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COMBAT 3001

PI C[]mba1 3[][][]
Richard Halliwell
COMBAT 3ULJll AMt-1f:.NDf'lENTS
SPECULATIVE FIRE (paqe 11)
When firing speculative fire work uut tim
percentage chance to hit as nurmal, 19nurillq
the old 10% modifier. and then halve the
total.
MORALE (page 17)
'Confident' troops need not advance from
cover if fired on in this or the previous
turn.
ACTIONS (page 7)
The following actions take ONE and not
two turns;- DR, SR, SC, SP.
BREAKDOWNS & REPAIRS (page 6)
Change the first sentence to;-
Breakdown or jamming occurs when a figure
fires and scores a number equal to or MORE
than the weapon's breakdown number subtracted
from 100 with his 'to hit' dice; for example;
a weapon with a breakdown number of 4 will
breakdown on throws equal to or more than
(100 - 4 which equals 96).
If a weapon is firing Area Fire and there are
a number of targets in the template then only
the first dicr. roll is subject to breakdowns.
WOUNDS & KILLS (page 20)
Add to the end of this section;-
Any figure suffering a cumulative total of
FIVE wound points is killed.
ENCUMBRANCE (page 21)
Note that figures with a negative strength
rating do not have this doubled to modify
the total number of encumbrance points that
figure may carry. For example; a figure wHh
a -2 strength could carry 3 points and move
normally or 4 - 8 with no run allowed.
Al'llN I J !,i I!i
Ihem) f'ilClllqe: ; arc Illude ei t.her t.1l UCCIJIIUHfj,ll :
IJrilJlllUl weap()J1B intI! Lhe advanced
( f'D",I ,:!1 Sf III 1 ) 01' m; a rt!:HJ I L or d j Be repw,-
cir.n I>r.iIHI discovered lhrough lhe I ' f)(!dhw ' k

Cude Numhf!r Chnnlje
I Uecrea!3e cost Lo 1(,(1
2 Decrease cost. La Ill ')
3 Decrease cust to 2(,ll
4 Decrease cosL to 3U()
,J Decrease cost to 240
6 Decrease cost to 23LJ
7 Decrease cost to 140
H Decrease cost to 34ll
15 Chancje prefix to SR3 &
increase cost to 500
14 Change prefix to SAil &
increase cost to 525.
15 Change prefix to SA*R &
increase cost to 560.
16 Change prefi x to MA*Z &
increase cost to 600.
17 Change prefix to t-1A*Z &
increase cost to 675.
34 Decrease cost to 24U
35 Decrease cost to 34U
50 Change prefix to MA*Z &
increase cost to 750.
108 Increase cost to 300
125 Increase cost to
COMBAT 3001

This booklet does not form a separate set of Wargame rules but is instead the first .
supplement to the 'Combat 3000' Sci Fi infantry skirmish rules and cannot be used except
by players already familiar Combat 3000. The rules given in this iupplement are
intended to expand the scope and maximise the realism of the Combat 3000 system.
these rules are involved and require careful reading they present no
difficulty to the experienced Combat 3000 player.
() Copyright Richard & Tabletop Games Jan 1981
Illustrations by Nick Bibby and Tony Yates RICHARD HALLIWELL.
With Combat 3001 you can ..
Live through the bloodiest gunfights of human history.
Singlehandedly blast your through the cities of the with the
police at your back and a price on your head.
Steal "Ballpoint Pens" from Woolworths on Ursa Minor
Strike out for the frontiers of space hope in your heart and a gun in
your hand ........ th your guts in your pocket
and a ballpoint pen in your hand.
Gun down your enemies and rat on your friends .
Grapple Burgo Monsters in the of the lost planet of
.... but all the time winning through by your individual skill, cheating
and down-right base cunning.
2
R.:hard Pr.esUey uau'n []eniDn
Part time co-author currently in Lancaster
practising Zen and the art of not answering
This man is so clever, he has a Photographic Memory,
speaks at the speed of light and paints his figures
an awful green colour. Commander of the Sindaran
Space Marines and Vroom Beasts. He is so brilliant
he can't possibly be human.
w
letters.
AnihDny EpWDnh
Helped a lot with the actual rule writing.
He would just like this oppurtunity to say
how Hip and Cool he is .
Sieue T.ff'n
Helped with play-testing. So taken with
the idea of killing people he's off to
join the Marines.
Pau' E'sey
Inventor of the Megadeath Syndrome.
Possibly the world's most dangerous
man, possibly not.
Andy
An ego greater even than that of Zaphod Beeblebrox. ,
Could do well as Galactic Emporer, meanwhile makes do
as commander of the Imperial Space Marines . Not to be
argued with, has been known to call down planetary
bombardments in a fit of pique.
mari'n 'PERCE'
.HQs read Combat 3000, but hasn't yet let on to the rest of
us how to work out firing. Usually commands a force of Orts.
Plndrew Ph"Ups
Another promising wargamer, could have done
well for himself if he hadn't met Simon or
been born in Eastwood.
Peie Harr's
Most brilliant(?) wargamer(?)
in the known Universe.
Commander of the Invincible
Arachnids. What more can I say
about myself(?).
A.:hard HaU'weU
S'rnDn EtUDii
Promising young wargamer, works well under
supervision, the closer the better. If any
kind reader can donate a straight jacket and
dummy pleas e contact us urgently. Infamous
as the perpetrator of the Droon. Comes
Eastwood ( Yech, PUke ) .
Who actually wrote the rules using only
his brain, 1 typewriter, 400 sheets of
paper (most of it narrow and perforated),
2,400 Marlboro, 34 gallons of tea and
18 gallons of beer.
THE PERPETRATDRS
Brief notes on the contributors
ADUAnCED RULES
Note: that the letters and numbers
headings, refer to the page number
which appear in brackets ie. (pp2,3) alongside the
in the basic Combat 3000 rules.
