ORBITAL ASSULT 3000








INTRODUCTION
An expansion to Ground War 3000 (GW3000)
Before the ground battle comes the space battle

MAP
Hex map. The map represents the entire surface of the planet
The hexes are also called orbital hexes
Each orbital hex represents an entire battlefield map in GW3000
The middle row of hexes represents the equator
The map is wraparound. If you go off one edge of the map you return on the opposite edge 


MODIFIED TURN SEQUENCE
Orbital drift Phase
Orbital Move Phase
Ground Move Phase (If also playing GW3000)
Attacks Phase

ORBITAL DRIFT PHASE
The defender at setup may declare some or all stations, mines & satellites to be in geostationary orbit
Players (attacker first) declare which of their other types of units are in near or geostationary orbit
Units in geostationary orbit do not move in this phase
Stations, mines & satellites not in geostationary orbit are in near orbit
All units in near orbit move one space to the left parallel to the equator


MOVE PHASES
Move orbital units before ground units
To dock or undock requires 1 move point from the docking unit
Regardless of their groundmap move rating all Airspace units have a move =3 Orbital Hex
Airspace units going into or out of orbit do this in ground phase


UNIT		COST	MOV	HITS   ATTK    RANGE    MEDIUM     NOTES			
Space Station	30	0	10      10      4       Space      Defender; Repair facilities, Unlimited Docking
Satellite	5	0	1       2       2       Space      Defender
Airspace units	X	3	X       2       1       Airspace   Aircraft, VTOL, & Aeromechs with orbital capability
Dropship	20	1	4       4       2       Space      Jump; 8 Drop Pods
Lander		25	3	3       4       2       Airspace   Jump; Carry 6 surface units
Space Carrier	24	1	6       4       2       Space      Jump; Carry 10 Fighters/ Airspace units 
Warship	        17	2	5       6       3       Space      Jump
Dreadnaught     22      2       8       8       3       Space      Jump
Transport       6	1	2       1       1       Space      Jump; Commercial ship	
Fighter		10	4	1       3       2       Space   
Monitors	12	2	4       4       2       Space      Defender
Minefield	1	0	2       2       0       Space      Defender
Freefallers     5       X       1       X       0       Space
Ships with Jump capability can travel through hyperspace to other star systems
Ships can only jump in deep space (not in orbit) when passing thru a Jump Point


FREEFALLER TABLE
D10	ATTACK RESULT
1-3	They miss and go hurtling out into deep space
4-6	They board but are killed by the ships defenses; The ship recieves a damage counter
7-8	They board and disable(destroy) the target ship
9-10	They board and are able to take control of the ship next turn
Freefaller squads can only be used against ships & stations. They can only be used once
Freefallers can only be carried by ships & stations
Ships carrying freefallers may launch them against targets in the same hex

MINEFIELDS
Only 1 Minefield per hex. 
Friendly units may pass thru unharmed.

STACKING
Any number of ships may occupy a hex. Watch out for Nukes

ORBITAL BOMBARDMENT
Space units can only attack surface units with Nukes

BASIC SCENARIO
Give each side 300 Creds with which to buy units
The defender may purchase up to 5 Stations, 10 Satellites, & 15 Minefields
Victory is achieved by destroying all enemy units or the Defender automatically wins after 20 turns



Go to Ground War 3000


Return to Warpspawn Mainpage