Two Hour Wargames: 5150 - Star Marine

5150 Star Marine is the fully compatible companion book to 5150 Star Army – 2nd Tour, plus nearly every other 5150 rule-

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WRITTEN BY JOHN CUNNINGHAM & ED TEIXEIRA COVER ART BY JEFF VAN CONANT

SPECIAL THANKS TO: Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland: For insisting that, “It's not just a gang warfare game." Sade – for her cover artwork. Jason Smith – for the awesome counter artwork. The THW Folks on the Group and Forum: For the constant support. And Lil…

5150: STAR MARINE Hishen Razor

TABLE OF CONTENTS

7 8 8 8 8

PROLOGUE

1

Razor Mental Blast Xeog Zhuh-Zhuh

INTRODUCTION

1

AGE

9

Play with Other Games Word of Advice Your Role in the Game

1 1 1

Getting Older

9

REPUTATION

9

NEEDED TO PLAY

2

Decreasing Rep d6 Recovering Lost Rep

9 9

The Dice Passing Dice Scoring Successes Reading and Adding the Dice Possibilities 1/2d6 How Many d6

2 2 2 2 2 2 2

ATTRIBUTES

10

Basic Attributes Stars Grunts Random Attributes Alien Attributes

10 10 10 10 11

TABLES

3

Why So Many? Stop!

3 3

ARMOR

11

TRACKING INFO

3

Soft Body Hard Body Exo-Armor Spacesuits

11 11 11 11

WHAT’S YOUR STORY?

3

WEAPONS

11

Home World Class 1 Class 2 Class 3

Stop!

11

SO YOU WANT TO BE A SPACE MARINE?

12

Special Rules Where Located? Rings and Things Social Standing FYI Background Attribute Profession Family Ties Parents Siblings Spouse

4 4 4 4 4 4 4 4 4 4 5 5 5 5 5

Just Sign Me Up! Terms of Service On Campaign Off Campaign Fame Points & Promotion Rising in Rank Where Posted? Busted Fame Points & Retirement Shaker, City Center; What?

12 12 12 12 12 13 14 14 14 15

CAREER CHANGE

15

DEFINING CHARACTERS

5

Star or Grunt Star Advantages Star Power Free Will Stop!

5 6 6 6 6

RACE

6

Mustering Out Now What Do I Do? Sorry, We Need You Back! Re-Upping What About My Stuff? Weapons and Gun Running Now What? Stop!

15 15 16 16 16 16 17 17

Basic Grath

7 7

© 2017 John Cunningham & Ed Teixeira – Two Hour Wargames 2/2/2017

TOC & INDEX OF TABLES

5150: STAR MARINE INTERACTION

18

DAMAGE

26

CHALLENGE

18

Obviously Dead Check for Dead Test Out of the Fight Vacuum & Hostile Atmosphere -1 to Rep Stacking Damage Medics Medics – Who Has Them? Recovering Out of the Fight Figures Auto-Kill or Capture

26 26 26 26 26 27 27 27 27 27

NPC Challenge

19

YOUR SQUAD

19

Forming Your Squad

19

THE LISTS

19

Using the Lists Unit Organization – Squad Higher Unit Organization Grath Platoon Leader Section Support Weapons Generating the Grunts Free Companies Gaea Prime: PDF Gaea Prime: Planet Militia Gaea Prime: Rebels Gaea Prime: Star Marines Hishen Empire: Grath Hishen Empire: Infantry Hishen Empire: Marines Pirates Razor Starship Crew Xeog Zhuh-Zhuh: Assault Troops Zhuh-Zhuh: Infantry Zhuh-Zhuh: Marines

19 19 20 20 20 20 20 20 20 20 21 21 21 21 21 21 21 22 22 22 22 22

MELEE

27

Getting Your Suit Punctured is a Bad Idea

28

WILL TO FIGHT

29

Leave the Table

29

RECOVERY

29

Stop!

30

AFTER THE MISSION

30

Medals of Valor Pay the Piper Replacements Replacing Leaders

30 31 31 31

TERRAIN

32

Stop!

32

LEADERS

22

FM 5150 – SVBSS

32

Leader Functions Assuming Command Permanent or Temporary Promotion Stop!

22 22 22 23

Traveling the 5150 Universe Rings, Sectors & Planets Rings and Jump Points Who Owns What Rings? Sector Hopping Planet Hopping

32 32 32 33 33 33

TURN SEQUENCE

23

Active

23

HOME BASE

33

SHOOTING

23

Missions at Your Home Base Deployment

33 34

Targeting Cover How to Shoot Zero-Gravity Shooting Damage Duck Back Return Fire Stop!

23 24 24 25 25 25 25 25

BIG EVENTS

34

Natural Disaster Piracy Unrest War What Ring, Sector and Planet

34 34 34 34 34

CAMPAIGNS

35

Time in the Campaign

35

© 2017 John Cunningham & Ed Teixeira – Two Hour Wargames 2/2/2017

TOC & INDEX OF TABLES

5150: STAR MARINE Campaign Morale Shifting Morale Ending the Campaign Fight On Control or Contest Conquering a Planet Stop!

35 35 35 36 36 36 37

Setting Up the Game Playing the Game Companionship

48 48 49

49

37

CONFRONTATION Fist Fight Grunt Availability You‟re Caught! Stop!

MISSIONS BOARDING ACTION

37

GETTING STARTED

51

Resolving Contact Rescuing Prisoners & Slaves Activate Anti-Boarding Measures! Hack It! Lock Down Power Down “Shake „n Bake” Depressurization Self-Destruct Run For It! After Contact Marine Detachments

38 38 39 39 39 39 39 39 40 40 40 40

Monthly Turn Sequence

52

PREVIEW

52

Incident at Phoebe VII Resolving Contact Pods Xenos Civilians Questioning Civilians Rescuing Civilians Exploding Civilians

52 53 53 54 54 54 54 54

DEFEND

41

55

Resolving Contact Artillery Barrage Mortar Attack Sniper Attack

41 41 41 41

TABLETOP COMBAT Generating Terrain Terrain & Scenery

56

ESCORT

42

Who‟s Being Escorted? Resolving Contact Mine Field Mortar Attack Sniper Attack

42 43 43 43 43

STRUCTURES Defining Structures Revealing Structures Combat Shooting From Structures Shooting at Occupants Entering and Exiting MOVEMENT

57

RAID

44

Resolving Contact Sniper Attack Questioning

44 44 45

Crossing Obstacles Fast Movement Zero-G Movement Free Falling

57 57 57 57

RESCUE

45

58

Resolving Contact Mine Field Sniper Attack

45 46 46

PEFS PEF Movement Resolving PEFs GRENADES

59

CAROUSING

46

Contact Carousing Grunt Availability Civilian Grunts Interaction Gamble

46 47 47 48 48

CONTACT TABLES

59

Combat

59

© 2017 John Cunningham & Ed Teixeira – Two Hour Wargames 2/2/2017

TOC & INDEX OF TABLES

50 50 50 51

55 55

56 56 56 56 56 56

58 58

5150: STAR MARINE NON-PLAYER FRIENDLY FORCES

60

NPF Movement Who‟s in Charge

60 60

THE 5150 UNIVERSE

60

GAEA PRIME

60

Planetary Militia Planetary Defense Force Star Army Star Marines ISS Symons

60 60 61 61 61 61

REBELS

61

FREE COMPANIES

61

HISHEN EMPIRE Grath

62

BUGS

62

ZHUH-ZHUHS

63

CURRENT EVENTS Gaea Prime‟s Place The Hishen Threat Upsetting the Balance Freedom Fighters or Pawns?

63 63 63 63 64

BUGS & XENOS

65

Xenos Bugs

MODIFIED BIG EVENTS

62

65 65

65

Xeno or Bugs Outbreak Xeno/Bugs and Your Missions Special Attack

65 65 66

CHARACTER JOURNAL

67

CAMPAIGN INFORMATION SHEET

67

TABLES

68

© 2017 John Cunningham & Ed Teixeira – Two Hour Wargames 2/2/2017

TOC & INDEX OF TABLES

5150: STAR MARINE Medic, 27, 74 Melee, 28, 74 Movement, 57 Next Mission – Natural Disaster, 36 Next Mission – Piracy, 36 Next Mission – Unrest, 36 Next Mission – War, 36 Pay the Piper, 31 PEF Movement, 58 PEF Resolution, 59 Posted, Where, 14 Rank, 14 Recovery, 29, 74 Replacements, 31 Retirement, 14 Review Board, 13 Self-Destruct, 40 Ship Specifications, 40 Shooting Damage, 25, 73 Shooting, 24, 73 Shopping List, 17 Structures, 56, 59 Who Are They, Carousing, 47, 70 Who Are They, Escort, 43 Who Are They, Preview, 54 Who Are They, Raid, 45 Whose Ring Is It Anyway, 33 Will to Fight, 29, 74 Zero-G Movement, 57

INDEX OF TABLES Action, 23, 71 Anti-Boarding Measures, 39 Attributes, 10 Background, 3 Big Event – What Ring, 34 Busted, 51 Campaign Info Sheet, 67 Campaign Morale, Shifting, 35 Campaign Morale, Starting, 35 Challenge Test, 18, 69 Character Journal, 67 Check for Dead, 26, 73 Companionship, 49, 70 Contact – Boarding Action, 38 Contact – Carousing, 47 Contact – Defend, 41 Contact – Escort, 43 Contact – Gaea Prime, 59 Contact – Hishen Empire, 59 Contact – Phoebe VII, 53 Contact – Raid, 44 Contact – Rescue, 46 Contact – Zhuh-Zhuh, 59 Deal, 17 Discharge, 15 Fame Points, Gaining, 13 Fist Fight, 50, 70 Free Falling Movement, 58 Gambling, 49, 70 Gun Running, 17 Home Base, 16 Home Base – What Ring, 33 Interaction, 48, 69 Lists – Civilians, Carousing, 47, 70 Lists – Civilians, Escort, 42 Lists – Civilians, Preview, 54 Lists – Civilians, Raid, 45 Lists – Criminal, Carousing, 47, 70 Lists – Free Companies, 20, 52, 72 Lists – Gaea Prime: PDF, 20, 71 Lists – Gaea Prime: Planet Militia, 20, 71 Lists – Gaea Prime: Rebels, 21, 71 Lists – Gaea Prime: Star Marines, 21, 71 Lists – Hishen Empire: Grath, 21, 71 Lists – Hishen Empire: Infantry, 21, 71 Lists –Hishen Empire: Marines, 21, 71 Lists –Pirates, 21, 72 Lists – Razor, 21, 72 Lists – Starship Crew, 22, 73 Lists – Xeog, 22, 73 Lists – Zhuh-Zhuh: Assault Troops, 22, 72 Lists – Zhuh-Zhuh: Infantry, 22, 72 Lists – Zhuh-Zhuh: Marines, 22, 72 Medals of Valor, 30 © 2017 John Cunningham & Ed Teixeira – Two Hour Wargames 2/2/2017

TOC & INDEX OF TABLES

5150: STAR MARINE friends. It doesn‟t take much time to learn yet is a fun little game. No two games will ever play out the same.

PROLOGUE

We‟ve made the game simple by using only a few things to define the Characters. Easy to use and memorized tables, with only a handful of modifiers, make game play fast.

The starkly sunlit, slowly rotating form of the battered Hishen light cruiser came into view as the Star Marine boarding team approached using their maneuvering packs. The smooth durasteel skin was marred by a crazed patchwork of laser burns, projectile craters, exposed girders, pipes and wires.

PLAY WITH OTHER GAMES 5150: Star Marine is compatible with all of our other 5150 titles. You can use any of the games listed below to take your Star into other adventures. Here‟s a list:

“Alright squad, this Hishen ship was supposed to have been blown up by its crew when the Star Navy caught it skulking around after the disaster on the local Colony world and gave it the treatment – but it’s still in one piece, more or less. We’re hoping that the crew was killed and systems damaged that shorted out their self-destruct system. So at a minimum the power’s out, so it’s Zero-G conditions inside. First Section is with me, we’ll take the main airlock. Chu, you have Second Section with DiNagian’s hacking kit, take the dorsal cargo hatch to the Crew section and try to shut down any ship systems you can. Sharma, take Third Section through that large hole in the hull. The primary objective is the bridge and open computer access – grab any intel we can get and bug out. Jenkins, look alive with that Plasma Gun, you’re our primary support!”

RPG LITE: ADVENTURES IN NEW HOPE CITY     

5150 Urban Renewal. 5150 Fringe Space. 5150 Back Alley Bright Lights. 5150 Alien Fight Night. 5150 NHC PI.

MILITARY: GROUND COMBAT    

5150 Star Army 2nd Tour. 5150 Platoon Leader. 5150 Battalion Commander. 5150 First Contact.

For more information, check out our website.

“Roger that, Sarge.”

http://www.twohourwargames.com/5150scifirules.html

Jenkins turned his attention to the looming Hishen hulk…what’s that nestled among the wreckage!?!

Now let‟s get started!

“Grath on the wreck, 11 o’clock!!” screamed Jenkins, bringing his Plasma Gun to bear as the staccato flash of a Hishen ZQ-32R support machine gun strobed through space…

WORD OF ADVICE We recommend using the Stop Boxes located in the book. These will review what you have learned and may have short exercises as well. If you have a question about the rules, just keep reading, as the answer will be coming along shortly.

INTRODUCTION

However, if you can‟t find the answer check out the THW Forum link below for answers to questions and free downloads.

5150: Star Marine is self-contained game that lets you take on the role of a Star Marine, and lead your Characters and soldiers into combat and actions in floating space hulks, airless moons, and planets with an atmosphere so nasty you‟ll be dead if your suit is breached.

http://site.twohourwargames.com/forum/index.php

You can expect a response within 24 hours.

YOUR ROLE IN THE GAME

It‟s an easy game to play. This makes it easy to learn and easy to teach. It‟s easy, but it‟s also fun. It‟s easy, but also a challenge. It‟s perfect for when you want to spend less time setting up the game than actually playing it.

You start as a Private in the Star Marines. As your Story evolves, using the Campaign and Mission rules (which generate adventures on the fly for your Star), you will have the chance to get promoted to a higher rank. Your goal is to rise to be one of the top Brass of your Star Faction‟s military, bringing glory to your Star Faction along the way. That; and stay alive.

5150 Star Marine is aimed at the casual or new gamer with little or no experience, but don‟t underestimate it. It‟s perfect for playing solo or on the same side with your © 2017 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES

1

5150: STAR MARINE READING AND ADDING THE DICE

NEEDED TO PLAY

Sometimes you simply read the result as rolled. When rolling 2d6 you add the scores together to get a total.

You will need a few things to play 5150: Star Marine. They are:  



POSSIBILITIES When you see numbers in parenthesis, such as (1 – 2), it means there is a chance of that event happening based on a 1d6 roll.

Six-sided dice, also known as d6. It is best to have at least six of these and the more you have, the quicker games will play. We‟ve provided counters, but you can also play with any combination of metal, plastic or paper figures in a consistent scale of your choice. These are the same ones used in 5150 Star Army 2nd Tour and can be used in other 5150 rules as well. A flat bit of table space.

Example – Squads consist of a Sergeant, a Corporal, and 4 Privates. They can be Privates (1 – 5) or Privates 1st Class. I roll4d6 and score a 1, 2, 2 and 6. I have 3 Privates and 1 Private 1st Class.

1/2 D6 Occasionally you will be asked to roll 1/2d6. Here's how we do it:

THE DICE

   

During the game, you will be asked to roll dice in a variety of ways. They are:     

Passing Dice. Successes. Reading and Adding the Dice. Possibilities. 1/2d6.

Example – I roll 1d6 and score a 3, this converts to a 1/2d6 score of 2.

HOW MANY D6 How many d6 do you roll? This is found by looking in the upper left-hand corner of each table. Here‟s how we do it:

PASSING DICE To pass dice roll a number of d6 and compare each die score individually to the Target Number. The Target Number can be Reputation (page 9) or something entirely different.   

  

If the score is equal or less than the Target Number, the d6 has been passed. If the score is higher than the Target Number, the d6 has not been passed. You can pass 2, 1, or 0d6 when the dice are rolled in this manner.

When there is a number, roll that many d6. When there is a word, like Rep, roll 1d6 for each point of that word. With certain applicable modifiers, the number of d6 rolled will be increased or decreased.

Example – I see a 2 in the upper left-hand corner of the Action Table (page 73) so will roll 2d6.

Example – I need to roll 2d6 on the Will to Fight Table (page 74) versus the Leader’s Rep of 4. I score a 2 and 6, passing 1d6, the 2.

SCORING SUCCESSES When looking for successes roll 1d6 and read the result as rolled:  

Roll 1d6. (1 – 2) = 1. (3 – 4) = 2. (5 – 6) = 3.

1, 2, or 3 = Success. 4, 5, or 6 = Failure.

Example – Billy Pink has a chance to gain some Fame Points from his Parents. I roll 1d6 and score a 1 – a success. © 2017 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES

2

5150: STAR MARINE

WHAT‟S YOUR STORY?

TABLES

In this section we generate your Backstory. How you got to where you are. If you don’t want so much detail, just skip to the section called Defining Characters (page 5). Use the Background Story only if playing as a Basic (page 7) or Zhuh-Zhuh (page 8).

Wherever possible all the tables that you will usually use during the game have been grouped together in the back of the book.

WHY SO MANY?

Before you go to the Character generation process you can choose to generate a Backstory for your Star. Here‟s how we do it:

Your 5150: Star Marine games can be as simple or as detailed as you like. For those that want a quick pickup game, just use the basic rules (page 23). If you want a Campaign, use the numerous tables that are provided. 5150: Star Marine is like a toolbox, you may not need all the tools, but they are there if you do!

  

STOP!



Consult the Background Table. Roll 2d6 and add the results together. Go down the left-hand column to the appropriate row. Go across to see what your Story is. Or, for more variety roll 2d6 separately for each column.

Star Marine can be played with many other 5150 titles. How do you pass d6? Scoring a 1, 2, or 3 is called a success. When you see numbers in parenthesis after a possible event, if any of them are rolled that event has occurred. When rolling a 1/2d6, what does a 3 convert to?

TRACKING INFO We recommend using the Character Journal (page 67) and Campaign Information Sheet (page 67) to track all important information as you create your Character and have Missions. See Getting Started (page 51).

2

BACKGROUND (Adding the results together)

#

HOME WORLD

2 3 4 5 6 7 8 9 10 11 12

1/1/2d6/1d6 1/1/2d6/1d6 1/1/2d6/1d6 2/1/2d6/1d6 2/1/2d6/1d6 2/1/2d6/1d6 2/1/2d6/1d6 3/1/2d6/1d6 3/1/2d6/1d6 3/1/2d6/1d6 3/1/2d6/1d6

SOCIAL STANDING 3 1 2 3 1 2 3 3 2 2 1

BACKGROUND ATTRIBUTE

PROFESSION

Charismatic Dim Coward Crack Shot Initiative Drunkard Initiative Rage Charismatic Slow to React Drunkard

Entertainer Ganger Office Worker Bounty Hunter Thief Manufacturing Trader Bounty Hunter Service Industry Manufacturing Smuggler

(1) Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

© 2017 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES

3

FAMILY TIES One (1 – 3) or two (4 – 6) Parents (1) 1/2d6 Siblings (1) Spouse One (1 – 4) or two (5 – 6) Parents (1) 1/2d6 Siblings (1) Spouse 1 Sibling (1) No Family 1/2d6 Siblings (1) No Family No Family

5150 STAR MARINE 

HOME WORLD



Planets are divided by Class. We use Classes to give the player a “snapshot” of what the world is like. Planets are classified as follows:

Example – I roll 2d6 and score a 6. Looking on the Home World column on row 6 I see my Home World is a Class 2 Planet. I roll a 1/2d6 and score a 3 then 1d6 and score a 5. My Home World is a Class 2 Planet located in the 3 rd Ring in its 5th Sector.

CLASS 1: A “Garden Planet” within the Goldilocks Zone of a Star, with liquid water, breathable atmosphere, and a rich diversity of biomes. Gaea Prime is a Class 1 Planet.

RINGS AND THINGS

CLASS 2: A “Desert Planet” at the inner or outer edge of the Goldilocks Zone of a Star. Typically with a breathable atmosphere, but plagued either by blazing hot or freezing cold most of a planetary year, and a more limited range of biomes (sandy desert, snowy, water, etc.). The Planet “New Hope” (5150: Urban Renewal) is a Class 2 Planet.

Let‟s go over some simple basics. The 5150 Universe is divided into Nine Rings that contain 6 Sectors each with a large number of Planets in each Sector. All you really need to know is Gaea Prime (the human “good guys”) control Rings 1 through 3 with the rest being “disputed”. Need more info? Check out the Rings, Sectors, and Planets section (page 32).

There is a chance (1) that the Planet has High (1 – 3) or Low (4 – 6) Gravity (page 57).

SOCIAL STANDING

CLASS 3:

Social Standing reflects your status in 5150 Society. Each Character has a Social Standing number from a low of 1 to a high of 5. The number is based upon the Character‟s Profession. Social Standing comes into play during Interaction (page 48) and is used in other THW rules.

A “Dome Planet” that requires breathing gear and some light protective clothing in order to survive when outside. These can range from “young” planets with a harsh CO2 rich atmosphere, to planets with hostile environments, or those whose atmospheres have largely escaped into space. They may support some type of local biomes – typically on either extreme…if it ain‟t lichen on rocks it‟s likely to be some nasty bug creature that looks like a walking nightmare.

FYI There are 5 Profession Classes. Here they are with their corresponding Social Standing and sample background Professions:    

SPECIAL RULES Class 3 Planets have some special rules that represent a variety of challenges. Here‟s how we do it: 



Next roll 1/2d6 to determine the Ring it is located in. Next roll 1d6 to determine the Sector it is located in.

If a Character is outside of the Dome, wearing a Spacesuit because all Class 3 Planets are vacuum or have a hostile atmosphere, and suffers an Out of the Fight result, it is converted to an Obviously Dead result. Grath never need to wear Spacesuits, so are not affected by the previous rule.