Weap[]n (pp2,3)
TYPE PREFIX
Z
R,R2,R3
A*
P/S,S/M etc
CE
CE*
The weapon may
The weapon may
sub-phases the
The u/eapon may
The weapon has
as the lighter
The weapon may
The weapon may
fire sustained fire.
fire rapid fire. A number, if any, indicates the number of
weapon must miss between each shot.
fire area fire and has a Single Shot facility.
a dual rating and may be used as either type given. Counts
of the two for encumbrance purposes.
only fire Cone Effect.
fire either Cone Effect or Normal Fire .
RELOADING TYPE
Dis
Ppa
The weapon is disposable and will be thrown away once it has fired a certain
number of shots. The number of shots that may be fired by 'Dis' weapons are
given as the following number where Ammunition Supply will normally appear.
For example a 'Dis.2.' weapon may be fired twice and is then useless.
The weapon uses a power pack. Ppa weapons are an entirely new loading type.
The basic principle is that the weapon carries no or power source
as such but is instead linked by a power cable to a separate power pack either
carried by the figure or in some remote location.
The following definitions are used:-
CHARGE POINTS
CP's are a numerical representation of power and are used to express both the pre
presence and the consumption of power.
POWER PACK
Any power storage device.
POWER SERIES
A power storage device consisting of one or more power packs linked together.
POWER SUPPLY
The origonal or remaining quota of CP's held by a power series.
POWER CONSUMPTION
The amount of CP's drawn from a power series by a 'Ppa' weapon each time it
fires. The power consumption of each 'Ppa' weapon appears on its profile imm-
ediately after the 'Ppa' symbol.
The following rules are used to govern the use of 'Ppa' weapons:-
1) Players may link as many power packs together to form power series as they wish (lim-
itted of course by encumrance limits or points totals).
2) Each time a weapon fires, and thus draws CP's from the power series, deduct its Power
Consumption number from the series' power supply.
3) Any number of weapons may be linked to a single power series.
4) At anyone time a weapon may only be linked to a single power series.
4
Examplej- A figure is carrying a power series consisting of three Dual la24's and 2 weap-
ons, a Dual LsrSk lIB and a Cpl. His power series supply is 72, every time
he fires the lIB, 12 CP's are deducted from this total, every time he fires
the Cpl, 2B points are deducted.
(pp7,B)
STRIKE PHASE
The figure phasing should make the following modifications to his Strike Phase dice roll:-
+1 Carrying or wearing 4 to 6 encumbrance points.
+2 Carrying or wearing 7 or more encumbrance points.
The encumrance points given are for average human figures. They should be modified by the
figure's strength as detailed on. page 21 of Combat 3000.
(ppB,9)
TURNING
A creature wishing to turn, that is change its direction of facing, more than 9po must
deduct 1 cm. from the basic walk rate (and hence 3 from the run rate) for each such turn
made in a particular move. Turns of less than 90
0
may be made without penalty but there
must be a lcm. gap if walking or three cm' s if running between each such
Wheeled, half Track, Fully Tracked and Hover vehicles turn by arcs, the radius of which may
be no smaller than the vehicles current speed in cm's. Moreover, a vehicle may not turn on
an arc smaller than the length of the actual vehicle model.
Hover and fully tracked vehicles may turn as above or may pivot on the spot. They may not
do this if moving faster than 15cm. this turn. It takes a quarter of a move to pivot thro-
ugh 900 or less.
NIGHT MOVEMENT
Light conditions will obviously affect ' movement rates - it is, for example, pyschologically
almost impossible to run full tilt in. pitch darkness. The following rules are therefore
adopted. .
In Night/Darkness conditions creatures may walk or crawl at normal rate but may only run
at up to twice their walk rate or two-thirds their normal run rate (normally the same).
Vehicles without lights, other than hovering vehicles or flying vehicles, may move no
5.
faster than 15cm. per turn. Vehicles with 12 or more armour may however move at up to
30cm. per turn. Vehicles with lights may move as many cm's as the lights illuminate.
In 'Blackness' creatures may only move at up to half their walk rate. Vehicles are subject
to the same limitations as Night/Darkness.
None of these restrictions apply if the figure's know the ground is safe, for example,
movement on good roads or through fields.
uisibiUly -BWareness (p9)
The following definitions are used:-
Object Any figure, vehicle, building etc, etc, etc on the table.
Firer Any figure or robotic on the table with eyes or equiped with sense organs
capable of detecting objects in the visual light spectra.
Background
Silhouette
Camouflage'"
Any object's background is the area which the line of sight between it and
the firer, if continued beyond the object, would meet.
An object is silhouetted if its background is a light source; for example the
sky, .the 'blast' area of a flare etc.
An ~ j e c t is camouflaged when its outline has been deliberately broken by a
coverage of foliage etc., where its colour is the same as its background,
and Where it is stationary, or moving less than lcm. per turn.
VISIBILU'{": CHART ,
f .
The chart given is modified by the addition of a further Light category - 'Poor' which
comes between Normal and Bad. Objects may be seen at up to the following distances:-
Target Size Poor
-3 10
-2 25
-1 50
0 350
+1 750
+2 3500
+3 7500
A further category 'Blackness', is also introduced. Here no object, regardless of size,
may be seen.
6
VISIBILITY DISTANCE MODIFJCATIONS
1) Silhouetted objects may be seen at twice the distance given for the Light Conditions
of their background. Note, skies are normally one category brighter than the battle-
field that they illuminate. For example, in Poor conditions the sky will be 'Normal',
in Night/Darkness the sky will be 'Poor'.
2) Camouflaged objects may only be seen at up to one-third the normal distance.
3) Objects moving at more than 2 cm. may be seen at up to twice the normal distance
.llit!!
Visibility distances may be further modified by the quality of the eyesight of the firer-
the better the eyesight the further the firer will be able to see. The following table
gives the categories of sight; by what proportion normal visibility distances are increa-
sed; and then fits existing alien types into these categories.
Category
Terrible
Bad
Poor
Below Average
Average
Above Average
Very Good
Acute
Excellent
Perfect
Modi fication
-90%
-75%

-25%
None

+50%
+100%
+200%
+3009.
Examples
Zarquin
Human, Trimote
Mandiblax
For example;
A human with
'average' eyesight
can see a size '0'
target in 'poor'
light conditions
at up to 350cm.
