Economic Techs
1. War Bonds - During your collect income phase, collect an additional number of IPCs equal to 10% of your National Production Chart level, rounded up.
2. Increased Production - Tank and Fighter costs are reduced by 1 IPC.
3. Improved Shipyards - Naval units cost 1 IPC less.
Naval Techs
4. Anti-Submarine Warfare - Your Cruisers prevent enemy subs from submerging or moving through them at a 1:1 ratio.
5. Battle Cruisers - Cruisers attack at 4 or less, but still defend at 3 or less. Additionally, cruisers may perform offshore bombardment at 3.
6. Armed Transports - Transports defend at 1 or less.
Air Techs
7. Advanced Aviation - Fighters attack and defend at 3 or less.
8. AA Guns - Artillery may target fighters before combat begins, hitting at 1. The number of dice that may be rolled is limited to the number of artillery available or the number of fighters present, whichever is smaller.
9. Aerial Photography - Your artillery can support 2 units instead of 1. (should add, if you have air supremacy).
Land Techs
10. Radio Communications - During combats where friendly forces are also in the contested zone, roll a die. That many friendly artillery may be used to boost your attacking forces on a 1:1 ratio, but may not participate in combat.
11. Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If used against you, halve the number of immobilized infantry.
12. Stromtrooper Tactics - When you are the attacker, you may conduct a second round of combat.
Turned Aerial Photography into Advanced/Heavy Artillery, but dependent on air supremacy.
Edited to clarify Aerial Photography.