Movers – 5. Shakers – 4. (Entertainer) Exotics – 3 (Bounty Hunter, Trader) Ordinary Joes – 2. (Office Worker, Manufacturing, Service Industry) Criminal Element – 1. (Thief, Ganger, Smuggler)

Note that your Social Standing will change when in the military – you‟re a Private – Social Standing 2.

BACKGROUND ATTRIBUTE

WHERE LOCATED?

This is the one Attribute that you gained in your life due to your past life. Add this one to any other Attributes you gain.

You will need to find out where your Home World is located. Your Home World will be located in one of the Nine Rings that make up the 5150 Universe – the Gaea Prime Home world is located in Ring 1. Here‟s how we do it: 

The Home World column will give you the following information.  The 1st number is the Class of the Planet. © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 4

5150 STAR MARINE PROFESSION

SPOUSE

This is the job that you had before enlisting. It‟s the major influence on your Social Standing and can come in handy here and in other 5150 rules.

Spouses may have a continuing influence on the Character. Here‟s how we do it:

 

 

Your Profession gives you a Professional Skill that can provide a bonus when Interacting (page 69) and taking a Challenge (page 69). Feel free to also use the expanded Professions in 5150 Fringe Space (page 15).



Example – Sgt. Chu is trying to influence a Non-Player Character while trying to recruit in a bar, and decides that she’ll use her Entertainer Professional Skill. She hops up on stage and plays a set with the band, wowing the possible recruits. She adds +1d6 to her Interaction with the NPC and to the Challenge – recruiting the NPC.

 

FAMILY TIES

DEFINING CHARACTERS

We use Family Ties to see if the Character has family that influences how it starts the Campaign. Stars can choose if they have any Family Ties, but I prefer rolling randomly.

The words Character, counter and figure are used interchangeably.

PARENTS

5150 – Star Marine is played with individual Characters that are defined in the following ways.

Parents may have influenced the Character growing up. Here‟s how we do it:   

       

Roll 1d6 for each Parent. If score a success (1, 2, or 3), the Character gains 5 Fame Points (page 13) at the start of the first Campaign Month (page 35). If score a failure (4, 5, or 6), the Character gains 1 Decreasing Rep d6 (page 9) at the start of the first Campaign Month (page 35).

SIBLINGS Siblings may have had an influence on the Character. Here‟s how we do it:     

Roll 1d6. If score a 1, the Character gains 1 Fame Point (page 12) at the start of every Campaign Month (page 35) until it drops in Rep. Then the Fame Point is no longer collected. If score a 2 or 3, the Character gains 5 Fame Points (page 12) at the start of the first Campaign Month (page 35). If score a 4 or 5, the Character loses 3 Fame Points (page 12) at the start of the first Campaign Month (page 35). If score a 6, the Character gains one Decreasing Rep d6 (page 9) at the start of the first Campaign Month (page 35).

Is it a Star or a Grunt? What is its Race? What is its Backstory? What is its Age? What is its Profession? What is its Reputation? What kind of Armor is it wearing? What kind of Weapon does it have?

STAR OR GRUNT We use two types of Characters, called Stars and Grunts. 

Roll 1d6 for each Sibling to see if they are male (1, 2, or 3) or female (4, 5, or 6) Roll 1d6 for each Sibling to see if they help or hinder your Character. If score a success (1, 2, or 3), the Character gains 2 Fame Points (page 12) at the start of the first Campaign Month (page 35). If score a 4 or 5, the Character loses 2 Fame Points (page 12) at the start of the first Campaign Month (page 35). If score a 6, the Character gains one Decreasing Rep d6 (page 9) at the start of the first Campaign Month (page 35).



STAR – This Character represents you, the player. We suggest your Star begins with a Reputation of 5. GRUNTS – Also known as Non-Player Characters (NPCs). These Characters do not represent a player. They may be friends or foes and are controlled by the game mechanics.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 5

5150 STAR MARINE STAR ADVANTAGES

STOP!

As a Star in 5150 Star Marine you have two important advantages – Star Power and Free Will.

We use the Background Table (page 3) to build your story.

STAR POWER

How do you determine where your Home World is located? Your Home World determines your starting Social Standing (page 4), gives you an Attribute (page 10) as well as your Profession. How do you determine your Family Ties?

Star Power is the ability of a Character to ignore normally disabling damage. Here‟s how we do it:  

Stars start each Mission (game) with 1d6 of Star Power for each point of Rep. So a Rep 5 Star starts with 5d6 Star Power. Whenever a Star takes damage, it rolls its current Star Power d6. Read each d6 as rolled.  Any result of 1, 2, or 3 reduces the damage by one level.  Any result of 4 or 5 means the damage stays and the d6 is retained for future use.  Any result of 6 means the damage stays, but the d6 is removed from the Character‟s Star Power for the rest of the Mission.

There are 3 Classes of Planets. You‟ll need a Spacesuit on a Class 3 when wandering outside. Your Character is a Star. All other Characters are called Grunts and run by the game mechanics. There are two Star Advantages. Review how they work.

RACE

Damage is reduced in the following ways:   

Race is the physical being while Faction is their occupation such as Pirate.

An Obviously Dead result becomes an Out of the Fight result. An Out of the Fight result from shooting becomes a Duck Back result, the lowest you can score when being shot. An Out of the Fight result in Melee becomes a -1 Rep result, the lowest you can score when in melee.

In the 5150 Universe, there are an infinite number of Races. In 5150: Star Marine, we use the following races that you‟re likely to see in the Service and as military adversaries:      

It is possible to reduce damage by multiple levels if you roll several results of 1, 2, or 3. Example: A Star with a Rep of 5 is hit by gunfire. He takes one Obviously Dead result. The player rolls one d6 per point of the Star’s Rep or 5d6 in this case.      

Basic (Ba) Grath (G) Hishen (H) Razor (R) Xeog (X) Zhuh-Zhuh (Z)

Now let‟s go into a bit more detail on each Race. Not too much, just enough to give you an idea of whom they are.

The results are 2, 2, 3, 5, and 6. One “2” reduces the Obviously Dead result to an Out of the Fight result. The other “2” reduces the Out of the Fight result to a Duck Back. The “3” has no effect as the lowest result from being shot at is Duck Back. The 5 has no effect, but they are retained for future use. The 6 has no effect, but is discarded for the remainder of the Mission.

FREE WILL The Star can choose to stay, leave or have his side Leave the Table when taking the Will to Fight Test (page 74) without rolling any dice. © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 6

BASIC

5150 STAR MARINE HISHEN

Hishen are known for being slave traders, unemotional, with no regard for life (they leave their wounded on the battlefield yet risk their lives to capture prisoners). Inhabitants of the 4th through 6th Rings, the Hishen are the most technologically advanced of all the Clone Races. Slightly less than human size these gray skinned beings are the bane of freedom. The sole purpose of the Hishen Empire is to expand their domain and control any and all races they meet. To this end they have perfected the art of entrapping and enslaving all they come into contact with.

“Gaea Prime is Mother. From her good graces the known worlds were populated. We are all her children and from her all that is good flows. Honor thy Mother.” So goes the Mantra of the civilization known as Gaea Prime. The premise is that from the randomness of the Abyss Gaea brought order. And it is the duty of the children of Gaea to continue to bring order to all they encounter. It is to this end the Gaea Prime armed forces have evolved. Bringing “order from chaos” requires a variety of forces – in this case the Star Marines.

Hishen slave fleets routinely search out new races to feed the insatiable demands of the Empire. It is customary that these fleets are manned mostly by Hishen Drones and partly by “trusted” slaves and mercenaries such as the Razor and Grath.

GRATH

SPECIAL RULE: Hishen Slavers will always have one Razor onboard that will appear in the first Boarding Party group. Every 3rd member of a Hishen Boarding Party on any Hishen Ship will be a Grath.

The Grath are definitely Xenoforms and truly unique. This is because the Grath is not a single living organism. The Grath is composed of literally millions of tiny organisms. The control and function membrane that encase the interdependent systems comprising the Grath keeps these organisms together. Due to this unique arrangement, the Grath can rearrange or regenerate itself almost instantly. This makes killing a Grath very difficult. They are illegal within Gaea Prime space, the first three Rings. The planet of New Hope (1) is in the 4th Ring. The Grath live for melee and will charge into melee if given the chance. (1) New Hope is found in 5150 Fringe Space, Urban Renewal, and Back Alley Bright Lights as well as many upcoming titles.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 7

RAZOR

5150 STAR MARINE XEOG

With naturally enhanced bio systems and strength, female Xeogs strike a stunning pose. Tall and slender these divas are not afraid to use whatever wiles are at their disposal to further their aims, have an appetite for everything and are insatiable in many ways.

Razors encountered outside of New Hope are usually Leaders of Hishen mercenaries or Slavers. However, Razors have been working more and more with Basics as well as working independently. The Razors have a complex sensory system that allows them to process info and react at an amazing speed. Think of the chess player of antiquity that could see ten moves ahead. They appear to be self-sufficient and need little to sustain life. Unsubstantiated rumours link Razors to cannibalism.

Xeogs come in two shades the basic green and a bright shade of blue. The greens appear to be younger and less experienced, staying closer to their Home World. The blues, as they are often referred to, usually “go rogue”. You will encounter these rogues most of the time. Surprisingly, there are Xeogs in the Gaea Prime Space Marines!

Witnesses report the ability of the Razors to focus a mental blast that can cause severe pain and even death in some cases.

RAZOR MENTAL BLAST Razors have the ability to transform mental energy into a wave that can damage all organic life forms, except for the Grath. Here's how we do it:    

ZHUH-ZHUH

The Razor can target up to 3 Characters as if shooting (page 24). Mental Blasts ignore the 2nd and 3rd target penalty when passing 1d6 on the Shooting Table (page 73). When passing 1d6 on the Shooting Table, being in Cover or wearing Exo-Armor does not cause a miss. Grath are not affected by Mental Blasts.

Zhuh-Zhuhs or Zhuhs come in all shapes, colors and sizes ranging from smaller three-foot tall types, Muggie ZhuhZhuhs, to those close to seven feet in height. Zhuh-Zhuhs own and occupy a large number of planets and are commonplace on many Gaea Prime worlds. Constant contact with the large number of Zhuh-Zhuhs in Gaea Prime space, has earned them the status of trusted alien. This status allows them to hold a variety of Professions including some in Law Enforcement. There are Zhuh-Zhuhs in the Gaea Prime Space Marines. Do not underestimate Zhuh-Zhuhs. They are intelligent and very physically domineering and should be treated with utmost respect and care.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 8

5150 STAR MARINE Zhuh-Zhuhs, not the Muggie Zhuh-Zhuhs, but the large ones, have Rage in melee (page 74).

REPUTATION

AGE

Reputation or Rep represents a combination of experience, morale and motivation. Rep is an expression of a Character‟s overall quality. Both Stars and Grunts use Rep. There are three possible starting levels of Reputation:

Time to determine the age of your Character and for simplicity we include Aliens in the aging process, regardless of their theoretical life expectancy. Here‟s how we do it:    



Choose a birthday for your Character. Roll 1/2d6 and multiply the result by 10. Roll 3d6 and add the results together. Add the two results – this is your age. Not happy with it? No worries; choose your age.

 

Example – Billy Pink needs to determine his current age. I roll 1/d6 and score a 2, that’s 20. I roll 3d6 and score a 2, 3 and 6, that’s 11. Added together, Billy is 31 years old.

Stars start with a Rep of 5.

DECREASING REP D6 As a Rep 5 Star you are at the top of your game. Your goal is to keep it there. When things go badly for you, your Rep could go down. Here‟s how your Rep could go down:

GETTING OLDER In 5150 Star Marine your Character will age. Nothing dramatic; but aging is inevitable none the less. Here‟s how we do it:   





REP 5 – These are confident Characters of numerous successful Missions. REP 4 – These are experienced Characters that have performed well in previous Missions. REP 3 – These are inexperienced Characters with little experience, training, or desire.



The Rep of the Character at age 55 is the maximum Rep it will have for the rest of its life. Starting at age 55, every Campaign Year, on the Character‟s birthday roll 1d6 versus its current Rep.  If the result is higher than the Rep, or a 6, reduce the Rep by one level as if gaining 1 Decreasing Rep d6. Starting at age 60, every Campaign Year, on the Character‟s birthday, roll 1d6 versus its current Rep.  If the result is higher than the Rep, or a 6, reduce the Rep by one level as if gaining 1 Decreasing Rep d6.  Regardless of what the Character does from age 60 on, its Rep cannot be recovered. If the Rep ever reaches “0”, the Character has died. You‟ll want to retire way before this happens.

 

If you received a result of Out of the Fight (page 26), you gain 1 Decreasing Rep d6. If you scored one or more results of Leave the Table (page 29) during the Mission you receive 1 Decreasing Rep d6. If you used one or more Star Power d6 you receive 1 Decreasing Rep d6.

At the end of the Mission (page 37), the Character rolls all of its Decreasing Rep d6. 

 

If the score is one or more “1‟s”, your Rep will go down one level regardless of its current level. This can be attributed to stress, illness, or anything else you decide it to be. You can never have a Rep lower than “3”. Any other result and you are fine.

RECOVERING LOST REP Can you recover any point of Rep that you lost? Yes you can and it‟s easy. At the end of any Mission where you did not gain any Decreasing Rep d6, your Rep increases by one point.

Example – Figaro Jones turns 55 and has a Rep of 5. I roll 1d6 and score a 6. Figaro’s Rep is reduced to 4. During the year his Rep has increased back to 5 – the maximum it could be. Years later Figaro turns 60. On his birthday I roll 1d6 and score a 6. This is higher than his current Rep of 5 so he is now Rep 4. This is the highest Figaro’s Rep can be as he cannot increase his Rep regardless of what he does!

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 9

ATTRIBUTES

5150 STAR MARINE ATTRIBUTE TABLE 1

The effects of an Attribute may be different than found in other THW titles. Don’t worry; use the appropriate effect for each Attribute based on the rules you’re using

#

BASIC ATTRIBUTE

1

Born Leader: When taking a Will to Fight Test they receive a +1d6 bonus. Counts a +1d6 bonus when in front of the Review Board (page 13). Resilient: Once during each Mission the Character counts the first Out of the Fight result as a -1 to Rep if in melee and as Duck Back if being fired on. Initiative: Counts +1 to Rep when rolling on the Action Table (page 73) when operating alone. Counts a +1d6 bonus when in front of the Review Board (page 13). Crack Shot: Roll 3d6 when shooting, counting the best 2 results. Rage: Roll 3d6 when in melee, counting the best 2 results. No Attribute

2

Attributes further define your Characters. Using them will really make your Characters unique, but if you desire a more vanilla game, limit their use to your Star and all Leaders. There are two types of Attributes: Basic and Alien.

3

BASIC ATTRIBUTES

4

Although called Basic Attributes, Zhuh-Zhuhs and other Aliens will use the following procedure and Attribute Tables.

5 6

STARS

ATTRIBUTE TABLE 2

Stars receive two additional Attributes is addition to their Background or Alien Attributes. Roll for the first one and choose the second.

GRUNTS

#

BASIC ATTRIBUTE

1

Nerves of Steel: Always last Character to Leave the Table. Hard as Nails: Once during each Mission the Character will treat its first Obviously Dead result as a -1 to Rep if in melee and to Duck Back if being fired on. Stunning: Counts Social Standing at 1 point higher when Interacting (page 69) with members of the opposite sex of the same Race. Xeog will also have this effect on Basics and Zhuh-Zhuhs. Charismatic: Counts Social Standing at 1 point higher than actual when Interacting with Characters of the same Race. Counts a +1d6 bonus when in front of the Review Board (page 13). Genius: Counts a +1d6 bonus when taking intelligence based Challenges, but counts a -1d6 when Interacting (page 69). No Attribute

2

Grunts only get one additional Attribute, rolled randomly.

RANDOM ATTRIBUTES Here‟s a list of the Attributes you can get in 5150 Star Marine. Stars can choose one Attribute, but like Grunts, they will roll for one Attribute as well. Here‟s how we do it:  

3

4

Roll 1/2d6, read the result as rolled, and go to the appropriate Attribute Table. Roll 1d6, read the result as rolled, and go down the left-hand column to the appropriate row. Go across to see what Attribute, if any, the Character has.

5 6

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 10

ATTRIBUTE TABLE 3

5150 STAR MARINE SOFT BODY (SB)

#

BASIC ATTRIBUTE

1

Drunkard: Counts a -2d6 when in front of the Review Board (page 13). Roll 1d6 when Character is created. This is the Attribute it gains when Drunk. Roll 1d6 at the start of every Encounter. If the score is a "6", the Character is drunk.  (1 – 2) Dim.  (3 – 4) Rage.  (5 – 6) Slow to React. Dim: Counts a -1d6 when Interacting (page 69). Coward: Will always be the first to Leave the Table regardless of Rep or situation. Counts a -2d6 when in front of the Review Board (page 13). Slow to React: Counts Rep at 1 lower than actual when Shooting if group won on the Action Table (page 73). Counts a -1d6 when in front of the Review Board (page 13). Unlucky: Anytime a friend within 3" of the Character is hit by ranged weapon fire there is a chance (1 – 2) that the unlucky Character will suffer the result instead. No Attribute

2 3 4

5

6

Soft Body Armor is lightweight minimal body armor or a standard Spacesuit. This is used for unarmored targets as well.

HARD BODY (HB) Hard Body Armor is rigid body armor or a hardened work Spacesuit.

EXO-ARMOR (EXO) Exo-Armor is military grade body armor with internal modifications that enhance the natural abilities of the wearer while greatly reducing the chance of damage to the wearer. Also functions as a Spacesuit.

SPACESUITS (SS) You need them, you got them. You need to wear a Spacesuit when outside of the Dome on a Class 3 Planet and when you are in space.

WEAPONS

Example – Sergeant Chu is a Star. I choose the Born Leader Attribute and roll for the second. I score a 1/2d6 result of 1 so look at Table 1. I roll 1d6 and score a 2. Chu has the Resilient Attribute.

Most Characters will have a Weapon. Some such as Civilians may not. Civilians? Yes, we have Civilians in many of the Missions.

Pfc. Jones is a Grunt. I must roll for his Attribute and score a 1/2d6 result of 3 so look at Table 3. I roll 1d6 and score a 2. Jones is Dim.

Example – I have three Infantry Characters. One is an NCO with an Auto – 4 and the other two have Auto – 3s.

ALIEN ATTRIBUTES

STOP!

These Aliens will have at least one Attribute assigned to them from below, none from a Background Story, but will have Random Attributes (page 10).    

We use the six primary Races from 5150 in Star Marine. Basics are human like. Only two can be male or female. Which ones are they?

GRATH – Rage. HISHEN – Dim. RAZOR – Razor Mental Blast (page 8). XEOG – Initiative and Stunning.

Rolling 1/2d6 and 3d6 will give you the Character‟s age. What happens when the Character reaches 55? 60? Rep is a number reflecting how good a Character is. Rep 5 is the best, when bad things happen, you could go down.

ARMOR

Characters have Attributes to help define them. Some Aliens have Alien Attributes assigned to them. Stars get a total of 3 – how do they get them?

Armor is used to reduce the damage the wearer will take and is factored into the Shooting and Melee Tables (page 74 & 75). Heavier Armor increases the chance of the wearer surviving.

We use Soft Body, Hard Body, and Exo-Armor – the best. Most Characters will have weapons.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 11

5150 STAR MARINE OFF CAMPAIGN

SO YOU WANT TO BE A STAR MARINE?

After the Campaign is over, win or lose, you will go Off Campaign – back to Home Base and can have 1 Carousing Encounter per month. You can skip the Off Campaign months and go right back to a Campaign if desired. Just be sure to track the months on your Character Journal.

You can bring your Characters from other 5150 rules such as 5150 Fringe Space and have them join their Star Faction‟s “Star Marines.” But we recommend using the procedures found in this book.

Example – It’s the end of the current Hishen War Campaign and Sgt. Graham E. Adams will now go Off Campaign. I roll 1d6 and score a 4. Adams will have 4 months Off Campaign. I play 2 Carousing Encounters then decide to skip the next two months. I go to the Big Event Section (page 34) to see what and where I will be going On Campaign.

In terms of the 5150 „Verse, Star Marines are highly trained troops that operate as part of a Star Navy‟s overall force structure providing Fleet security, conducting boarding operations and acting as a rapid expeditionary force. They come from space, and they come to win.

FAME POINTS & PROMOTION

Ex Spatio, in Victoria!

If you do well you can rise in Rank and rising in Rank will give you a better life when you Retire (page 14). At the end of each Mission you can gain or lose Fame Points. Here‟s how we do it:

JUST SIGN ME UP! When your Character joins the Star Marines it always starts off as a Private right out of Boot Camp. Being a Star Marine can only be learned from the ground up, nobody gets to start off as an officer. Here‟s how we do it:      

  

Determine your Character background Age your Character 1 year for Boot Camp Your Profession is Exotic: Star Marine with a Social Standing 2 Your Rank is Private Roll on the Home Base table (page 33) to get your Character‟s first duty assignment. Start playing!



Consult the Gaining Fame Points Table. Go down the left-hand column to each row that applies for what happened during the Mission. Go across to see how many Fame Points you have gained or loss for each event. Add the total Fame Points gained or loss to your current Lifetime Fame Points; the number you have gained during your life. Note that each Character its career starts with zero Fame Points.

Note that you can transfer a Character into 5150 Star Marine from other 5150 settings, but just remember that they always start off as a Private – no matter what their prior background is.

TERMS OF SERVICE Your first Term of Service will be for eight years. If you choose to Re-Up (page 16) subsequent Terms of Service are for four years.

