation is permitted to conduct research and develop new weapons provided they are at war and control their own capitols. China and France may never conduct research of develop weapons, under any circumstances.
The order of play is now:**
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Purchase New Units and Technology Dice Rolls
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Make all Combat Move Declarations
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Conduct Combat
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Perform all Non-Combat Movements
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Place New Units
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Determine Amount of Free Dice (by table located below)
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Roll all Free and Purchased Technology Development Dice simultaniously and determine technologies developed
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Collect Income
**Each nation may have free dice, purchased dice or both free and purchased dice given their position on the board and their willingness to purchase dice. Free dice are determined by how much money you collected at the end of your previous turn. Income that counts towards this tally includes: The sum of all territory values you control + the sum of all national objectives you eanred + up to 5 IPC saved from last round.
Free dice are determined by the following chart:**
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$10 - 49 IPC = 1 Roll
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$50 - 99 IPC = 2 Rolls
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$100 - 149 IPC = 3 Rolls
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$150 - 199 IPC = 4 Rolls
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$200 - 249 IPC = 5 Rolls
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$250 + IPC = 6 Rolls
**Nations may purchase any number of extra dice at $10 IPC per die, however. A roll of six on a six-sided die represents a successful breakthrough, all failures are lost and there are no “technology tokens.” No nation may develop more than one weapon system per round regardless how many sixes are rolled on the die.
The following represents the new technology list, the previous lists are discarded.**
Research and Development Chart
Your artillery pieces now support up to two attacking infantry. Each infantry paired with the artillery, and the artillery piece hits on a 2 or less in combat.
Mechanized Infantry may now blitz in combat, per armored unit rules, they may also be paired with an artillery to attack at 3 or less.
Your fighters attack at a 4 or less, defend at a 5 or less and intercept bombing raids at a 2 or less.
Your fighters and tactical bombers may now move 6 spaces (7 if paired with an airbase.) Your strategic bombers may now move 8 spaces (9 if paired with an airbase).
Your strategic bombers may now drop up to two regular infantry units (defined as not mechanized infantry) provided the bomber has a legal landing zone after combat is finished. Bombers may not drop infantry in non-combat movements and both the bomber and the infantry units must attack the same territory together.
Your bombers may now fire two dice, each one hits at a 4 or less.
Your industrial complexes are cheaper to build and repair twice as fast. Major complexes now cost 24 IPC and upgrading from a minor complex to a major complex now costs 12 IPC. Standard placement restrictions apply. Each IPC applied to damage on your complexes now repairs two damage markers. This effect does not apply to Airbases and Naval Bases.
_You receive extra income due to sales of warbonds. Roll 2 six sided dice, take the die with the higher number, add two to the value and that is the amount collected in addition to any other source of income you are entitled to receive. _5) Improved Naval Bases (Combine the following):
- Improved Warships
** Battleships now contain an Anti-Aircraft Gun. For each defending battleship, you may now fire at up to 3 attacking aircraft during opening fire.
** Submarines now attack at 3 or less.
** Aircraft Carriers may now recover fighters when damaged.
** Cruisers now cost 9 IPC, move 3 spaces (regardless of if there is a naval base to launch from or not.)
** Destroyers may now shore bombard at 2 or less.
** Transports may now carry and two ground units, regardless of type.
- Improved Airbases
- Radar Your land based anti-aircraft guns (including both moveable guns as well as guns affixed to facilities) now hit on a 2 or less in opening fire.
- Rockets Each of the airbases your nation controls may fire one rocket at an enemy facility or base within 4 spaces of the airbase that is firing the rocket. Only one rocket per facility or base may be launched.
**Once you have achieved a scientific breakthrough you cannot receive it again. Should you achieve another breakthrough that you already have earned, reroll your success until you achieve a new technology.
Nations that have all six technologies cannot roll more research dice - neither the free dice, nor the purchased dice. ALL TECHNOLOGIES ARE APPLIED AT THE END OF YOUR TURN (emphasis added for those who did not find it before.)**
The following are sanctioned optional rules. These rules are optional, you do not have to incorporate them if you do not want too!
Players are allowed to choose not to use Research and Development as an official house rule.
Players may also choose to use the optional rule of technology tokens - as per Anniversary rules.
Players may also choose to use the 4:2 rule for purchased dice per the AARe and AA50e rules.
Excellent, my comments are in red. I didn’t even look at the techs cause those are not as important as the R&D structure.
EDIT*** Doh! I left for work! I do plan on leaving comments here hopefully tomorrow. I have to run to the bank and do some other things first before going over it again.__