| Type | Option 1 | Option 2 | Option 3 |
Air Power
 | 1 Stealth: Fighter planes now defend at 5 and are immune to air defense. Predator Drones face at most 1 AD.
| 2 AGM Maverick Missiles: Planes can target tanks when attacking and defending.
| 3 Advanced Radar: Fighters scramble against bomb raids and bombers face at most 1 air defense unit.
|
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
 | 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
 | 10 Factory Automation: +5 income bonus per turn
| 11 Mass Production: +5 income bonus per turn
| 12 Industry: +5 income bonus per turn
|
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
 | 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.
|