Technology List

Infantry Technology

Combat Armour

Basic Combat Armour

BASIC COMBAT ARMOUR
Time: 2 Turns Class: Combat Armor, Infantry
Cost: TBA Prerequisites: -
Effect 1: All Infantry-type units gain +1 Permanent AP.
Description

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Improved Combat Armour

IMPROVED COMBAT ARMOUR
Time: 3 Turns Class: Combat Armor, Infantry
Cost: TBA Prerequisites: Basic Combat Armour
Effect 1: All Infantry-type units gain +1 Permanent AP.
Description

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Advanced Combat Armour

ADVANCED COMBAT ARMOUR
Time: 4 Turns Class: Combat Armor, Infantry
Cost: TBA Prerequisites: Improved Combat Armour
Effect 1: All Infantry-type units gain +1 Permanent AP.
Description

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Infantry Light Weapons

Improved Rifle Rounds

IMPROVED RIFLE ROUNDS
Time: 2 Turns Class: Light Weapons, Infantry
Cost: TBA Prerequisites: -
Effect 1: Assault and Sniper Rifle gain +1 Damage.
Description

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Advanced Rifle Rounds

ADVANCED RIFLE ROUNDS
Time: 3 Turns Class: Light Weapons, Infantry
Cost: TBA Prerequisites: -
Effect 1: Assault and Sniper Rifle gain +1 Damage.
Description

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Improved Rifle Penetration

IMPROVED RIFLE PENETRATION
Time: 2 Turns Class: Light Weapons, Infantry
Cost: TBA Prerequisites: -
Effect 1: Assault and Sniper Rifle gains +1 Penetration.
Description

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Advanced Rifle Penetration

ADVANCED RIFLE PENETRATION
Time: 3 Turns Class: Light Weapons, Infantry
Cost: TBA Prerequisites: -
Effect 1: Assault and Sniper Rifle gains +1 Penetration.
Description

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Improved Rifle Stability

IMPROVED ASSAULT RIFLE STABILITY
Time: 2 Turns Class: Light Weapons, Infantry
Cost: TBA Prerequisites: -
Effect 1: Assault Rifle gains +1 to max Semi/Full rates.
Description

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Advanced Rifle Stability

ADVANCED RIFLE STABILITY
Time: 3 Turns Class: Light Weapons, Infantry
Cost: TBA Prerequisites: -
Effect 1: Assault Rifle gains +1 to max Semi/Full rates.
Description

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Armoured Vehicle Technology

Ground Doctrines

Firepower Doctrines

Firepower Focus

FIREPOWER FOCUS
Time: 3 Turns Class: Doctrine
Cost: TBA Prerequisites: -
Effect 1: All Ground Units gain +5 BS.
Effect 2: "Mobility Focus" Doctrine is disabled.
Description

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Superior Firepower

SUPERIOR FIREPOWER
Time: 3 Turns Class: Doctrine, Superior Firepower
Cost: TBA Prerequisites: Firepower Focus
Effect 1: Armoured units gain +5 BS.
Effect 1: All Ground units gain +10 Perception.
Effect 2: "Defensive Warfare" Doctrine is disabled.
Description

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Firepower Lock Down

FIREPOWER LOCK DOWN
Time: 3 Turns Class: Doctrine, Superior Firepower
Cost: TBA Prerequisites: Superior Firepower
Effect 1: Mobile Artillery units gain the Fire Drill (1) trait.
Effect 2: Armoured units treat their Squad Size by +1 for the purposes of the Suppress action.
Description

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Integrated Combat Teams

INTEGRATED COMBAT TEAMS
Time: 3 Turns Class: Doctrine, Superior Firepower
Cost: TBA Prerequisites: Firepower Lock Down
Effect 1: Mobile Artillery units gain the Exemplary Leadership trait.
Effect 2: Mobile Artillery units may use the Bombardment ability twice per battle.
Effect 3: Specialist Access: Ground Units, Weapon Specialist (Explosive Shell, HEAT Battery)
Description