ON CAMPAIGN When On Campaign, you will be going on 2 Missions per Campaign Month (page 35). When a Campaign is over, you will go Off Campaign. Roll 1d6 and read the result as rolled. This is how many months you go Off Campaign.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 12

5150 STAR MARINE X



GAINING FAME POINTS EVENT

BOARDING MISSION – If successful. DECREASING REP D6 – If you gained any Decreasing Rep d6 you cannot gain any Fame on the Mission or Encounter. CAMPAIGN – Win a Campaign gain 5 Fame Points, lose a Campaign and lose 5 Fame Points. DEFEND MISSION – If successful. ESCORT MISSION – If successful. FAILURE – If failed any Mission. FIST FIGHT – Gain if won a Fist Fight, lose if lost a Fistfight. INTERACTING – If Interacted with a NPC. MAJOR MEDAL OF VALOR – Received Medal. MEDAL OF VALOR – Received Medal. MELEE – Gain if won a Melee – triple if defeated a Grath, lose if lost a melee. PATROL MISSION – If successful. QUESTIONING MISSION – If successful. RAID MISSION – If successful. RESCUE MISSION – If successful. SHOOTING DAMAGE – If shot and caused an Out of Fight or Obviously Dead result.

POINTS

2

+2 Special

A score of “6” is always a failure

ATTRIBUTE

+5/-5 +2 +1 -3 +1/-1 +1/-1 +4



+1d6 +1d6 -2d6 -2d6 +1d6 -1d6

MODIFIER

ASSUMED COMMAND – Character assumed command last Mission. BUSTED – Each time the Character has been Busted during its career. FAILED BEFORE – Each time the Character failed to be promoted in the past. MAJOR MEDAL – Character is a Major Medal of Valor recipient. MEDAL – Character is a Medal of Valor recipient. MET BEFORE - Character met a Member of the Review Board when Carousing. Count a +1d6 or -1d6 depending upon how your Interaction went.

+2 +1/-1 +2 +1 +2 +2 +1

Once you have reached the minimum Fame Points necessary for Promotion to a higher Rank you must go before the Review Board. The only exception is going from Private to Private 1st Class. You cannot skip Rank and must wait at least six months in between attempts unless you assumed command during a Mission. Here‟s how we do it:



MODIFIER

BORN LEADER CHARISMATIC COWARD DRUNKARD INITIATIVE SLOW TO REACT CIRCUMSTANCE

RISING IN RANK

  

REVIEW BOARD (Taken vs. Rep)

Example – Sgt. Billy Pink has 8 Fame Points. After returning from a Raid Mission (page 44) Billy received 2 Fame Points for successfully completing the Mission plus 1 Fame Point for defeating an enemy in melee. This gives Billy 11 Lifetime Fame Points and a promotion to Private 1st Class.



Go down the left-hand column to the appropriate row and across to see the results.

-2d6 -1d6 +2d6 +1d6 +1d6/-1d6

#D6 PASSED

RESULT

2+

Confirmed! The new Rank is confirmed and you will see where you are Posted – which Unit you will command. You need more development. Character is not confirmed. May try again to achieve this Rank in 6 months. Passed Over. The Character may not attempt to achieve this rank again. Career advancement is effectively over.

1 0

Consult the Rank Table to be sure you have met the minimum Fame to qualify for the new Rank. Consult the Review Board Table. Start with 2d6. Modify the number of d6 rolled by any applicable Attribute or Circumstance. Roll the modified number of d6 versus the Rep of the Character. Determine how many d6 are passed.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 13

+1d6

5150 STAR MARINE X



RANK

LFP

RANK

CLASS

SOCIAL

COMMAND



Division (1) Division/ Regiment (1) 85 Lt. Colonel Officer 4 Regiment/ Battalion (1) 75 Major Officer 4 Battalion (1) 65 Captain Officer 4 Company/ Battalion (2) 50 Lieutenant Officer 3 Platoon/ Company (3) 40 Master Sergeant NCO 3 Senior Company (3) 35 Sergeant NCO 3 Squad or Platoon (3) 25 Corporal NCO 2 Section or Squad (4) st 10 Private 1 Class Marine 2 Marine (4) n/a Private Marine 2 Marine (4) (1) 5150 Battalion Commander. (2) 5150 Battalion Commander, Platoon Leader, or Star Army 2nd Tour. (3) 5150 Platoon leader or Star Army 2nd Tour. (4) 5150 Star Army 2nd Tour. 100+ 90

General Colonel

Officer Officer

5 4

Whenever your Lifetime Fame Points total drops below the minimum for your current Rank, you drop down to the appropriate Rank. You can gain Fame Points and regain the Rank or even go higher – but must appear before the Review Board.

FAME POINTS & RETIREMENT All good things will come to an end and so will your career in the military. In this section we see how well you did and what your Retirement looks like. Here‟s how we do it:   

Consult the Retirement Table. Go down the left-hand column to the appropriate row for your Lifetime Fame Points to see how you end up after your career has ended. You can choose to end you military career at the end of any four year contract.

X

RETIREMENT

TOTAL

WHAT BECAME OF YOU

WHERE POSTED?

1 – 35

After Promotion, we must determine where you are posted. Most of the time, your Character will be promoted within the same Unit. Here‟s how we do it:

36 – 49

Get a job! Social Standing 1 (1 – 3) or 2 (4 – 6). Bounce from ordinary job to ordinary job and living in the Mid-Level. Social Standing 2. Working a steady job and living in the MidLevel. Social Standing 2. Living well as an Exotic in a High End Condo, in the City Center Area. Social Standing 3. Living well as an Exotic in High End Condo, in the City Center Area with a small House in the Upscale Area. Social Standing 3. Living the Shaker life with a High End Condo, in the City Center Area and a large House in the Upscale Area. Social Standing 4. Living the Shaker life with a High End Condo, in the City Center Area and a large House in the Upscale Area. Social Standing 4. Living the Mover life with a High End Condo, in the City Center Area and a Mansion in Gaea Heights. Social Standing 5.

 

40 – 54

Consult the Where Posted Table. Go down the left-hand column to the appropriate row and across to see the results.

X NEW RANK

General Colonel Major Captain Lieutenant Sergeant Corporal

55 – 80

WHERE POSTED

81 – 89

COMMAND

Command a Division that includes your old Regiment. Command a Regiment that includes your old Battalion. Command a Battalion that includes your old Company. Command a Company that includes your old Platoon. Platoon of 3 Squads, including your old 1st and 3rd Squads 1st Squad. Section in the same Squad.

90 – 94

95 – 99

100+

Want to be more competitive? See how young you can retire.

BUSTED

Did you find it too easy? Then maybe you were better than you gave yourself credit for.

Just because you‟ve risen in Rank doesn‟t mean you‟ll keep it. Here‟s how we do it:

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 14

5150 STAR MARINE Did you find it too hard? Then maybe you weren‟t as good as you thought you would be.

2

DISCHARGE (Taken vs. Rep)

The nice thing is you can come out of Retirement or started a new Star!

CIRCUMSTANCE

MODIFIER

SHAKER, CITY CENTER; WHAT?

BUSTED! – Character had been busted down

-1d6

The Retirement Table refers to People and Places found in 5150 Fringe Space, 5150 Back Alleys Bright Lights and 5150 Urban Renewal, all from our RPG Lite - Sci Fi rules.

GAINED MAJOR MEDAL OF HONOR GAINED MEDAL OF HONOR

one or more Ranks and never regained it.

If you retired and it wasn‟t quite what you expected, well you do have a unique set of skills that could be useful.

# D6 PASSED

RESULT

2

Honorable Discharge with Recommendations. The Character counts its Rep at 1 lower than actual for determining how many Job Offers (1) are available. The Character counts his Social Standing at 1 point higher when Interacting with NPCs with a Social Standing of 3 or less. Honorable Discharge. The Character counts his Social Standing at 1 point higher when Interacting with NPCs with a Social Standing of 3 or less. Dishonorable Discharge. The Character counts its Rep at 2 higher than actual for determining how many non-Criminal Job Offers (1) are available. The Character counts his Social Standing at 1 point higher when Interacting with Criminal Element NPCs, but suffers a -1d6 penalty when interviewing for non-Criminal Job Offers.

CAREER CHANGE Okay, so you decided to Retire (page 14) from the military. What now? Well, here‟s an option for you if you decide you like your Star and want to see him in other situations.

1

MUSTERING OUT

0

Well, you‟ve decided to leave the Star Marines (or they decided you should pursue another career path – when you reached 50 years of age). Welcome to the wider „Verse! When or if you choose this option you have to see what type of discharge you received. Here‟s how we do it:    

Consult the Discharge Table. Start with 2d6. Modify the number of d6 by any applicable Circumstance. Roll the modified number of d6 versus your Rep.

+2d6 +1d6

(1) Job Offers can be found in 5150 Urban Renewal, Fringe Space and Back Alleys Bright Lights.

NOW WHAT DO I DO? Now that your Character has left active duty service it can embark on a new Career path. We recommend Fringe Space, Urban Renewal, Back Alley, Bright Lights or any 5150 title centered on New Hope City. Each has a large list of Professions you could choose. You can enter life as a Civilian a couple of ways. 

An Exotic Profession: Your ex-Star Marine can easily adopt the Profession of Mercenary, Bounty Hunter, Bodyguard/Criminal Muscle, or Police. Pick your Profession and take an Easy Challenge for any of them except for Police. That‟ll be a normal Challenge Test (page 69).



A New Start: Your ex-Star Maine can also opt to start a new career at the Social Class of their final Rank when leaving service. For example, a Major has a Social of 4, and could try a new “Shaker” Profession, which are Social Status 4. Pick your Profession and take a Difficult

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 15

5150 STAR MARINE Challenge for any of the Shaker Professions. Jobs except for Police. That‟ll be a normal Challenge Test (page 69).

1

(Read the result as rolled)

Example – Major diNagian (Social Standing 4 in the Star Marines) is leaving the Star Marines and decides to get a job with Stellar Weapons Systems, Ltd as a Corporate Executive (A Social Standing 4 “Shaker” Profession). He takes a Difficult Challenge so his Rep is reduced by 1.He rolls 2d6 versus his modified Rep of 4 and scores a 3 and 5. Passing 1d6 he tries again and scores a 2 and 3. He gets hired and starts his adventures in 5150 Fringe Space, visiting Back Alleys, Bright Lights when he wants a little “spice” in his life.

CIRCUMSTANCE

RESULT

2 or less.

Character is transferred. Roll a new Home Base (page 33). Character stays at their current Home Base.

WHAT ABOUT MY STUFF? Sorry, you can‟t take it with you when you leave! Well, not all of it and not always legally. Any personal items gathered along the way, loot or special items may be kept, but not your military equipment – unless you want to steal it.

At the start of each Campaign Month roll 2d6 and add the results together. If “12” comes up, you may be called back to serve. Roll 1d6 and read the result as rolled.  1 = Natural Disaster (page 34).  2 = Unrest (page 34).  3 = War (page 34).  4 = Piracy (page 34).  5 = Not called back to service.  6 = Not called back to service.

WEAPONS & GUN RUNNING Long barrel weapons used with two hands are not generally accepted in Civilian areas in the 5150 Universe such as New Hope City and any of the Planets in the first 3 Rings. Anyone carrying a two hand weapon on a Planet with a Law Level of 3 or more is subject to arrest (See Fringe Space, etc.). However, you can choose to smuggle Weapons into New Hope City or elsewhere if you wish. This is called Gun Running and you can make a name for yourself in this game really fast. Can‟t wait to give it try? Welcome to New Hope City! Here‟s how we do it:   

RE-UPPING After your first eight-year Term of Service (page 12) you may choose to stay in the Star Marines, but for a four-year Term of Service. If you do so, you must see if you are given a new Home Base (page 33). Here‟s how we do it:



#

3 or higher.

If the Character is activated it must spend the next Campaign Year in the Star Marines at their old Rank, and then can opt to leave service again or stay in for a total of three more. Good luck with that!!

  

-3 -1 +1

Home Base.

If you have left via an Honorable Discharge your Character typically is subject to 6 years of Reserve status as a Civilian. The Character can go about their life in Fringe Space or any other 5150 title, but is subject to recall in case of a Faction emergency. There are four Big Events (page 34) that could lead to a recall to service in the Star Marines. Here‟s how we do it:



MODIFIER

BUSTED – Character has been Busted. GO – Character wants a new Home Base. STAY – Character wants to stay at current

SORRY, WE NEED YOU BACK!



HOME BASE

 

Consult the Home Base Table. Roll 1d6 and read the result as rolled. Modify the result by any applicable Circumstance. Go down the left-hand column to the appropriate row then across to see the result.

Consult the Gun Running Table. Start with the Rep of the Character. Modify the Rep by any applicable Circumstances. Roll 3d6 versus the modified Rep and determine how many d6 are passed. Read the results on the Gun Running Table based on the number of d6 passed and immediately carry out the result.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 16

5150 STAR MARINE 3

Example – Fast Eddie has landed at the NHC Space Port with a small shipment of military grade weapons. He must roll on the Gun Running Table and starts with 3d6 versus his Rep of 5. He received an Honorable Discharge, but as “6” is an automatic failure it won’t help. He rolls the 3d6 and scores a 4, 6, and 6. Crap! Passing 1d6 he has to take a Difficult Challenge.

GUN RUNNING (Taken versus Rep) A score of “6” is automatically a failure.

CIRCUMSTANCE Dishonorably discharged. Honorably discharged.

MODIFIER -1 +1

#

RESULT

3+

Character succeeds in smuggling in the weapons. Total the 3d6 passed and roll that many times on the Shopping List. Character succeeds in smuggling in the weapons. Total the 2d6 passed and roll that many times on the Shopping List. Character takes a Difficult Challenge (page 69). Keep the 1d6 passed in hand.  If successful a roll the 1d6 passed times on the Shopping List.  Otherwise count as passed 0d6. Character is caught at the Space Port with weapons still in containers. Go to the Action Table (page 73) versus a Rep 4 Department of Home Security (DHS) agent counting as the Defender. He is armed with an Auto-2 and will attempt to arrest you by taking you Out of the Fight (page 26).

2 1

0

1

Fast Eddie rolls 2d6 and succeeds. He has passed the search and can now roll 4 times on the Shopping List – the 1d6 he passed originally.

NOW WHAT? You‟ve got the weapons past security, but still have to sell them. This is covered in Fringe Space and Back Alleys, Bright Lights called the Deal. But if you want to do it here we have you covered and it‟s really simple. Here‟s how we do it:   

1

SHOPPING LIST

1 2 3 4 5 6

TYPE 1 Rocket Launcher & 3 Rockets. 3 Laser Rifle. 3 Squad Automatic Weapon. 3 Light Machine Gun. 3 Rapid Fire Laser Rifles 1 Grenade Launcher & 3 Grenades.

DEAL (Read the result as rolled)

#

RESULT

1

Busted! You were set up by the Police – Free Company List. Go to a Confrontation (page 49) and try to escape. If not go to Prison for 1+1/2d6 years. Double-cross! Dealer tries to take your shipment of guns. Go to a Confrontation (page 49). Done deal! Collect the Fame Points you gained. Done deal! Collect the Fame Points you gained. Done deal! Collect the Fame Points you gained. Can‟t find a Dealer. Try again this month if want, but at -1 to d6 result. Any other month at no penalty.

2

(Read the result as rolled)

#

Consult the Deal Table. Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate row and across to see the result.

3 4 5 6

VALUE (1) 2 1 1 1 2 1

STOP!

(1) Number of Increasing Rep d6 gained when playing Fringe Space, Back Alleys, Bright Lights, etc. For now, call it Fame Points (page 12).

We use Fame Points (page 12) to track your career. The more you earn the higher your Rank and the better your Retirement. When you muster out and leave the Marines, be sure to get an Honorable Discharge. It will help your Civilian career.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 17

5150 STAR MARINE Example – There’s an awning over the street that Billy can count as a tool to help reach the ground safely. I figure it’s not Difficult; but not Easy either.

INTERACTION

 

A big part of the 5150 Universe is interacting with NonPlayer Characters – the Characters run by the game mechanics. Interaction helps build your Story and can take your adventures into completely unexpected directions! This process is used when you meet one or more NPCs during your games. We use the following procedure when interacting in 5150 Star Marine. Here‟s how we do it:        

  

Consult the Interaction Table (page 69). Both you and the NPC roll 2d6 versus Rep (page 9). Modify the number of d6 rolled by any applicable Attribute, Character, or Circumstance. When there are multiple Characters, use the NPC with the highest Social Standing as the Leader. Determine how many d6 were passed. Go down the left-hand column to the appropriate row. Go across to see what happens. Immediately carry out the result.

2

A score of “6” is always a failure

CIRCUMSTANCE

Attribute taking intelligence Challenge. PROFESSIONAL SKILL – Challenger has a Profession related skill that makes the Challenge easier. TOOL – Challenger has a Tool that makes the Challenge easier.

#D6 PASSED 2 1

CHALLENGE When you want to do something physical or mental out of the ordinary and not covered by an existing rule, take a Challenge Test. Here‟s how we do it:

0

Players decide on what the Challenge is.

+1 -1 +1d6 +1 +1

RESULT SUCCESS! Complete the Challenge. Not sure if you want to try this. Can immediately re-take the test, counting a subsequent result of pass 1d6 as pass 0d6 OR Can decide not to try again. Failure! Suffer the consequences.

Example – Billy gets to the edge of the roof and rolls 2d6, scoring a 2 and 6, passing 1d6. Billy looks down and thinks it over. As two Hishen Soldiers and a Razor are chasing him, he decides to try again.

Example – Sgt. Billy Pink wants to jump from the roof of a building to the street. Decide what a success looks like.

Billy rolls 2d6 and scores a 2 and 5, passing 2d6. He hits the street rolling, gets up, and speeds away.

Example – If he is successful, he will make it onto the street uninjured. 

MODIFIER

EASY – Challenge is Easy. DIFFICULT – Challenge is Difficult. GENIUS – Character with the Genius

The Civilian rolls 2d6 and scores a 3 and 4 – passing 1d6 – the 3. I look on the passed more d6 row and see that the Civilian gives me a favorable result. I gain 1 Fame Point.



CHALLENGE TEST (Taken vs. Rep)

Example – My Character (Rep 5) has run into a Male Civilian (Rep 3). I roll 2d6 and score a 3 and 5 – passing 2d6 as both scores are equal or less than my Rep of 5



Consult the Challenge Table. Modify the Rep of the Challenger or number of d6 rolled by any applicable Circumstance. Roll 2d6 versus the modified Rep of the challenger and determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see the result. Immediately carry out the result.

Decide what the consequences of failure will be.

Example – If he fails, he will go Out of the Fight. 

Decide if the Challenge is Easy, Difficult, or if the Challenger has a Tool or Professional Skill that can increase the chance of success. © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 18

5150 STAR MARINE NPC CHALLENGE 

When a NPC has the chance to take a Challenge we must determine whether it will. Here‟s how we do it: 



The NPC rolls 1d6 versus its Rep.  If it passes 1d6, it will attempt the Challenge.  If it passes 0d6, it will not attempt the Challenge. If the NPC takes the Challenge and scores a result of pass 1d6, he must re-do the previous procedure to see if he continues the Challenge.

THE LISTS This section will explain the Lists that are used in 5150: Star Marine. The following Lists are provided:  

Example – The Hishen and Razor reach the edge of the roof. The Razor rolls 1d6 versus her Rep and passes 1d6. She takes the Challenge, passes 2d6, and is successful. The first Hishen rolls 1d6 and passes 0d6. He shakes his head and decides against trying the Challenge.



The second Hishen rolls 1d6 and passes 1d6. He attempts the Challenge and passes 1d6, causing him to re-roll 1d6 to see if he will continue the Challenge. He passes 1d6 so will give it a go. He rolls 2d6 and passes 1d6. As this is the second attempt at the Challenge, this converts to passing 0d6 – the Hishen falls to the ground, Out of the Fight.

    

YOUR SQUAD In 5150 Star Marine the game revolves around you and the other Characters that make up your Squad. Let's define the Squad:    

give the best weapon to the highest Rep Character. When you need Replacements (page 31) they can never be higher than your Rep, unless they outrank you.

Free Companies (page 20). Gaea Prime (page 20).  PDF – Planet Defense Force (page 20).  Planetary Militia (page 20).  Rebels (page 21).  Star Marines (page 21). Hishen Empire (page 21).  Grath (page 21).  Infantry (page 21).  Marines (page 21). Pirates (page 21). Razor (page 21). Starship Crew (page 22). Xeog (page 22). Zhuh-Zhuh (page 22).  Assault Troops (page 22).  Infantry (page 22).  Marines (page 22).

USING THE LISTS Each Race has its own Faction List that gives all the information needed to play. Here‟s how we do it:

Each Squad consists of 6 Characters, in 2 threeman Sections. Each Squad has one Sergeant – the Leader of the Squad and one of the Sections. Each Squad has one Corporal – the Leader of the 2nd Section. The rest of the Squads are Privates (1 – 5) or Privates 1st Class (6).

  

FORMING YOUR SQUAD 

Forming your Squad is done differently from other 5150 games because you are a Private – and not the Squad Leader. Okay, if you really want to be the Squad Leader, go ahead.  Here‟s how we do it:  After you have created your Star, consult the appropriate Faction List (page 19).  Roll 5d6, three times. The 1st roll tells you the Rep, 2nd the Armor and 3rd the Weapons of your Squad. Assign them as desired. Here‟s a hint –

Decide which Unit type of which Faction you want to use and go to that List. Roll 6d6 for each Squad, three times to determine the Rep, Armor, and Weapon of each Character. Assign them as desired. We recommend “loading up” enemy Squads wit Rep, Armor, and Weapons prior to the game. We put them on an index card and use them when needed. Want a shortcut? Count all Enemy Squads as Rep 4.

UNIT ORGANIZATION – SQUAD Note that a Squad is called a Detachment when onboard a ship.

The building block of every Faction in 5150: Star Marine is the six-figure Squad. Squads are commanded by a Squad Leader. Squads are broken down into two three© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 19

5150 STAR MARINE nd

figure Sections with the 2 Section commanded by an NCO like a Corporal or Lance Corporal. Review the section called Forming Your Squad (page 19) for more info.

 

Each List contains the following information:  

 

across to see the Reps of the Grunts. Assign them as desired. Do it a second time to determine the Armor of the Grunts. Assign them as desired. Do it a third time to determine the Weapons of the Grunts. Assign them as desired

# – The d6 result rolled for the following stat. REP – The Rep of the Squad member.

FREE COMPANIES

Remember that the highest Rep is the Sergeant, Squad Leader, with the next highest the Corporal – 2nd Section Leader. ARMOR – The type of Armor worn by the Character. WEAPON – The type of Weapon carried with the number of “shots” – an Auto-4 can fire four shots while a Pistol – 1 can fire one shot.

