SuperPowers Variant



  • To win:
    Military victory: Conquered 15 victory cities or conquered all opponents countries
    Technology victory: Gained Every Tech
    Diplomatic victory: swayed 12 countries into your country

    Setup
    Pick a nation to play, up to 8 nations/players Each nation has a list of starting units, the player controlling the nation picks what territory each unit Is in. Countries that were not choosen place all their units in their capital.
    Major IC and Airbase auromaticly are placed in their capital.

    Nations:
    Europe:
    Russia
    All Soviet marked territories minus Ukraine, Western Ukraine, Moldavo, Belreus, Baltic States, Vyborg, Turmestan, and Kazakamastan.
    26 Infantry, 14 mech Inf, 13 Artillery, 16 tanks, 5 fighters, 3 tac bombers, 2 bombers, 8 AA guns, Naval base, 6 Submarines, 4 transports, 2 destroyers.
    Capital: Russia

    UK
    United Kingdon, Scotland, North west India, Southwest Africa, Union of south Africa, Malta.
    10 Infantry, 5 Mech Inf, 5 Artillery, 4 tanks, 5 fighters, 4 tac bombers, 2 bombers, 5 AA guns, 2 naval base, 1 submarine, 4 transports, 1 battleship, 1 aircraft carrier, 1 cruiser, 1 minor complex.
    Capital: United Kingdon

    France
    All European French territories plus new hebries.
    8 Infantry, 4 Artillery, 2 mech Inf, 1 tank, 1 fighter, 1 tac bomber, 2 naval bases, 1 Cruiser, 1 transports, 2 AA guns.
    Capital: France

    Germany
    Germany, Western Germany, Greater southern Germany.
    10 Infantry, 5 Mech Inf, 3 Artillery, 4 tanks, 2 fighters, 1 tac bomber, 1 bomber, naval base, 3 AA guns, 4 submarines, 1 transports
    Capital: Germany

    Spain
    Spain, Western sahara
    4 Infantry, 1 artillery, 1 Fighter, 1 destroyer
    Capital: Spain

    Portugul
    Portugul
    2 Infantry, naval base
    Capital: Portugul

    Italy
    Northern Italy, Southern Italy, Scicily
    7 Infantry, 4 Mech Inf, 2 artillery, 1 tanks, 1 fighter, naval base, 2 AA guns, 1 destroyer, 1 Transport
    Capital: Southern Italy

    Yugoslavia
    Yugoslavia
    5 Infantry
    Capital: Yugoslavia

    Greece
    Greece, Crete
    4 Infantry, 1 mech Inf
    Capital: Greece

    Bulgaria
    Bulgaria
    4 Infantry
    Capital: Bulgaria

    Romania
    Romania
    5 Infantry, 1 tank, 1 transport, naval base
    Capital: Romania

    Hungary
    Hungary
    3 Infantry, 1 mech Inf
    Capital: Hungary

    Poland
    Poland, Eastern Poland
    6 Infantry, 1 artillery, 1 fighter
    Capital: Poland

    Baltic states
    Baltic States
    2 Infantry
    Capital: Baltic states

    Sweden
    Sweden
    6 Infantry, 1 fighter, naval base, 1 transport

    Norway
    Norway
    3 infantry
    Capital: Norway

    Finland
    Finland, Vyborg
    4 Infantry, 1 mech Inf
    Capital: Finland

    Switzerland
    Switzerland
    6 infantry, 2 artillery 3 AA guns
    Capital: Switzerland

    Denmark
    Denmark
    1 infantry
    Capital: Denmark

    Ukraine
    Ukraine, Western Ukraine
    4 Infantry, Naval base
    Capital: Ukraine

    Belreus
    Belreus
    2 Infantry
    Capital: Belreus

    Moldovo
    Moldovo
    1 Infantry
    Capital: Moldovo

    Iceland
    Iceland
    Capital: Iceland

    Belgium
    Benulux
    3 Infantry, 1 Artillery, Naval base, 1 AA gun
    Capital: Benulux

