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COMBAT 3001 PI C[]mba1 3[][][] Richard Halliwell

TTG Combat 3001 (1981)

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Supplement for Combat 3000By Richard Halliwell(includes an errata for Combat 3000)

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Page 1: TTG Combat 3001 (1981)

COMBAT 3001 D~~~~d.f~~~ PI C[]mba1 3[][][] Supp~emen1

Richard Halliwell

Page 2: TTG Combat 3001 (1981)

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.

\~I 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 J'llIl~u ( 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

pr()( "f~Sn •

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 3~().

Page 3: TTG Combat 3001 (1981)

COMBAT 3001 ln1r[]du~1.[]n 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 ~ith Combat 3000. The rules given in this iupplement are intended to expand the scope and maximise the realism of the Combat 3000 system. ~Ihile.

these rules are some~hat involved and require careful reading they ~ill present no difficulty to the experienced Combat 3000 player.

(§) Copyright Richard Halli~ell & 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 ~ay through the cities of the out~orlds 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 ~ith hope in your heart and a gun in your hand ••.••.•.••••.••.•.•..••••• return~i th your guts in your pocket and a ballpoint pen in your hand. Gun down your enemies and rat on your friends .

Grapple ~ith Burgo Monsters in the s~amps of the lost planet of Mug~ash •

•••..•.••. but all the time winning through by your individual skill, cheating and down-right base cunning.

Page 4: TTG Combat 3001 (1981)

2

Page 5: TTG Combat 3001 (1981)

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 Sa£:aepan~'eW'£:a'PANK' 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· Par~er '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 fro~ . 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

Page 6: TTG Combat 3001 (1981)

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 pr[]f.~e (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 magaz~ne 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 imm­ediately 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 (lim­itted 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

Page 7: TTG Combat 3001 (1981)

Examplej- A figure is carrying a power series consisting of three Dual la24's and 2 weap­ons, 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.

~~()5e ~()rnba1 (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 900 may be made without penalty but there must be a lcm. gap if walking or three cm' s if running between each such 1lI0V.~.

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 thro­ugh 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.

Page 8: TTG Combat 3001 (1981)

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 ~ject 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

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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 battle­field 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 firer­the 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 increa­sed; 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%

-50~';

-25% None

+25~.

+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 '~cute' eye­sight 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 accomp­anied by examples. These examples are, of course, far from exhaustive so other noises must be grouped by comparison to the examples given.

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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 scrub ~ 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 exam­ple, 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 -75~.

Poor -5m.

Below Average -25~. Trimote, Zarquin.

Average None Human

Above Average +25~.

Very Good +50%

Acute +100% Mandiblax

Excellent +30m.

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DETECTION BY SOUND - DISTANCES

The unmodified distances .at which the various noises can be heard are given in the follo­wing 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 figu~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 pos­ition .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

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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 sub­phases 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 begin­ning of the fire phase. Throw for sub-phasing as normal. The weapon will fire in that sub­phase and then in each consecutive fire sub-phase up to the number specified. ' Where poss­ible 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 sub­phases 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 nor­mally 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

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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

Page 14: TTG Combat 3001 (1981)

-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 crea­ture profiles. While this method will not reflect all of the possible gravity related eff­ects 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 it~ ability to carry things as represented by the encumbrance rules.

12

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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 creat­ures 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 acc­uracy 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

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[:~[]se [:[]rnba11ra,n,ng A creatures fighting ability, and hence its profile, may be effected as much by its train­ing 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

Page 17: TTG Combat 3001 (1981)

VEHICLE'S POINTS COST

This section gives a simple method of assigning points costs for vehicles you have design­ed, 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 armourj~

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 accel­erate and move.

15

Page 18: TTG Combat 3001 (1981)

WHEELED ;

For ~heeled vehicles mUltiply by 1, maximum performance as follo~s;-

Size t1aximum Maximum Speed Acceleration

Smail 40 200

Medium 35 150

Large 30 100

Extra-Large 25 75

Leviathan 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 l~,maximum performace as follo~s;-

Size Maximum Maximum Speed Acceleration

Small 40 200

MediLm 35 150

Large 30 100

Extra-Large 25 75

Leviat.han 20 60

AIRCRAFT

For aircraft multiply 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

Extra-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

Page 19: TTG Combat 3001 (1981)

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 3600 1200 0 0 -1 100

T2 Hydraulic 3600 3600 +5 0 0 250

T3* Hydraulic fitted 3600 3600 +5 +10 0 500 with Infra-red

T4* MM 78 3600 1200 +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 co­dominium 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

Page 20: TTG Combat 3001 (1981)

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.

~rea1ures ARBR'OM ~ The 'Tree People'

Profile -8. +5. -2. -1. 9. Eyesight Below average. Arc of Vision 600 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. 1200 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

Page 21: TTG Combat 3001 (1981)

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

Page 22: TTG Combat 3001 (1981)

· 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

Page 23: TTG Combat 3001 (1981)

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 should 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 characteristics , 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 plasma­like 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 th~ 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 ammunit­ion supply.

21

COST

1550

115

17

23

320

175

250

280

250

750

300

Page 24: TTG Combat 3001 (1981)

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 Assa~lt 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 mou­nt designed for 'H' II/eapons II/ill have any effect on its accuracy. Firer must be sta­tionary. The accuracy should also be mod­ified 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.

Page 25: TTG Combat 3001 (1981)

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 atmos­phere. May be worn on its own or fitted into a helmet.

Nose Filters. As above but are plugged into the wearer's nostr­ils 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 targ~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

Page 26: TTG Combat 3001 (1981)

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

Page 27: TTG Combat 3001 (1981)

A Product of

TABLETOP GAMES