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. I think all other technologies in the box rules should be represented by National Advantages. Using this single breakthrough chart, one can choose any technology you wish to research. More over each researcher token now costs 10 IPCs. For each researcher you have, roll one die.
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. Radar
You now have radar technology that facilitate offensive fighter control and accurate antiaircraft artillery direction. Your fighters on any territory of your control containing an AA gun, and not under attack, may now defend adjacent territories or sea zones. They act immediately in these battles and must land in the territory the fighter is taking off from, provided they were not removed as a casualty. Moreover your antiaircraft guns hit air units on a roll of 2.
2. Jet Power
Your fighters do now have jet power. Their attack value increases to 4.
3. Super Submarines
Your submarines are now super submarines. They attack 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.
4. 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 single rocket attack against an enemy industrial complex within 3 spaces of it. In each turn, only one antiaircraft gun per territory may launch rockets, and each industrial complex can be attacked by only one rocket launcher.This attack does 1d6 damage to that complex.
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.