    Ireland
    Eire
    1 Infantry
    Capital: Eire

    Americas:

    USA
    All us marked territories minus Mexican territories
    20 Infantry, 6 Artillery, 15 Mech infantry, 11 Tanks, 6 Fighters, 5 Tac bombers, 3 bombers, 4 naval bases, 12 AA guns, 4 submarines, 7 transports, 3 destroyers, 3 cruisers, 1 battleship, 2 aircraft carriers
    Capital: Eastern US

    Canada
    All Canadian marked territories
    6 infantry, 3 artillery, 2 mech Inf, 1 fighter, 2 AA guns, 1 destroyer, 1 transport, naval base

    Mexico
    Mexican territories
    6 infantry
    Capital: Mexico

    Venezaelu
    Venezaelu
    3 Infantry
    Capital: Venezaelu

    Equtor
    Equtor
    Capital: Equdor

    Colombia
    Colombia
    1 infantry
    Capital: Colombia

    Chile
    Chile
    2 Infantry
    Capital: Chile

    Uraguy
    Uruguy
    1 Infanry
    Capital: Uruguy

    Bolivia
    Bolivia
    2 Infantry
    Capital: Bolivia

    Brazil
    Brazil, European S. American territories
    5 Infantry, naval base

    Argentina
    Argentina
    3 Infantry, 1 mech infantry, navalbase, 1 transport
    Capital: Aregentina

    Cuba
    West Indies
    1 infantry, naval base, 1 transport
    Capital: West indies

    Africa:

    Morocco
    Morocco
    2 Infantry
    Capital: Morraco

    Algeria
    Algeria
    3 Infantry
    Capital: Algeria

    Tunsia
    Tunsia
    1 Infantry
    Capital: Tunsia

    Libya
    Libya, Tobruk
    3 infantry, 1 mech Inf
    Capital: Libya

    Egypt
    Egypt, Alexandria
    5 Infantry, 1 tank, 1 mech Inf, 1 AA gun
    Capital: Egypt

    Sudan
    Anglo Sudan
    2 Infantry
    Capital: Anglo Sudan

    West Africa
    All French African territories minus maddagasscar plus gold coast
    2 Infantry
    Capital: French West Africa

    Ethopia
    Ethopia, Itallian Simalia, British Somolia
    2 Infantry
    Capital: Ethopia

    Kenya
    All British African territories minus south African territories
    2 Infantry
    Capital: Kenya

    Angola
    Angola
    2 Infantry
    Capital: Angola

    Mozambuique
    Mozambique
    2 Infantry
    Capital: Mozambuique

    Maddagasscar
    Maddagasscar
    1 Infantry
    Capital: Maddagasscar

    Middle East:

    Israel
    Israel-Jordan
    2 Infantry, 3 Tanks, 3 AA guns
    Capital: Israel-Jordan

    Syria
    Syria
    3 Infantry
    Capital: Syria

    Turkey
    Turkey, Cyprus
    8 Infantry, Navalbase
    Capital: Turkey

    Iraq
    Iraq
    4 infantry, 1 mech Inf
    Capital: Iraq

    Iran
    Persian territories
    6 Infantry, 1 fighter naval base
    Capital: Persia

    Sauda Arabia
    Sauda Arabia
    2 Infantry, Naval base
    Capital: Sauda Arabia

    Afghanistan
    Afghanistan
    4 Infantry
    Capital: Afghanistan

    Turkmestan
    Turkmestan
    1 Infantry
    Capital: Turkmestan

    Kazakhamastan
    Kazakhmastan
    1 Infantry
    Capital: Kazakhmastan

    Asia:

    China
    All Chinese territories
    30 Infantry, 1 Tank, 1 Fighter, 2 mech Inf, 2 Naval bases, 5 AA guns, 2 transports, 3 submarines
    Capital: Jehol

