An American AEGIS Cruiser
Naval Technology
Magnetohydrodynamic Drive (Also known as Caterpillar Drive and M-Drive)
Cost: 75 points
Min. Time: 5 turns
This allows construction of nearly silent M-Drive nuclear submarines. These subs will have an effective bonus of +2 to ASW, and +2 to ASuW. They also are invisible to SOSUS nets. Only nuclear-powered or AIP subs can be built with this system, and existing subs CANNOT be upgraded. Subs with this drive system have "CD" added to their designation, for example, a SSN with this drive system is an SSNCD. NOTE: You must have the ability to build nuclear-powered subs to build subs with this drive system.
AEGIS Radar/Missile System
Cost: 70 points
Min. Time: 3 turns
Allows construction of DDGA, CGA, and BCA ships with AEGIS radar/missile systems. These ships have an effective +2 bonus to AAW, +1 to ASW, +1 to ASuW, and +1 to shore bombardment (already included in their scores in the naval unit listings). These ships also can each shoot down 2 nuclear warheads targeted on them. Each ship built with this system, regardless of size, costs 1 extra cash point to build. Existing ships can be upgraded to AEGIS standard for a cost of 1 cash point per DDG, 2 Cash per CG/CGH, and 3 cash per BC. The letter "A" will be appended to ships with this system. For example, an AEGIS cruiser is a CGA, and AEGIS Destroyer is a DDGA, and so forth. NOTE: You must have the ability to build ships of the size desired in order to build AEGIS ships.
Air-Independent Submarine Propulsion Systems
Cost: 60 points
Min. Time: 4 turns
This is a system to allow non-nuclear submarines to operate submerged for extended periods of time and at higher speeds. This allows the construction of the new SSK type of submarine, which has the combat value of an SSN but the cost and ease of construction of an SS.
BGL (Blue-Green Laser) Sensors
Cost: 70 points
Min. Time: 4 turns
This is a system that uses a laser in a specific wavelength in the Blue-green portion of the spectrum that can penetrate seawater. The laser is used to scan the waters and take a range reading on anything that reflects the light. This becomes an extremely potent method of finding submerged submarines. Although the range is limited, it is essentially impossible to hide from these sensors. When installed on your ships, subs, and ASW aircraft (the cost for this will vary according to the size of your military), it gives all ASW-capable ships a +2 bonus, and eliminates the hiding bonus of enemy M-Drive submarines.
Stealth FAC
Cost: 80 points
Min. Time: 5 turns
This allows construction of the new SPTM unit, a stealthy type of missile boat that makes it even easier to sneak up on enemy naval forces. The SPTM is basically a PTM, with the cost increased to 2/1 and the combat score increased to 3/1/0.
Miniaturized Nuclear Warheads (SKINC's)
Cost: 60 points
Min. Time: 4 turns
This technology allows you to produce Sub-Kiloton Insertable Nuclear Components (SKINC's). A SKINC is a new type of nuclear warhead that has a yield below 1 kiloton (1000 tons of TNT equivalent) that are small enough to use in almost any weapons system, such as the anti-ship missiles used on FFG's and even PTM, and even in torpedoes in submarines and air-launched anti-ship missiles. While these are too low of a yield to be very useful on land or in the air, they are a one-shot kill on any ship. A batch of 50 SKINC warheads costs 5/1 and 1 Uranium Point to build, and a single ship or sub can fire 8 of these, while aircraft can carry even more. A squadron of OA can carry 20 of these, while a squadron of MA or FA can carry 40, and a squadron of any type of Bomber (MB, LB, HB) can carry 50. Each SKINC used will kill one enemy ship, starting with the largest ship in any fleet. You must have at least Partial Air superiority to get close enough to an enemy fleet to fire these, however. You must have at least Level 3 Nuclear Program to develop this technology.
Improved Subsystems
Cost: Varies 20-50 points, Consult Moderators
Min. Time: 3 turns
This is an incremental improvement in systems like radar and missiles that gives a percentage bonus of from 10%-20% to all naval combat, and will vary in cost according to many factors. Lower-quality navies will have a lower cost to improve their technology up to the level of the more modern navies. Developing this technology will have an additional implementation cost that will vary depending on the size of your fleet, and your overall equipment quality score may improve. This technology can be researched multiple times to continuously improve your various subsystems.
Aircraft Technologies:
Stealth Aircraft
Cost: 80 points
Min. Time: 5 turns
This allows construction of SF, SA., and SB Stealth aircraft. These units are defined in the normal Military Units list. You must have Level 3 Aircraft Factories and a Level 1 Space Program to build any Stealth Aircraft.
Anti-Stealth Radar
Cost: 60 points
Min. Time: 2 turns
This is a radar system that detects Stealth Aircraft. It reduces the combat scores of Stealth Aircraft by 2 points across the board. There is an additional cost to actually build these radar systems once you have the tech. The Moderator will determine this cost depending on the size of your existing territory and military.
