WEAPONS DEVELOPMENT (Tech Rolls)
Implementation
Tech rolls take effect in the mobilize units phase of your turn (effectively delaying their implementation by one turn).
New 4:2 Tech Rule
-The first time you roll for a particular Tech, you MUST purchase a minimum of 4 rolls that turn
-The second time you roll for that Tech, you MUST purchase a minimum of 2 rolls that turn, but you recieve the Tech automatically
Tech Changes
1. Jet Power (Jet Fighters)
-Your fighters are now Jet Fighters. Their defense increases to 5, their strategic bombing defense increases to 1, and enemy AA to hit values against them decrease by 1 (ie. to 0, unless they have Radar)
-For EACH Fighter in a territory undergoing strategic bombing, you may roll a single die at 1, to "intercept" (ie. immediately destroy) an incoming bomber. This occurs, after any antiaircraft gun fire, if present.
2. Rockets- Same
3. Super Subs- Sub attack and defense values increase to 3
4. Long Range Aircraft- Same
5. Combined Bombardment- Same.
6. Heavy Bombers- Two dice at 3 or less for attacking, For strategic bombing, roll two dice, take the better roll, and add 1.