    Korea
    Korea
    8 Infantry, naval base
    Capital: korea

    Mongolia
    All Mongol territories
    6 infantry
    Capital: Central Mongolia

    India
    India, Western India
    10 infantry, 4 Artillery, 3 mech Inf, 2 tanks, 1 fighter, 1 transport, naval base, 3 AA guns
    Capital: India

    Burma
    Burma, Shan state
    4 Infantry
    Capital: Burma

    Thailand
    Thailand
    3 Infantry
    Capital: Thailand

    Vietnam
    French Indochina
    4 infantry, 1 tank, 1 transport
    Capital: French Indochina

    Japan
    All Japanese marked territories Minus Asian mainland territories
    10 Infantry, 3 Artillery, 2 fighters, 2 transports, 1 submarine, 1 cruiser, 1 destroyer, 2 naval bases, 4 AA guns.
    Capital: Japan

    Cylon
    Cylon
    1 Infantry
    Capital: Cylon

    Pacific:

    Australia
    All ANZAC marked territories minus New Zealand
    5 Infantry, 1 Artillery, 1 fighter, naval base, 1 transports, 1 destroyer
    Capital: New south wales

    New Zealand
    New Zealand
    2 Infantry, 1 fighter, naval base
    Capital: New Zealand

    Indonesia
    Boreo, Java, Sumatra, Malay, New guinea, Celebs
    8 Infantry, naval base, 1 transport, 1 Artillery

    Taiwan
    Formosa
    1 Infantry, 1 Artillery, Naval base, 1 AA gun
    Capital: Formosa

    Diplomacy
    Before the buy phase, is the diplomacy phase. A diplomacy dice costs 6 IPCs, max of 2 per turn. Choose a nation to have diplomatic talks to then roll the dice.

    1-4 is nothing
    5-8 is +1 favor
    9-11 is + 2 favor
    12 is +3 favor

    Every round adds up of favor for a nation, until you reach 10 favor then the nation becomes pro- your nation.

    War and peace
    Every nation Is at peace, anyone may declare war on any nation (Including neutrals) at any time. You may form alliances. When invading a neutral nation the other nations rolls a dice, who ever rolls the highest the neutral nation joins him/her.
    The player may choose where to put the neutral country units in it’s territories.

    Deals
    You may make deals, trade units territories and IPCs

    Countries that start with no IPC value get +2 ipcs  in till they conquer a territory with IPC value

    New victory cities
    Brazil, turkey, Spain, Malay and Sweden.

    Tech:
    Same as global 1940

    Government
    There are 2 governments; Democratic and Dictatorship
    Countries that are separate governments may not form a alliance. If the country is a different government then yours in a diplomacy talk, 1,2,3,4,5,6 is nothing everything else is +1 favor. 
    You may change your government  at the cost of 8 ipcs, but roll a 1d6 and if it is a 1 or 2 a civil war breaks out, roll a dice for each infantry unit, at 3 or less the unit rebels, it must battle other unit that are still loyal, both at attack. The Rebel units stay until their killed. You may not be doing diplomacy until the civil war ends.

    Starting Dictatorship countries
    Russia
    China
    Iran
    Iraq
    Syria
    Libya
    Egypt
    Argentina
    Cuba

    Starting democratic countries
    USA
    UK
    Germany
    France
    Italy
    Canada
    Brazil
    Australia
    New Zealand

    Edit: Changed some rules and added more countries



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  • SuperPowers
    2-8 players

    Setting
    The year is 1990, the cold war just ended, but new nations arise!  Take control of your Nation and lead to be the world superpower!

    To win:
    Military victory: Conquered 15 victory cities or conquered all opponents countries
    Technology victory: Gained Every Tech
    Diplomatic victory: swayed 12 countries into your country
    OR
    Win WW3 by destroying all countries against you…

    Years:
    Every turn is 1 year. Years have effects, depending what nation or year. Each event at the right time roll a dice and each nation has # or less and if it scores, the event happens.