A Mandiblax with
its eye-
sight could see
the same target
at up to 700cm.
The flash from a Mag or Bar weapon or the beam from a laser will be sufficiently bright
in Night/Darkness or Blackness conditions to allow anyone in line-of-sight to be aware of
the firer's location. But note that such figures may only be fired on by normal or aimed
fire if they fired in the previous turn and have declared that they will fire again in the
current fire phase. (See Target Elligability clauses a) and b) on page 10 of Combat 3000).
In the case of the aimed fire then the target must have fired and the firer must have been
aware of the target in the turn before the previous turn (see Aimed Fire page 11, and
Target Elligability).
SOUND AND DETECTION
1) The position of enemy troops may never, ' normally,
be determined as precisely by sound as it ,may be by sight, therefore troops may only
by sight, therefore troops ma:y only DETECT others
by sound.
2) Detected troops may be fired on using either
SPECULATIVE FIRE (see page 11) or by DIRECTIONAL
FIRE (see New Fire Modes following).
3) The distance at which troops ' may detect sound
sources will be determined by five separate
factors, these are LOUDNESS, OBSTRUCTIONS,
BACKGROUND, NOISE, and HEARING.
LOUDNESS
All noises are grouped into one of six categories detailed below. Each category is accomp-
anied by examples. These examples are, of course, far from exhaustive so other noises must
be grouped by comparison to the examples given.
7
Category Number lO\Jdness Example
One 'very quiet Breathing. Walking or crawling if done deliberately
quietly - that is with a deduction of 1 cm. from the
normal 'walk' rate. Weapons being drawn or sheathed.
Two 'Quiet' Talking in whispers. Reloading weapons. Walking.
Crawling. Door opening. Silenced 'PI weapons firing
other than 'machine pistols'.
Three 'Loud' Conversation. Sand P type 'Post weapons being fired.
Doors closing. Hover vehicles moving. Walking thro-
ugb undergrowth or dense Running. S type 'Mag'
weapons firing with silencer.
four 'Very Loud' Shouts. M or H type 'Post weapons being fired. Other
silenced 'Mag' types firing. Engines idling. Light
vehicles moving.
Five 'Earspli tting' 'Mag' type weapons firing unsilenced. Explosions.
Heavy vehicles moving. Heavy machinery operating.
AirFraft or Spaceship take off or landing. Breaking
glass.
{]8STRUCTIONS
The effect of obstructions is to shift noise down by one category or more. Thus, for exam-
ple, a figure wearing a helmet could hear category 2 noises at category one distances
while he could not hear at all a category one noise. The effect of the various obstructions
will be as follows:-
Obstruction Effect
Helemt, light Door. Down one category.
light wall Down two categories.
Heavy or armoured wall
Down three categories.
or door. Inside vehicle
BACKGROUND NOISE
As fighting warms up it will become increasingly difficult to hear things. Therefore noises
are shifted down one category whenever the Umpire/Gamemaster declares 'Battlefield Conditions'.
This is largely subjective matte,r but as a guide two or three 'Earsplitting' noise sources
on a table constitute battlefield conditions. Battlefield conditions should persist a couple
of moves after the weapons or whatever have ceased firing.
HEARING
The efficiency .of a creatures hearing will obviously have an effect upon the distance at
which it hears things. As with Sight (above) various creatures' hearing should be graded
into categories and these will either increase or decrease the distance at which that figure
may hear.
Category Modi fication Examples
Bad
Poor -5m.
Below Average Trimote, Zarquin.
Average None Human
Above Average
Very Good +50%
Acute +100% Mandiblax
Excellent +30m.
8
DETECTION BY SOUND - DISTANCES
The unmodified distances .at which the various noises can be heard are given in the follo-
wing table;-
Noise Category Maximum Distance (em's)
1. Very Quiet 2
2. Quiet 8
3. Loud 16
4. Very Loud 48
5. Earsplitting 3 to 9000, roll die for actual.
Note that for Sound and Detection purposes most 'Inf'. 'Pak' and " Ppa' weapons are treated
as 'Pos' type. Most 'Bar' weapons are treated as 'Mag'. Weapons 32, 37, 38, 39, 40, 42,
44 and 55 are totally silent.
Example. A f i g u ~ e is firing a laser rifle. This is an '5' type 'Pos' weapon and when
firing makes a 'Loud' or 'Category 3' noise. It can therefore be heard by
any human within 16cm., and Trimote within lZcm. and any Mandiblax within
32 cm.
(pH)
DIRECTIONAL FIRE
Directional Fire is fire at troops detected by sound. To fire directional fire troops must
have detected their target during the previous turn. If the firer was also able to detect
the target during the current turn's Actions, Close Combat or Movement Phases, then he may
fire on the targets current position. Otherwise the firer must fire on the target's pos-
ition .as it was at the beginning of the current turn. Thus for example if a firer detected
a target in the previous turn, for example because of it's firing, but the target moved
during the current movement turn and the firer was unable to detect this movement then he
will in effect be shooting at empty air. If, however, he was able to detect this movement
then he will be able to fire at the target's new position.
When firing directional fire work out the percentage chance to hit as normal IGNORING ANY
LIGHT CONDITION MODIFIERS, divide the total percentage chance to hit by the number given
in the following table according to the firer's hearing cate or
Bad 10 Average 5 Very Good Excellent 1
Poor 7\ .4 Acute 2
9
SUSTAINED FIRE
Sustained fire simply amounts to keeping one's finger pressed down on the trigger of an
automatic weapon and thus firing in more than one fire sub-phase. It is subject to the
following limitations:-
a) The firing weapon must be deployed on a bipod, tripod or heavy weapon's mount.
b) Sustained fire must be directed at the same target or target area in all the sub-
phases of a particular fire phase.
c) The weapon's breakdown number is therefore doubled and at least increased to 2 -
even for weapons normally not subject to breakdown.
d) Moving weapons may not fire sustained fire.
