GROUND WAR 3000
INTRODUCTION
Future ground & air tactical combat rules.
MAP
Hex map with terrain features.
CHITS
Units are represented by cardboard counters or chits.
Side is indicated by color.
The unit type should be indicated by a symbol or letter.
Each chit should have a unique identification number.
Unit stats can also be indicated.
TURN SEQUENCE
1. Move Phase
2. Attacks Phase
MOVE PHASE
Roll D6 low to see who moves his units first.
To board or unboard units that are being carried requires 1 move point
from the carrying unit and the carried unit.
Aircraft may only (un)board units at an airfield hex.
Jump troops may unboard from aircraft in any hex.
VTOL can (un)board units anywhere.
Air units can end their move in any space.
TAGGING
A unit, at any time during the Move phase, may Tag an enemy unit
that comes within range of its weapons.
During attack phase a unit may attack any target it tagged even if
the target is now out of range.
ATTACKS PHASE
All attacks are simultaneous.
Units have a number of attack dice equal to their attack rating.
Declare number of attack dice to be used against target.
Attack dice may be combined from different units.
A unit may be attacked only once per turn.
Roll a D6 for each attack die declared.
Rolls of 1 indicate a hit.
Damage may be indicated by damage chits stacked under the unit.
A unit reduced to 0 hits is destroyed.
All units are Anti-Aircraft capable.
UNIT TYPES
TYPE COST MOVE HITS ATTK RANGE MEDIUM
Infantry squad 4 1 2 1 1 Ground
Heavy Infantry 6 1 2 2 1 Ground
LAV squad 8 3 2 2 1 Ground
Assult Bikes 7 4 1 1 1 Ground
Attack Trikes 7 3 1 2 1 Ground
Jump Troops 8 4 1 1 1 Ground/Air
Light Artillery 10 3 1 3 4 Ground
Heavy Artillery 14 2 1 5 6 Ground
Tanks 12 2 4 4 2 Ground
Hover Tanks 11 3 3 3 2 Ground
Vehicles 4 3 1 0 0 Ground
Light Mech 12 4 3 3 2 Ground
Medium Mech 14 3 4 4 3 Ground
Heavy Mech 16 2 5 5 4 Ground
Aeromech 14 6 2 3 2 Ground/Air
VTOL 13 6 1 2 3 Air
AeroFighter 15 8 1 1 3 Air
AeroBomber 13 6 1 5 0 Air
Fortifications 5 0 5 0 0 Ground
Airfield 5 0 1 0 0 Ground
Repair Facility 10 0 2 0 0 Ground
Urban area 4 0 2 0 0 Ground
Factory 7 0 2 0 0 Ground
Minefield 5 0 3 0 0 Ground
Fixed Artillery 11 0 1 5 6 Ground
Orbital Gun 50 0 1 5 0 Ground
Hovercraft 9 5 1 2 1 Ground/Water
Boat 4 1 1 2 1 Water
Ships 10 3 2 4 2 Water
Battleship 20 5 4 6 6 Water
Carrier 15 3 3 2 2 Water
Orbital Lander 25 6 3 4 4 Air/Space
TYPE NOTES
LAV squad Light Attack Vehicles
Jump Troops Jetpacks, Jetgliders
All Artillery Mobile artillery: Cannot move & fire in same turn
Vehicle Wheeled or tracked
VTOL Also: Ornithopters, Helicopters, Jetcopters
AeroFighter +2 Attack vs Air units
Factory Installation: One per hex; Same for agrifarms, minefields,
power generators, mines, urban area, fortifications
Airfield Installation: One per hex; Repair Air units
Repair Facility Installation: One per hex; Repair Ground units
Fixed Artillery Also: Missle, Rocket Launchers
Orbital Gun Installation: One per hex; Attacks space units only
Hovercraft Also: Hydrofoils, Amphibious vehicles
Carrier May carry 6 aircraft & VTOL.
Orbital Lander Jumpship; Orbit capable. Carry 6 units.
TERRAIN
There are 9 types of terrain:
1. Clear Terrain= No modifiers; Agriculture
2. Rough Terrain= Woods, urban areas, rubble, craters, swamps, jungles.
Ground units occupying rough terrain negate a hit on a roll of 1-2 on D6.
3. Treacherous Terrain= Ravines, Mountains.
Vehicles & Mechs cannot enter Treacherous terrain.
Infantry units occupying treacherous terrain negate hits against them on a
roll of 1-2 on D6.
4. Shallow Water = Rivers, Lakes. The only ground units that may enter are
Hovercraft & Mechs.
5. Deep Water = Seas, Oceans. Hovercraft only.
Jump troops may jump over water hexes.
6. Radioactive Crater- Any ground unit that enters, passes thru, or remains
in this hex receives a hit on a roll of 1-2 on D6.
Any nonwater hex hit by a nuke becomes a radioactive crater.
7. Airfields = Aircraft may (un)board units in these hexes.
8. Installations = A building or complex with 1-3 hits.
Often a target to satisfy victory conditions.
Factory installations generate 1 Cred per day.
They must be supported by agricultural, power generation, mining, and
urban hexes.
9. Fortifications = Ground units in the same hex may enter the fort or
remain outside. The Fort takes hits before the occupants do.
10. Minefield- Any ground unit that enters or passes thru this hex
receives a hit on a roll of 1-2 on D6.
STACKING
Any number of units may occupy a hex.
NUCLEAR WEAPONS
All units may be equipped with one or more nukes according to the scenario.
A nuke automatically destroys every unit in the hex it attacks.
The nuke attack has the same range as the unit firing it.
Nukes cost 20 Creds. Nukes are destroyed when used.
DAMPER FIELD
Costs 10 Creds. Attach to any unit.
Completely absorbs one Nuke attack in same hex and is then destroyed.
REPAIRS & REINFORCEMENTS
Certain Installations can repair units.
The unit must start its move there and not move or attack that turn to
repair one hit.
DROP PODS
VTOL & Ground Units may be held in reserve in space in Drop Ships.
When needed they may be dropped onto the battlefield in one way landers
called Drop pods.
They land in move phase during Initiative =1
Some or all of the reserve units may be dropped during a turn.
Each has its own pod.
The unit may enter the map in any empty hex.
Units that start the scenario in orbit cost an extra 20%.
Units cannot tag in the turn they are dropped.
ORBITAL MISSILE ATTACKS
An attack from orbit can target any unit in any hex on the underlying
ground map.
Attacks are in the form of Nukes.
Orbital attacks require a Jump capable ship.
Use OA3000 rules to purchase orbiting ships.
Ground based attacks by Orbital Guns can target any space unit in the
overlying orbital hex.
ORBITAL CAPABILITY
Aeromechs, VTOL, and Aircraft only. Costs 6 Creds.
During Move phase the unit may go into orbit. Remove unit from the map.
If also playing Orbital Assault 3000 place the unit in the corresponding
orbital hex.
On any turn following that the unit may return to the map on any hex as
its move. The unit may start the scenario in orbit.
BASIC SCENARIO
Give each side 200 Creds with which to buy units. Give the attacker an
extra 50 creds.
Each side must contain at least 20 units, at least half of which must be
ground units.
The defender may purchase up to 10 Fortifications.
The attacker cannot buy forts.
Victory is achieved by destroying all enemy units or the Defender
automatically wins after 20 turns.
Only the attacker may purchase orbital missile attacks & Drop pods.
Forces are set up at opposite ends of the map.