    Events:
    1991:
    Persian Gulf War:(2) Iraqi forces invade Kwuait, causing US to declare war on Iraq. If no one controls these nations nothing happens.
    Chechen War:(2) Chechen Terrorists rebel against Russia, a civil war errupts in Russia, only roll dice in the caucusus territory.
    1992:
    Yugoslavian Wars: (3) Yugoslavia errupts in a civil war.
    1998:
    Indian-Pakistan Nuclear testing:(3) India and Pakistan gain Atomic bomb tech.
    2001:
    Afghanastan Liberation war:(4) A devastating attack on the twin towers cause US and UK to declare war on Afghanstan. If no one controls these nations, nothing happens. If only UK or US  is in play, that nation gains control of the other nation.
    2008:
    Israeli Hamas War:(2) Israel goes to war versus Syria and Iraq. If no one controls these nations, nothing happens.
    2011:
    Libyan-American War:(3) A civil war errupts in Libya and causes the US to declare war On Libya. If no one controls these nations, nothing happens.
    2012:
    Syrian Civil war: (3) Syria errupts in a civil war.
    2013:
    Israeli-Iranian War: (4) Iran and Israel declare war on each other, if no one controls the nations nothing happens.
    2015:
    Sino-American War:(2) Tensions between the US and China broke out into war. If no one controls these nations, nothing happens.
    2018:
    Argentina-Brazil War:(2) a dictatorship government and a democratic in Brazil, a war broke out. If no one controls these nations, nothing happens.
    Annex of Mongolia: (2) with mongolian economy falls apart, Russia and China try to annex parts of mongolia. Roll 1d6 for each terrotory in mongolia, 1,2, and 3 it goes to Russia. 4,5, and 6 goes to china.
    2019:
    Indian-Iranian War:(3) With the scare oil, India was forced to declare war on Iran to get the oil deposits. If no one controls these countries, nothing happens. 
    2020:(6)
    Oil War: Oil in Sauda Arabia and Iraq were attacked by terrorists and the oil was destroyed. Oil prices went up 50%, China and Russia formed an alliance and attacked US, UK, and Germany. WW3 Began. All other playing nations other than those must choose a side in the war.
    2026:
    Oil discovered in Southwest Africa (3)
    Tanks cost 7 IPCs
    Mech Inf Cost 5 IPCs
    Fighters cost 11
    Tac Bombers cost 12
    Bombers cost 14 due to lack of Oil.

    Setup
    Pick a nation to play, up to 8 nations/players Each nation has a list of starting units, the player controlling the nation picks what territory each unit Is in. Countries that were not choosen place all their units in their capital.
    Major IC and Airbase auromaticly are placed in their capital.

    Nations:
    Europe:
    Russia
    All Soviet marked territories minus Ukraine, Western Ukraine, Moldavo, Belreus, Baltic States, Vyborg, Turmestan, and Kazakamastan.
    27 Infantry, 14 mech Inf, 13 Artillery, 16 tanks, 5 fighters, 3 tac bombers, 2 bombers, 8 AA guns, Naval base, 6 Submarines, 4 transports, 2 destroyers.
    Capital: Russia

    UK
    United Kingdon, Scotland, Northwest Ireland  Southwest Africa, Union of south Africa, Malta.
    10 Infantry, 5 Mech Inf, 5 Artillery, 4 tanks, 5 fighters, 4 tac bombers, 2 bombers, 5 AA guns, 2 naval base, 1 submarine, 4 transports, 1 battleship, 1 aircraft carrier, 1 cruiser, 1 minor complex.
    Capital: United Kingdon

    France
    All European French territories plus new hebries.
    8 Infantry, 4 Artillery, 2 mech Inf, 1 tank, 1 fighter, 1 tac bomber, 2 naval bases, 1 Cruiser, 1 transports, 2 AA guns.
    Capital: France