Sustained fire and the number of fire sub-phases to be fired must be ordered at the begin-
ning of the fire phase. Throw for sub-phasing as normal. The weapon will fire in that sub-
phase and then in each consecutive fire sub-phase up to the number specified. ' Where poss-
ible the firer must always fire the number of sub-phases specified - even if his target
or targets are already all dead.
The ability to fire sustained fire is denoted by the letter 'l' as a type prefix in the
weapon's profile.
Examples.
1) The firer orders four sub-phases of sustained fire. His fire sub-phase throw is 1 -
the figure therefore fires in sub-phases 1, 2, 3 and 4 - even if his target was
killed in sub-phase 1. Ammunition is deducted for firing four times.
2) The firer orders five sub-phases of sustained fire. His fire sub-phase throw is 5 -
the figure therefore fires in sub-phases 5 and 6. Ammunition is deducted for firing
hice only.
RAPID FIRE
This is possible only to weapons with a 'l' or 'R' weapons profile prefix. Rapid fire is
similar to sustained fire with the following exceptions.
a) Sustained fire limitation 'a' does not apply.
b) Rapid fire may not be fired in consecutive fire sub-phases. Instead 'l' and 'R'
weapons must miss one fire sub-phase between each shot or burst. Certain weapons fire
even slower - the exact number of sub-phases they must miss between each firing is
given after the 'R' prefix. Thus for example an 'R2' weapon must miss two fire sub-
phases and, in effect, may only fire in every third sub-phase.
Examples:-
A firer with an 'R' weapon specifies four rounds of rapid fire. His fire sub-phase
throw is 2 so the weapon fires in sub-phases 2, 4 and 6. Ammunition is deducted for
firing three times.
A firer specifies three rounds of rapid fire with an 'R2' weapon. His fire sub-phase
throw is 2 so he may fire in sub-phase 2 and 5. If he had thrown a 1 he could have
fired in sub-phases 1, 3 and 6.
SINGLE SHOT
'Singie Shot' amounts to firing only one shot or a very short burst with weapons that nor-
mally fire at a much greater rate. A single shot facility is denoted by an '*' after the
'A' prefix of automatic weapons. Only these weapons may fire 'Single Shot'. When firing
single shot,weapons loose 25% accuracy and suffer a -2 effect modification. Only 0.25 is
deducted from the weapon's ammunition supply.
10
CONE EFFECT FIRE
This is possible only to weapons with a 'CE' type prefix. Cone effect weapons affect a
triangular area,the dimensions of which are given in the weapon's listing. The following
rules are used.
1) When firing the figure places the template in any desired position within his arc of
vision with the template's apex touching the figure's base.
2) Throw dice 'to hit' as normal but ignor the Range, Target Movement, Target Situation,
Target Size, Speculative Fire and Area Fire Modifications.
3) If a'Hit' is scored then the template is left in its position and all figures within
the template are automatically hit, provided that a line-of-sight may be traced
between target and firer (thus, even though the firer himself may not be able to see
the target under the visibility and awerness rules the target will still be hit ) . For
each hit,dice for kills as normal.
4) If the firer fails to hit this means the wettPon is pointed in the wrong direction sothe
actual area of effect must be determined. Throw a 1-6 dice counting odd numbers as
deviation to the left and even numbers as deviation to the right. Now for the extent
of deviation find the point lScm. away from the firer along the centre line of the
template. Throw a 1-10 die and move the template (keeping the apex in the original
position) this number of cm's to the left or right of the lScm. point.
All figures within this new template position are assumed hit as per the rules given
in 3) above.
5) Note that under the rules giveQ in 3) above conditions which affect visibility such
as light or bafflers do not block CE fire whereas solid objects, such as buildings,
trees or vehicles, do.
LAUNCHER FIRE (ppll-12)
When throwing for the deviation of inaccurate 'L' fire use the following 'spider' for the
direction of deviation.
5 &
7

1 - - - - - - : ~ - - - 3
I
o 1
firer
2
For the extent of deviation throw dice as follows:-
Type o'f Fire
Grenades being thrown at under hal f the' maximum distance
allowed. Launcher fire at point blank range or short range
Grenades being thrown at over half the maximum allowed
distance. Launcher fire at medium range.
All other direct fire
Indirect fire
g renades
(pll, 12, &: 13)
RANGES
peviation Dice
1 - 6
Two times 1-6
(ie. 2 dice)
1-10 + 1-6
Add a further
1 - 6
Figure's may throw grenades of larger calibres than given in Combat 3000. They may throw
grenades of one calibre larger than the previous limit, but their range is halved. They
may also throw one of two calibres larger than previous but here the range is reduced to
one third.
illill
The blast template of any grenade or 'another explosive round should ' be split into two
zones. The inner third is called the 'Proximity Blast' and the outer two-thirds the 'Remote
Blast'. The effect of the grenade recieves a +2 bonus for effect in the proximity blast, a
11
-1 penalty in the remote blast. Thus, for example, a shell or grenade 101 has a +2 effect
within 1.7cm. of the point of impact, -1 between 1.7 and Scm. This rule does not apply to
explosions in confined areas (pp14).
MACHINE GUNS AND AREA FIRE (ppll)
A machine gun is any 'A' weapon with 'Mag' reloading, unless otherwise specified. Machine
guns which are not on a deployed bipod, tripod or heavy weapons mount must fire area fire
at ranges of above 30cm. Those which are on such mounts must fire area fire at ranges of
above 8Scm. In other circumstances and with all other 'A' type weapons the weapon is free
to fire either at an area or normal, direct fire at a single target:
Note:- machine guns in some cases may be able to avoid this limitation by firing
'single shot'.
grau.1y
Thls section attempts to simulate the effects that varying strengths of gravitational fields
will have on actions fought on various planets, planetoids etc. Remember also that these
rules can be used when actions take place aboard accelerating or deccelerating space ships.
Gravitational pull is graded into 10 categories from one-fifth standard to standard five.
These categories do not follow a directly linear progression but are instead arranged for
convenience.
The effects of gravity are represented chiefly by modifications to the all-important crea-
ture profiles. While this method will not reflect all of the possible gravity related eff-
ects it goes far further than other more complex methods involving altering actions, close
combat, movement and firing rules. .
