GRASSHOPPER’S ALTERNATIVE R&D
After the collect income phase, an eligible power (not China) may decide to commit funds in research for their chance to develop technology. If they choose to research, they must pay a minimum of $1 and roll 1d6, however, spending more (a maximum of $5) will help increase their odds of a successful research.
THE RESEARCH LADDER
$1=1 hit
$2=1/2 hit
$3=1/2/3 hit
$4=1/2/3/4 hit
$5=1/2/3/4/5 hit
If a research roll is successful, a development die must be rolled to determine which technology has been gained. Refer to the development Ladder and roll the type of dice based on the successful power’s development status.
Development status reveals the type of multi-sided die a power is eligible to roll when determining which technology has been gained. To begin game, every power’s development status is 1, it is upgraded by 1 every time that power makes a successful research roll, or spends the maximum $5 during the research phase.
THE DEVELOPMENT LADDER
Development Status #1 = 1d4
Development Status #2 = 1d6
Development Status #3 = 1d8
Development Status #4 = 1d10
Development status #5 = 1d12
Development Status #6+ = 1d20
Example: After collecting income during turn one, Germany decides to spend $5 to make a research roll, and rolls a 3 (a successful roll). Next, Germany must roll a multi-sided die to determine which technology they have gained based on their development status which is 1, so Germany must roll 1d4 to determine which tech it now owns. Germany rolls a 4 and gains “advanced engineers” which will immediately take effect.
Germany will be eligible to roll 1d6 when they develop technology next, because their development status has been upgraded to 2 for a successful research roll, expanding their possibility for better technologies. Even if their research attempt failed, Germany would still have their development status upgraded, because they spent the maximum $5 in the research phase.
If a power has rolled for a technology it already owns, they must roll again, However, if the technology is upgradeable, that power may choose to upgrade it, or re-roll for a different technology. Upgradeable technologies are marked with a *red asterisk. Some technologies can be combined with others, these compatible technologies are marked with **2 red asterisk.
Only Powers at war may research technology.
THE TECHNOLOGY LADDER
1. Volunteer Conscripts
Receive 1 Infantry unit during each purchase new units phase.
2. Vehicle Conversion
Receive 1 Mechanized Infantry unit during each purchase new units phase.
3. Improved Production
Receive 1 Artillery unit during each purchase new units phase.
*4. Advanced Engineers
Receive 1 Tank and 1 Submarine once, during any purchase new units phase.
- Upgrade - Recieve 1 Destroyer and 1 Fighter once during any purchase new units phase.
5. Refitted Transports
All Transports may now carry any type of land units.
6. Modified Carrier Decks
All Aircraft Carriers may now carry up to 3 Fighters and/or Tactical Bombers.
*7. Long Range Aircraft
Choose one type of air unit, and increase their movement by 1.
- Upgrade #1 - Choose a second type of air unit, and increase their movement by 1.
- Upgrade #2- The movement of all air units has increased by 1.
8. Strategic Strike
Submarines now attack @3 when there are more than 1.
9. Improved Blitzkrieg
Each Mechanized Infantry may now pull an Artillery unit during any movement phase.
10. Espionage
You may develop a technology that an enemy power already possesses.
**11.Radar
All interceptors now defend @2
**Combine with Jet fighters to defend @3
12. Armored Hulls
All Battleships now require 3 hits before sinking.
13. Coastal Guns
Each AA gun may fire 1@1 on enemy surface warships in an adjacent sea zone from which an amphibious assault is being conducted.
**14. Paratroopers
Each Bomber may be used to drop one Infantry unit into any hostile or friendly territory.
**Combine with Heavy Bombers to drop 3 infantry units each into any hostile or friendly territory.
15. Heavy Bombers
All Bombers now roll 2 dice when attacking.
16. Rockets
Each AA Gun may fire a rocket at any enemy facility, from 3 spaces away, causing 2 points of damage each.
*17. War Bonds
Choose one military arm, all unit costs are decreased by $1.
- Upgrade #1 - Choose a second military arm, all unit costs are decreased by $1
- Upgrade #2 - The cost of all units have decreased by $1.
18. Jet Fighters
All fighters now attack @4, and defend @5.
19. Propaganda
Choose 1 strict neutral territory of your choice, that territory is now a friendly neutral.
20. Nuclear warfare
Place a bomb marker under one Bomber, than fly that Bomber over 1 hostile territory or sea zone and remove 5 units (defenders choice). Also, if it is a territory, it no longer has any IPC value. If the bomber carrying the bomb is destroyed, so is the bomb.