This is a tech chart that my group uses that we found somewhere else on this forum and for the most part did not make although there have been a few small alterations, some of the rules involve other house rules we sometimes play with and therefore can be replaced with any of the extra rule at the bottom or some of the techs from denbushisan.
Anyways here is our tech chart
Super Tech Chart
Roll 1D6 to determine Tech Path:
- Industry / Production
- Land Warfare
Roll 1D6 to determine Tech:
1a) Super Transports
1b) Super Submarines
1c) Heavy Battleships
1d) Stealth Submarines
1e) Super Carriers
1f) Long Range Naval Vessels
2b) Heavy Artillery
2e) Nuclear Tech
2f) Flak Guns
3a) Long Range Aircraft
3b) Heavy Bombers
3c) Jet Power
3d) Folding Wings
3e) Strategic Fighters
3f) Bomber Sights
4a) Industrial Technology
4b) Industrial Growth
4c) Expanded Conscription
4d) Foreign Legion
4e) Expanded Naval Production
4f) Expanded Aircraft Production
5a) Mechanized Infantry
5b) Heavy Armor
5c) Trench Warfare
5d) Tank Bunkers
5e) Super Land Mines
5f) Super Armor
6a) Technical Conference
6d) Patriotic Fervor
6e) Volunteer Corps
6f) Technological Espionage
Super transports - Each of your Transports may now carry a weight factor of 4.
Super submarines – Subs get +1 attack.
Heavy Battleships - Each of your battleships roll 2 dice instead of 1 (this includes shore bombardment)
Stealth Submarines – Defending submarines may retreat from combat before any attack is made (subject to normal retreating rules)
Super Aircraft Carriers – Each Aircraft Carrier can hold up to 3 fighters or 1 bomber (if combined with Folding Wings technology – each Aircraft Carrier can hold 4 fighters or 1 bomber and 1 fighter)
Long Range Naval Vessels – All of your naval vessels movement rate is increased +1.
Super AA guns - Each of your AA guns roll 2 dice instead of 1
Super Artillery - Your Artillery units now receive 2 dice when attacking or defending, and 2 dice when shelling
Rockets – Once per turn a AA gun may fire a rocket and conduct a SBR on a enemy IC up to 3 spaces away, minus dice roll*3.
Radar – All sea units may negate sub effects.
AA gun brigades – Territories may now contain multiple AA guns, but no more than 3 AA guns are allowed in each territory
Heavy Shore Batteries– All anti armor guns hit on a two or less during amphibious assaults.
Long Range Aircraft – All aircraft get +2 move.
Heavy Bombers - Each attacking Bomber rolls 2 dice (not 3) instead of 1 (this includes Strategic Bombing Raids) only heavy bombers can drop Nukes.
Jet Power – Fighters defend on a five
Folding Wings - Up to 3 of your Fighter units may land on your Aircraft Carriers
Strategic Fighters – Fighters can now be used to perform Strategic Bombing Raids on IC’s (damage is the following: 1-2 = 3 IPCs, 3 = 6 IPC’s, 4-5 = 9 IPC’s, 6 = 12 IPC’s)
Bomber Sights – All bombers attack at 5 or less
Industrial Technology - Every ground unit’s production cost is reduced by 1 IPC.
Improved Barracks – Barracks may now produce Light Artillery and Jeeps.
Expanded Conscription - Receive 2 infantry units during the “Place New Units” phase on each of your turns
Foreign Legion – You may build 1 infantry per turn on territories that do not contain IC’s as long as they have at least an IPC value of 2
Expanded Naval Production – All ships cost 2 IPC’s less
Expanded Aircraft Production – All aircraft cost 2 IPC’s less
Nuclear Tech – Allows you to begin producing Nukes.
Heavy Tanks – All tanks attack at 4 or less
Trench Warfare – All infantry units defend at 3 or less
Tank Bunkers – All tanks defend at 4 or less
Super Land mines – All land mines defend at 2 or less
Super Armor – All tanks now require 2 hits to kill
Technical Conference – You may give one invention of your choice to any one of your allies (you must presently possess the invention) or any one of your allies may give you one of his inventions
Propaganda – You persuade a neutral country to allow you to fly your planes over their country and move your forces through their country providing they don’t end their turn in a neutral country.
Lend Lease – You may build one unit a turn for any one of your allies (units built are of his color and they appear on any of his IC’s ready for use in his turn) or any one of your allies may build one unit a turn for you.
Patriotic Fervor - Once, now or in the future, you may add 10 infantry to your build (these units must be built from your capitol and this may be rerolled)
Volunteer Corps – You may transfer any one unit per turn that is currently located in any of your Allies’ territories to a unit of his color and they are ready for use in his turn (you are not allowed to move this unit during your turn)
Technological Espionage – Your spies steal one invention or technology of your choice from any one enemy (if no enemy has an invention or technology, tough luck)
Carpet bombing: air units may select target but only hit on a one
War bonds: at the start of each turn roll a die add four get that many IPCs
Underground factories: SBR do ½ damage