METHOD
Simply discover the strength of gravitational field (which should either be specified by
the umpire/ game master in a campaign/ role-playing game or can be randomly decided before
one-off games) then cross reference this on the table below and make alterations to the
figure profile of all participants.
'Strength A'
'Strength 8'
Applies to the figure's strength when usinq
close combat weapons.
AppJies only to the figure's strength for throwing
and i t ~ ability to carry things as represented by
the encumbrance rules.
12
Characteristic Strength of Field (Earth Standard)
1/5 1/ 4 1/ 3 l / Z Standard 1 Z 3 4 5
Accuracy +8 +6 +4 0 0 -Z -4 -8 -lZ -zo
Strenqth A +Z +1 0 0 0 0 -1 -2 -3 -3
Strength B +4 +3 +Z +1 0 0 - 1 -L -)
-4
Dexterity +1 +1 0 0 0 0 0 -1 -1 -L
Reflex +1 +1 0 0 0 0 -1 -1 -2 -3
Walk Rate (cm) +4 +3 +Z +1 0 -1 -1 -2 -2 -3
In 1/ 5 Standard no 'walk' as such is possible at the increased rate. Figures may either
walk at the normal rate or move by a series of bounds each of which may be as long as the
increased walk rate and half as high at their mid-point. Three such bounds can be made in
any movement phase. If one is made the figure is classed for 'Actions' purposes as Walking,
if two or three such bounds are made the figure is classed as Running.
ALIENS AND HOMEWORLD GRAVITY
When fighting in their 'natural' homeworld gravity all creatures receive an accuracy
bonus of +3% and a dexterity bonus of +1. Homeworld gravities for the various creat-
ures so far introduced are ;-
Human
Mandiblax
Trimote
Zarquin
GRAVITY UNFAMILIARITY
Standard '
1/2 Standard
Standard two
Standard one.
When creatures first start acting in a strange gravity their abilities .will be somewhat
reduced by their unfamiliarity with the strength of the field. Therefore when creatures
are taking part in their first action on a particular planet they will suffer a -5 acc-
uracy penalty and a -1 dexterity penalty. This rule does not apply to creatures operating
on a planet with the sane gravitational field as their Homeworld .
EXAMPLE
A frimote Freighter has just crashed on a Standard Two World. Hot on its heels is the
pirate ship of the (human) Scarface Eriksson band. When the humans attack the crashed
freighter their profile is modified from the average 0.0.0.0.5 to -4.-1.0.-1.4 because
of the gravity and id further reduced to -9.-1. - 1.-1.4 because of its unfamiliarity.
The Trimote's profile is reduced to +1.+1.0.-2.3 because of the strength of the field
but increased to a total of +4 . +1.+1.-2.3 because this is their Homeworld gravity - they
do not suffer any penalty for gravity unfamiliarity.
13
[ : ~ [ ] s e [:[]rnba11ra,n,ng
A creatures fighting ability, and hence its profile, may be effected as much by its train-
ing as by its latent physical and mental capacities which hitherto formed the basis of
that profile. This section is the first to take this fact into account and deals with the
field of hand-to-hand fighting dealt with in the rules under the general heading 'Close
Combat'. The rules used are as follows:-
Various forms of close combat training exist, their various effects are represented by
bonuses to the figure's strength, dexterity, and reflex characteristics. These bonuses
apply only to close combat,&specifically, to the die rolls for 'Strike Phase' and 'Effect'.
Furthermo.e any strength bonus is not applied to an opponents die roll for 'Effect'.
There are two fields of close combat training, 'unarmed combat' and 'swordsmanship'.
Unarmed combat bonuses are received only when the figure is fighting with his bare hands
and not using any kind of weapon. Swordsmanship bonuses are received whenever the figure
is using any kind of close combat weapon (which in the weapon lists have numbers beginning
with a '2').
The various types of close combat training their costs and their effects are:- , ,
Type Hemarks Unarmed Combat Swordsmanship Points
Str . Dex. Ref. Str. Dex. Ref.
Cost
Saptan Basic training for all
+1 +1 +1 35
Imperial troops
Katal Abilities both taught to
and aquired by the Katal.
Only available to Katal +3 +2 +1 +2 +2 +1 120
or those who have spent
a year with them.
Morz'ta Training given to all
disciples of the Ruyn
+1 +1 +1 +1 +1 +1 60
Allah religio-military
movement.
Moran Sophisticated martial
Karate art combining ancient
+2 +2 +2 80
method with rigorous
muscular and mental
condi tioning.
Sindarr Training received by
all Imperial Elite +2 +2 +3 +1 +2 +3 100
Troops
14
VEHICLE'S POINTS COST
This section gives a simple method of assigning points costs for vehicles you have design-
ed, purchased or invented.
first classify vehicles according to their size. To do this add the number of crewmen,
passengers and heavy weapons the vehicle may carry (counting 'H' weapons as 1, 'M' as
~ and disregarding '5' and 'P' weapons). Using this total consult the following tablej-
Number of Passengers/
Size Category Basic Points Cost
Crew/Weapons
3 or less Small 300
B or .less Medium 500
16 or less Large 1000
32 or less Extra-Large 1500
50 or less Leviathon 3500
Now add to the basic points cost the points values of all weapons, ammunition, sights,
weapon mounts, equipment and turrets installed in the vehicle.
Add to this total for the vehicie's a r m o u r j ~
Size Category Cost per Point of Armour Max. Hull Armour Alioll/ed
Small 75 7
Medium 100 10
Large 200 14
Extra-Large 400 16
Leviathon 750 no limit
Now multiply this total by the means of propulsion of the vehicle as given on the following
table. Note that these tables also give the fastest speeds at which the vehicle can accel-
erate and move.
