This topic is about to collect all good ideas about techs. I will update and expand this list according to any good ideas!
BREAKTHROUGH CHART LAND & ECONOMIC - Defensive
1. Heavy Artillery NEW
Your artillery defends on a 3 or less.
2. Heavy Tanks NEW
Every third tank you have in each combat cycle, attack or defend on a 4.
3. War Economy
During your Collect Income phase, roll one die and collect that many additional IPC’s.
4. Military Conscription NEW
During your Mobilize New Units phase, you place one of your infantry for free in addition to the group of units you just purchased. This infantry unit may be placed in any territory you have controlled since the start of your turn.
5. Radar
Your antiaircraft guns hit air units on a roll of 2 or less.
BREAKTHROUGH CHART AIR UNITS
1. Paratroopers
Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the Conduct Combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat.
2. Jet Fighters NEW
Your fighters are now immune to aniaircraft fire and fire in the opening fire step, whether on attack or defense. Any casualties are destroyed and removed from play, with no chance to counterattack.
3. Long-Range Aircraft
Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters’ and bombers’ range increases to 6 and 8 respectively.
4. Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die.
5. Rockets
Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. In each turn, only one antiaircraft gun per territory may launch rockets, and each industrial complex can be attacked by only one rocket launcher.This attack does 1d6 damage to that complex.
BREAKTHROUGH CHART SEA UNITS
1. Super Submarines
Your submarines are now super submarines. The attack value of your submarines is now 3 instead of 2. The defense value of your submarines remains at 1.
2. Anti-Submarine Warfare NEW
Your aircraft may now attack enemy submarines and cancels the Surprise Strike of enemy submarines.
3. Improved Shipyards
Your sea units are now cheaper to build. Cost reductions are just like the box rules.
4. Super Carriers NEW
Your aircraft carriers are now super carriers. They can carry up to three fighters and requires two hits to destroy, just like battleships.
5. Fast Capital Ships NEW
Your aircraft carriers and cruisers are now faster and have a move of 3.