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Infantry
: This is a general term used to describe these Units. An
Infantry Unit is actually the aggregate of soldiers, police both
military and civilian, special forces, small transport etc.
Cost: 25 EP's. For each City Unit and/or Bio-City Unit up to 10 a player has supplied the player may deduct 2 EP's off the cost of Infantry Units, for up to a total deduction of 20 EP's per Infantry Unit.
Prerequisites: None. Supply requirements Produce .
Benefits:
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Available to all Players.
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Can be used to quell social unrest.
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May have as many Infantry Units per territory as desired.
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At progressive levels of Military Research other benefits become available.
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Have attack, defense and movement capabilities.
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May be Decommissioned for 5 EP's and removed from the board on phase 14.
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May be transported.
Pitfalls:
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Costly .
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Have no Zone Of Control (ZOC).
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When Unsupplied Infantry Units lose MR Levels, cannot move and they receive a -2 to their Attack Rolls(cumulative).
Armor
: This is a general term used to describe these Units. An
Armor Unit is actually the aggregate of tanks, armored cars, combat
engineers, artillery, anti-aircraft etc.
Cost: 35 EP's. For each Factory Unit and/or Bio-Factory Unit up to 10 a player has supplied the player may deduct 2 EP's off the cost of Armor Units, for up to a total deduction of 20 EP's per Armor Unit.
Prerequisites: Factory Unit and a Steel Unit to manufacture. Supply requirements, Oil and Produce.
Benefits:
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Available to all Players.
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Can be used to quell social unrest.
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May have as many Armor Units per territory as desired.
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At progressive levels of Military Research other benefits become available.
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Have attack, defense and movement capabilities.
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May be Decommissioned for 15 EP's and removed from the board on phase 14.
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Have a Zone Of Control (ZOC).
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May be transported.
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May be sold on the Open and Private Markets for EP's.
Pitfalls:
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Costly .
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When Unsupplied Armor Units cannot move, attack nor exert a Zone Of Control.
Sea-Transport : This is a general term used to describe these Units. A Sea-Transport Unit is actually the aggregate of cargo ships and war ships etc.
Cost: 40 EP's. For each Factory Unit and/or Bio-Factory Unit up to 10 a player has supplied the player may deduct 2 EP's off the cost of Sea-Transport Units, for up to a total deduction of 20 EP's per Sea-Transport Unit.
Prerequisites: Factory Unit on coastal territory and a Steel Unit to manufacture. Supply requirements, Oil.
Benefits:
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Available to all Players .
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May transport Resource and Military Units.
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Can be used as an aircraft-carrier.
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May have as many Sea-Transport Units per Sea Hex as desired.
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Have bombardment, defense and movement capabilities, (attack at L3 of MR).
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At progressive levels of Military Research other benefits become available.
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Have a Zone Of Control (ZOC).
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May be Decommissioned for 20 EP's and removed from the board on phase 14.
Pitfalls:
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Costly .
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When Unsupplied Sea-Transport Units cannot move, attack nor exert a Zone Of Control.
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Factory Unit must be on a coastal territory in order to manufacture.
Air-Transport : This is a general term used to describe these Units. An Air-Transport Unit is actually the aggregate of fighters, bombers, air cargo, etc.
Cost: 30 EP's. For each Factory Unit and/or Bio-Factory Unit up to 10 a player has supplied the player may deduct 2 EP's off the cost of Air-Transport Units, for up to a total deduction of 20 EP's per Air-Transport Unit.
Prerequisites: Factory Unit and a Steel Unit to manufacture. Supply requirements, Oil.
Benefits:
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Available to all Players.
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May transport Resource and Military Units.
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Can land and take off of Sea-Transport Units.
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May have as many Air-Transport Units per territory as desired.
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Have bombardment (for bombing and propaganda), defense and movement capabilities, (attack at L4 of MR).
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At progressive levels of Military Research other benefits become available.
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May be Decommissioned for 10 EP's and removed from the board on phase 14.
Pitfalls:
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Costly .
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When Unsupplied Air-Transport Units cannot move, attack, bombard, or defend.
Missile : This is a general term used to describe these Units. A Missile Unit is actually the aggregate of all types of rocketry.
Cost: 50 EP's. For each Factory Unit and/or Bio-Factory Unit up to 10 a player has supplied the player may deduct 2 EP's off the cost of Missile Units, for up to a total deduction of 20 EP's per Missile Unit.
Prerequisites: Level 5 of MR, Factory Unit and a Steel Unit to manufacture. Supply requirements, none.
Benefits:
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Available to all Players.
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May be transported.
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Can be used without declaring war.
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May have as many Missile Units Units per territory as desired.
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Have at certain levels of MR, attack, defense and movement capabilities.
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At progressive levels of Military Research other benefits become available.
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Have Launch Codes.
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Has a Special Table for the types of attack/defense and movement capabilities.
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May be Decommissioned for 30 EP's and removed from the board on phase 14 .
Pitfalls:
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Costly .
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Launch Codes may be stolen.
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May be Captured.
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