15
WHEELED ;
For vehicles mUltiply by 1, maximum performance as
Size
t1aximum
Maximum Speed
Acceleration
Smail 40 200
Medium 35 150
Large 30 100
Extra-Large 25 75
Levi athan 20 60
TRACKED
For tracked 1%,
maximum
Size Maximum Sped
Small 15 75
Medium 10 60
Large 8 40
Extra-Large 7 35
eviathon 5 35
HOVER
For hover vehicles multiply by performace as
Size
Maximum
Maximum Speed
Acceleration
Small 40 200
MediLm 35 150
Large 30 100
Extra-Large 25 75
Levi at.han 20 60
AIRCRAFT
For aircraft multipl y by 2, maximum performace as follows;-
Size Maximum Speed Acceleration/ Pitch Variation Minimum Speed
Deceleration
Medium 3000 100 50 250
Large 2000 90 40 300
Ext ra-Large 1500 90 30 350
Le viathan 1500 75 10 400
Small 4000 150 60 200
For VToL aircraft and helicopters multiply by 3, performance maximums are the same as for
other aircraft but the minimum speed is zero ( ie. hover).
This gives the total points cost
of the vehicle. Any necessary
crew, drivers, commanders etc.
are purchased seperately.
16
TURRETS
Turrets st"!ould be treated like any other weapons mount. They may hold up to tll/O weapons
iXlYnting 'H' types as 1, 'M' types as ~ and '5' types as \".
f"or convenience we give the specification and points cost for some sample turrets;-
Code Name
Total Traverse Accuracy Night Time Reflex Points
Traverse per turn Modifier Accuracy Mofifier Modifier Cost
Tl Standard 360
0
120
0
0 0 -1 100
T2 Hydraulic 360
0
360
0 +5 0 0 250
T3* Hydraulic
fitted
360
0
360
0
+5 +10 0 500
with
Infra-red
T4* MM 78
360
0
120
0
+10 +10 +1 700
Standard
The asterisks denote 'lUide Spectra' so where indicated it means that the turret is fitted
with wide spectra equipment and counts all light as
This section provides extra creatures, lUeapons, ammunition etc. etc. to expand upon those
.given in Combat 3000.
Some new sources are introduced these are;
'Katal'
'Imperial
Arsenal'
'Dual'
'Xwarma'
A human race of stellar nomads. They tend to inhabit those worlds too
inhospitable for others. This and the fact they are constantly attacked
by and attacking civilised cultures has caused them to be very good
fighters and survivors indeed. Katal weaponry is only available in
large quantities to the Katal.
The arsenal providing weapons for the crack troops of the Imperium.
These weapons will cost non-Imperial Elite troops two or three times
the prices actually given in the lists.
Dual (pronounced Dew-al) weapons are produced on the Human Trimote co-
dominium lUorld of Erzatz. They are widely available. Dual are the first
of the new Ppa weapons featured in these rules.
Weapons manufactured and used by the Vroom Beasts. Widely available.
NOTES ON THE POINTS USE
The actual number of points alloted to the various players lUill cle2rly have a great effect
upon the nature of the game being played. While this is entirely up to the group concerned
the following guidelines are suggested;-
Squad Level Games Players should be given 4000 points per squad to buy figures and equ-
. ipment. The players must use at least five figure; s for human squads
17
and at least four for aliens. At least half of the squad normally must be identically
armed and equiped.
Role Playing Games - Players start with 2,3,3,4,4,5 die roll times one hundred points
plus their figure. If they wish to be alien they must pay the full
difference between the alien's cost and that'of a human.
'One Off' or Compet- Players are allowed 550 points with which to buy everything inclu-
ition Games ding their figure. The actual figure, however, may be bought at
only half the price given in the lists.
~ r e a 1 u r e s
ARBR'OM ~ The 'Tree People'
Profile -8. +5. -2. -1. 9.
Eyesight Below average.
Arc of Vision 60
0
either side of ?irection faced.
Hearing Above average.
Morale Test Combat 3000 page 18.
Special Rules Run rate only twice walk rate.
Points Cost 850
Source
ARACHNID
Profile
Eyesight
Arc of Vision
Hearing
Morale Test
Special Rules
Points Cost
Source
Use Asgard Owl Bear. Convert by cutting off arms at the shoulder
and replacing in a position to hold weapons. Use Milliput or similar
to rebuild shoulders and fit helmet if desired.
O. +1. -1. -1. 8.
Very good.
120
0
either side of direction faced.
None.
Use Generalised Reaction Test - Combat 3000 page 18.
May climb near vertical surfaces, providing there are at least some
irregularities, at walk rate. When using Wounds rules treat a throw
of 4-8 as a leg hit then throw to see which. Each wound point on a
leg renders it lost. Each leg lost reduces the creatures walk rate
by lcm. When 4 are lost the creature may not move.
325
Use Citadel Spider converted by the addition of Asgard or Citadel
weapons and equipment.
18
VROOM BEAST
Profile
Eyesight
Arc of Vision
Hearing
Morale Test
Sprecial Rules
Points Cost
Source
-18. -1. -1. +1
'Poor' but is also IR and UV sensitive so the creature treats all
light conditions as 'Poor'.
900 either side of direction faced.
Very Good.
Use Generalised Reaction Test but throw a decimal dice and use the
same chart and factors.
Creatures may either walk at the rate given or may move by a series
of hops. Each of these hops may be twice as long as the walk rate
given and its mid-point half as high. The creature may make three
such hops in a move. I f it hops once then it may fire and carry .out
actions as if it is walking, if it hops two or three times then it
is treated as running.
225
Asgard.
19
mDre WeapDnS
CODE
NO
59
60
61
62
63
64
65
66
67
68
69
71
72
73
74
NAME
Katal 16mm. Rifle
Semi-automatic, large bore, low velocity
weapon. Its effect against armour is
only -2.
Katal Am17
Katal Am21
Katal Aml72
Dual LsrSk Z04
Dual LsrSk Z05
Dual LsrSk Zl8
Dual LsrSk Z20
Dual C: pZ
When firing unaimed fire add 2 to the
fire phase throw to represent the extra
time taken for the weapon to draw and
store the power.
PROFILE
SRX.-12.+4Mag.6.3.2.
SAR.+2.Mag.lO.3.2.
SAR.+12.+1.Mag.5.4.4.
MAR2.+12.+3.Mag.8.6.3.
