R&D

This is a modified version of the rule found in World in Flames Super Deluxe adapted for this scenario. This R&D rule has never been game tested but we are in the process of doing so ourselvs.

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Special Weapons Research (optional)

Each major power has some research and development capabilities above and beyond those already incorporated into the game. This is represented by R&D rolls over 5 broad areas of technology:

Area        Germany  Italy       Japan      USSR      US         CW        France

Land

1

0

0

1

0

0

1

Air

1

1

1

1

1

1

0

Navel

1

1

1

0

1

1

0

Missiles

1

0

0

0

0

0

0

A-Bomb

0

0

0

0

2*

0

0

Note* US only have rating 1 if not at total war.

Up to three R&D rolls may be made per turn per area of research. Some are free, some cost build point per the table below. Rolls are subject to gearing limits for each item, ei if you did not make a missile R&D roll last turn, you may only do 1 missile R&D this turn.

Rating

1st roll

2nd roll

3rd roll

0

1 BP

2 more BP

3 more BP

1

free

2 BP

3 more BP

2

free

free

3 BP

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Effects of research and development

Land, air and navel units

Die Roll
1You may return 1 scrapped unit to its force pool (LAS will love it!!!!)
2You may scrap 1 unit even if it is only 2 years old.
3You may scrap 1 unit even if it is only 1 year old.
4You may scrap 1 unit even if it is from the current year.
5You may scarp any units you chose
6You may select 1 exact unit being build from current force pools.
7You may build 1 unit at a -1 build point cost.
8You may add 1 random unit, chosen by type and cost, from next year's force pool.
9You may add one unit you choose from next year's force pool to current force pool.
10 You may build 1 unit you chose from next year's force pool
2x10You may build 1 unit you chose from 2 years ahead.
There is a +1 modification to the die roll(s) if the relevant type of forcepool is empty.

 

Missiles

All major powers start with a Missiles R&D level of 0. Add the result of all missile R&D die rolls to the current missile R&D level. When you reach 150 points you have achieved a breakthrough and may begin production of missiles. For every 30 points of missile technology thereafter, you have reached a new level of missile technology. For every level of missile technology a new missile counter will be added to your forcepool. All missiles cost 1 BP and take 1 turn to build. They may be rail moved (as a land unit), sand all may carry and deliver an atomic bomb (if that MP also has A-bombs in production). Missile counters are:

Missile R&D level

Missile counter

150

V-1; air to air rating of (8); range 2; 1 Strategic factor

180

V-1; air to air rating of (9); range 2; 2 Strategic factors

210

V-2; may not be intervepted; range 3; 4 Strategic factors

240

V-3; may not be intervepted; range 40; 7 Strategic factors

270

V-4; may not be intervepted; range 60; 10 Strategic factors

300

ICBM; may not be intervepted; range 100; 15 Strategic factors

If missile is delivering an atomic bomb use A-bombe factors insted.

If a friendly major power has missile R&D level then you and are willing to share technology, add +2 to your missile R&D roll(s). Alternately, if any major power has a higher missile R&D level then you, you may add +1 to your missile R&D roll(s).

 

Atomic Bomb

All major powers start with a A-bomb R&D level of 0. Add the result of all A-bomb R&D die rolls to the current A-bomb R&D level. When you reach 300 points you have achieved a breakthrough and may begin production of A-bombs. For every additional 50 points of A-bomb technology, you have reached a new level of nuclear technology. For every level of nuclear technology a new A-bomb counter will be added to your forcepool. All A-bombs cost 1 BP and take 1 turn to build.
An Atomic bomb used to conduct a strategic bombardment or carpet bombing mission always yield a result of 5*** if it is the first time an atomic bomb is used.
The big one is not affected by terrain or weather.
An Atomic Bomb can be used to conduct a port strike. It gives 25 (50 if it is the first time a bomb is used) air-navel factors and any SUBs in the port is included in the combat and suffer conversion results.
The Bomb can be used to give offensive ground support. It gives +5 odds shifts if it is the first time a bomb is used. + 2 otherwise.

A-bombs can be delivered by a He-277 (not flying extended), any airplane with 9 or more strategic factors or any missile unit.

If a friendly major power has A-bomb R&D level higher then you and are willing to share technology, add +2 to your A-Bomb R&D roll(s). Alternately, if any major power has a higher A-Bomb R&D level then you, you may add +1 to your A-Bomb R&D roll(s).

 

I assume you've checked out the set-up? Of course you have. Well then, there is always some players notes for those of you who can't think for themselves. Or perhaps all you really want is to steal my brilliant counters

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Oh yes, do mail me your comments at ulver@ulver.dk

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