    Germany
    Germany, Western Germany, Greater southern Germany.
    10 Infantry, 5 Mech Inf, 3 Artillery, 4 tanks, 2 fighters, 1 tac bomber, 1 bomber, naval base, 3 AA guns, 4 submarines, 1 transports
    Capital: Germany

    Spain
    Spain, Western sahara
    4 Infantry, 1 artillery, 1 Fighter, 1 destroyer
    Capital: Spain

    Portugul
    Portugul
    2 Infantry, naval base
    Capital: Portugul

    Italy
    Northern Italy, Southern Italy, Scicily
    7 Infantry, 4 Mech Inf, 2 artillery, 1 tanks, 1 fighter, naval base, 2 AA guns, 1 destroyer, 1 Transport
    Capital: Southern Italy

    Yugoslavia
    Yugoslavia
    5 Infantry
    Capital: Yugoslavia

    Greece
    Greece, Crete
    4 Infantry, 1 mech Inf
    Capital: Greece

    Bulgaria
    Bulgaria
    4 Infantry
    Capital: Bulgaria

    Romania
    Romania
    5 Infantry, 1 tank, 1 transport, naval base
    Capital: Romania

    Hungary
    Hungary
    3 Infantry, 1 mech Inf
    Capital: Hungary

    Poland
    Poland, Eastern Poland
    6 Infantry, 1 artillery, 1 fighter
    Capital: Poland

    Baltic states
    Baltic States
    2 Infantry
    Capital: Baltic states

    Sweden
    Sweden
    6 Infantry, 1 fighter, naval base, 1 transport

    Norway
    Norway
    3 infantry
    Capital: Norway

    Finland
    Finland, Vyborg
    4 Infantry, 1 mech Inf
    Capital: Finland

    Switzerland
    Switzerland
    6 infantry, 2 artillery 3 AA guns
    Capital: Switzerland

    Denmark
    Denmark
    1 infantry
    Capital: Denmark

    Ukraine
    Ukraine, Western Ukraine
    4 Infantry, Naval base
    Capital: Ukraine

    Belreus
    Belreus
    2 Infantry
    Capital: Belreus

    Moldovo
    Moldovo
    1 Infantry
    Capital: Moldovo

    Iceland
    Iceland
    Capital: Iceland

    Belgium
    Benulux
    3 Infantry, 1 Artillery, Naval base, 1 AA gun
    Capital: Benulux

    Albania
    Albania
    1 Infantry
    Capital: Albania

    Ireland
    Eire
    1 Infantry
    Capital: Eire

    Americas:

    USA
    All us marked territories minus Mexican territories
    20 Infantry, 6 Artillery, 15 Mech infantry, 11 Tanks, 6 Fighters, 5 Tac bombers, 3 bombers, 4 naval bases, 12 AA guns, 4 submarines, 7 transports, 3 destroyers, 3 cruisers, 1 battleship, 2 aircraft carriers
    Capital: Eastern US

    Canada
    All Canadian marked territories
    6 infantry, 3 artillery, 2 mech Inf, 1 fighter, 2 AA guns, 1 destroyer, 1 transport, naval base

    Mexico
    Mexican territories
    6 infantry
    Capital: Mexico

    Venezaelu
    Venezaelu
    3 Infantry
    Capital: Venezaelu

    Equtor
    Equtor
    Capital: Equdor

    Colombia
    Colombia
    1 infantry
    Capital: Colombia

    Chile
    Chile
    2 Infantry
    Capital: Chile

    Uraguy
    Uruguy
    1 Infanry
    Capital: Uruguy

    Bolivia
    Bolivia
    2 Infantry
    Capital: Bolivia

    Brazil
    Brazil, European S. American territories
    5 Infantry, naval base

    Argentina
    Argentina
    3 Infantry, 1 mech infantry, navalbase, 1 transport
    Capital: Argentina