P/ S.+7.+2.Ppa.4.-.2.
P/ S.+6.+3.Ppa.6.-.2.
S/ MR3.+7.+S.Ppa.12.-.2.
S/ MR2.+7.+S.Ppa.lO.-.l.
P/ SX.+4.+8.Ppa.28.-.3.
Dual LsrAsp P/ SAR.+4.0.Ppa.lO.-.2.
Dual LsrPnzJagr P/ SX.0.+IO.Ppa.20.-.7.
Subject to the same fire-phase limita-
tions as 67. Also the weapon is in
effect a'Dis.l' reloading type. Its' one
shot burns out the laser tube and the
weapon can no longer be used.
COST
400
200
380
525
250
310
420
560
350
380
180
~
...
, .
> .
MM2 Self Loading Rifle SR.+7.+4.Mag.20.3.1.
f1M3 Assault Rifle SR.+5.+3.Mag.12.4.
MM4 Recoiless Rifle HL4.-3.X.Bar.l.3.
Cartridge Gun PX.-6. X.Bar.6.2.1.
The Bun may be loaded with up to 6 of
the cartridges listed in the ammo.
section. Each cartridge is put in a
separate chamber. When firing, the gun
may fire any of the six chambers, acc-
ording to its setting. The setting may
be chamged during a turn in which the
weapon is in the figure's hand - need-
ing only 1 hand and not interfering with
actions or movement (but preventing the
use of the weapon.). Alternatively the
setting may be changed in the turn in
which the weapon is fired - this adds 3
to the firers fire phase roll. Unless
otherwise specified; cartridges 1-6 are
carried, each in its respectively num-
bered chamber. The weapon may only fire
the specially designed cartridges.
20
800
650
700
400
CODE
NO
75
76
77
78
79
80
81
82
83
84
85
NAME
MM88
This is in fact a customized weapon not
sold by Military Mercantile stores. It
was invented and first used by a certain
Mz W. Shagg and consists of two MM8's
linked together and fitted with special
magazines. It has 2 mags. and the firer
s hould keep records of the weapon as
though it were in fact 2 separate guns.
It may be fired using only 1 barrel ( and
hence 1 mag) with these characteristi cs ,
or it may be fired using both barrels
( and hence both mags.) with a profile
of +45.+1. Breakdowns effect only those
barrels actually fired. Encumerance - 3
Armour Assault Laser
Tube Launcher
Tube Launcher
Pirran Clip Pistol
May only fire a small explosive shot
which has an 8cm. di. blast circle and
+3 effect. Cost of a clip of 8 given
in ammo. section.
Hand Flamer
Affects cone area 15 by 5 cm.
Flamer
Affects cone area 20 by 7 cm.
Orm.and Blaster
Fires a relatively slow-moving plasma-
like ball. Double tactical factore mod-
ifications for target movement.
PROFILE
SA*RX.+25.-1. Mag .
( each ) 5.5.2.
P.-8.+9.Dis.l.-.3.
P!SL2.-18.X.Dis.l.
SL3.-20.X.Dis.l.
PLX.-3.X.Mag.8 . 3.
PCE.-6.+4.Pos.2.4.4 .
SCE.-4.+5.Pos.3.5.4.
SR2X.+4.+2.Mag.8.2.1.
Ormand Projector Rifle SLIX.+2.X.Bar.l.l.
The shot is placed in a cradle and
projected along a carrier beam. May fire
any calibre 'I' ammo. and anything else
of similar size, including 1 cal. grenades.
Ormand Meson Gun HX.0.X.Pos.5.4.2.
Projects a stream of mesons in a focused
magneto-gravitic beam. The breakdown of
mesons within matter releases enormous
amounts of energy but the ef.fect will be
indeterminate according to factors of
range, target size and density of local
electromagnetic fields. Therefore for
each hit throw a decimal dice modified
by the target's full size for t h ~ effect .
Eg. Target size +3, effect throw 6 -
gives a total effect of +9.
FL Laser Rifle SRX3.+5.+1.Pos.8.3.
Has a 'flashlight' facility ie. the
trigger has buo positions. When firing
using the first it fires with the prof-
ile shown. When the trigger is squeezed
fully, it fires with 2 higher effect,
in this case a total of +3 effect - such
fire however deducts 2 from the ammunit-
ion supply.
21
COST
1550
115
17
23
320
175
250
280
250
750
300
86
87
88
89
90
91
92
93
94
95
96
97
Mag
Mag
59
59
Mag 60
Mag 61
Mag 62
63-69
Mag 71
Mag 72
Mag 75
Mag 77
Pos 78
Pos 79
Pos 80
Pos 81
NAME
FL A s s a ~ l t Laser
Flashlight facility as for 85.
Imperial Arsenals IPW300
10mm. high velocity, automatic rifle tiring
explosive ramjet bullets. Standard issue to
all Imperial Household troops. When firing
single shot this II/eapon's profile is only
reduced to +7 accuracy, +4 effect.
Imperial Arsenals IPW300-2
Gyrojet Pistol
The recoil on this II/eapon is so bad that
no sight or II/eapon mount other than a mou-
nt designed for 'H' II/eapons II/ill have any
effect on its accuracy. Firer must be sta-
tionary. The accuracy should also be mod-
ified by 3 times the firer's strength.
Multi-Beam Disrupter
The II/eapon has three fire settings, these
are;-
1) CE, effect -1, affects cone 30 x 10cm.
2) CE, effect +1, affects cone 20 x 7cm.
3) Narroll/ beam, fire as normal II/ith a
basic effect of +3.
Settings are changed as for II/eapon 74
Also has Flashlight Facility as 85.
XII/arma Laser
XII/arma Assault Laser
XII/arma Laser Carbine
XII/arma Heavy Laser
XII/arma Laser Cannon
XII/arma Laser Pistol
Web Pistol
Same effect as II/eb grenade (115). Effects
cone 15cm. by 5cm.
