FANDOM


by Roger Vivrette

Originally published in Battleplan #3

NEW UNITS

During the Place New Units phase, naval units may not be placed in sea zones occupied by enemy naval forces. Further, they may not be construcred at the beginning of the turn if there is no friendly sea zone in which to place them.

COMMANDOES

A Commando unit has an attack strength of 2, defense strength of 1, movement point of 1 and costs 3 IPC's. It completely ignores the restrictions of neutrsl territories and may pass through them at will without loss of movment or cost to the owning country. They do not capture territories (but they can protect territories from capture).

A maximum of 1 commando unit may be produced each turn, with no side having more than 3 on the board at any time.

TRANSPORT PLANES A Transport Plane unit has an attack of 0, a defense of 1, a move of 6 and costs 5 IPC's. They are only allowed to carry 1 unit at a time and may not make more than 1 pickup & delivery in a turn. It may pickup cargo anywhere along its route and drop it off. It must takeoff and land in a friendly territory and the infantry must disembark when it lands. The disembarking unit may not move on the turn it lands.

NAVAL MINEFIELDS

A Naval Minefield has a cost of 8. It may beplace in sea zones which meet the following criteris:

  • 1. Prior to placement the area may not contain enemy ships.
  • 2. The area must contain ships that are friendly.

One placed, the minefield is able to effect enemy shipping. Enemy ships roll when entering. On a 1 or 2 it inflicts 1 hit. If it hits, the minefield is removed on a roll of 1-3.

CRUISER

Attack-3, Defense-3, Move-2, Cost-16

NEW WEAPONS DEVELOPMENT

RollDescription
1JET POWER Your fighters defend at 5.
2ROCKETS Use standard rule.
3SUPER SUBMARINE Your subs attack at 3.
4LONG RANGE AIRCRAFT
5INDUSTRIAL TECHNOLOGY
6HEAVY BOMBER Your bombers roll 3 dice on attack.
7IMPROVED AA DEFENSES 2 AA guns can stack & fire in 1 area.
8GROUND CONTROLLED INTERCEPTION Once per complete turn, you msy move 1 fighter 2 spaces to respond to an enemy attack that contains at least 1 opposing aircraft.
9LARGE CARRIERS Your carriers may carry 3 fighters.
10CARRIER BASED BOMBERS Your carriers may carry 1 bomber instead of fighters.
11DIVINE INTERVENTION Once per complete turn, you may change any 1 die roll to any value desired.
12LOST OF VITAL MATERIALS Each turn you may increase the unit cost of 1 unit type for 1 opposing player by 1. The effect only lasts for the turn.
13TACTICAL NUCLEAR WEAPONS Once per turn you may destroy 2 enemy infantry in the same area or 1 enemy armor. You must have friendly units in adjacent land area.
14STRATEGIC NUCLEAR WEAPONS Your bombers inflict 15 IPC's of damage in strategic bombing.
15IMPROVED NAVAL SCREENING TACTICS Your transports defend at 2.
16SUPER BATTLESHIPS Your batttleships attack & defend at 5.
17IMPROVED ESCORT FOR BOMBERS Your bombers defend at 2
18RADAR JAMMING TECHNOLOGY Ignore enemy AA
19AWAKENING THE MASSES Receive 1 free infantry each turn in any controlled area
20CAPTURED ENEMY SCIENTISTS Roll twice on this table, ignoring this result and results you already have.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.