Technological Items

Technological items can only be produced if the player has the “plans” for that particular item. (See R&D)

Technological Items

Combat modifier

PP Cost

Resistance

Notes

Air Car

0

1

1

An air-cushioned vehicle requiring oil fuel.

Aircraft carrier

2

10

10

Ship. Requires coal

Airplane

1

1

1

With two or three sets of wings. Requires oil

Airship

10

5

5

Requires 1 oil and 9 bombs.

Anti-airship gun

1

1

1

Artillery, requires a stack of shells

Auto-giro

1

1

1

A combination airplane/helicopter. Requires oil

Clockwork automaton

0

1

1

Nicknamed “Clockies”

Death ray

11

10

10

Artillery. Requires 10 fuel for the generator.

Difference Engine

0

10

10

A calculating machine that adds +2 to an artillery unit in the same location.

Frankenstein's Legion

1

1

0

A “regiment” of undead soldiers.

Freeze Ray

11

10

10

Artillery. Requires 10 fuel for the generator.

Heat Ray

11

10

10

Artillery. Requires 10 fuel for the generator.

Lightning Cannon

11

10

10

Artillery. Requires 10 fuel for the generator.

Long-range rocket

10

10

0

Ammunition that can damage enemy production capacity in other countries.

Mecha

1

2

2

A walking armored fighting machine with a machine gun. Requires coal

Moon Cannon

10

10

10

One super-huge artillery piece. Can destroy production capacity in adjacent countries. Requires 9 “stacks” of shells (actually just one really big one)

Motor car

0

1

1

Requires fuel

Nautilus

40

400

400

Nautilus-class submersible ironclad ship immune to gunfire.

Ornithopter

0

1

1

Pedal powered aircraft with flapping wings

Pneumatic nitroglycerin cannon

3

10

10

Artillery piece. Requires a stack of bombs for ammunition, plus 1 fuel for the compressor.

Poison Gas Cylinders

0 or 2

1

0

Ammunition. Attacks first like artillery... if the wind is right.

Poison Gas Grenades

1

1

0

Ammunition usable by infantry or pioneers.

Power gun

1

1

1

A steam-powered Gatling gun. Requires coal.

Rocket plane

2

1

1

Aircraft requiring 2 rockets to fly

Rocketeers

1

1

1

Short-range airborne troops. Requires rockets and some volunteers with stylish Art Deco helmets.

Rockets, stack of

1

1

0

Artillery (attacks first) ammunition

Rotating Cannon Battery

11

10

10

Artillery. Requires 1 fuel and 9 stacks of shells

Rotor Chair

1

1

1

A single-seat steam-powered helicopter.

Rotorship

11

10

10

A “air” ship using multiple rotors instead of a gas bag. Requires 1 coal and 9 bombs.

Steam Panzer

5

10

10

Requires 1 coal & 3 stacks of shells

Torpedo

1

1

0

Ammunition. Torpedoes can only be used by ships against other ships.

Undersea Boat

1

4

4

Submersible gunboat requiring 1 fuel


Other technological inventions:

Beamed power/wireless electricity allows the beaming free electricity into homes and businesses at a massive cost in coal. Get with the GM to determine the cost as the demand will determine the amount required. (If you only supply enough power to light 1 home and three million homes draw off your source, none of them is going to obtain any usable amount.)

Coal oil allows ten piles of coal to be turned into ten drums of oil at a cost of one production point.

Flamethrowers allow oil to be used as ammunition by aircraft, panzers, and mecha, one per. Pioneer regiments can use unlimited amounts.

Skyhooks allow an airship to base up to 5 aircraft.

Other tech rules

Air cars can become reconnaissance cars by adding a Gatling gun or small cannon. Reconnaissance cars require fuel and shells, have combat+2 and resistance 2.

Airships and rotorships are immune to damage except from aircraft, heat rays, rockets and AA guns.

Airlines. A player can establish an airship line between any two locations using airships or rotorships. Use of a rotorship or airship as an airliner generates 2 wealth in income each turn. Fuel must be provided.

Bombs can be employed by aircraft for extra damage versus ground targets. (One stack per)

Clockies can also be made into clockwork butlers or footmen, salable as consumer goods, or as clockwork pilots to employ aircraft as drones. As soldiers, a company of 100 has combat+10 and resistance 100.

Mecha can be employed by civilians as power-assisted stevedores, walking fork-lifts and in other heavy-lifting occupations such as iron works, factories and shipyards or used as walking bullet-proof weapon platforms.

Motorcars can become armored cars by adding a Gatling gun or small cannon for 1 PP. Armored cars require fuel and shells, have combat+2 and resistance 2.

Poison gas cylinders can be used in place of bombs by airships and aircraft. Pioneer regiments can use unlimited amounts (if the wind is right.) Gas attacks are mostly useless if the enemy has gas masks but devastating if they do not.

Rockets can be used by aircraft, panzers, and mecha, one stack per. Infantry regiments can employ unlimited amounts.