60 Pos 83 200
IS Pos 84 60
60 Pos 85 75
50 Mag 86 180
!:lee Equipment Mag 87 220
Section
120
Mag 88 30
80
Pos 89 30
80 each
Pos 90 100
150
Pos 91 140
60
Pos 92 140
Pos 93 220
75
Pos 94 280
40
Pos 95 60
Maq 96 30
22
PROFILE
SR3X.+3.+2Pos.6.3.
SA*RX.+18.+5.Mag.6.4.
MA*R.+25.+6.Mag.8.4.
PX.-35.+6.Mag.3.4.
SCE*X.-8.X.Mag.12.4.
SZ.0.0.Pos.8.3.2.
SZ.0.+3.Pos.8.3.2.
SZ.+8.+1.Pos.6.3.2.
MZ.-5.+5.Pos.12.4.1.
HZ.-IO.+8.Pos.12.5.1.
PZ.-3.-1.Pos.6.3.3.
PCEX.-5.X.Mag.4.2.
COST
340
1300
1600
105
400
260
460
750
14Q
225
CARTRIDGES FOR USE ONLY WITH
WEAPON NUMBER 74
1. Gyrojet +7 effect.
2. Heat seeking Ramjet
effect +4, accuracy
bonus +2m.
3. Stun, +3 effect.
Wounds or kill results
stun for 20 turns.
4. Grappler, as per
shell. 16.
5. Baffler, same effect
as Z calibre Baffler.
6. High Explosive, affects
30cm. circle II/ith +2
effect.
SheUs e urenades
NO
ITEM
PROFILE COST
126 Explosive 4.30.+3.
127 Armour Piercing 4.0 . +B.
12B Self-Guiding Explosive 4.30.+3.+30.
129 Self-Guiding Armour Piercing 4.0.+B.+30
130 Baffler (same effect as 113) 4.45.X.
131 Screamer 1.30.X.
Area of effect counts as 'Battlefield
Conditions' for sound and detection.
132 Ramjet 1.0 . +3.
2.0.+6.
3.0.+9.
4.0.+12
E24 One metre of flexi-powercord with connectors. Used to connect
Dual weapons with power pack or a power series.
E25 Ten metres of flexi-powercord as above. May be linked together
to form longer cords.
E26 Dual Power Pack Za12. Power supply 12 points. Note that each
Dual Power Pack comes complete with a power expended meter.
Dual Power Pack ZalB. Power supply IB points.
Dual Power Pack Za24. Power supply 24 points ;
60
50
120
100
100
20
20
40
60
100
1
,
~

~

~

E27
E28
E29 Dual Handtorch. Must be linked to power packs in the same way
as Dual weaponry. Uses 1 point of power per three turns of use.
Illuminates a cone 45cm. deep and 15cm. wide at the head.
1/ 3
DO
Dl
E32
E33
E34
E35
E36
Count this area as 'Bright'.
Air Filter. Filters out harmful bacteria or gases in the atmos-
phere. May be worn on its own or fitted into a helmet.
Nose Filters. As above but are plugged into the wearer's nostr-
ils and thus cannot normally be seen. Note that to be effective
the wearer must keep his mouth . firmly shut , - something not
possible when talking ~ r stunned. :
Respirator. Provides supply of breathable atmosphere. May be
fitted into a helmet or worn on its own. Takes two turns with
two hands to fit. Each cartridge provides air for 15 minutes.
Spare Cartridge for E32. Takes three turns with two hands to
replace.
IFF Badge. Small disc which identifies friendly troops to
computerised weepons, robotics and proximity fuses.
Trip Beam Nodes. Nodes may be set up up to 20cm. apart but
but must be able to trace a line of sight to each other.
Project a completely invisible microwave beam which if broken
will triggeran alarm (local or remote). The Nodes are small and
present only a -3 t a r g ~ t . Operate only in pairs.
1
1
3
Translator. May be programmed for two languages which must 1/ 3
be specified. Can translate from one to the other. May be
fitted into a 'helmet or any communications device. Can only
transla,te if within 'eight centimetres' of the speaking party
or parties. In appearance it is a small black box about the size
of a paperback book. Con be programmed with extra languages at a '
cost of , 30 per language.
23
COST
10
30
25
75
50
5
30
50
80
25
50
50
175
COST
E37 Radio Fuse. Detonates on receipt of a coded radio message. - 10
E3B Radio Fuse Detonator. May detonate radio fuses either - 20
singly or in groups.
E39 Wire Cutters. Requires two hands to operate. Takes one turn ~ 5
to cut through a strand of any wire.
E40 Demolition Charge. May be fitted with any kind of fuse. On 1 60
detonation it explodes with a burst circle of 15cm. diameter
and +3 effect. Any construction adjacent to the point of
impact suffers a 0,0,1,2,3,4, Die roll number of destructive
hits.
E41 Silencer. For 'P' or'S' type non area firing 'Mag' or - 70
'Bar' weapons. Makes weapon 2 noise categories quieter when
firing.
E42 Silencer. For 'M', 'H' or area firing 'Mag' or 'Bar' type - 200
weapons. Makes weapon 2 noise categories quieter when firing.
E43 Stabilizer. May be fitted to any kind of flight pack to enable 2 350
the flyer to fire without any kind of accuracy deduction.
E44 Gravitic Neutraliser. Similar to flight pack. Totally silent 1100
and does not emit any infr-red. Profile. 40/10/16/0. Power
pack has enough fuel for 30 minutes flight. Recharge costs
200 crds.
E45 Landing Pod. May contain a single figure for re-entry from space 7500
or very high altitude. Deceleration from 1 to BG. Its tactical
use is to burst open and deliver the creature on the battle-
field at any altitude and at a horizontal speed of 0-30cm.
per turn. Figure carried may not be able to fire in the bursting
turn. Enemy will only be able to fire in the bursting turn or
turn before - at bursting altitude +lOOcm. Armour class 7,
target size that of occupant plus one.
E46 Assault Lander. Exactly as above but on bursting turn pod 750
detonates as per E45 and an explosive as per 103. The figure
in the pod is not effected by t.his explosion. May also optionally
explode as "Z Calibre Baffler".
24
A Product of
TABLETOP GAMES

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