Research & Development (Young Grasshopper & Cmdr Jennifer)
The Research & Development Phase is no longer an optional rule, instead……
Each power will receive free dice rolls @6 to develop technology, based on the amount of cash they hold at the beginning of their turn.
$10 - 49 IPC = 1 Roll
$50 - 89 IPC = 2 Rolls
$90 - 119 IPC = 3 Rolls
$120 - 149 IPC = 4 Rolls
$150 - 224 IPC = 5 Rolls
$225 + IPC = 6 Rolls
If the requirements are met, nations will receive their free roll/s regardless of how they accumulated their cash, or how many technologies they own (unless they own all technologies available, in which case they will cease researching technologies). National powers may purchase additional research dice if they wish, at the cost of $8 IPC each, and they must purchase at least 4 dice but no more than 6 dice if they purchase any dice.
Each national power must have control of their Capital and be at war in order to research technologies.
China may not research technologies under any circumstances.
For each 6 rolled, that Nation will receive a dice roll to develop a technology by matching the # on the dice with the # on the chart. Rolls for technologies already owned may be re-rolled.
Research and Development Chart
- Improved Training and Technology (Combine the following):
- Advanced Artillery (support 2 infantry of any type). Your artillery may now move 2 spaces, if and only if paired with a mechanized infantry or armor unit moving from the same place to the same place.
- Improved Mechanized Infantry (attack at 2, move 2 can be paired with artillery to attack at 3) {edit: fixed spelling~Jen}
- Improved Aeronautics (Combine the following):
- Jet Fighters (attack 4, defend 5)
- Long Range Aircraft (fighters/tacticals 6 move, strategics 8 move)
- Improved Bomber Technology (Combine the following):
- Paratroopers (2 infantry)
- Heavy Bombers (2d6)
- Improved Factories (Combine the following):
- Improved Industrial Complexes (Minors Cost 12, build 5; Majors cost 24, build 12)
- War Bonds (roll 2d6, take best result +2)
- 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 cost 5.
** 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 (AA Guns fire at 2 or less)
- Rockets (each airbases fires one rocket per SBR rules with a range of 4, may not be intercepted.)
** Clarification from Box Rules/Larry’s Ruling: Rockets may only fire once per enemy facility, per turn.
Optional Rule: You may elect to play without technologies in any game.
Edited to correct a spelling error.