Radar Option 1: Cost: 10
Movement: 1 during non-combat movement (no movement once activated)
Attack: N/A
Defense: N/A
Transport Class: Same as armor
This unit grants defensive advantages for fighters (only), and requires “activation”. Once activated fighters in the same territory as the radar station may defend in territories “1” adjacent space away. The adjacent territory can be a land, sea, allied, even an open territory enemy units are simply trying to move through. Fighters are able to defend against ground, naval, and air units. This unit also allows fighters to be used as interceptors in an adjacent territory.
Unless used as interceptors, any time fighters defend adjacent territories they would create an actual combat situation. Thus, any surviving enemy units planning on moving through a territory would not be allowed to do so.
After combat any surviving fighters used must return the territory they originated from. Radar may only be used during an enemy players combat movement phase. It is not allowed during the defensive movement phase.
Radar may be captured by enemy nations, and may not be taken as casualties. Players must maintain control of captured radar for one full turn before they are allowed to use them. Inactive radar stations cannot defend or be taken as losses if that territory is attacked. If a territory is occupied with an inactive radar station it would be considered lost and removed from play.
Players may destroy their own radar stations, however this must be done during the controlling players turn. Players may attempt to destroy enemy radar stations with strategic bombing. Apply same rules for strategic bombing of factories with the exception that bombers receive one cycle of combat rolls. The player must roll a successful hit (rather than damage), which destroys the station. If this occurs, remove the radar station from play.
Radar Option 2:
Cost: 8
Movement: 1 during non-combat movement (no movement once activated)
Attack: N/A
Defense: N/A
Transport Class: Same as armor
Radar stations add defensive bonuses to defending anti-aircraft guns. When radar stations are present in a territory, all defending anti-aircraft guns receive a +1 (D6) +2 (D12), +3 (D20) bonus to their defensive rolls.
Radar may be captured by enemy nations, and may not be taken as casualties. Players must maintain control of captured radar for one full turn before they are allowed to use them. Inactive radar stations cannot defend or be taken as losses if that territory is attacked. If a territory is occupied with an inactive radar station it would be considered lost and removed from play. Players may destroy their own radar stations, however this must be done during the controlling players turn. Players may attempt to destroy enemy radar stations with strategic bombing. Apply same rules for strategic bombing of factories with the exception that bombers receive one cycle of combat rolls. The player must roll a successful hit (rather than damage), which destroys the station. If this occurs, remove the radar station from play.
Radar Option 3:
Cost: 4 per unit
Movement: N/A
Attack: N/A
Defense: N/A
Transport Class: N/A
Naval units may receive radar upgrades allowing improved anti-aircraft abilities. During normal combat, each naval unit with radar score hits on attacking & defending aircraft on rolls of “1” (D6), “1-2” (D12), “1-3” (D20). Submarines may not receive this upgrade. Upgrades can be done at any naval base, or adjacent factory that player controls. Place the radar token under each naval unit receiving the upgrade.
Miscellaneous Radar Options:
This unit may only be accessible with technology development · ”Built-in Anti-Aircraft”