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The War to End All Wars 3rd Ed.
Complete Game Rules



Phase 2: Technology Upgrades

A player may now attempt to develop new technologies or pay to upgrade units for technologies already developed. For the cost of 10 resources the player may select a technology to try and develop. They may develop as many different technologies, each at a cost of 10 resources, per turn as they wish, but cannot make two attempts on the same technology in the same turn. A d10 is rolled and on a result of 9 or 10 the technology is gained. Many technologies can support more than one advancement. The number of gains that may be attained with each technology and the bonuses applied from that technology is listed below:

--Automatic Advances:
For some technologies, when an advance is made, the bonuses from that technology automatically are applied to all of the units the technology applies to.

--Technology Upgrades:
Unlike automatic advances, when a player makes an advancement in one of these technologies, the bonus from that technology is NOT automatically applied to all units applicable to the technology. This is because the technology represents a significant cost to implement. After rolling for all technology gains, the player must then decide if they will pay for those upgraded technologies, which they have developed, but not yet implemented. When selecting to do an upgrade, a player MUST pay to upgrade all units of that unit type currently in play and cannot select to only upgrade some of them. For instance “Improved Weapons” raises the cost of an infantry unit by one resource, thus if Austria gained improved weapon technologies, to implement Improved Weapons tech they would have to pay 1 resource for each and every infantry they currently have in play. Once paid for the upgrade goes into effect and all future purchases of that unit type cost the additional amount and receive the tech bonuses.

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Improved Weapons:
This technology is designed to give infantry greater firepower. Improved weapons represent grenades, more portable machine guns, land mines and other wonderful instruments of death.

# of possible advances: 1
Applies to: Inf (Upgrade)
Stats:  +1 attack, +1 defense, +1 cost

Chemical Warfare:
This represents the development of chemical and biological weapons. Even though gas masks did provide some security against chemical weapons, they did not truly negate the offensive potency of this modern warfare.

# of possible advances: 2
Applies to: Inf (Automatic)
Stats:  1st Advance: +1 attack, 2nd Advance: +1 attack

Troop Mechanization:
This is the technology of having a large army able to cover distances more effectively. While is won’t give units more movement in game terms, it does allow soldiers to cover more territory, thus decreasing the number of men it takes to make a fully capable combat unit. At the moment Troop Mechanization is developed, take the number of Man Power the nation has yet to use and add 30% to it.

# of possible advances: 1
Applies to: Inf (Automatic)
Stats: Increases manpower by 30%

Improved Artillery:
This improves the distance, accuracy and rate of fire.

# of possible advances: 3
Applies to: Artillery (Automatic)
Stats: 1st Advance: +1 Attack, 2nd Advance: +1 Defense, 3rd Advance: +1 Attack

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Tanks:
Only Germany, Britain and the US start out with tanks. Consider those nations to have tech level 1 at the start of play. On the first advance all other countries get the ability to simply make tanks.

# of possible advances: 4
Applies to: Tanks (Upgrade)
Stats:  1st Advance: Developed Tanks, 2nd Advance: +1 attack, +1 move, +1 cost, 3rd Advance: +1 attack, +1 cost, 4th Advance: +1 attack, +2 cost & Breakthrough.

--Breakthrough means the tank can go on to move into or attack a second territory after successfully capturing the first. Any combats that happening as a result of a breakthrough are determined after all other combats are resolved.

Improved Anti-Aircraft Guns:
Improved AA guns get to fire once every round of combat in an attack against the territory they are in. This is in addition to the one die roll they receive when aircraft first enter the territory. Improved AA guns may also be put on ships. Battleships and carriers may hold 2 improved AA guns, while destroyers and transports may carry 1.

# of possible advances: 1
Applies to: AA guns (Automatic)
Stats:  1st Advance: +1 defense, 1 roll per round, can be added to ships.

Rockets:
No nation begins play with rocket technology. The first advance gives the nation the ability to make rockets. Advances 2 through 4 increase rockets’ effectiveness.

# of possible advances: 4
Applies to: Rockets (Upgrade)
Stats:  1st Advance: basic rocket tech, 2nd Advance: +1 attack, +2 cost, 3rd Advance: +1 attack, +1 range, +3 cost, 4th Advance: +1 attack, +1 range, +4 cost. 1D10 strategic attack

Improved Battleships:
Improvements in battleship range from increasing shelling capability, ground support capabilities and armor plating.