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

5

4 4 4 4

Example - I decide to play the Star Marines so go to its List (page 21). I know that there are 6 figures in a Squad, so will be rolling 6d6 for each stat, Rep, Armor and Weapon. After rolling each group of 6d6 I apply the results to the Characters as I desire.

(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Merc is a Zhuh-Zhuh (1 – 4) or Xeog (5 – 6). Re-roll for Rep.

HIGHER UNIT ORGANIZATION

GAEA PRIME: PDF

Three Squads are grouped together to form a Platoon commanded by a Platoon Leader. This applies to all of the Factions with one exception.

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

GRATH One Grath Squad can replace the 3rd Squad in a Hishen Platoon or it can be added to the Platoon, instead of a Support Weapon.

3 (3)

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

5

4 4 4 4 3

PLATOON LEADER SECTION

(1) Maximum of 2 Rep 5 per Squad. (2) 1 per Squad.

Each Platoon has one Section of three soldiers. This represents the Platoon Leader and two other soldiers.

GAEA PRIME: PLANET MILITIA Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

SUPPORT WEAPONS The level of action in Star Marine limits the usage of Support Weapons. If you really want them, they are covered in detail in 5150 Star Army 2nd Tour. Trust me; the Auto-4 is good enough. Then there‟s Grenades (page 59) if you really want them

GENERATING THE GRUNTS

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

4

4 4 3 3 3

(1) Maximum of 3 Rep 4 per Squad. (2) Maximum of 1 per Squad.

Sometimes you will need to generate Grunts outside of a Squad such as when you‟re on a Carousing Encounter. When you do use the Faction Lists and other Lists found elsewhere. Here‟s how we do it:  

Consult the appropriate List. Roll 1d6 for each Character and go down the left-hand column to the appropriate row. Go © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 20

5150 STAR MARINE GAEA PRIME: REBELS

(1) Maximum of 3 Rep 4 per Squad. (2) 1 per Squad. If on a Slaver (page 38) there will always be 1 Razor in the Squad.

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 (1) 4 4 4 3 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

HISHEN EMPIRE: MARINES Hishen are always considered male.

(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per Squad.

GAEA PRIME: STAR MARINES REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Exo-Armor Exo-Armor Exo-Armor Exo-Armor Exo-Armor Exo-Armor

1 2 3 4 5 6

Auto – 5 (2) Auto – 5 Auto – 2 Auto – 2 Auto – 2 Auto – 2

5

5 5 4 4 3

(3)

#

WEAPON

1 2 3 4 5 6

1 2 3 4 5 6

Hard Body Hard Body Hard Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

4

4 4 4 4

3 (3)

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Exo-Armor

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

5

4 4 3 3

3 (3)

(1) Maximum of 1 Rep 5 per Squad. (2) Maximum of 1 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Pirate is a Zhuh-Zhuh (1 – 3), Xeog (4 – 5) or Razor (6). Roll on appropriate List for stats.

Grath are always considered male.

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

4 4 4 4 4 4

1 2 3 4 5 6

Exo-Armor (1) Exo-Armor Exo-Armor Exo-Armor Exo-Armor Exo-Armor

1 2 3 4 5 6

Auto – 5 (2) Auto – 3 (3) Auto – 3 Auto – 3 Auto – 3 Auto – 3

RAZOR (1) Razors are always female.

(1) Natural Grath Armor similar to Exo-Armor. (2) 2 per Squad. (3) Ignores the pass 1d6 penalty for shooting at Exo-Armor Targets.

HISHEN EMPIRE: INFANTRY

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 5 5 4 4 4

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

None (2) None None None None None

(1) Razors are not found in Squads, but instead in the employ of Pirates and on Hishen Slavers.

Hishen are always considered male.

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

3 (3)

ARMOR

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

HISHEN EMPIRE: GRATH

4 4 4 4

#

(1)

PIRATES

(1) Maximum of 4 Rep 5 per Squad. (2) Maximum of 2 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Marine is a Zhuh-Zhuh (1 – 5) or Xeog (6). Re-roll for Rep.

4

REP

(1) Maximum of 4 Rep 4 per Squad. (2) 1 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Marine is a Grath. See the Grath List for stats.

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

#

#

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 21

5150 STAR MARINE ZHUH-ZHUH: MARINES

STARSHIP CREW (1)

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

Zhuh-Zhuhs are always male.

#

REP

#

ARMOR

#

WEAPON

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 (2) 4 4 3 3 3 (3)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Pistol – 1 Pistol – 1 Pistol – 1 Auto – 3 Auto – 3 Auto – 3

1 2 3 4 5 6

5 (1) 5 5 4 4 4

1 2 3 4 5 6

Hard Body Hard Body Hard Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

(1)Use these for non-military crews. (2) Maximum of 2 Rep 5 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Crewmember is a Zhuh-Zhuh (1 – 5) or Xeog (6).

XEOG

(1) Maximum of 4 Rep 5 per Squad. (2) 1 per Squad.

LEADERS

(1)

There are four Leaders used in 5150 Star Marine:

Xeogs are always female.

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 5 5 4 4 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4

   

(1) Xeogs are not found in Squads, but instead in the employ of Free Companies, Pirates, and Gaea Prime Star Marines.

PLATOON LEADER – The Leader of a Platoon of 3 Squads or Detachments. SQUAD LEADER – The Leader of a Squad or Detachment. SECTION LEADER – The 2nd in command of a Squad of Detachment and Leader of a 3-man Section. TEMPORARY LEADER – The Character with the highest Rep in the Squad or Section when none the above Leaders is there or functioning.

ZHUH-ZHUH: ASSAULT TROOPS

LEADER FUNCTIONS

Zhuh-Zhuhs are always male.

Leaders have two functions; rolling on the Action (page 73) and Will to Fight Tables (page 74).

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 (1) 5 4 4 4 4

1 2 3 4 5 6

Hard Body Hard Body Hard Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

ASSUMING COMMAND If a Leader goes Out of the Fight or worse, someone will assume command during the fight. Here‟s how we do it: 

(1) Maximum of 2 Rep 5 per Squad. (2) 1 per Squad.



ZHUH-ZHUH: INFANTRY



Zhuh-Zhuhs are always male.

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 (1) 4 4 4 4 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

The 1st Squad Leader replaces the Platoon Leader. The 2nd Section Leader replaces the Squad Leader. The Private 1st Class or Private with the highest Rep replaces the Section Leader.

PERMANENT OR TEMPORARY PROMOTION If a Character that assumes command and has sufficient Rank, the Promotion could be permanent. Go in front of the Review Board (page 13). If he does not, replace the Leader normally (page 19).

(1) Maximum of 1Rep 5 per Squad. (2) 1 per Squad.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 22

5150 STAR MARINE

STOP!

2

ACTION (Taken versus Leader Rep)

Interaction with NPCs is very important. Review the Interaction Table (page 69).

Score of “6” is always a failure. 1 or 2 Attacker gains Advantage, 3, 4, 5, or 6 Defender does.

Use a Challenge when you want to do something not covered in the rules.

ATTRIBUTE

MODIFIER

You will be in a 6 man Squad of two 3-man Sections. There is 1 Sergeant, 1 Corporal, and 4 Privates

INITIATIVE – Modifier to Rep when operating alone.

Generate your Star and fill out your Squad – or Platoon if you want. Use the Character Journal (page 67) and Campaign Info Sheet (page 67) as you do.

#D6 PASSED

RESULT

More d6

The side that passed more d6 can act:  Grath will charge.  All others will shoot. Side with the Advantage counts as passing more d6.

TURN SEQUENCE Same number of d6

After both sides are placed on the table combat begins. Here‟s how we do it:  

   

  

Consult the Action Table (page 73). Roll 1d6 to see who has the Advantage.  Score a 1 or 2 and the attacking side has the Advantage.  Score a 3, 4, 5, or 6 and the defending side does. Each Leader of each side rolls 2d6 versus its Rep. Determine how many d6 are passed by each side and consult the Action Table. This determines which side is active. After the active side has finished all of its actions and any reactions have occurred, both sides take the Will to Fight Test (page 74). After the Will to Fight Tests are taken, if there are any Characters left on the table, the inactive side now becomes active and carries out their actions. After the newly active side has finished all of its actions and any reactions have occurred, both sides take the Will to Fight Test (page 74). After the Will to Fight tests are taken, if there are any Characters left on the table, the inactive side now becomes active and carries out their actions. Repeat the process until only one side remains on the table.

+1

Example – Sgt. Billy Pink (Rep 5) leads his squad of Star Marines onto the Hishen Slaver. The Hishen are set up on the table and the Marines set up across from them. I roll 1d6 to see who has the Advantage. I score a “3” – the Hishen have the Advantage. Billy now rolls 2d6 versus his Rep of 5 and passes 2d6. The Hishen Leader rolls 2d6 versus his Rep of 4 and passes 2d6 – the same number of d6. Looking on the Action Table under the “same number of d6” row, I see that the side with the Advantage (the Hishen) will act first. They open fire.

ACTIVE When a side is active, each Character can do one of following things:    

Shoot – the Character will shoot its weapon. Charge – the Character charges the enemy. Recover from Duck Back – Turn the Character back to face the enemy. Leave the Table – Voluntarily remove the Character from the table.

SHOOTING A Character can shoot during the turn, often multiple times.

TARGETING The active side matches up (targets) all of its Characters against an opposing Character. After all inactive Characters have been targeted; the active side can target © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 23

5150 STAR MARINE 

one or more opposing Characters multiple times. This is done whether the Character will Shoot or Charge.

  

The shooter rolls 2d6 versus its Rep and determines how many d6 are passed. The shooter rolls once even when firing more than one shot! Go down the left-hand column to the appropriate row and across to see the results. Immediately carry out the results. If a hit is scored, go to the Shooting Damage Table.

2

SHOOTING (Taken versus Rep) Score of “6” is always a failure.

Example – The blue side has won on the Action Table. It is now active. Character A targets Character 1, Character B targets Character 2, Character C targets Character 3 and Character D targets Character 4. As all of the Characters on the opposing side have been targeted, Character E can double up on Character 4.

COVER

 

MODIFIER

CRACK SHOT – Roll 3d6 when shooting, counting the best 2 results. SLOW TO REACT - Counts Rep at 1 lower than actual when Shooting if its side won on the Action Table (page 73).

+1d6

#D6 PASSED

Cover can stop a bullet or beam and being in Cover reduces your chance to be hit when shot at. Here‟s how we do it: 

ATTRIBUTE

2 1

The side gaining the Advantage on the Action Table is always in Cover – the other side is considered to be moving and not in Cover. Defenders in the Bridge Section will always count as in Cover. (1) After the first side has fired once, all Characters are considered to be in Cover.

(1) The Squad found in the Bridge is always the last Squad on the ship!

HOW TO SHOOT

0

Characters with weapons can fire in two ways:  

 

RESULT Hit all targets. Miss:  If fighting in Zero-Gravity. Targets return fire.  If being charged.  If the target is in Cover or Exo-Armor (1). Targets return fire.  If the 2nd or higher shot (2). Targets return fire. Otherwise:  Hit. Miss all targets:  Chargers continue into contact.  All others return fire.

(1) Targets in Cover and Exo-Armor are hit instead if fired at by a Razor Mental Blast. Ignore if Grath firing at Exo-Armor. (2) Disregard if firing a Razor Mental Blast.

When Active. When directed to return fire by the Shooting Table.

Example – Billy Pink is armed with an Auto-3 and fires at 3 Hishen.

Here‟s how we do it: 

Special

Characters can fire 1, 2, 3, 4, or 5 shots depending upon the Weapon they are carrying, found on the appropriate List (page 19). When firing more than 1 shot, the shooter can choose to target 1 target per shots fired. The shooter must specify which is the 1st Target, 2nd Target, etc. The shooter declares how many shots are applied to each Target, listing them from 1st to last if needed. Consult the Shooting Table.

Billy rolls 2d6 and scores a 3 and 6 – passing 1d6. The 1st Hishen is hit, but the 2nd and 3rd are missed and will return fire. Billy now rolls on the Shooting Damage Table (page 73) for hitting the Hishen. When the damage is resolved, the missed Hishen will return fire.

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5150 STAR MARINE DUCK BACK

ZERO-GRAVITY

Zero-Gravity can affect the way a Character behaves. For simplicity we use the following rule: 

The Character seeks Cover. Here‟s how we do it:  Turn it around so its feet are facing the enemy if using counters, back turned away if using figures.  When Ducked Back it cannot see or be seen.  When next Active, it pops back up, counting as being in Cover. It can only pop up into sight and cannot charge or shoot until next Active.  If called upon to return fire from the Shooting Table, it can.  When a Character scores a result of Duck Back and Return Fire, it cannot Return Fire.

If fighting in a Zero-Gravity environment any result of pass 1d6 on the Shooting Table becomes a miss.

SHOOTING DAMAGE When one or more hits are scored on the Shooting Table, the shooter rolls to see if any damage has occurred. Here‟s how we do it:    

Consult the Shooting Damage Table. The shooter rolls 1d6 for each hit scored, applying any applicable modifier for Circumstance. Go down the left-hand column to the appropriate row and across to the result. Immediately carry out the result.

1

SHOOTING DAMAGE (Read the result as rolled)

CIRCUMSTANCE

MODIFIER

Target wearing Soft Body Armor.

# “6” Rep or higher of Target, but not a “6” Less than Rep of the Target.

+1

Example – In this picture the Marines have opened fire. Hishen 1 and 2 were missed so can return fire. Hishen 3 and 4 have suffered a result of Duck Back and are turned away from the shooters.

RESULT Target Obviously Dead. Grath Ducks Back. Marines Duck Back. Others go Out of the Fight. Target Ducks Back.

RETURN FIRE The Character is allowed to return fire on whoever shot at it up to its maximum targets.

Example – Billy scored a hit on one Hishen. The Hishen has a Rep of 4. Billy rolls 1d6 and scores a 4 and adds 1 as the Hishen has Soft Body Armor. As the total is equal or higher to the Rep of the Hishen, but not a 6, it goes Out of the Fight.

Example – The two enemies that were missed now open fire. Hishen 1 passes 2d6 and scores a hit, causing the Marine to Duck Back, turned around. Hishen 2 fires and scores a hit, causing the Marine to go Out of the Fight. I lay the counter down sideways showing that the Marine is Out of the Fight.

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5150 STAR MARINE

STOP!

2

CHECK FOR DEAD (Taken vs. the Rep of the checking Character)

Combat starts with both sides rolling on the Action Table. The winning side becomes “active” and will act first. After the active side finishes shooting/charging and all return fire/melees have been resolved, both sides take the Will to Fight Test. Then the side that lost on the Action Table can act following the same process. The two sides will alternate actions until only one or no sides are left.

A result of "6" is always a failure

# D6 PASSED

RESULT

2

Hishen is actually Obviously Dead or Out of the Fight. Hishen takes a final shot at the tester before expiring. Roll 1d6.  The Hishen fires one shot at the tester before going Obviously Dead. Hishen explodes a Grenade (page 59). The Hishen is now Obviously Dead.

1

All enemies must be targeted once before any can be targeted additional times. The side that won on the Action Table is considered to be in cover. When does the other side count cover?

0

Use 2d6 to shoot regardless of how many shot can be fired. Review the Shooting Damage Table. What happens if you‟re shot at in Zero-Gravity?

OUT OF THE FIGHT

How do you Duck Back? Who can you return fire on?

The Character has taken damage and cannot continue the fight. Here‟s how we do it:

DAMAGE

 

We use three types of damage in 5150 – Star Marine. From worse to least, we have:



OBVIOUSLY DEAD 

The Character has taken so much damage that it is obvious that it is dead. (1) When the Character is Obviously Dead, flip the counter or figure face down.

VACUUM & HOSTILE ATMOSPHERE

(1) Hishen must be Checked for Dead.

Being in a vacuum (in space or on an airless world) or a hostile atmosphere will affect damage. For simplicity we use the following rule:

CHECK FOR DEAD TEST This is used on all Hishen Obviously Dead Characters.



Even near death, there is chance that a Hishen enemy will make one last attempt to cause casualties. Non-Hishen troops must check any Hishen Obviously Dead figure to see if they are truly dead. Here's how we do it:   

Lay the counter or figure sideways and face up. If an enemy Character Charges an Out of the Fight Character, it can choose to automatically dispatch the Character or capture it. To capture the Character either remove both Characters off the table when next Active or be the only side remaining on the table after the fight is over. When a Character reaches “0” Rep, it is the same as going Out of the Fight.



Move one Character to within 1" of the downed Hishen. The Character rolls 2d6 vs. its Rep on the Check for Dead Table. If more than one Character moves to within 3” of the downed enemy Character only the closest Character takes the test and then only once.

If fighting in a vacuum or a hostile atmosphere environment you must be wearing a Spacesuit, any result of Out of the Fight becomes Obviously Dead. Grath never need Spacesuits so the previous rule does not apply to them.

-1 TO REP During Melee, the Character can have its current Rep reduced by1 point. Here‟s how we do it:  

The -1 to Rep result is cumulative so it is possible for a Character to have its Rep reduced drastically. It is possible for a Character to suffer a -1 to Rep more than once during the same round of melee

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5150 STAR MARINE    

– for example if fighting two or more enemies at the same time. If a Character reaches “0” Rep it is Out of the Fight. If opposing Characters reach “0” Rep at the same time, ignore the result and fight another round of melee. Continue until only one side is left. After a Character has completed all of its melees for the turn, any lost Rep is recovered.



Example - Three Rebel Squads are on the table, but no Medic. A fourth Squad enters the table and there is a chance (1 – 4) that a Medic will be with them. A 4 is rolled and the Medic is with that Squad. Until the seventh Squad reaches the table there is no chance of another Medic being present.

STACKING DAMAGE Only -1 to Rep stacks; the other two do not. So, three results of Obviously Dead and four Out of the Fights would count as Obviously Dead.

RECOVERING OUT OF THE FIGHTS

MEDICS

Some Factions place a premium on the lives of their soldiers. Some do not. Gaea Prime, Xeog and Zhuh-Zhuh forces will try to recover their Out of the Fight soldiers, Hishen, Grath, and Razor will not. Here‟s how we do it:

Medics do not shoot and will only enter melee if charged.

These are Characters with limited medical training, but their presence on the field can be the difference between life and death. Here‟s how we do it:   



2



Move the Medic to the Out of the Fight Character. Consult the Medic Table. Roll 2d6 on the Medic Table versus the Rep of the Medic. This may be only attempted once on an Out of the Fight figure. Note that players can choose not to attempt to use a Medic. Go down the left-hand column to the appropriate row and across to see the result.

 

(Taken versus Rep)

# D6

RESULT

2

Just a flesh wound. Character returns to the fight at normal Rep when next Active. Character remains Out of the Fight. Character becomes Obviously Dead.

1 0

AUTO-KILL OR CAPTURE If an Active enemy Character charges into contact with an Out of the Fight Character, he can choose to automatically dispatch or capture him. If captured, the Character can be removed from the table as if being Out of the Fight or the enemy can choose to wait until after the battle. Example – Lance Corporal diNagian activates and runs up to the Out of the Fight Glitz and chooses to capture him. Both Characters are removed from the table.

MEDICS – WHO HAS THEM? Not all Factions have Medics and when the wounded start to pile up, it‟s time to find out who does. Here‟s how we do it: 

Players can automatically recover Out of the Fight Characters. When Active, simply remove one not Out of the Fight Character from the table with one Out of the Fight Character. Character cannot do anything else while recovering the Out of the Fight Character.

Example – Star Marine Sgt. Graham E. Adams (Rep 5) decides to recover an Out of the Fight Marine. When Active, I remove them from the table.

MEDIC!

PASSED

the table. When all three Squads are on the table, the Medic will be there as well. Gaea Prime Rebels and Free Companies have a chance (1) that a Medic will be attached to their Squad. If he is not, each time an additional Squad enters the table check to see if the Medic is present by rolling 1d6 versus the number of Squads on the table. There will never be more than one Medic per every six squads.

MELEE

Gaea Prime and Zhuh-Zhuh Squads have a chance (1 – 2) that their Platoon Medic is attached to their Squad. If he is not, check each time another Squad from their Platoon reaches

When Active, a Character can choose to charge. Move it into contact with the opposing Character. Once contact is made, the melee begins. Here‟s how we do it:

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5150 STAR MARINE 

  

 



2

The Character being charged can fire once if it has a Weapon. The Character is limited to its normal number of shots regardless of the number of chargers. After any shots have been taken, consult the Melee Table (page 74). Each Character rolls 2d6; 3d6 if it has the Rage Attribute, versus its Rep. This is the only table where both sides roll against each other! If fighting more than one Character, all Characters roll at the same time and the defender applies his scores to all of the attackers separately. Determine how many d6 each Character passes. Go down the left-hand column to the appropriate row. One Character could pass more d6 than the other or the two Characters could pass the same number of d6. Immediately carry out the results.

Example – A Grath charges a Star Marine, who can fire. He rolls 2d6 on the Shooting Table versus his Rep of 5 and scores a 5 and 6, passes 1d6, and has missed the charging Grath. The Grath moves into contact and melee begins. The Marine rolls 2d6 and scores a 1 and 5, passing 2d6. The Grath rolls 3d6 and scores a 3, 5 and 5, passing 1d6. Looking on the Melee Table under pass 1d6 more, we see that the Grath suffers a result of -1 to Rep. Another round of melee is immediately fought.

MELEE (Taken versus Rep)

The Grath wins the next round of melee by passing 2d6 more (actually he passed 3d6 more)than the Marine!

Score of “6” is always a failure.

ATTRIBUTE RAGE – If have the Rage Attribute.

#D6

The Marine is Obviously Dead and the Grath’s Rep returns to 4.

MODIFIER +1d6

GETTING YOUR SUIT PUNCTURED IS A BAD IDEA

RESULTS

Don‟t forget that if you are fighting in a vacuum or a hostile atmosphere environment you must be wearing a Spacesuit.

