Weapons Development
1. Super Submarines (revised)
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.
2. Combined Bombardment
Your destroyers may now like battleships, conduct shore bombardment during an amphibious assault at an attack roll of 3 or less.
3. Jet Fighters (revised)
Your fighters are now jet fighters. Their defense increases to 5, and they may intercept bombers (including superfortresses) in a SBR.
Bomber Interception: This battle last for one cycle of combat only. The defender declares intercepting fighters before any defending AA guns fire. Intercepting fighters attack on a 3 were as the bomber defend on a 1 (2 if superfortresses), after any AA fire. Any fighters used in a interceptor role may not also defend in a regular land attack against that same territory on the same turn.
4. Long-Range Aircraft
Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters? range increases to 6. Your bombers range increases to 8.
5. Heavy Bombers
Your bombers are now heavy bombers. They roll two dice each in an attack or strategic bombing raid (see Special Combats in Phase 4: Conduct Combat), but still only a single die on defense.
6. Rockets (revised)
Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production. From each territory, one antiaircraft gun may attack an industrial complex within 3 spaces. Roll one die for the rocket. The result of that roll is the number of IPC’s destroyed by that rocket. The maximum combined damage inflicted in one turn by all rocket attacks and strategic bombing raids on the same industrial complex is the territory’s income value. The opponent must surrender that many IPC’s to the bank (or as many as the player has, whichever is the lesser amount).
7. Heavy Artillery
Your artillery are now heavy artillery. They attack on a 3.
8. Mechanized Army
Your infantry and artillery have a move of 2 and may blitz as tanks do.