# of possible advances: 3
Applies to: Battleships (Upgrade)
Stats: 1st Advance: +1 shore bombardment, +1 hit capacity  (3 hits to sink), +5 cost, 2nd Advance: +1 shore bombardment, +1 attack, +1 hit capacity  (4 hits to sink) + 6 cost, 3rd Advance: Second attack (2 attacks per combat round), +7 cost

Improved Destroyers:

# of possible advances: 3
Applies to: Destroyers (Upgrade)
Stats: 1st Advance: +1 attack, +2 cost, 2nd Advance: +1 defense, +2 cost, 3rd Advance: +1 attack, +3 cost

Improved Transports:

# of possible advances: 3
Applies to: Transports (Upgrade)
Stats:  1st Advance: +1 troop point, +2 cost, 2nd Advance: +1 troop point, +2 cost, 3rd Advance: +1 defense, +3 cost

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Improved Submarines:

# of possible advances: 2
Applies to: Submarines (Upgrade)
Stats: 1st Advance: +1 attack, +2 cost, 2nd Advance: +1 attack, +3 cost

Aircraft Carriers:
No nation begins play with aircraft carriers. With 1 advance basic aircraft carriers may be built, but it is highly recommended that sea capable fighters (fuel 5) be stationed on the carrier right away or it will have difficulty defending itself. Fighter may be built DIRECTLY onto a carrier if it is in a sea zone adjacent to a territory with an industrial complex controlled by the carrier’s nation.

# of Possible Advances: 3
Applies to: AC Carriers (Upgrade)
Stats: 1st Advance: Basic carrier tech, 2nd Advance: Holds +1 fighter, +7 cost, 3rd Advance: Holds +1 fighter, +1 hit capacity (3 to sink), +9 cost

Improved Fighters:
Improvements in aviation range from the weight capacity, range, speed, maneuverability and ability to scramble planes quickly into the air. These increase the fighter’s attack and defensive capabilities as well as total range and maximum airtime (fuel points).

# of Possible Advances: 4
Applies to: Fighters (Upgrade)
Stats: 1st Advance: +1 defense, +1 fuel, +1 cost, 2nd Advance:+1 defense, +1 fuel (naval ready), +1 cost, 3rd Advance: +1 defense, +1 fuel, +1 cost, 4th Advance: +1 attack, +1 defense, +1 fuel, +1 cost

Improved Bombers:

# of possible advances: 3
Applies to: Bombers (Upgrade)
Stats: 1st Advance: +1 attack, +2 fuel, -2 cost, 2nd Advance: +1 attack, +2 fuel, +2 cost, 3rd Advance: +1 attack, +2 fuel, +2 cost

Faster Ships:

# of Possible Advances: 1
Applies to all ships (Upgrade)
Stats: 1st Advance: +1 movement, +5 cost to Battleships and Aircraft Carriers. +2 cost to Destroyers, Submarines and Transports.

Improved Industrial Technology:
This research is devoted to improving factory efficiency. Two advances are possible for this field, each one reducing the cost of manufactured units (doesn’t include infantry or trenches).

# of Possible Advances: 2
Applies to: Ind. Complexes (Automatic)
Stats: 1st Advance: Reduces the cost of every unit except Inf by 10% (round up), 2nd Advance: Reduces the cost of every unit except Inf by 20% (round up, not cumulative from 1st industrial tech).

Radar:
Historically radar was not developed until WW2. Because aircraft played a much less critical role in WW1 there was no great need for radar. However, if aircraft technology advances significantly, radar may become an important tool.

# of Possible Advances: 1
Applies to: Radar Units
Stats: Cost 18, may be placed on battleships or carriers. Enemy planes receive -1 to their attack when radar is present. If on a ship, that ship has a 50% chance of detecting them and the ships have the option of retreating to an adjacent sea zone. A radar unit is destroyed if the ship it is on is sunk or the territory it is in is captured in combat.

Sonar:
Sonar was developed shortly after Radar and using similar components, is allowable as an independent technology.

# of Possible Advances: 1
Applies to: Sonar units
Stats: Cost +13, placed on any ship, all subs attacking a task force with a sonar unit in it receive -1 to their attack. (see Sub Interception & Collect Resources).

Go to Phase 3: Build New Units



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