PASSED Pass 2d6 more Pass 1d6 more

ALL LOSERS – Obviously Dead.

Any result of Out of the Fight from Melee becomes Obviously Dead (except for Grath).

GRATH LOSERS – Fight another round of melee. Grath loser suffers -1 to Rep.

EXO-ARMORED LOSERS – Fight another round

WILL TO FIGHT

of melee. Loser suffers -1 to Rep.

ALL OTHER LOSERS – Winner rolls 1d6 versus

Pass same

After one side finishes all of its shooting and melees, both sides must see if they remain on the table. Here‟s how we do it:

the Rep of the loser.  If equal or higher than Rep – Loser goes Out of the Fight.  If lower than Rep – Losers suffer a result of -1 to Rep, Hishen -2. Immediately fight another round of melee. ALL – Fight another round of melee. Both suffer -1 to Rep.

  



Consult the Will to Fight Table. Roll 2d6 versus the Rep of the Leader and determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see the results. This may result in none, one or all of the Characters leaving the table. It‟s even possible that both sides could Leave the Table at the same time! Stars can use Free Will (page 6).

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2

WILL TO FIGHT

5150 STAR MARINE LEAVE THE TABLE Any defending Character that suffers a result of Leave the Table is removed from the table with one exception – if fighting a Boarding Action (page 37):

(Taken versus Leader Rep) Score of “6” is always a failure.

ATTRIBUTE

MODIFIER



BORN LEADER COWARD – Will always be the first to Leave the Table regardless of Rep or situation. NERVES OF STEEL – Always last Character to Leave the Table.

+1d6 Special



#D6

Special



RESULTS

PASSED 2

1

0



ALL NON-GRATH – If 50% or more Out of the Fight, Obviously Dead, or Left the Section, count as passing 1d6. OTHERWISE – Carry On. GRATH – Carry On. ALL NON-GRATH – Two Characters Leave the Table. Duck Backs will go first. Lowest Rep will leave next, if tied then random. ALL – Whole side Leaves the Table. If both sides reach this result at the same time, both count as passing 2d6.



Defenders in a Boarding Action will fall back into the next Section towards the Bridge. Defenders that fall back into a new Section will fight if they are attacked and could join other Defenders. Defenders that suffer a result of Leave the Table when in the Bridge will surrender instead – immediately dropping their weapons and no longer fighting. Attackers that suffer a result of Leave the Table will fall back into the next Section towards where they entered the Ship. Attackers that suffer a result of Leave the Table when in the Section they entered the Ship will exit the Ship and the fight.

RECOVERY If you are keeping the same Characters to use in a Campaign (page 35), you must see if the Out of the Fight and those that Left the Table will return after the Mission is over. Here‟s how we do it:    

Consult the Recovery Table. Roll 2d6 versus the Rep of each qualifying Character. Determine how many d6 each Character passed. Go down the left-hand column to the appropriate row and determine the results. Immediately carry out the results.

2

RECOVERY (Taken vs. Rep)

Example – After all shooting and return fire has been completed it’s time for both sides to take the Will to Fight Test.

# D6 PASSED 2 1

The Hishen roll 2d6 versus the Leader Rep of 4 and passes 1d6. Two Characters will Leave the Table. The Duck Back (#4) goes first, then the lowest Rep Hishen not Ducking Back, Hishen #1. The Marines roll 2d6 versus the Leader Rep of 5 and pass 2d6. They remain on the table.

0

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RESULT Character returns to the group. Recovered Out of the Fight Characters return will return to the Squad. Those not ordered to, but Left the Table may not return.  Those Contesting a Planet will return.  Those Controlling a Planet will not. Character does not return.

5150 STAR MARINE 

Example – One Hishen (Rep 4) left the table and another Hishen (Rep 3) went Out of the Fight. Lucky for them, their side won the fight and they recovered him. I roll 2d6 versus the Rep 4 Hishen and score a 1 and 6. Passing 1d6, I see that the Hishen that left, never returns.

 

I roll 2d6 versus the Rep 3 Hishen and score the same results – passing 1d6. I see that the Out of the Fight Hishen returns and is ready for the next Mission.

If there are no more Missions and/or the Campaign has ended, you may Check for Promotion (page 13). Roll for Replacements (page 31). If still On Campaign, test to see what the Next Mission (page 36) is. If not, roll1d6 to see how many months before your next Campaign.

MEDALS OF VALOR In 5150 Star Marine, your Characters will sometimes perform actions “above and beyond” the call of duty. When this occurs, here‟s a simple system to see if they are rewarded or not. Only Gaea Prime and the Zhuh-Zhuhs have Medals of Valor.

STOP! There are 3 types of damage used in Star Marine. From worst to least they are – Obviously Dead, Out of the Fight and -1 to Rep. -1 to Rep is only suffered during a round of melee and could be temporary

What qualifies as medal worthy? That‟s up to the players involved. In any case, just have fun with it! It‟s your Story so make it work for you.

What is Check for Dead and what Race is it used on?

After the Mission, the Commanding Officer submits to Battalion HQ his list of any outstanding performances & actions “above and beyond” the call of duty.

Review how to use Medics. You may not always want to use a Medic. To recover an Out of the Fight Character just remove it and one non-Out of the Fight Character from the table when active.



Take a Rep 4 Grath and fight a Melee with a Rep 5 Free Company soldier with Hard Body Armor. When fighting more than one enemy at the same time, you roll one set of d6 and apply them to all of your opponents. Rep loss in Melee is recovered after the Melees end.

Consider this as happening just before the next Mission.

2

MEDALS OF VALOR (Taken versus Rep)

Both sides will take the Will to Fight Test twice per turn. Which Character takes it? How is Leaving the Table different when fighting a Boarding Action than other times? After the Mission is completed, all Characters that suffered a result of Out of the Fight or Leave the Table must roll on the Recovery Table. Have the loser from the Melee take the test.

# D6 PASSED

RESULT

2

Congratulations! Character has been awarded a Major Medal of Valor. There is a chance (1 – 4) of immediately checking for Promotion (page 13). Those with the Coward Attribute have it removed. Good Job! Character has been awarded a Medal of Valor. There is a chance (1 – 2) of immediately checking for Promotion (page 13). Those with the Coward Attribute have it removed. Character performed admirably! But no one was watching.

1

AFTER THE MISSION 0 Once you‟ve played your Mission to conclusion and taken all necessary Recovery Tests, take the following actions. You can choose to do this for only your Star or your whole Squad:    

Example – I finish the Mission and now it’s time to see if any of my Characters could get a Medal. Private diNagian hacked the Hishen main computer while under fire during a Raid on a Slaver ship and prevented it from self-destructing. I decided this is noteworthy so roll 2d6 versus his Rep of 5. I score a 1 and 6, passing 1d6, so he has a chance (1 – 2) of being promoted. I roll 1d6 and score a 1. diNagian is promoted to Sergeant. Now it’s time to see where he will be posted.

Total up and apply any Decreasing Rep d6 (page 9). Test for Medals of Valor (page 30). Characters that Left the Battlefield must Pay the Piper (page 31). Total up and apply any Fame Points (page 12).

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5150 STAR MARINE REPLACEMENTS

PAY THE PIPER

When a Character Leaves the Table and returns via the Recovery Test, it‟s time to see if there are repercussions. Here‟s how we do it:     

After all Recovery Tests are taken it's time to see if the Squad will receive any Replacements. Here's how we do it: 

Consult the Pay the Piper Table. Roll 2d6 versus the Rep of the Character. Determine how many d6 are passed; go down the left-hand column, then across to see the results. Immediately carry out the results. Any Character that scored a result of Leaves the Table, unless ordered by its Leader, gains the Coward Attribute.

2

   

PAY THE PIPER

Example – After the Mission, the Squad was reduced to 4 figures. I roll 1d6 versus the Squad Leader’s Rep of 4 and pass 1d6. I roll 1d6 versus the current Campaign Morale (page 35) of 3and pass 0d6.

(Taken versus Rep)

# D6 PASSED

RESULT

2

Whew! No one noticed or he fast-talked his way out of it. Uh-Oh! Character‟s lackluster actions were observed. The subsequent Company punishment and ridicule reduces his Rep by one point. Crap! Character‟s cowardice or unbecoming conduct was noted. Roll 1d6. Gaea Prime Characters:  1 = Reduced in Rank.  2 = Reduced in Rank and sent to a Squad in another Unit.  3, 4, or 5 = Sentenced to prison for 5+1/2d6 years.  6 = Found not guilty and returned to service and ready for the next Mission. Zhuh-Zhuh Characters: Executed on the spot for a lack of courage or are sent to fight Bugs (1).

1

0

Roll 1d6 versus the Rep of the Squad Leader. If he was a casualty roll versus the number 4. Roll 1d6 versus the current Campaign Morale (page 35) of your force. Determine how many d6 were passed between both rolls. Consult the Replacements Table and immediately apply the results. Replacements are rolled normally from the Lists.

Adding the results the Squad has passed 1d6. This gives them zero Replacements as the Squad is over 1/2 strength.

1/1

REPLACEMENTS

(Taken vs. the Rep of the Squad Leader & Campaign Morale)

# D6 PASSED

RESULT

2

Squads over 1/2 strength will receive one Replacement. Squads at or below 1/2 strength will receive Replacements to bring the Squad back up to paper strength. Squads over 1/2 strength will receive zero Replacements. Squads at or below 1/2 strength will receive one Replacement. Squads over 1/2 strength will not receive any Replacements. Squads at or below 1/2 strength will not be available for any Missions next month. Available the following month and at full paper strength.

1

0

Example – I finish the Mission and now it’s time to see if any of my Characters have to Pay the Piper. Pvt. Jaxx Left the Table on his own, but came back via a Recovery Test.

REPLACING LEADERS

I roll 2d6 versus his Rep of 3 and pass 2d6. Lucky for him, no one noticed, but he still gains the Coward Attribute.

Leaders lost during the battle are covered in the section called Assuming Command (page 22).Leaders lost during the battle will leave openings for new Leaders. All current Leaders of Rank will move up if there is an opening and the lowest Leaders are always the ones that are replaced. Replacements are rolled normally from the Faction Lists (page 19).

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5150 STAR MARINE Example – The 2nd Squad lost its Corporal. As there are TRAVELING THE 5150 UNIVERSE no promotable Leaders, I roll for a new one on the Star

“The Known Space of the 5150 Universe is more a function of the technology of interstellar travel than actual stellar cartography, organized into the nine “Rings” of civilization. Most interstellar travel is conducted via Jump Points known as “Automatic Transfer Points.” These Automatic Transfer Points (ATP) allow movement between star systems by exploiting a network of Cosmic Strings, fracture lines in the universe, that twist and wind their way across the galaxy.”

Marine Faction List. I roll a 3; the Corporal is a Rep 4.

TERRAIN Now that you know all the rules it‟s time to set up terrain and play your first game. You can make your table as detailed and elaborate terrain wise as you want, but we’ve provided rules that do not need terrain. For more information see each Mission Description (page 37).

So begins the masterwork of the noted physicists J. Beutel and J. Cunningham. For gaming purposes we‟ve simplified things.

STOP!

RINGS, SECTORS & PLANETS

Review what needs to be done After the Mission (page 30).

As described before, the 5150 Universe is divided into nine “Rings.” Each Ring is further broken down into six “Sectors”, each containing numerous Planets. During a Campaign Month (page 35), Events, Missions, and Encounters will be occur in differing Rings, Sectors and Planets.

There are 2 types of Medals of Valor. Roll to see if a Rep 4 Star Marine receives one. Those that Leave the Table and return via the Recovery Table must Pay the Piper (page 31).

RINGS AND JUMP POINTS

If your Squad is over half-strength, it may not receive Replacements.

Have to travel between Rings? Here‟s how we do it:

Using terrain is optional as we have rules that do not need it.

 

FM 5150 –SVBSS



Field Manual 5150



Spaceborne Visit, Board, Search, and Seizure (SVBSS) is the term used by military and law enforcement agencies for spaceborne boarding actions and tactics, designed to capture enemy spacecraft and facilities, to combat piracy and smuggling, and to conduct customs, safety and other inspections, as employed by modern star navies, space marine and space patrol services and police forces. This Field Manual focuses on High Intensity Close Quarters Battle (CBQ) and provides the procedures and tactics for spaceborne boarding and assault operations against hostile spacecraft and space facilities.





Each Ring consists of six Sectors, numbered from 1 to 6. You can jump from Ring to Ring by using the Jump Points. Sector 1 in the Ring is where the Jump Point is located. When you jump to another Ring, you land in Sector 1 of that Ring. Want to jump from Ring 1 to Ring 3? You have to start your jump in Sector 1 of Ring 1. At the end of the jump you are in Sector 1 of Ring 3. Jumping one or more Rings takes one Campaign Month (page 35). “Wait! You mean I could jump as many Rings as I want and it only takes one Campaign Month!?” Yes, yes you can. The good news is while you are jumping nothing bad can happen to you. The bad news is while you are jumping nothing good can happen to you. Basically you advance your Campaign by one month.

Example – diNagian’s Unit is in Ring 5, Sector 1, at the Jump Point. The Campaign Month (January) begins and his Unit jumps from Ring 5 to Ring 3. One Campaign Month later (February) his Unit arrives in Ring 3, Sector 1.

This section covers what you need to know to travel the 5150 Universe and about Boarding spaceships – the “bread & butter” of every Marine.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 32

WHO OWNS WHAT RINGS?

5150 STAR MARINE PLANET HOPPING

If you‟re going to be jumping from Ring to Ring we better give you some information. Just a quick overview of who owns what in the 5150 Universe. Note that even though this is “official”, the Factions are constantly arguing over who owns what. Here‟s how we do it:    

Each Sector contains an infinite number of Planets. You can travel from one to the other in the same Sector quite easily. Here‟s how we do it:  

Consult the Whose Ring Is It Anyway Table. Go down the left-hand column to the appropriate row for the Faction. Military ships for that Faction can be found in the Primary Rings. Non-Military ships for that Faction can be found in the Primary Rings and the Rings Traveled.

X

HOME BASE While Star Marines may be sent to the back end of the known „Verse and beyond, your Star Marine will have a Home Base where his or her Unit is stationed. Your Character will be home-based when Off Campaign. When your Campaign is over you will return there.

WHOSE RING IS IT ANYWAY?

FACTION (1)

PRIMARY RINGS

RINGS TRAVELED

Bugs Gaea Prime Hishen Independent Pirates Xeog Zhuh-Zhuh

7, 8, 9 1, 2, 3, 4 4, 5, 6 1, 2, 3, 4, 5, 6, 7 7, 8, 9 2, 3, 4

1, 2, 3, 4, 5, 6 5, 6 7 8, 9 1, 2, 3, 4, 5, 6 1, 2, 3, 4, 5, 6 1, 5, 6

Your Star Marine‟s Home Base will be located within a Ring controlled by your Faction and is determined randomly. Here‟s how we do it:   

(1) Some the Factions listed do not appear in 5150 Space Marine, but a little information could come in handy in the future.

HOME BASE – WHAT RING? (Read the result as rolled)

Each Ring is divided into six Sectors and inside each Sector are the Planets. It is possible to travel between Sectors. Here‟s how we do it:

  

Consult the Home Base – What Ring Table. Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate Faction then across to the appropriate column. This tells you the Ring where your Home Base is located.

1

SECTOR HOPPING



Declare the Planet you are starting in. Land at the destination Planet and resolve the required Mission or other Character actions. No Campaign time is lost.

FACTION Gaea Prime Hishen Empire Zhuh-Zhuh

Sector 1 is where the Jump Point is for interRing travel. From there the Sectors spread away from 2 to 6. Sector 1 is the center of the Ring and Sector 6 is the farthest from the center. To travel from any Sector to any Sector in the same Ring takes one Campaign Month (##).

 

Example – diNagian’s Unit starts the Campaign Month at his Home Base, located in Ring 3, Sector 1. His Unit is ordered to hop from Sector 1 to Sector 3 where a Mission order is located.

1

2

3

4

5

6

1 4 2

2 4 3

2 4 3

3 5 3

3 5 4

4 6 4

Next roll 1d6 to determine the Sector (page 32) where the Planet is located. Finally roll 1/2d6 to determine the Class (page 4) of the Planet. From there you travel to your Campaign location.

MISSIONS AT YOUR HOME BASE When you‟re at your Home Base and Off Campaign, you will be kept busy doing routine duties and training, but you can choose to have one Carousing Encounter each Campaign Month. If you want, you can skip these months. Simple roll 1d6 and this is how many months are spent before it‟s time for a new Campaign.

One Campaign Month later, having reached Sector 3, his Unit now lands at the planet and must undertake his assigned Mission.

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DEPLOYMENTS

5150 STAR MARINE WAR War has been declared with the Hishen (1 – 4) or ZhuhZhuh (5 – 6). If you‟re playing one of those Factions, just substitute Gaea Prime where your Faction appears.

Your Star Marine and its Unit will usually spend time On Campaign or Off. Here‟s how we do it:  At the start of your Term of Service you will go On Campaign. At the end of each Campaign you will go Off Campaign. Roll 1d6 and read the result as rolled.  This is the number of months you spend Off Campaign. You can have 1 Carousing Encounter per month or choose to skip it and just subtract these months and go on a new Campaign.

WHAT RING, SECTOR AND PLANET? Now that you know what the Big Event is, we need to find a way to determine where it happens and where you are sent to. Here‟s how we do it:   

BIG EVENTS Your 5150 Star Marine Character doesn‟t control interstellar politics or which Faction your government decides to go to war with. The Big Event determines where the conflict is and what kind of Campaign your Character could be assigned to. Here‟s how we do it: 



Consult the Big Event – What Ring Table. Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate Event then across to the appropriate column. This tells you the Ring where the Event occurs.

1

BIG EVENT – WHAT RING? (Read the result as rolled)

EVENT

At the start of the Campaign Month when it‟s time to go On Campaign roll 1d6 and read the result as rolled to get the Big Event.  1 = Natural Disaster.  2 = Piracy.  3 = Piracy.  4 = Unrest.  5 = War.  6 = War. Read the appropriate Event Section to see what it is and who is involved.

Disaster Piracy Unrest War –Gaea Prime War – Hishen Empire War – Zhuh-Zhuh  

NATURAL DISASTER

1

2

3

4

5

6

1 3 2 3 3 3

2 3 3 3 3 3

2 3 3 3 4 4

3 4 3 4 4 4

3 4 4 4 4 4

4 5 4 4 4 4

Next roll 1d6 to determine the Sector (page 32) where the Planet is located. Finally roll 1/2d6 to determine the Class (page 4) of the Planet.

Example – At the start of a new On Campaign Month I check to see what the Big Event is, if any. I roll 1d6 and score a 3 –Unrest.

A Disaster has struck one of your Faction Worlds. Disease? Solar Flare? Asteroid? That‟s up to you. The Planet requests aid and this could result in increased Pirate activity. Determine which Pirates by using the Pirates List (page 21).

I roll 1d6 on the Big Event – What Ring Table and score a 5. It’s in the 4th Ring. Another 1d6 roll of 3 makes it the 3rd Sector and a 1/2d6 roll of 2 makes it a Class 2 Planet. I am shipping out to a Class 2 Planet in the 3 rd Sector of the 4th Ring. My Campaign will be Unrest.

PIRACY Piracy has increased significantly in a Faction Sector. Determine which Pirates by using the Pirates List (page 21).

UNREST Riots and other security threats on a Faction World result in requests for security. If you are playing Gaea Prime – Rebels are your opponents. If playing the Hishen or ZhuhZhuh, then it‟s Free Companies. © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 34

5150 STAR MARINE 

CAMPAIGNS

 

While Missions are typically a single event, Campaigns are a series of linked Missions based upon the Big Event (page 34).

 

Campaigns can be as simple or as detailed as you want. Feel free to use as little or as much of the following rules as desired. In this part, you will learn how to link your Missions together into a continuous Campaign where the result of one affects the course of the next.



2

TIME IN THE CAMPAIGN

A result of "6" is always a failure.

CIRCUMSTANCE

# D6 PASSED More than opponent

Before the Campaign starts, we must establish your Campaign Morale (CM). As a soldier, you cannot control whom your government goes to war with. What you can control is the morale of your troops. How do you do this? Complete your Missions successfully!

Same number as opponent Less than opponent

So what is your starting Campaign Morale and that of your enemy? Looking at the Starting Campaign Morale Table tells you this.

MORALE 4 4 4 3 5 5 3 5

RESULT Enemy Campaign Morale reduced by 1 point for each d6 passed more than Enemy. No changes to you or the Enemy. Your Campaign Morale reduced by 1 point for each d6 less passed than Enemy.

The Pirates roll 2d6 and score a 5 and 6 – passing 0d6. As I passed more than they did, their CM drops down by two points to CM 1.

ENDING THE CAMPAIGN If the Enemy's Campaign Morale reaches “0”, you have won and they have vacated the area. Gain 5 Fame Points. If your Campaign Morale reaches “0”, you have lost and your side vacates the Area. Lose 5 Fame Points.

SHIFTING MORALE After each Mission, you will have been a success or a failure and this can affect the Campaign Morale of you and your enemy. Here's how we do it:   

+1d6

Example – My Star Marine Unit (CM 5) has just finished a Boarding Action versus Xeog Pirates (CM 3) and it’s time to check Campaign Morale. I start with 2d6 and as the Mission was a success, receive a +1d6 bonus. I roll 3d6 and score a 2, 3, and 6 – passing 2d6.

STARTING CAMPAIGN MORALE

Free Company Gaea Prime : Rebels Gaea Prime: Planetary Defense Force Gaea Prime: Planetary Militia Gaea Prime: Star Marines Hishen Empire Pirates Zhuh-Zhuh

MODIFIER

Last Mission was a success.

CAMPAIGN MORALE

FACTION

SHIFTING CAMPAIGN MORALE (Taken versus current Campaign Morale)

For simplicity‟s sake, we track time in the Campaign by the calendar month. You will have 2 Missions per month when On Campaign, 1 Encounter per month when Off Campaign. Officially, the Campaign starts in January 2220.

