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19 Anti-ballistics: All A.D. Units can now shoot down nukes with a roll of 3 or less.
20 Advanced Railway: All non-combat ground movement is increased by 1.
TypeOption 1Option 2Option 3
Air Power
Air Power
1 Stealth: Fighter planes now defend at 5 and are immune to air defense. Predator Drones and kamakazis face at most 1 AD.
2 AGM Maverick Missiles: Planes can target tanks, artillery & vehicles when attacking and defending.
3 Advanced Radar: Fighters scramble against bomb raids and target other planes attacking and defending. Also bombers face at most 1 air defense unit.
Warheads
Warheads
4 Rocketry: Artillery now roll 4 dice instead of 3. Nukes have a range of 3.
5 Chemical Warheads: Nukes/Artillery now roll 5 dice when attacking land territories.
6 Anthrax Warheads: Nukes/Artillery now roll 6 dice when attacking land territories.
Marine
Marine
7 Homing Torpedoes: Your subs now attack and defend at 3
8 Cruise Missiles: Subs and battleships get 1 free attack per turn on any adjacent land territory. Casualties do not get to return fire.
9 BGM Tomahawk Missiles: Extra dice for on all cruise missiles, plus target vehicles.
Economy
Economy
10 Factory Automation: +5 income bonus per turn
11 Mass Production: +5 income bonus per turn
12 Industry: +5 income bonus per turn
Bombers
Bombers
13 Heavy Bombers: Each of your bombers now roll 2 dice when attacking
14 Smart Bombs: Bombers attack at 5. Fighters attack at 4.
15 Nuclear Warheads: Bombers get additional dice when attacking (land or sea).
Range
Range
16 Long Range Aircraft: Fighters now have a range of 6, bombers have a range of 8
17 Air Defense Shield: Every land territory automatically has 1 A.D. unit that cannot be destroyed.
18 Mobility: All tanks and infantry have +1 movement during combat phase. Note: Does not affect specialty units, only tanks and infantry.