    Cuba
    West Indies
    1 infantry, naval base, 1 transport
    Capital: West indies

    Peru
    Peru
    Capital: Peru

    Africa:

    Nigeria
    Nigeria
    1 Infantry
    Capital: Nigeria

    Morocco
    Morocco
    2 Infantry
    Capital: Morraco

    Algeria
    Algeria
    3 Infantry
    Capital: Algeria

    Tunsia
    Tunsia
    1 Infantry
    Capital: Tunsia

    Libya
    Libya, Tobruk
    3 infantry, 1 mech Inf
    Capital: Libya

    Egypt
    Egypt, Alexandria
    5 Infantry, 1 tank, 1 mech Inf, 1 AA gun
    Capital: Egypt

    Sudan
    Anglo Sudan
    2 Infantry
    Capital: Anglo Sudan

    West Africa
    All French African territories minus maddagasscar plus gold coast
    2 Infantry
    Capital: French West Africa

    Ethopia
    Ethopia, Itallian Simalia, British Somolia
    2 Infantry
    Capital: Ethopia

    Kenya
    All British African territories minus south African territories
    2 Infantry
    Capital: Kenya

    Angola
    Angola
    2 Infantry
    Capital: Angola

    Mozambuique
    Mozambique
    2 Infantry
    Capital: Mozambuique

    Maddagasscar
    Maddagasscar
    1 Infantry
    Capital: Maddagasscar

    Middle East:

    Israel
    Israel-Jordan
    2 Infantry, 3 Tanks, 3 AA guns
    Capital: Israel-Jordan

    Syria
    Syria
    3 Infantry
    Capital: Syria

    Turkey
    Turkey, Cyprus
    8 Infantry, Navalbase
    Capital: Turkey

    Iraq
    Iraq
    4 infantry, 1 mech Inf
    Capital: Iraq

    Iran
    Persian territories
    6 Infantry, 1 fighter naval base
    Capital: Persia

    Sauda Arabia
    Sauda Arabia
    2 Infantry, Naval base
    Capital: Sauda Arabia

    Afghanistan
    Afghanistan
    4 Infantry
    Capital: Afghanistan

    Turkmestan
    Turkmestan
    1 Infantry
    Capital: Turkmestan

    Kazakhamastan
    Kazakhmastan
    1 Infantry
    Capital: Kazakhmastan

    Asia:

    China
    All Chinese territories
    30 Infantry, 1 Tank, 1 Fighter, 2 mech Inf, 2 Naval bases, 5 AA guns, 2 transports, 3 submarines
    Capital: Jehol

    Korea
    Korea
    8 Infantry, naval base
    Capital: korea

    Mongolia
    All Mongol territories
    6 infantry
    Capital: Central Mongolia

    India
    India, Western India
    10 infantry, 4 Artillery, 3 mech Inf, 2 tanks, 1 fighter, 1 transport, naval base, 3 AA guns
    Capital: India

    Burma
    Burma, Shan state
    4 Infantry
    Capital: Burma

    Thailand
    Thailand
    3 Infantry
    Capital: Thailand

    Vietnam
    French Indochina
    4 infantry, 1 tank, 1 transport
    Capital: French Indochina

    Japan
    All Japanese marked territories Minus Asian mainland territories
    10 Infantry, 3 Artillery, 2 fighters, 2 transports, 1 submarine, 1 cruiser, 1 destroyer, 2 naval bases, 4 AA guns.
    Capital: Japan

    Cylon
    Cylon
    1 Infantry
    Capital: Cylon

    Pacific:

    Australia
    All ANZAC marked territories minus New Zealand
    5 Infantry, 1 Artillery, 1 fighter, naval base, 1 transports, 1 destroyer
    Capital: New south wales

    New Zealand
    New Zealand
    2 Infantry, 1 fighter, naval base
    Capital: New Zealand

    Indonesia
    Boreo, Java, Sumatra, Malay, New guinea, Celebs
    8 Infantry, naval base, 1 transport, 1 Artillery, 1 fighter, 2 AA guns

    Taiwan
    Formosa
    1 Infantry, 1 Artillery, Naval base, 1 AA gun
    Capital: Formosa

    Diplomacy
    Before the buy phase, is the diplomacy phase. A diplomacy dice costs 6 IPCs, max of 2 per turn. Choose a nation to have diplomatic talks to then roll the dice.