X

Each side rolls their modified number of d6 versus their current Campaign Morale. Determine how many d6 each side passed. Go down the left-hand side to the appropriate row for the number of d6 you passed compared to the enemy. Go across to see the results. Immediately adjust the current Campaign Morale if needed. First side to reach “0” Campaign Morale has lost the Campaign.

It‟s now time to return to your Home Base, go Off Campaign and get some rest.

Consult the Shifting Campaign Morale Table. Each side starts with 2d6. If successful in the Last Mission, the side will add 1d6.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 35

5150 STAR MARINE FIGHT ON

X

If you are still fighting after the current Campaign Morale has been checked, you have to determine your Next Mission. Here's how we do it:   

1

(Read the result as rolled)

Consult the appropriate Next Mission Table. Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate road and across to see you next Mission.

#

MISSION

1

BOARDING. Attack (1 – 4) or Defend (5 – 6) against

2 3

NEXT MISSION – NATURAL DISASTER

4

(Read the result as rolled)

# 1 2 3 4 5 6

X

5

MISSION

6

DEFEND. Protect Civilians from Pirates. DEFEND. Protect Civilians from Pirates. ESCORT. Escort Civilians to a safe area. ESCORT. Bring supplies to Civilians. ESCORT. Bring supplies to Civilians. RESCUE. Rescue Civilians from Pirates

1 2 3 4 5 6

X

Before the Campaign starts you must determine who controls (defends) the Planet or Area of space and who is contesting (attacking) it. Here's how we do it: 

NEXT MISSION – PIRACY



MISSION



BOARDING. Attack a Pirate spaceship. BOARDING. Attack a Pirate spaceship. BOARDING. Attack a Pirate spaceship. BOARDING. Attack a Pirate spaceship. BOARDING. Attack a Pirate spaceship. RAID. Attack a Rebel base.

 

NEXT MISSION – UNREST MISSION

1 2 3

CAROUSING. Try and relax. DEFEND. Defend from a Rebel attack. ESCORT. Escort a Diplomat to a safe area for a

4 5 6

meeting. RAID. Attack a Rebel base. RAID. Question locals about Rebel activity. RESCUE. Rescue Diplomats (1 – 2) or Civilians (3 – 6) from Rebels.

Decide which Factions will be opposing each other. Each Faction rolls 1d6 and adds their score to their starting Campaign Morale. The side with the higher total is the contesting Faction. Note that the PDF and Planetary Militia are always controlling while the Rebels are always contesting. Re-roll any ties.

Example - I am playing Hishen versus Zhuh-Zhuh. I roll 1d6 for the Hishen. I score a 3 and add it to the Campaign Morale of 5 for an 8. I roll 1d6 for the ZhuhZhuh. I score a 5 and add it to the Campaign Morale of 5 for a 10. The Zhuh-Zhuhs are contesting the Planet while the Hishen are controlling it.

(Read the result as rolled)

#

an enemy spaceship. BOARDING. Attack (1 – 4) or Defend (5 – 6) against an enemy spaceship. BOARDING. Attack (1 – 4) or Defend (5 – 6) against an enemy spaceship. BOARDING. Attack (1 – 4) or Defend (5 – 6) against an enemy spaceship. BOARDING. Attack (1 – 4) or Defend (5 – 6) against an enemy spaceship. RESCUE. Rescue captured soldiers from the enemy.

CONTROL OR CONTEST

(Read the result as rolled)

#

NEXT MISSION – WAR

CONQUERING A PLANET Now that we know who is controlling and contesting a Planet, how do we know when it‟s been conquered? Here‟s how we do it: 

The first side to win a number of Campaigns based on the Class of the Planet wins control of the Planet. The other side leaves the Planet.  Class 1 Planets require 3 Campaign victories.  Class 2 Planets require 2 Campaign victories.  Class 3 Planets requires 1 Campaign victory.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 36

5150 STAR MARINE 

Example – The Hishen (contesting Faction) have invaded a Class 2 Zhuh-Zhuh (controlling Faction) Planet in the 4th Ring. The first Campaign is won by the Hishen. The next Campaign is won by the Zhuh-Zhuh.

 

The next Campaign is won by the Zhuh-Zhuh. As they have won the needed number of Campaigns (2) based on the Class of the Planet (2) they keep control and the Hishen leave.



DEFEND – Your Unit is needed to defend against an enemy attack. ESCORT – Your Unit is needed to escort people or supplies safely through dangerous territory. RAID – Your Unit is needed to raid an enemy position. RESCUE – Your Unit is needed to rescue someone or recover something.

BOARDING ACTION

STOP!

In this Mission the fight is taking place on a spaceship. You could be attacking or defending depending upon the Mission.

The 5150 Universe is divided into 9 Rings, each with 6 Sectors containing numerous Planets. You can jump between Rings only from Sector 1 and into Sector 1. Jump as many Rings as desired – one Month. Move from Sector to Sector in the same Ring – one month. Move from Planet to Planet in the same Sector – no time.

OBJECTIVE 

To be successful you must either capture the Bridge of the ship if attacking or repel all boarders if defending.

Review the Whose Ring Is It Anyway Table.

FORCES

We use 4 Big Events to send you on your Campaigns. Each tells you what type of Missions you can have.

 

We use the normal calendar to track the Campaign Year.

You will have a full Squad. NPCs will be generated as needed.

Each Faction has a Campaign Morale. This tells you how long a Faction will fight with the highest being 5 and the lowest being 3. If you are successful on your Missions the Enemy Campaign Morale could go down. Their success could also reduce your Campaign Morale. When one side reaches “0”, the Campaign is over and they have lost. Otherwise, they fight on.

TERRAIN

Review the Next Mission Tables. Each Big Event has its own Missions.



 

DEPLOYMENT

If you are Contesting a Planet you are trying to conquer it. How is that done?



MISSIONS  Missions and Encounters are the types of adventures your Star and its Unit will be involved in. You can choose to play them as stand-alone games, or linked together as part of a Campaign. You can have 2 Missions, 2 Encounters, or 1 of each per month when On Campaign. When Off Campaign (page 12) you can only have 1 Carousing Encounter. Here is the list of Missions and one Encounter – a non-Military adventure:  

The table is set up to represent individual Sections of the ship. Use a flat space 6” x 12” for each Section.

  

BOARDING ACTION – Your Unit is needed to attack an enemy or defend your spaceship. CAROUSING – Your Unit has some time to blow off some steam.

Gaea Prime and Zhuh-Zhuh use Cutters. Hishen use a Cutter (1 – 4) or Slaver (5 – 6). Pirates will use Pirate ships while Smugglers and Merchants will use Traders. When attacking, your Squads will board the ship in a random manner. Roll 1d6 and read the result as rolled. This is the Section that your Squad or Squads, (1) are placed in. When defending, your Squad or Squads, (1) will be placed in the Sections that the enemy boards you. Each side will set up within 3”of the opposite 6” edges. If more than 1 Squad lands in the same Section, it‟s going to be crowded! There is always one defending Squad on the Bridge. It is the last one on the ship.

(1) You can have control of up to two Squads if playing a Cutter, Slaver, or Pirate. If playing a Trader, you will only have one Squad.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 37

5150 STAR MARINE  

Set up the Characters on the table. After all combat is resolved for the Contact, roll for the next.

2/1

CONTACT – BOARDING ACTION (Taken versus the Enemy Campaign Morale)

# D6 PASSED

RESULT CONTACT! Roll 1d6:

2



1 = Ambush! 6 man Enemy Squad autowins on the Action Table.  2 = 6 man Enemy Squad.  3 = 5 man Enemy Squad.  4 = 5 man Enemy Squad.  5 = Anti-Boarding Measures.  6 = Anti-Boarding Measures. CONTACT! Roll 1d6:  1 = 6 man Enemy Squad.  2 = 5 man Enemy Squad.  3 = 5 man Enemy Squad.  4 = 4 man Enemy Squad.  5 = Nothing.  6 = Nothing. If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6. NOTHING! If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6.

1

0

RESCUING PRISONERS & SLAVES If you are boarding a Hishen Slaver or a Pirate ship there is a chance your unit will also encounter prisoners or slaves.

SPECIAL INSTRUCTIONS  

Establish your Campaign Morale if not already done (page 35). Establish the Enemy Campaign Morale (page 35) if not already done.

 

RESOLVING CONTACT The Mission consists of resolving a specific number of Contacts – chance to meet other Characters, some friendly and some not. Here‟s how we do it:     



Consult the Contact – Boarding Table. You will have one Contact each time you enter a new Section. Roll 2d6 versus the Enemy Campaign Morale. Determine how many d6 are passed and go down the left-hand column to the appropriate row. Go across to see what has been met. This may require an additional 1d6 roll.



Any Contact roll in a Cargo or Crew section on a Hishen Slaver or Pirate shop may result in prisoners or slaves also being present. Roll 1d6 when resolving a contact roll in a Cargo or Crew section: (1-3) no prisoners/slaves, (4-5) 1/2d6 prisoners or slaves, (6) 1d6 prisoners or slaves Use the Civilians table on page 54 to determine who they are. They must be escorted to a safe entry tile (one of the original starting areas for your Star Marines) where they will be rescued.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 38

5150 STAR MARINE LOCK DOWN

ACTIVATE ANTI-BOARDING MEASURES!

The pressure doors to the next Section are closed and locked down. Here‟s how we do it:

The Defender has initiated Anti-Boarding Measures. Here‟s how we do it:     

 

Consult the Anti-Boarding Measures Table. Roll 1d6 and read the result as rolled. Modify the result by any applicable Circumstance. Go down the left-hand column to the appropriate row then across to see what occurs. Carry out the results.



POWER DOWN Power in the Section goes out. Here‟s how we do it:

HACK IT!



When Anti-Boarding Measures are activated, the attacking side could hack into the system and prevent it from being carried out. Here‟s how we do it:



 

1



One of your Squad takes a Difficult Challenge Test; you choose who. You only roll once. Roll 2d6, apply any modifiers and see if you succeed on the first roll. Succeed; Anti-Boarding Measures are stopped. Fail; Measures launched.

 

ANTI-BOARDING MEASURES

If Attacker in Section adjacent to the Bridge. If defender is Hishen.

+1 +1

ACTION TAKEN

1

Lock Down the next Section between the Bridge and the closest attacking Unit is locked down. Lock Down the next Section between the Bridge and the closest attacking Unit is locked down. Power Down the next Section between the Bridge and the closest attacking Unit powers down. Power Down the next Section between the Bridge and the closest attacking Unit powers down. Shake n Bake the Section with the attacking Unit closest to the Bridge is affected. Depressurize the Section with the attacking Unit closest to the Bridge is depressurized Depressurize entire ship, or, if Hishen roll 1d6 versus Rep:  Pass 1d6: Self Destruct in 1/2d6 turns  Pass 0d6: Depressurize entire ship Initiate Self Destruct immediately.

3 4 5 6 7

8

On military ships and space stations the Bridge crew may be able to adjust the environmental and anti-gravity controls Section by Section to harass an attacker. We call it “Shake „n Bake”. The Defender cycles to a different Gravity strength causing each Character to see if they are affected. Here‟s how we do it:

MODIFIER

#

2

Doors will take 1/2d6 turns to unlock. Once opened the doors remain open. Until it does, roll 1d6 on the Contact – Boarding Action Table counting as if passed 1d6. Any Enemy Squads will arrive from the Section behind your Squad. When enter the Section the darkness causes all pass 1d6 results on the Shooting Table to count as pass 0d6. The Section remains powered down until the ship is captured or the boarders repelled.

“SHAKE „N BAKE”

(Read the result as rolled)

CIRCUMSTANCE

Doors will take 1/2d6 turns to unlock. Once opened the doors remain open. Until it does, roll 1d6 on the Contact – Boarding Action Table counting as if passed 1d6. Any Enemy Squads will arrive from the Section behind your Squad.





Each Character rolls 2d6 versus its Rep.  Pass 2d6 = Carry on.  Pass 1d6 = Re-roll the d6 counting as any result of pass 1d6 as pass 0d6.  Pass 0d6 = Character slams into wall or ceiling and is knocked Out of the Fight. Once resolved the Section is returned to normal.

DEPRESSURIZATION The Defender pumps atmosphere from a Section or opens exterior doors to vent the Section‟s atmosphere into space. Here‟s now we do it:   

All Characters in the Section are immediately sucked out into space. Those not wearing a Spacesuit or Exo-Armor are Obviously Dead. Section remains depressurized until the ship is captured or boarders repelled.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 39

5150 STAR MARINE 

SELF-DESTRUCT Hishen and some other Aliens may choose to destroy the ship using built-in explosive “Scuttling” charges or by overloading the engines or weapons systems rather than allowing the ship to be captured. Of course, the ship must explode in a dramatic fashion that gives our Players time to do something. Here‟s how we do it:      



Consult the Self-Destruct Table. Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate row and across to see the results. This may or may not have one or more Sections explode. Once the Self-Destruct sequence has been initiated, roll 1d6 each time a Player enters a Section. Characters in the exploding Section are Obviously Dead. If you reach the Bridge before the ship explodes you have one chance to save the ship.  Take a Difficult Challenge.  If successful the self-destruct sequence has been stopped.  If not, the self-destruct sequence cannot be stopped.

1



AFTER CONTACT Once all combat from resolving the Contact is complete:  

As mentioned previously, a Squad is called a Detachment when onboard a ship. In 5150 Star Marine you will be dealing primarily with ship board actions with the occasional dirt side Mission. The number of Detachments will vary by the type of ship. In the case of the Trader, a non-military ship, the Detachment is the Crew.

(Read the result as rolled)

RESULT

1

All Thruster Sections explode. If no Thruster Sections are left, all Firepower Sections explode. All Firepower Sections explode. If no Firepower Sections are left, all Thruster Sections explode. All Hangar and Cargo Sections explode. If no Hangar and Cargo Sections are left, all Thruster Sections explode. All Crew Sections explode. If no Crew Sections are left, all Hangar and Cargo Sections explode. The Bridge Section explodes. If no Bridge Section left, all remaining ship Sections explode. All remaining Sections explode.

2 3 4 5 6

If desired you can chose to use more than one Squad.

SHIP SPECIFICATIONS #

CLASS

THRUST

FIREPOWER

HULL

DETACH

1 2 3 4

Cutter Pirate Slaver Trader

3 3 3 3

4 3 3 2

4 3 3 3

2 2 2 1

RUN FOR IT! The Self-Destruct sequence has been initiated. Time to save yourself and here‟s how we do it:  

If attacking, move into the next Section towards the Bridge. If defending, move into any adjacent Section, usually towards the enemy.

MARINE DETACHMENTS

SELF - DESTRUCT #

If you do not have a Spacesuit or Exo-Armor and can make your way to the Hangar Section or Crew Section, you could (1 – 3) find an Escape Pod. If there isn‟t one in a Section, try the other ones! If you make it out into space, if there is a friendly spaceship nearby you will be recovered. If there is an enemy spaceship nearby you will be captured. Otherwise, you‟re dead.

If you can return to a Section that you or one of your Squads entered the ship, you will exit safely on the next turn. If you have a Spacesuit or Exo-Armor and can reach a Section that has exploded, you can exit safely into space.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 40

5150 STAR MARINE 

DEFEND

2/1

In this Mission, the enemy is attacking. You must prevent them from accomplishing their objective, inflicting as many casualties as possible.

CONTACT – DEFEND (Taken versus the Enemy Campaign Morale)

# D6 PASSED

OBJECTIVE 

After all combat is resolved for the Contact, roll for the next.

RESULT CONTACT! Roll 1d6:

2

To be a success you must prevent the enemy from accomplishing their objective – forcing you out of the building.



1 = Surprise attack! 6 man Enemy Squad auto-wins on the Action Table.  2 = Sniper Attack followed by 6 man Enemy Squad.  3 = 5 man Enemy Squad.  4 = 5 man Enemy Squad.  5 = 5 man Enemy Squad.  6 = Roll 1d6. Mortar Attack (1 – 5) or Artillery Barrage (6). CONTACT! Roll 1d6:  1 = 5 man Enemy Squad.  2 = 5 man Enemy Squad.  3 = 4 man Enemy Squad.  4 = Sniper Attack.  5 = Nothing.  6 = Nothing. If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6. NOTHING! If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6.

FORCES  

You will have a full Squad. You can choose to use more if desired, be sure to increase the Enemy proportionately. NPCs will be generated as needed. 1

TERRAIN  

The table is set up to represent the area outside of and the interior of the building. Use a flat space 12” x 12”.

DEPLOYMENT   

Each side will set up within 3” of the opposite 12” edges. You are assumed to start inside the building and in Cover. The Enemy is assumed to start outside the building and not in Cover.

0

SPECIAL INSTRUCTIONS  

ARTILLERY BARRAGE Squad comes under artillery fire. Here‟s how we do it:

Establish your Campaign Morale if not already done (page 35). Establish the Enemy Campaign Morale (page 35) if not already done.

  

RESOLVING CONTACT

MORTAR ATTACK

The Mission consists of resolving a specific number of Contacts – chance to meet other Characters, some friendly and some not. Here‟s how we do it:      

All Characters in Squad are at risk. Roll once on the Shooting Table versus a Rep of 5. Resolve damage normally.

Squad comes under mortar fire. Here‟s how we do it:   

Consult the Contact – Defend Table. You will have three Contacts. Roll 2d6 versus the Enemy Campaign Morale. Determine how many d6 are passed and go down the left-hand column to the appropriate row. Go across to see what has been met. This may require an additional 1d6 roll. Set up the Characters on the table.



All Characters in Squad are at risk. There will be 1/2d6 mortar rounds coming in. Roll on the Shooting Table for each round counting the 1st round as Rep 4; 2nd round as Rep 3 and 3rd round, if any, as Rep 2. Resolve damage normally.

SNIPER ATTACK The Squad comes under Sniper fire. Here‟s how we do it:

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 41

5150 STAR MARINE    



One Character rolled randomly is at risk. The Character does not count as being in Cover. Roll once on the Shooting Table versus a Rep of 4. Resolve damage normally.



ESCORT



2

In the Escort Mission, you are trying to escort Civilians or wounded soldiers through enemy lines to safety. For example, this could be a Diplomatic Mission during Unrest or to escort relief efforts after a Natural Disaster.

#

You must survive all three Contacts – reaching the destination.

You will have a full Squad. NPCs will be generated as needed.

TERRAIN  

The table is set up to represent the area through which your Squad will travel. Use a flat space 12” x 12”.



The Escorting force starts in the center of the table, at least 6” from all edges. Once Contact is made place the enemy force to the left (1 – 2), right (3 – 4), or on both sides (5 – 6) of the Escorts, at least 3” away.

SPECIAL INSTRUCTIONS  

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

4 4 3 3 3 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Unarmed Unarmed Unarmed Unarmed Pistol – 1 Auto – 3



Establish your Campaign Morale if not already done (page 35). Establish the Enemy Campaign Morale (page 35) if not already done.

  

WHO‟S BEING ESCORTED? Before the Mission (see the appropriate Big Event on page 34) you will know what you are Escorting – Civilians, Supplies, or a Diplomat. You may need to find out who they are. Here‟s how we do it:  

Ordinary Joe – 2 Ordinary Joe – 2 Exotic – 3 Exotic – 3 Criminal – 1 Shaker – 4 Criminal – 1 Exotic – 3 Mover – 5 Ordinary Joe – 2 Ordinary Joe – 2

CIVILIANS

DEPLOYMENT 

PROFESSION CLASS AND SOCIAL STANDING

2 3 4 5 6 7 8 9 10 11 12

FORCES  

WHO ARE THEY? (Adding the results together)

OBJECTIVE: 

Go down the left-hand column to the appropriate row then across to see who you or what you are Escorting. This tells you the type of Civilian you have run into and it‟s Social Standing (page 4). Note that the highest Rep Civilian is the Diplomat when needed. Diplomats have a Social Standing of 5. Supplies will be Food.

Determine the stats for each Civilian or Diplomat. Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6). You can Interact with as many of the Civilians as desired to gain Fame Points (page 12). Add the Social Standing or each Civilian you have successfully interacted with. If the total exceeds your current Campaign Morale, you gain 5 additional Fame Points.

Consult the Who Are They Table. Roll 2d6 and add the results together.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 42

5150 STAR MARINE MINE FIELD

RESOLVING CONTACT

The Squad wanders into a mine field. Here‟s how we do it:

The Mission consists of resolving a specific number of Contacts – chance to meet other Characters, some friendly and some not. Here‟s how we do it:        

  

Consult the Contact - Escort Table. You will have three Contacts. Roll 2d6 versus the Enemy Campaign Morale. Determine how many d6 are passed and go down the left-hand column to the appropriate row. Go across to see what has been met. This may require an additional 1d6 roll. Set up the Characters on the table. After all combat is resolved for the Contact, roll for the next. After all three are finished, you have made it to your objective.

2/1



MORTAR ATTACK Squad comes under mortar fire. Here‟s how we do it:    

CONTACT – ESCORT

2

The Squad comes under Sniper fire. Here‟s how we do it:

RESULT

PASSED

  

CONTACT! Roll 1d6: 

1

0

All Characters are at risk. There will be 1/2d6 mortar rounds coming in. Roll on the Shooting Table for each round counting the 1st round as Rep 4; 2nd round as Rep 3 and 3rd round, if any, as Rep 2. Resolve damage normally.

SNIPER ATTACK

(Taken versus the Enemy Campaign Morale)

# D6

One Character rolled randomly is at risk. The Character does not count as being in Cover. Roll once on the Shooting Table versus a Rep of 3. Resolve damage normally.

1 = Ambush! 6 man Enemy Squad autowins on the Action Table.  2 = Sniper Attack followed by 6 man Enemy Squad.  3 = 5 man Enemy Squad.  4 = 5 man Enemy Squad.  5 = Mine Field.  6 = Mortar Attack. CONTACT! Roll 1d6:  1 = 5 man Enemy Squad.  2 = 5 man Enemy Squad.  3 = Sniper Attack.  4= 4 man Enemy Squad.  5 = Nothing.  6 = Nothing. If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6. NOTHING! If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6.



