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Military Unit Descriptions






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:

  1. Available to all Players.

  2. Can be used to quell social unrest.

  3. May have as many Infantry Units per territory as desired.

  4. At progressive levels of Military Research other benefits become available.

  5. Have attack, defense and movement capabilities.

  6. May be Decommissioned for 5 EP's and removed from the board on phase 14.

  7. May be transported.

Pitfalls:

  1. Costly .

  2. Have no Zone Of Control (ZOC).

  3. 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:

  1. Available to all Players.

  2. Can be used to quell social unrest.

  3. May have as many Armor Units per territory as desired.

  4. At progressive levels of Military Research other benefits become available.

  5. Have attack, defense and movement capabilities.

  6. May be Decommissioned for 15 EP's and removed from the board on phase 14.

  7. Have a Zone Of Control (ZOC).

  8. May be transported.

  9. May be sold on the Open and Private Markets for EP's.

Pitfalls:

  1. Costly .

  2. 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:

  1. Available to all Players .

  2. May transport Resource and Military Units.

  3. Can be used as an aircraft-carrier.

  4. May have as many Sea-Transport Units per Sea Hex as desired.

  5. Have bombardment, defense and movement capabilities, (attack at L3 of MR).

  6. At progressive levels of Military Research other benefits become available.

  7. Have a Zone Of Control (ZOC).

  8. May be Decommissioned for 20 EP's and removed from the board on phase 14.

Pitfalls:

  1. Costly .

  2. When Unsupplied Sea-Transport Units cannot move, attack nor exert a Zone Of Control.

  3. 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:

  1. Available to all Players.

  2. May transport Resource and Military Units.

  3. Can land and take off of Sea-Transport Units.

  4. May have as many Air-Transport Units per territory as desired.

  5. Have bombardment (for bombing and propaganda), defense and movement capabilities, (attack at L4 of MR).

  6. At progressive levels of Military Research other benefits become available.

  7. May be Decommissioned for 10 EP's and removed from the board on phase 14.

Pitfalls:

  1. Costly .

  2. 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:

  1. Available to all Players.

  2. May be transported.

  3. Can be used without declaring war.

  4. May have as many Missile Units Units per territory as desired.

  5. Have at certain levels of MR, attack, defense and movement capabilities.

  6. At progressive levels of Military Research other benefits become available.

  7. Have Launch Codes.

  8. Has a Special Table for the types of attack/defense and movement capabilities.

  9. May be Decommissioned for 30 EP's and removed from the board on phase 14 .

Pitfalls:

  1. Costly .

  2. Launch Codes may be stolen.

  3. May be Captured.



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