    1-4 is nothing
    5-8 is +1 favor
    9-11 is + 2 favor
    12 is +3 favor

    Every round adds up of favor for a nation, until you reach 10 favor then the nation becomes pro- your nation.  If you walk a unit into it’s capital all territories of that nation joins you.

    War and peace
    Every nation Is at peace, anyone may declare war on any nation (Including neutrals) at any time. You may form alliances. When invading a neutral nation the other nations rolls a dice, who ever rolls the highest the neutral nation joins him/her.
    The player may choose where to put the neutral country units in it’s territories.

    Deals
    You may make deals, trade units territories and IPCs

    Countries that start with no IPC value get +2 ipcs  in till they conquer a territory with IPC value

    New victory cities
    Brazil, turkey, Spain, Malay and Sweden.

    Tech:

    1- Heavy Industries- Minor ICs can now build 5, Major ICs now can build 12.
    2-Improved Shipyards- Battleships cost 18, Aircraft carrier 14, Cruiser 11, Destroyer 8, Submarine 5 and Transports 6.
    3- Improved Diplomatic talks- Now Diplomatic dice cost 5 IPCs
    4-SKUDS- Mech Inf now can carry Nuclear weapons
    5-Tech Improvement on Tanks- Tanks attack at 4 for 2 rounds
    6- Oil discovered- place a new oil derrick anywhere

    Government
    There are 2 governments; Democratic and Dictatorship
    Countries that are separate governments may not form a alliance. If the country is a different government then yours in a diplomacy talk, 1,2,3,4,5,6 is nothing everything else is +1 favor. 
    You may change your government  at the cost of 8 ipcs, but roll a 1d6 and if it is a 1 or 2 a civil war breaks out, roll a dice for each infantry unit, at 3 or less the unit rebels, it must battle other unit that are still loyal, both at attack. The Rebel units stay until their killed. You may not be doing diplomacy until the civil war ends.

    Starting Dictatorship countries
    Russia
    China
    Iran
    Iraq
    Syria
    Libya
    Egypt
    Argentina
    Cuba

    Starting democratic countries
    USA
    UK
    Germany
    France
    Italy
    Canada
    Brazil
    Australia
    New Zealand

    Oil
    For each Oil derricks roll a 1d6
    1-3 + 1 IPC
    4-6 + 2 IPC

    Oil derricks placement:
    Persia
    Yakut
    Caucuses
    Iraq
    Romania
    Mid US
    Alberta
    Alaska
    Manchuria
    Venuzaela
    Egypt
    Sauda Arabia

    If you own no oil derricks tanks, mech Inf move 1, fighters and tac bombers move 3, bombers move 4. If your ally owns a Derrick, your units will move the same.