One Character rolled randomly is at risk. The Character does not count as being in Cover. Roll once on the Shooting Table versus a Rep of 4. Resolve damage normally.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 43

5150 STAR MARINE 

RAID

 

In the Raid Mission, you are called upon to conduct a focused attack. The Mission could be on a building on a Planet, Space Station or Base. If desired you can play the Mission on a spaceship, as a Boarding Action (page 37).

  

OBJECTIVE: 





You can Raid for a variety of reasons; take a spaceship, capture an enemy, or kill the enemy; the reasons are endless. Feel free to provide the reasons why! You must accomplish what you set out to do if you are Raiding.

2/1



CONTACT – RAID (Taken versus the Enemy Campaign Morale)

# D6 PASSED

FORCES 

You will have three Contacts. Two will be on the way to the target and the third is the building. Roll 2d6 versus the Enemy Campaign Morale. Determine how many d6 are passed and go down the left-hand column to the appropriate row. Go across to see what has been met. This may require an additional 1d6 roll. Set up the Characters on the table. After all combat is resolved for the Contact, roll for the next. After all combat is resolved for the last Contact, the Mission is over.

You will have a full Squad. You can choose to use more if desired, be sure to increase the Enemy proportionately. NPCs will be generated as needed.

RESULT CONTACT! Roll 1d6:

2



1 = Ambush! The 6 man Enemy Squad in the building auto-wins on the Action Table.  2 = 6 man Enemy Squad.  3 = 5 man Enemy Squad.  4 = 5 man Enemy Squad.  5 = 1/2d6 Civilians.  6 = 1/2d6 Civilians. CONTACT! Roll 1d6:  1 = 5 man Enemy Squad.  2 = 4 man Enemy Squad.  3 = Sniper Attack.  4 = 1/2d6 Civilians.  5 = 1/2d6 Civilians.  6 = 1/2d6 Civilians. If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6. NOTHING! If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6.

TERRAIN  

Use a flat space 12” x 12”. The table for the third Contact is set up to represent the area outside of and the interior of the building. The other two Contacts will not have a building and represent the area the Raiders are traveling through to reach the building.

1

DEPLOYMENT   

Each side will set up within 3”of the opposite 12” edges. The Defenders are assumed to start inside the building and in Cover. The Raiders are assumed to start outside the building.

0

SPECIAL INSTRUCTIONS  

SNIPER ATTACK

Establish your Campaign Morale if not already done (page 35). Establish the Enemy Campaign Morale (page 35) if not already done.

The Squad comes under Sniper fire. Here‟s how we do it:   

RESOLVING CONTACT



The Mission consists of resolving a specific number of Contacts – chance to meet other Characters, some friendly and some not. Here‟s how we do it: 

One Character rolled randomly is at risk. The Character does not count as being in Cover. Roll once on the Shooting Table versus a Rep of 4. Resolve damage normally.

Consult the Contact – Raid Table.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 44

5150 STAR MARINE QUESTIONING

RESCUE

When you run into Civilians you must question them for information. Here‟s how we do it:    

In the Rescue Mission, you are called upon to rescue someone or recover something. The Mission could be on a building on a Planet or a Space Station or Base. If desired you can play the Mission on a spaceship, as a Boarding Action (page 37).

Consult the Who Are They Table. Roll 2d6 and add the results together. Go down the left-hand column to the appropriate row then across to the appropriate column for where the Raid is taking place. This tells you the type of Civilian you have run into and it‟s Social Standing (page 4).

2

OBJECTIVE: 

WHO ARE THEY?



(Adding the results together)

#

OCCUPIED

2 3 4 5 6 7 8 9 10 11 12

Shaker – 4 Shaker – 4 Exotic – 3 Exotic – 3 Joe – 2 Joe – 2 Joe – 2 Criminal – 1 Criminal – 1 Criminal – 1 Criminal – 1

ELSEWHERE

FORCES

SPACE PORT OR SPACE SHIP

Joe – 2 Joe – 2 Exotic – 3 Exotic – 3 Criminal – 1 Shaker – 4 Criminal – 1 Exotic – 3 Mover – 5 Joe – 2 Joe – 2

 

Joe – 2 Shaker – 4 Police Exotic – 3 Exotic – 3 Exotic – 3 Criminal – 1 Joe – 2 Criminal – 1 Joe – 2 Joe – 2

 

#

ARMOR

#

WEAPON

1 2 3 4 5 6

4 4 3 3 3 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Unarmed Unarmed Unarmed Unarmed Pistol – 1 Auto – 3

   

Use a flat space 12” x 12”. The table for the third Contact is set up to represent the area outside of and the interior of the building. The other two Contacts will not have a building and represent the area the Raiders are traveling through to reach the building.

DEPLOYMENT 

REP

You will have a full Squad. NPCs will be generated as needed.

TERRAIN

CIVILIANS #

You will be Rescuing 1/2d6 Grunts or recovering an object. You must accomplish what you set out to do.

 

Each side will set up within 3”of the opposite 12” edges. The Defenders are assumed to start inside the building and in cover. The Raiders are assumed to start outside the building.

RESOLVING CONTACT The Mission consists of resolving a specific number of Contacts – chance to meet other Characters, some friendly and some not. Here‟s how we do it:

Determine the stats for each Civilian. Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6). You can Question as many of the Civilians as you desire. Add the Social Standing or each Civilian you have successfully questioned. If the total exceeds the current Enemy Campaign Morale, reduce the Enemy Campaign Morale level by one. This could affect how the subsequent Contact Tables are resolved.

      

Consult the Contact – Rescue Table. You will have three Contacts. Two will be on the way to the target and the third is the building. Roll 2d6 versus the Enemy Campaign Morale. Determine how many d6 are passed and go down the left-hand column to the appropriate row. Go across to see what has been met. This may require an additional 1d6 roll. Set up the Characters on the table. After all combat is resolved for the Contact, roll for the next.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 45

5150 STAR MARINE 

After all combat is resolved for the last Contact, the Mission is over.

2/1

CAROUSING

CONTACT – RESCUE

Maybe you’re on leave or off duty, looking for a drink, someone to talk to, or want to gamble. For whatever reason, you’ve chosen to spend some free time socializing off-base. When carousing, you don’t need to set up figures, but you could end up doing it.

(Taken versus the Enemy Campaign Morale)

# D6 PASSED 2

RESULT CONTACT! Roll 1d6:

OBJECTIVE



1

0

1 = Ambush! 6 man Enemy Squad autowins on the Action Table.  2 = 6 man Enemy Squad.  3 = 5 man Enemy Squad.  4 = 5 man Enemy Squad.  5 = 4 man Enemy Squad.  6 = Mine Field. CONTACT! Roll 1d6:  1 = 5 man Enemy Squad.  2 = 4 man Enemy Squad.  3 = 4 man Enemy Squad.  4 = Sniper Attack.  5 = Nothing.  6 = Nothing. If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6. NOTHING! If last Contact to be resolved and no enemy have been contacted yet, you meet one Enemy Squad, rolled as if passed 2d6.



FORCES  

 





One Character rolled randomly is at risk. The Character does not count as being in cover. Roll once on the Shooting Table versus a Rep of 3. Resolve damage normally.



It‟s all about gaining Fame Points when you Carouse. You can Interact, Gamble, and seek Companionship.

CONTACT CAROUSING We use three Contacts in the Carousing Encounter. After you have resolved a Contact and any combat or actions required by the Contact are finished, resolve the next Contact. After resolving all three Contacts the Encounter is over.

The Squad comes under Sniper fire. Here‟s how we do it:



No figures are needed inside the building. If a Confrontation (page 49) occurs move to the Street.

SPECIAL INSTRUCTIONS

SNIPER ATTACK   

Start with a flat space 6” x 12”. This represents the Street the Characters travel to get to their destination. There is no need to set up the inside of the building combat, if any, will be resolved out in the Street.

DEPLOYMENT

The Squad wanders into a mine field. Here‟s how we do it:



You could be alone or with other members of your Squad. See Grunt Availability. NPCs will be generated as needed.

TERRAIN

MINE FIELD

  

Your objective is to Interact, find Companionship, and/or Gamble.

One Character rolled randomly is at risk. The Character does not count as being in cover. Roll once on the Shooting Table versus a Rep of 4. Resolve damage normally.

 

You will run into one Contact on the Street before entering the building. You will run into two Contacts inside the building.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 46

5150 STAR MARINE CIVILIAN GRUNTS CONTACT – CAROUSING

2/1

Use the Who Are They Table and the following Lists to generate Civilians. Here‟s how we do it:

(Taken versus your Campaign Morale)

# D6 PASSED 2

RESULT

 

CONTACT! Roll 1d6: If on the Street you run into:  1 = 1/2d6 Star Army soldiers.  2 = 1/2d6 male Civilians.  3 = 1/2d6 male Civilians.  4 = 1/2d6 male Civilians.  5 = 1/2d6 female Civilians.  6 = 1/2d6 female Civilians. Generate the stats as needed using Free Companies (page 20) for Star Army. Interact (page 69) with them then enter the building. If in the building you can do any or all of the following once:  Interact.  Gamble.  Seek Companionship.

1

2



#

OCCUPIED

2 3 4 5 6 7 8 9 10 11 12

CONTACT! Roll 1d6: 1 to 3 = Count as passed 2d6. 4 to 6 = Count as passed 0d6. CONTACT! No contact on the Street. Go inside the building and do any or all of the following once:  Interact.  Gamble.  Seek Companionship.

Shaker – 4 Shaker – 4 Exotic – 3 Exotic – 3 Joe – 2 Joe – 2 Joe – 2 Criminal – 1 Criminal – 1 Criminal – 1 Criminal – 1

ELSEWHERE

SPACE PORT OR SPACE SHIP

Joe – 2 Joe – 2 Exotic – 3 Exotic – 3 Criminal – 1 Shaker – 4 Criminal – 1 Exotic – 3 Mover – 5 Joe – 2 Joe – 2

Joe – 2 Shaker – 4 Police Exotic – 3 Exotic – 3 Exotic – 3 Criminal – 1 Joe – 2 Criminal – 1 Joe – 2 Joe – 2

CIVILIANS

Play continues until the player has accomplished his objectives, been incapacitated, or quits the Encounter.

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

4 4 3 3 3 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Unarmed Unarmed Unarmed Unarmed Pistol – 1 Auto – 3

CRIMINAL

GRUNT AVAILABILITY When you go on Encounters NPC members of your Squad or Band if you‟re a Civilian may be able to accompany you. Here‟s how we do it: 

WHO ARE THEY? (Adding the results together)

  0

Roll on the Who Are They Table first using the appropriate column for where you are Carousing. If Criminal or Exotic is rolled, use the Criminal List, while for all others use the Civilian List.

Roll 1d6 versus the Rep of each Band member you wish to accompany you.  If pass 1d6 the member will accompany you.  If pass 0d6 the member has plans and cannot accompany you.

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 4 4 4 3 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Pistol – 1 Pistol – 1 Pistol – 1 Pistol – 1 Auto – 3 Auto – 3

 

Determine the stats for each Character. Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 47

5150 STAR MARINE INTERACTION

CIRCUMSTANCE

If you choose to Interact, you are drinking and carousing with others at the tavern or café. You can do this generally, or have a goal in mind like “Meet member of the Review Board,” or “make contact with Gun Runner,” etc. Here‟s how we do it: 

         

2

CRIMINAL VS. CIVILIAN – If

#D6 PASSED Passed more d6

Passed same Passed less d6

INTERACTION (Taken versus Rep)

1 point higher versus Characters of the same Race. DIM – Character with the Dim Attribute. GENIUS – Character with the Genius Attribute. STUNNING – Counts Social Standing at 1 point higher when Interacting with members of the opposite sex of the same Race. Xeog will also have this effect on Basics and Zhuh-Zhuhs.

CHARACTER

+1d6 +1d6

RESULT Male Civilians/Soldiers will give you a favorable result. Gain 1 Fame Point. Female Civilians will allow you to seek Companionship (page 49) or gain 1 Fame Point. Exchange pleasantries, but that‟s it. The Civilian will ignore you. It cannot be interacted with again. Lose 1 Fame Point. Soldiers or Criminals will be waiting for you in the Street. Go to a Confrontation (page 49).

GAMBLE

MODIFIER

CHARISMATIC – Counts Social Standing

+1d6

Criminal Interacting with a Civilian. PROFESSIONAL SKILL – If using a Professional Skill related to the Interaction. SOCIAL STANDING – If Higher Social Standing.

Once inside, you can interact once with each NPC. Roll 1d6 to see who they are; with 1/2d6 Civilians (1 – 4) or 1/2d6 Star Army soldiers (5 – 6) per Encounter. Roll on the NPC Tables to generate their stats. You can interact with them one at a time. Consult the Interaction Table. Both Characters start with 2d6. Modify the number of d6 rolled by any applicable Circumstance. Roll the modified number of d6 versus their Rep. Determine how many d6 each passes. Go down the left-hand column to the appropriate row based on how many d6 you have passed. Go across to see what happens. Immediately carry out the result.

ATTRIBUTE

SOCIAL STANDING

Here‟s another way you gain Fame Points…and lose them too.

Special

SETTING UP THE GAME

-1d6 -1d6

Up to 4 Characters may play at a time. They can be Stars and/or Grunts. Here‟s how we do it: 

Special

 

SOCIAL STANDING

MOVER – General or highest

Use Grunts to fill in any game when using your Star. Grunts could be friends if you like, but remember, they would lose Fame Points if you gain them. The Grunts can be Civilians (1 – 3), Star Army soldiers (4) or Criminals (5 – 6). Generate their stats normally.

5 ranking Civilians. PLAYING THE GAME SHAKER – Captain to Colonel 4 After you have set up the game we can start playing. and high ranking Civilians. Here‟s how we do it: EXOTIC – Sergeant to Lieutenant 3 and Mercenary, Bounty Hunter,  Consult the Gambling Table. Bodyguard/Criminal Muscle, or  Each player now rolls 2d6 versus its Rep, Police. determining how many d6 each passes. ORDINARY JOE – Corporal or 2  Each player now goes down the left-hand lower and ordinary Civilians. column to the appropriate row based on the CRIMINAL ELEMENT – Thugs, 1 number of d6 passed. Escorts, Gangers, etc. © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 48

5150 STAR MARINE  

Go across to see the results. Immediately carry out the results.

2

COMPANIONSHIP (Taken versus Rep)

2

GAMBLING

A result of “6” is automatically a failure.

(Taken versus Rep)

#D6 PASSED

A result of “6” is automatically a failure.

#D6

RESULT

2

Player remains in the game and can proceed to the next round of gambling. Player continues to game and can proceed to the next round of gambling, but drops 1 point of current Rep for the remainder of the game. Player loses and quits game. Lose Fame Points equal to the number of Characters that started the game.

PASSED

1

0



Passed more d6 Passed same Passed less d6

Play continues until there is only one Character left or all remaining players pass 0d6.  In the first case, the last remaining Character gains Fame Points equal to the number of Characters that started the game.  In the latter case each Character splits Fame Points equal to the number of Characters that started the game with the odd d6 being rolled for – high d6 result wins it.

 

Exchange pleasantries. Thanks, but no agreement is reached. Lose 1 Fame Point. Things go badly. The Civilian takes offense and leaves in a huff. There is a chance (1) that Civilians will Confront you. In any case, lose 2 Fame Points.

When directed by a Carousing Encounter, the player and the opposition have met each other and not on the best of terms. The opposition has you cornered and intends to do you physical harm. Physical harm is non-lethal.

OBJECTIVE 

To be successful you must escape unharmed if you are being confronted, but don‟t run away!

FORCES 

If allowed by the Interaction Table (page 69), you can seek Companionship. Someone to talk to or whatever you deem it. Here‟s how we do it:



You are successful! Gain 2 Fame Points.

CONFRONTATION

COMPANIONSHIP

 

RESULT



Consult the Companionship Table. Both the Character and the Civilian from the Interaction Table roll 2d6 versus their Rep. Determine how many d6 were passed and go down the left-hand column to the appropriate row based on how many d6 you have passed. Go across to see what happens. Immediately carry out the result.

You could be alone or with other members of your Squad. See Grunt Availability. There will be 1+1/2d6 NPC opponents rolled from the appropriate List.

TERRAIN 

Use a flat space 6” x 12”.

DEPLOYMENT 

Each side will set up within 3” of the opposite 6” edges. This represents the Street outside or behind the building.

SPECIAL INSTRUCTIONS 

Play continues until the player has accomplished his objective, been incapacitated, or runs away.  To start the fight, each figure rolls 1d6 and reads the result as rolled.  Starting with the highest score and going down to the lowest score, ties being rolled off, move the Character into contact with an enemy Character, starting a Fist Fight. © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 49

5150 STAR MARINE   

Example – Lance Corporal Brob diNagian (Rep 5) is having a Confrontation with two Civilians. All three roll 1d6 and the two Civilians score higher than Brob.

Each Fist Fight must be resolved before the next fight can begin. As each Fist Fight is resolved, move another Character and resolve a Fist Fight. Continue the process until only one side is left standing.

The first moves into contact and the Fist Fight starts. Brobloses loses one point from his current Rep, but knocks the Civilian Out of the Fight.

FIST FIGHT

The next Civilian comes into contact. Brob loses another point of Rep, but wins the fight again. The Confrontation is over so Brob’s Rep returns to 5. Time to collect Fame Points!

When Characters come into contact, it‟s time for a Fist Fight. Here‟s now we do it:     

 

Consult the Fist Fight Table. Each Character rolls 2d6 versus its Rep. Determine how many d6 each figure passed. Go down the left-hand column to the appropriate row. Immediately carry out the results. This could result in the loser going Out of the Fight or losing 1 point of Rep. It is possible that both could lose 1 point of Rep. Unless a Character suffers a result of Out of the Fight, it will continue to fight. Any Rep lost during a Fist Fight stays until all fights are resolved and only one side is left standing. After that, all Rep returns to normal.

2

GRUNT AVAILABILITY When you go on Encounters Grunt members of your Squad or Band if you‟re a Civilian may be able to accompany you. Here‟s how we do it: 

YOU‟RE CAUGHT! After the Confrontation, there is a chance that the authorities have caught you. Here‟s how we do it:

FIST FIGHT

 

(Taken versus Rep)

#D6 PASSED

RESULTS

Pass 2d6 more Pass 1d6 more

Opponent Out of the Fight.

Pass same

Roll 1d6 versus the Rep of each Band member you wish to accompany you.  If pass 1d6 the member will accompany you.  If pass 0d6 the member has plans and cannot accompany you.

  

Winner rolls 1d6 versus the Rep of the loser.  If score is higher than the loser‟s Rep, lose goes Out of the Fight. Gain 1 Fame Point.  If score is equal or less than the loser‟s Rep, fight another round with loser counting a -1 to current Rep. Fight another round with both counting a -1 to current Rep.



Consult the Busted Table. Roll 1d6 per point of your Rep, looking for successes. Modify the number of successes rolled by any applicable Circumstance. Determine how many successes are scored Go down the left-hand column to the appropriate row and across to see the results. Immediately carry out the results.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 50

5150 STAR MARINE REP

BUSTED

STOP!

(Looking for successes – score of 1, 2 or 3)

#

RESULTS

3+ 1 or 2

You escaped notice. You‟ve been caught! If fighting Civilians on an Occupied or Hostile Planet:  You‟re set free, but lose all the Fame Points you gained on this Carousing Encounter. If fighting Civilians on an Allied or Friendly Planet:  If you‟re an NCO you‟re set free, but lose all the Fame Points you gained on this Carousing Encounter.  If you‟re an Officer you can‟t have any more Carousing Encounters on this Planet for three months. You not only lose all the Fame Points you gained on this Carousing Encounter, but also have been “Arrested” and lose 5 Fame Points. If fighting other Star Faction soldiers:  Your Leave is canceled. Lose all Fame Points gained on this Carousing Encounter. You‟ve been caught!  You are “Arrested”, lose all the Fame Points gained on this Carousing Encounter, and cannot have any Carousing Encounters anywhere for the next three months. You must also make a Pay the Piper Test (see page 31).

SUCCESSES

0

There are 5 different combat Missions and 1 non-combat Encounter. Boarding Actions are a bit different so we recommend reviewing it. The biggest difference is after a combat you will move into another Section of the ship and fight again until you reach the Bridge. All of the Missions follow the same procedure for presentation: Objective – What you need to do. Forces – Who you can use. Terrain – What size table space you will use during the Mission. Deployment – How the forces are laid out on the table. Special Instructions – Determine the Campaign Morales if you have not already done so. Contact Table – Different Contact Tables are used for each Mission Review how and when you Question Grunts. When you Carouse you can Interact with Grunts, Gamble, and seek Female Companionship. This could lead to a non-lethal Confrontation.

GETTING STARTED Review this list before your first game to see if you‟ve gotten all the information you‟ll need to play 5150 Star Marine. Follow along and track the info on your Character Journal (page 67) and Campaign Info Sheet (page 67). Here‟s how we do it: 1. 2. 3. 4. 5.

6.

7.

Read the section called Race (page 6) and decide which one you want to play. If playing a Basic (page 7) or Zhuh-Zhuh (page 8) use the Background Table. If not, continue on. Your Character is a Star (page 5). Determine your Age (page 9). Determine your Reputation (page 9). You should start with a Rep of 5, but can choose lower if desired. Roll for your second Attribute (page 10) as you already had your first from the Backstory (page 3) or if you are an Alien (page 11). Choose your third Attribute (page 10).

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 51

5150 STAR MARINE 8.

Check the appropriate List (page 19) to see what your Armor (page 11) and Weapon (page 11) will be. 9. You start your career with zero Fame Points unless modified by any Family Ties (page 5). 10. Roll up your Squad (pages 19 & 20) and Platoon (pages 19 & 20) if you want more detail. 11. Determine your first Home Base (page 33). 12. Go to the following section, Monthly Turn Sequence and start with #3.

PREVIEW Here‟s a little “preview” scenario for an upcoming supplement. Have fun!

INCIDENT AT PHOEBE VII A Pro Corp Z – Lab on the Class 2 Planet Phoebe VII in the 4th Ring has gone silent and a corporate investigation team went missing enroute. Concerned corporate officials have hired a Free Company to provide support and assistance to the research station. The Free Company transport “Oldest Profession” has responded and they are now approaching the Z – Lab.