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Combined Arms Offensive

COMBINED ARMS OFFENSIVE
Time: 4 Turns Class: Doctrine, Superior Firepower
Cost: TBA Prerequisites: Integrated Combat Teams
Effect 1: All Ground units gain +5 BS.
Effect 2: Armored Units gain Fire Drill (+1).
Effect 3: Mobile Artillery units gain the Mighty Shot talent.
Description

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Defensive Warfare

DEFENSIVE WARFARE
Time: 3 Turns Class: Doctrine, Defensive Warfare
Cost: TBA Prerequisites: Firepower Focus
Effect 1: All Infantry-type Units gain +5 BS.
Effect 2: Trench Warfare ability AP Bonus increases by +1 (3 AP).
Effect 2: All Ground units gain the Disciplined trait.
Effect 3: "Superior Firepower" Doctrine is disabled.
Description

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Static Defense Lines

STATIC DEFENSE LINES
Time: 3 Turns Class: Doctrine, Defensive Warfare
Cost: TBA Prerequisites: Defensive Warfare
Effect 1: All Infantry-type Units gain +5 Toughness.
Effect 2: Trench Warfare ability AP Bonus increases by +1 (4 AP).
Effect 3: Research Credit: Combat Armor (50%)
Effect 4: Research Credit: Static Defenses (50%)
Description

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Attritional Containment
ATTRITIONAL CONTAINMENT
Time: 3 Turns Class: Doctrine, Attritional Containment
Cost: TBA Prerequisites: Static Defense Lines
Effect 1: All Ground Units gain +5 Toughness.
Effect 2: Trench Warfare ability AP Bonus increases by +1 (5 AP).
Effect 3: Specialist Access: Ground Units, Engineer.
Effect 4: "Infiltration Assault" Doctrine is disabled.
Effect 5: "Operational Stages" Doctrine is disabled.
Description

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Assault Breakthroughs
ASSAULT BREAKTHROUGHS
Time: 3 Turns Class: Doctrine, Attritional Containment
Cost: TBA Prerequisites: Attritional Containment
Effect 1: All Infantry-type Units gain the Barrage talent.
Effect 2: All Infantry-type Units gain the Fire Drill (1) talent.
Effect 3: All Infantry-type Units gain +5 BS.
Effect 4: Research Credit: Small Arms (50%)
Description

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Infiltration Assault
INFILTRATION ASSAULT
Time: 3 Turns Class: Doctrine, Infiltration Assault
Cost: TBA Prerequisites: Static Defense Lines
Effect 1: All Infantry-type Units gain the Ambushers trait and the Concealment skill.
Effect 2: All Infantry-type Units gain +10 Agility.
Effect 3: Commandos gain Stealth+20.
Effect 4: "Attritional Containment" Doctrine is disabled.
Effect 5: "Operational Stages" Doctrine is disabled.
Description

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Infiltration in Depth
INFILTRATION IN DEPTH
Time: 4 Turns Class: Doctrine, Infiltration Assault
Cost: TBA Prerequisites: Infiltration Assault
Effect 1: Infantry and Foot Guards gain the Sabotage ability, and may use it once per battle.
Effect 2: Infantry and Foot Guards gain the Concealment+10 skill.
Effect 3: Infantry and Foot Guards gain the Ambush ability.
Effect 4: Research Credit: Smoke Launchers (50%)
Description

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Operational Stages
OPERATIONAL STAGES
Time: 3 Turns Class: Doctrine, Operational Stages
Cost: TBA Prerequisites: Static Defense Lines
Effect 1: Mobile Artillery Units gain the Depletion Rounds ability.
Effect 2: All Ground units gain +5 BS.
Effect 3: Infantry and Commando units gain the Exemplary Leadership trait.
Effect 4: "Attritional Containment" Doctrine is disabled.
Effect 5: "Infiltration Assault" Doctrine is disabled.
Description

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Branch Interoperability
BRANCH INTEROPERABILITY
Time: 4 Turns Class: Doctrine, Operational Stages
Cost: TBA Prerequisites: Operational Stages
Effect 1: All Ground units gain the Support trait.
Effect 2: All Ground units gain the Fighting Withdrawal trait.
Effect 3: Mobile Artillery units gain the Fire Drill (1) trait.
Effect 4: Specialist Access: Ground Units, Scouts.
Description

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