    NUCLEAR WEAPONS

    1. You may produce various types of nuclear weapons based on your level of technology (see the techs section for further information). Once you’ve gained a better type of atomic weapon all of your nuclear weapons are considered to be that type. So if you had Hydrogen bombs and you get the Tsar Bomb tech, then your stockpile is now magically comprised of Tsar Bombs and all future bombs will be Tsars.
    2. Atomic Weapons may be delivered by Strategic Bombers that start their turn on an airbase owned by your alliance.
    3. All types of Nuclear Weapons cost 20 IPCs to build. You may only build 2 nuclear weapons per turn, they are stockpiled in factories.
    4. You must pay 5 IPCs a turn in upkeep for each nuke that you have stockpiled. If you do not (or cannot) pay for each of those nukes then your stockpile is reduced to equal the number of nukes that you paid the upkeep for.
    5. When conducting a nuclear strike you may choose to launch a strategic or a tactical attack. Each attack uses one nuke.
    STRATEGIC ATTACKS
    Nukes are used against industrial complexes or territories.  If you target an industrial complex then it works like a normal strategic bombings except that you roll additional dice, do not add +2 to the damage, and there is no limit to the damage that a nuclear strike can do. So an atomic bomb could theoretically do 20 levels of damage to an industrial complex in a single turn- effectively crippling it for the rest of the game.

    Alternatively, you may launch a strategic strike on a territory’s IPC value. This works as above, except the IPC value cannot be reduced below zero. The IPC value of a territory may be repaired up to its original level (or to 3 if its starting value was below 3) during the Diplomacy and investment phase (see basic rules document).

    Fission Bomb - roll 4 dice. The sum total of the rolls is the damage inflicted.
    Hydrogen Bomb - roll 8 dice. The sum total of the rolls is the damage inflicted.
    Tsar Bomb- roll 12 dice. The sum total of the rolls is the damage inflicted.
    TACTICAL STRIKES
    Tactical strikes target the ground forces in a territory or facilities in a territory. When attacking a facility use the rules above for launching a strategic attack on an industrial complex.
    When launching a tactical attack against a ground territory, roll 1 die for every enemy land unit in the territory. If the attacked area is also being assaulted by your land forces then the tactical nukes are launched before the first cycle of combat takes place. You may use multiple nukes to launch multiple tactical nuclear strikes against the same territory. If a player used 2 nukes to attack a territory then he would roll 2 dice per every enemy unit in the territory, etc.

    Fission Bomb - rolls of 1 kill an enemy unit.
    Hydrogen bomb - rolls of 2 or less kill an enemy unit.
    Tsar Bomb - rolls of 3 or less kill an enemy unit.

    Units killed in such strikes are immediately removed from the board and may not retaliate against their attacker.
    If the nuke was delivered by a strategic bomber then the bomber may not take part in any additional rounds of combat in the territory.
    Tactical attacks on air bases and naval bases may destroy units based there in addition to damaging the facility. Navies that are in a sea zone bordering an ally’s naval base are considered to be in port. Air units in a territory with an airbase air base are considered to be stationed at the airbase. If a naval base or air base takes more than 6 damage in a tactical attack then the attacker may make an additional roll (as if they were attacking land units) to damage units stationed at these facilities.

    ARMAGEDDON

    There is a limit to how many nukes can fly before nuclear winter sets in. If 15 nuclear strikes are launched then the game is considered to be over with the side with the most (irradiated) victory cities declared the “winner.”

    Nuclear Technology
    Cost 6 IPCs for Nuke tech, same tech rules.
    1. Atomic bombs (Loaded on bombers) (US, Russia, China, and UK starts with this tech)
    2.  Nuclear missiles (Nukes launched off of AA guns, range of 😎
    3. Fission Bomb
    4. Hydrogen bomb
    5. Tsar Bomb
    6. Armegedon Bomb (Same as Tsar bomb but it is inflicted on 2 borderinging territories)


  • 2019 2018 2017 2016 2015 '14 Customizer '13 '12 '11 '10

    1. Atomic bombs (Loaded on bombers)
    3. Fission Bomb

    In what way is an atomic bomb different from a fission bomb in your rules?  The two terms mean the same thing.



  • @CWO:

    1. Atomic bombs (Loaded on bombers)
    3. Fission Bomb

    In what way is an atomic bomb different from a fission bomb in your rules?  The two terms mean the same thing.

    Here:

    @empireman:

    SuperPowers
    2-8 players

    Fission Bomb - roll 4 dice. The sum total of the rolls is the damage inflicted.

    Atomic is 1 less


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