MikhailADvorak
05-10-2004, 08:57 AM
All these optional rules were intended (more or less) for use with Xeno's World In Flames expansion...and our own house rules...so there are some extra countries (Australia, France & Low Countries, and China).
We use d10's in our games...so all Techs and die rolls reflect this...
D6-d10 conversion
1 = 2
2 = 3
3 = 5
4 = 7
5 = 8
6 = 10
Expanded Tech Tree
7.1 Standard Technologies
7.1.1 Jet Power Fighters defend at 8.
7.1.2 Rockets AAG defend at 3.
7.1.3 Super Subs Submarines attack at 5.
7.1.4 Long Range Aircraft Fighters move 6, bombers 8, helicopters 5, Jet bombers 10.
7.1.5 Industrial Technology Cost for all units reduced by 1. Min cost 1.
7.1.6 Heavy Bombers All bombers attack with 3 dice.
7.1.7 Armed Transports Transports attack at 2.
7.1.8 Buzzbombs Rocket attacks with 2 dice.
7.1.9 Heavy Armor Tanks defend at 5.
7.1.10 Improved Carriers Carriers may carry 3 FGT, 6 HEL (3 HEL w/INF), or 1 BMB
7.2 Advanced Technologies
7.2.1 PGM Fighters and helicopters attack at 7.
7.2.2 SAMs AAG defend at 3.
7.2.3 Improved Subs Subs defend at 5.
7.2.4 Aerial Refueling FGT may ferry 1 FGT/2 HEL, BMB ferry 3 HEL, 2 FGT, or 1BMB
7.2.5 Advanced Tech Nations may build MIN, HTK, HEL, BMH, and JBB
7.2.6 Anti-ship Missiles SG defend at 3.
7.2.7 Ship-to-Ship Missiles Naval units attack +1 on 1st roll
7.2.8 Tactical Rockets AAG may fire 1 Tac-Rocket per round, range 2, and attack at 5.
7.2.9 Anti-air Subs Subs defend at 3 vs. a/c
7.2.10 Nuclear Powered Ships All warships (not TPT) move +1.
[ May 10, 2004, 12:06 PM: Message edited by: Mik ]
We use d10's in our games...so all Techs and die rolls reflect this...
D6-d10 conversion
1 = 2
2 = 3
3 = 5
4 = 7
5 = 8
6 = 10
Expanded Tech Tree
7.1 Standard Technologies
7.1.1 Jet Power Fighters defend at 8.
7.1.2 Rockets AAG defend at 3.
7.1.3 Super Subs Submarines attack at 5.
7.1.4 Long Range Aircraft Fighters move 6, bombers 8, helicopters 5, Jet bombers 10.
7.1.5 Industrial Technology Cost for all units reduced by 1. Min cost 1.
7.1.6 Heavy Bombers All bombers attack with 3 dice.
7.1.7 Armed Transports Transports attack at 2.
7.1.8 Buzzbombs Rocket attacks with 2 dice.
7.1.9 Heavy Armor Tanks defend at 5.
7.1.10 Improved Carriers Carriers may carry 3 FGT, 6 HEL (3 HEL w/INF), or 1 BMB
7.2 Advanced Technologies
7.2.1 PGM Fighters and helicopters attack at 7.
7.2.2 SAMs AAG defend at 3.
7.2.3 Improved Subs Subs defend at 5.
7.2.4 Aerial Refueling FGT may ferry 1 FGT/2 HEL, BMB ferry 3 HEL, 2 FGT, or 1BMB
7.2.5 Advanced Tech Nations may build MIN, HTK, HEL, BMH, and JBB
7.2.6 Anti-ship Missiles SG defend at 3.
7.2.7 Ship-to-Ship Missiles Naval units attack +1 on 1st roll
7.2.8 Tactical Rockets AAG may fire 1 Tac-Rocket per round, range 2, and attack at 5.
7.2.9 Anti-air Subs Subs defend at 3 vs. a/c
7.2.10 Nuclear Powered Ships All warships (not TPT) move +1.
[ May 10, 2004, 12:06 PM: Message edited by: Mik ]