Ground-based SDI System
Cost: 120 points
Min. Time: 6 turns
This is a ground-based system of Anti-Ballistic missiles to intercept and destroy incoming nuclear warheads. Each ground station destroys the first 20 incoming warheads, and can protect an area with a radius of 200 miles. Each ground station costs 10/1 to build. You must have at least a Level 2 Space Program to develop this system.
Space-based SDI System
Cost: 200 points
Min. Time: 10 turns
This is an advanced space-based "Star Wars" defense system that destroys incoming nuclear missiles above the atmosphere. Each system can destroy 100 incoming missiles and protects an area with a radius of 500 miles. Each satellite costs 12/1 to build and deploy. You must have BOTH Level 3 Space Program AND Ground-based SDI before you can develop this technology.
Mobile SDI System
Cost: 150 points
Min. Time: 8 turns
This is an advanced miniaturized and mobile version of the Ground-based SDI system. It has the same range and kill capacity as a Ground-based SDI system, but costs 11/1 to build. However, the fact that these units are mobile means they can be moved around and accompany army units on invasions of enemy territory.
Stealth Missiles
Cost: 70 points
Min. Time: 3 turns
This allows the construction of stealthy versions of ALCM, NASM, TLAM, and GLCM nuclear missiles, as well as stealthy anti-ship missiles for conventional attacks. This allows your missiles to sneak through advanced air defense systems such as AEGIS and Anti-Stealth Radar (these missiles are too small for even Anti-Stealth Radar to spot). This makes nuclear attacks more effective against nations with Anti-stealth radar, and gives a +1 bonus to aircraft using these weapons a bonus against enemy ships.
Airborne Laser Systems
Cost: 100 points
Min. Time: 5 turns
This allows the construction of another new unit, the ALW. This is a transport plane with an onboard high-energy laser that can shoot down enemy aircraft at long range. Such a plane has a combat value of 8/0/0. These units cost 6/1 to build.
EMP Weapons
Cost: 100 points
Min. Time: 4 turns
This technology allows the construction of EMP nuclear weapons. You must have both a Level 3 Nuclear Program and Level 3 Space program to develop this technology. EMP weapons are described on the Nuclear Weapons Page.
ASAT Weapons
Cost: 80 points
Min. Time: 4 turns
This technology allows the construction of ASAT missiles which can shoot down satellites, including SSDI satellites. Each ASAT missile costs 1/1 to build, and is launched by a single FA aircraft. The satellite must be passing over the airbase at which the FA is based in order to be shot down. In other words, you have to be directly under a Geosynchronous Orbiting satellite in order to shoot it down.
Improved Subsystems
Cost: Varies 20-50 points, Consult Moderators
Min. Time: 3 turns
This is an incremental improvement in systems like radar and missiles that gives a percentage bonus of from 10%-20% to all aerial combat, and will vary in cost according to many factors. Lower-quality air forces will have a lower cost to improve their technology up to the level of the more modern nations. Developing this technology will have an additional implementation cost that will vary depending on the size of your air force, and your overall equipment quality score may improve. This technology can be researched multiple times to continuously improve your various subsystems.
Army Technologies
Advanced Body Armor
Cost: 80 points
Min. Time: 4 turns
This is an advanced type of material that enables your soldiers to survive being hit with shrapnel. It increases the cost to upgrade any army unit except Reserves and Guerillas to 3/1, but gives a +1 bonus to both offensive and defensive combat for all units so equipped. Existing units can be equipped with the new body armor for a cost of 1/1, and units so equipped get the letters BA added to the end of their symbols, so a MECH division becomes a MECH-BA, and so on. You must have at least a Level 1 Space Program to develop the materials used in this technology.
Advanced Tanks
Cost: 60 points
Min Time: 3 turns
This is simply an advanced type of tank with an auto-loader, advanced sensors, and improved composite ceramic/reactive armor. Each existing ARM division can be upgraded for a cost of 1/1 to use the new tanks, and new armored divisions can be upgraded to the new tanks at a cost of 3/1. Each division then becomes an ARM-AT division, which attacks at 6 and defends at 4.
Advanced Portable SAM's
Cost: 50 points
Min. Time: 3 turns
This is an advanced version of missiles like the Stinger or Gremlin that can be carried by a single soldier and used to shoot down aircraft. For an additional cost of 1 cash point per 3 divisions, existing units can be upgraded to include these missiles and get a +1 bonus to their AAW scores. Newly-upgraded units get the bonus at no additional cost.
Improved Subsystems
Cost: Varies 20-50 points, Consult Moderators
Min. Time: 3 turns
This is an incremental improvement in systems like armor and artillery that gives a percentage bonus of from 10%-20% to all ground combat, and will vary in cost according to many factors. Lower-quality armies will have a lower cost to improve their technology up to the level of the more modern nations. Developing this technology will have an additional implementation cost that will vary depending on the size of your army, and your overall equipment quality score may improve. This technology can be researched multiple times to continuously improve your various subsystems.