MONTHLY TURN SEQUENCE We've included this Monthly Turn Sequence, to use as a checklist for playing 5150 Star Marine. We've set it up in the recommended order, for ease of play, but feel free to adjust it as you like. After a few months of game time, this will become second nature. Here‟s how we do it: 1. 2.

3. 4. 5. 6. 7. 8.

OBJECTIVE: 

If you are Active, continue the Campaign in the same Ring and Sector (page 32). If you are Inactive: a. If you want to have a Carousing Encounter, do so. Go to step #9. b. If you want to go on a Campaign, skip the Off Campaign months – mark them off – and go to the Big Event. Roll on the appropriate Big Event Table (page 34) to see what Missions you will have. Determine who is Controlling or Contesting (page 36) the Planet or area. Execute your Missions (page 37). Adjust yours and the Enemy‟s Campaign Morale (page 35) as needed. Roll for Replacements as needed (page 31). This will end your Campaign Month (page 35).



FORCES 

10. 11. 12. 13.

You will have a full Free Company Platoon of 3 Squads plus 1 Platoon Leader Section of 3 Characters. NPCs will be generated as needed.



FREE COMPANIES

During the month, as needed: 9.

You must investigate the Z – Lab and find out what happened. Search every Section and rescue any Civilians still alive.

Keep track of any Decreasing Rep d6 (page 9) or Fame Points (page 12) that you gain during the Mission and apply them at the end. Roll for Busted (page 51) at the end of each Mission if you lost Rep (page 9). Roll for Rank Advancement (page 13) at the end of the month as allowed. Roll for any Medals of Valor if applicable (page 30). Characters that Left the Battlefield must Pay the Piper (page 31).

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

5

4 4 4 4

3 (3)

(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Merc is a Zhuh-Zhuh (1 – 4) or Xeog (5 – 6). Re-roll for Rep.

TERRAIN 

Use a flat space 6” x 12”.

DEPLOYMENT  

Each Squad will arrive at the Z – Lab as if boarding a Spaceship. Roll 1d6, read the result as rolled, and enter on that Section. Each side will set up within 3” of the opposite 12” edges.

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5150 STAR MARINE 

For each additional Squad inside the same Section increase the numbers met from the Contact proportionately. Two Squads, double what you meet. Three Squads, triple what you meet.

2/1

CONTACT – PHOEBE VII (Taken versus the Enemy Campaign Morale of 5)

# D6 PASSED

Z – LAB ON PHOEBE VII

RESULT CONTACT! Roll 1d6:

2



1 = Ambush! 3 + 1/2d6 Xenos auto-win on the Action Table.  2 = Ambush! 3 + 1/2d6 Xenos auto-win on the Action Table.  3 = 3 + 1/2d6 Xenos.  4 = 3 + 1/2d6 Xenos.  5 = Pods.  6 = 1/2d6 Civilians (page 54). CONTACT! Roll 1d6:  1 = Ambush! 3 + 1/2d6 Xenos auto-win on the Action Table.  2 = 3 + 1/2d6 Xenos.  3 = 3 + 1/2d6 Xenos.  4 = Nothing.  5 = Nothing.  6 = Pods. If last Contact to be resolved and no Xenos have been contacted yet, you meet 5 + 1/2d6 Xenos. NOTHING! If last Contact to be resolved and no enemy have been contacted yet, you meet 5 + 1/2d6 Xenos.

1

RESOLVING CONTACT The Mission consists of resolving a specific number of Contacts – chance to meet other Characters, some friendly and some not. Here‟s how we do it:       

0

Consult the Contact – Phoebe VII Table. You will have one Contact every time a Squad enters a Section – even if it has already been entered previously. Roll 2d6 versus the Enemy Campaign Morale – it is 4. Determine how many d6 are passed and go down the left-hand column to the appropriate row. Go across to see what has been met. This may require an additional 1d6 roll. Set up the Characters on the table. After all combat is resolved for the Contact, move into the next Section and roll for the next.

PODS You have entered a Section containing large organic Pods. You know what we‟re talking about.  What happens now? Here‟s how we do it: 

When entering the Section roll 1d6.  1 – 2 = One Character at random examines a Pod up close. Fight one round of Melee versus a Rep 4 opponent. If win the round of melee, escape unharmed. If lose the round of melee, count as Obviously Dead (1 – 2) or Out of the Fight (1 – 4). This result cannot be scored more than once per Squad.  3 – 6 = Nothing happens.

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5150 STAR MARINE XENOS

2

Xenos are aggressive life-forms. They have the following stats and the Rage Attribute. Xenos are always considered the Attacker on the Action Table (page 73) and will always charge when given the chance. REP

ARMOR

WEAPON

4

Hard Body

Melee – Rage

(Adding the results together)

#

Use the following List to generate Civilians. Determine the stats for each Civilian. Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

4 3 3 3 2 2

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Unarmed Unarmed Unarmed Unarmed Pistol – 1 Auto – 3

Once you have found Civilians you need to get them out of the Z – Lab. You must escort them to one of the Hangar Sections for pickup. Once there, they can be left on their own and assumed to have been picked up by member of the Free Company onboard the transport.

EXPLODING CIVILIANS When you are escorting Civilians to a Hangar Section, a Xeno could hatch from inside a Civilian. Here‟s how we do it:

When you run into Civilians you can question them for information. Here‟s how we do it:

  



Joe – 2 Joe – 2 Exotic – 3 Exotic – 3 Joe – 1 Shaker – 4 Exotic – 2 Exotic – 3 Mover – 5 Joe – 2 Joe – 2

RESCUING CIVILIANS

QUESTIONING CIVILIANS   

Z-LAB

2 3 4 5 6 7 8 9 10 11 12

CIVILIANS  

WHO ARE THEY?



Consult the Who Are They Table. Roll 2d6 and add the results together. Go down the left-hand column to the appropriate row then across to the appropriate column for where the Raid is taking place. This tells you the type of Civilian you have run into and it‟s Social Standing (page 4). You can Question as many of the Civilians as desired. Add the Social Standing or each Civilian you have successfully questioned. If the total exceeds a Campaign Morale of 5, you find out what has happened. Gain 5 additional Fame Points. In addition, the Xeno Campaign Morale is reduced to 4.



 

At the start of each turn roll 2d6 and add the result together. If an 11 is scored a Xeno explodes from the chest of one Civilian at random. If you had a soldier go Out of the Fight in the Pods room and recovered, it was him instead. In either, case the Character is Obviously Dead. If there are Civilians in different Sections, roll for which Section it occurs in. The Xeno will attack one soldier at random Roll on the Action Table normally and resolve the combat.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 54

5150 STAR MARINE HILL

TABLETOP COMBAT

These elevations slope down in two directions and block Line of Sight between units on opposite sides of its crest or ridgeline.

In this section we’re showing you how to use 5150 Star Marine with the traditional THW tabletop rules using a 3’ x 3’ table.



First start with a flat space at least 3‟x3‟. A bigger table may not be any better.

Units within 1" of the crest or ridgeline of the hill are considered to be in Cover to those on the opposite side.

URBAN

GENERATING TERRAIN

These are sections of the table containing Structures. We recommend that they be at least 2” apart from each other.

Unless previously determined by the scenario, players should use the following system to generate terrain for the battlefield. We recommend setting up the Terrain as desired using whatever you have. Here‟s how we do it:

WOODED AND ROUGH TERRAIN



These include woods and areas of rough terrain providing Cover.

Divide the table into nine roughly equal sections. See the following illustration that shows the corresponding number for each section. In this case, the board is square, but you may be using a rectangle. It doesn‟t matter, just be sure and divide the table into nine equal sections.

   

  

Infantry movement through woods and rough terrain is reduced to half speed. Visibility between Characters inside woods is limited to 12”. Those inside 1” of the edge can be seen form outside. Those farther inside from the edge cannot see or be seen from anyone outside of the terrain.

There will be terrain in 3+1/2d6 sections. The Contesting side (page 36) chooses how the terrain will be set up. The Controlling side (page 36) chooses which side of the table they will start on.

TERRAIN & SCENERY This section describes terrain and what effects it may have on your units. Each type terrain being used must cover at least 75% of the section. The boundary of the terrain area should be easy to distinguish.

CLEAR These open, empty areas do not provide Cover.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 55

5150 STAR MARINE the Structure. When a Structure is revealed, we must determine its specifications. Here's how we do it:

STRUCTURES

  

Structures may vary greatly in size and materials, from reinforced concrete bunkers to lightweight above ground buildings. The rules for Structures are intentionally abstracted to allow for a wide variety of types without having to model each, or pack more figures into them than will fit.



Consult the Structures Table. Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate row. Go across to see the Size and Armor of the Structure.

1

STRUCTURES

DEFINING STRUCTURES

(Read the result as rolled)

Just like Infantry we also define Structures. Here‟s how we do it:

#

SIZE

TYPE

1 2 3 4 5 6

For game purposes, Structures are divided into two types: bunkers and buildings.

COMBAT

  

What Type is it? What is its Size? What is its Armor?



BUNKERS – Military constructs built to protect



and defend military assets. BUILDINGS – Non-military structures used to house everything else.

Combat from and into Structures is handled a bit differently. Let‟s go over each in detail.

SHOOTING FROM STRUCTURES Occupants of a structure can fire out using all the previously learned shooting rules. Here‟s how we do it:

SIZE Structures come in three sizes:   

Small Bunker –Exo-Armor. Small Building – Hard Body Armor. Small Building – Hard Body Armor. Medium Building – Hard Body Armor. Medium Building – Hard Body Armor. Large Building – Hard Body Armor.

 

SMALL – Small Structures have one area and can hold one Squad. MEDIUM – Medium Structures have two areas and can hold two Squads, one in each area. LARGE– Large Structures have three areas and can hold three Squads, one in each area.

 

Infantry can fire out of any side of the Structure. In a Small Structure up to one Squad can fire from each side. In a Medium Structure, up to a two Squads can fire from each side of a different area. In a Large Structure, up to a three Squads can fire from each side of a different area.

ARMOR

SHOOTING AT OCCUPANTS

We use Armor for Structures. Here is a list of the Armor for different types of structures featured in 5150 Star Marine:

Shooting at occupants inside Structures is done normally with the target counting as being in Cover.



ENTERING AND EXITING

BUILDINGS – Count as Hard Body Armor and Cover.



The following rules for entering and exiting structures apply:

BUNKERS – Counts as Exo-Armor and Cover.

REVEALING STRUCTURES



Structures may either be revealed via the PEF Resolution Table (page 59) or be pre-determined by the scenario.



It takes Infantry 2” of movement to enter or exit a Structure. A Structure can be entered or exited from any side.

If pre-determined by the scenario, the actual Size and Type of Structure is revealed only when there is a LOS to © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 56

5150 STAR MARINE ZERO-G MOVEMENT

MOVEMENT

We have made the rules for moving in Zero-G simple on purpose. Here‟s how we do it:

Infantry movement is simple and as follows:  

 

Consult the Movement Table. Go down the left-hand column to the appropriate row for the type of Armor worn.

X



MOVEMENT LOW

ARMOR

GRAVITY (1)

NORMAL GRAVITY

Soft Body Hard Body Exo-Armor

4” 4” 6”

8” 8” 12”

HEAVY GRAVITY 4” 4” 6”

 

Consult the Zero-G Movement Table. Each Character will roll on the Zero-G Movement Table before it moves. If in Exo-Armor or a powered Spacesuit roll 3d6 versus Rep; 2d6 if you have an unpowered Spacesuit or are a Grath. Determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see how far the Character must move.

2

(1) It seems counter-intuitive, but a person walks and runs more slowly when they are in a Lower G environment than they are used to. This is because the lower gravity means there’s less traction – less friction between your feet and the ground to help transfer running or walking motions into speed. Because of this, moving around on Lower-G moons and planets can be a challenge, especially if you’ve never trained for it.

ZERO-G MOVEMENT (Taken versus Rep)

#D6 PASSED

RESULT

2+

Move normal speed – 8” or 12”. Can try a Fast Move. Re-take this test:  Pass 2d6 = Double normal movement.  Pass 1d6 = Move one and half times normal movement.  Pass 0d6 = Move normal movement. Move half speed – 4” or 6”. Cannot try a Fast Move. Crash and burn! Move 1d6”, slip and fall prone – ending your turn. You cannot fire! Get up like recovering from Ducking Back.

CROSSING OBSTACLES How long it takes to cross an obstacle depends upon the Gravity you are in. Here‟s how we do it:    

1

To cross an obstacle takes a reduction of 2” when in Normal Gravity. To cross an obstacle takes a reduction of 1” when in Low gravity. To cross an obstacle takes a reduction of 4” when in Heavy Gravity. To cross an obstacle takes a reduction of 0” when in Zero-Gravity.

0

FREE FALLING The use of Free Falling is optional.

There could be times when you are in space and are having to go outside for your Mission. An example would be investigating a smaller disabled craft or trying a pinpoint landing during a Boarding Action – being able to deploy on a Section you choose ahead of time. Here‟s how we do it:

FAST MOVEMENT Want to move faster? Here‟s how we do it:   

When active and before moving, declare which Character will attempt to Fast Move. Roll 2d6 versus Rep for the whole Squad. Determine how many d6 each individual Character passed and apply the following results:  Pass 2d6 = Move double normal move.  Pass 1d6 = Move one and a half times normal move.  Pass 0d6 = Move normal move.

    

Consult the Free Falling Movement Table. Each Character will roll on the Zero-G Movement Table before it moves. If in Exo-Armor or a powered Spacesuit roll 3d6 versus Rep; 2d6 if you have an unpowered Spacesuit or are a Grath. Determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see how well the Character fared.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 57

5150 STAR MARINE PEF MOVEMENT FREE FALLING MOVEMENT

2

PEFs move as if they are enemy units. Here's how we do it:

(Taken versus Rep)

#D6 PASSED

RESULT

2+

Move normal move & land where you wanted to land. Land on the Section you chose. Move normal move & land 4” to the left (1 – 3) or right (4 – 6) of where you wanted to land. Land one Section to the left (1 – 3) or right (4 – 6) of the Section you chose. Dude, you‟ve messed up severely! Immediately take a Difficult Challenge (page 69).  If you are successful count as passing 1d6 on the Free Falling Movement Test.  If you fail you drift off into space. If there is a friendly spaceship nearby you could (1) be recovered. If there is an enemy spaceship nearby you could (1) be captured.

1

0

      

Consult the PEF Movement Table. When the enemy is active, start with the PEF farthest from any player unit. Roll 2d6 and compare the scores versus the PEF Rep of 4. Determine how many d6 were passed. Go down the left-hand column to the appropriate row and across to see the results. If the PEF causes a LOS, it must be resolved. Any contact that the PEF causes must be resolved prior to moving the next PEF, the next one farthest from any player unit.

2

PEF MOVEMENT (Taken versus the Rep of 4)

#D6 PASSED

RESULT

PEFS

2

PEF stands for Possible Enemy Force. We use PEFs to limit the intelligence the player has before and during the Mission. By using PEFs, we create an uncertainty as to the size of the enemy force, its composition and location. Here's how we do it:

1 0

PEF moves one section directly towards nearest enemy, staying in Cover at all times. If no Cover, will end move in center of section. PEF doesn‟t move. PEF moves one section directly away from nearest enemy, staying in Cover at all times. If no Cover, will end move in center of section. If movement would put the PEF off the table, it will not move instead.



       

The player will always start the Mission by entering the table through sections 7, 8 and/or 9 and will always set up for defense in sections 7, 8, and/or 9. After the player has entered or set up on the table, it‟s time to place the PEFs. Roll 1d6. The score indicates which numbered section of the table will contain a Possible Enemy Force or PEF. Place an enemy figure or marker of any type in this section of the board to represent the PEF. If a terrain feature could block the LOS from your force to the PEF be sure to place the PEF in a manner that does so. If no such feature is present, place the PEF in the center of that section. Repeat this process until you have three PEFs placed on the table. It is possible to have more than one PEF in the same section. PEFs have a Rep of 4.

RESOLVING PEFS When a player unit and a PEF have a LOS, it's time to resolve the PEF. Here's how we do it:      

Be sure that there is a valid LOS to or from the PEF. PEFs in Cover can be seen while those with terrain between the Unit and the PEF cannot. Consult the PEF Resolution Table. Roll 2d6 versus the Enemy Campaign Morale and consult the PEF Resolution Table. Go down the left-hand column to the appropriate row and across to see the result. Immediately carry out the result. Once it has been resolved, the PEF is removed from the table.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 58

5150 STAR MARINE 2

If tossing a Grenade inside a spaceship roll 2d6. Score “12” and there‟s a hull breech, the section is depressurized (page 39).

PEF RESOLUTION (Taken versus the Enemy Campaign Morale)

# D6 PASSED

RESULT

CONTACT TABLES

CONTACT!

2

Free Companies, Pirates, Gaea Prime Rebels and Starship Crews will roll normally on their Lists (page 19). NonRebel Gaea Prime, Hishen Empire and Zhuh-Zhuhs will use the following tables to determine what type of Squad is used, based on if it is controlling or contesting the Planet.

If on a Defend Mission roll on the appropriate Enemy Contact Table. Otherwise, roll 1d6.  (1 – 2) = Roll on the Structures Table. Roll once on the appropriate Enemy Contact Table for each area of the Structure – 1, 2, or 3.  (3 – 6) = Roll on the appropriate Enemy Contact Table. SOMETHING IS OUT THERE! Resolve future PEFs during this Mission using 3d6, counting the lowest 2d6 results. If this is the last PEF to be resolved and no enemy has been contacted yet, treat as if passed 2d6. JUST A CASE OF THE NERVES! If last PEF to be resolved and no enemy have been contacted yet, treat as if passed 2d6.

1

0

1

GAEA PRIME CONTACT # 1 2 3 4 5 6

#

(Read the result as rolled)

1 2 3 4 5 6

PDF PDF PDF Planetary Militia Star Marines Star Marines

Small Bunker –Exo-Armor. Small Building – Hard Body Armor. Small Building – Hard Body Armor. Medium Building – Hard Body Armor. Medium Building – Hard Body Armor. Large Building – Hard Body Armor.

Grath Infantry Infantry Infantry Infantry Marines

CONTESTING Grath Grath Infantry Infantry Marines Marines

ZHUH-ZHUH: CONTACT #

GRENADES

CONTROLLING

1 2 3 4 5 6

Using grenades is optional.

You want them you got them. Here‟s how we do it:



Star Marines Star Marines Star Marines Star Marines Star Marines Star Marines

CONTROLLING

1 2 3 4 5 6

SIZE



CONTESTING

HISHEN EMPIRE CONTACT

STRUCTURES

#

CONTROLLING

When Active, one member of a Squad can toss a Grenade, but cannot shoot. Roll 2d6 on the Shooting Table.  Pass 2d6 = All targets within a 6” circle are hit. Roll Shooting Damage for each.  Pass 1d6 = All targets except Exo-Armored within a 6” circle will Duck Back.  Pass 0d6 = No chance to toss the grenade.

Infantry Infantry Infantry Infantry Infantry Marines

CONTESTING Assault Troops Assault Troops Infantry Infantry Infantry Marines

COMBAT You still use the current combat rules found in 5150 Star Marine with one exception: 

Cover is determined by the position the figure is in on the table and not by the previous rules.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 59

5150 STAR MARINE

NON-PLAYER FRIENDLY FORCES (NPF)

THE 5150 UNIVERSE

If your Star Marine isn‟t in charge of the Unit they are with, perhaps you‟re an NCO or XO, you can choose to let the rules decide what all the rest of the figures do while you focus on controlling on just the figures your Character commands.

In this section, we give you a peek behind the curtain that is the 5150 Universe. Not an overwhelming amount of info just enough to give reasons to your battles. We have more supplements and scenarios in the pipeline and will go into more detail at that time.

We've saved this section for last, as it's informative and not part of the rules.

We use a modification of the Non-Player Enemy Forces (NPE) rules to do this.

GAEA PRIME

Here‟s how we do it: 

“Gaea Prime is Mother. From her good graces, the known worlds were populated. We are all her children and from her all that is good flows. Honor thy Mother.”

Look at the Rank chart for your Character and that will tell you what kind of Unit it commands. For example, if your Character is a Corporal you command one Section or a Squad. It may be that the rest of your Squad and Platoon are also involved in the Mission.



Your Character will assume control of just their immediate Command.



The rest of the Unit will function using the “Non-Player Enemy” forces rules found in your combat rules of choice.

So goes the mantra of Gaea Prime. From the randomness of Chaos, Gaea brought order and it is the duty of the children of Gaea, to continue to bring order to all, they encounter. To this end, the Gaea Prime armed forces have evolved.

PLANETARY MILITIA Bringing order from Chaos requires a variety of forces. The most common one is the Planetary Militia. All populated worlds that have progressed from resurrection to colonization have a Planetary Militia. These Colonists live on the world and act as a purely defensive force. They are expected to keep order and defend the Planet from indigenous enemies. However, they are not an organized military force and instead band together in time of need. Although not directly linked to the Star Army all Planetary Militia Units fall under their jurisdiction. As the population grows in size, additional military forces are sent out from Gaea Prime. These are called the Planetary Defense Forces or PDFs.

NPF MOVEMENT The rest of the Unit will have the same Mission as you do, and you will roll for their movement on the PEF Movement table.

WHO‟S IN CHARGE? If your Character isn‟t in charge, somebody is! Determine who that is at the appropriate Rank based upon the Unit the Character is with, and generate their stats using the NPC Star Marine Generator Table. All Unit initiative, Movement and other rolls will be made using that NPC‟s profile.

PLANETARY DEFENSE FORCE The PDF are regular, second line, Star Army Units whose members are not recruited from the Planet they are assigned to guard. They routinely rotate out to other Planets so as not to develop an affinity for their current assignment. The PDF does not replace the Planetary Militia, but instead supplements them. Co-operation between the two will vary dependent upon many factors. In a perfect world, the two work hand in hand, but in reality their relationship can become strained, leading to rebellion in some cases. The PDF, like the Planetary Militia, are Planet bound.

You may wish to also roll the over-all leader of the full Unit that may be on the table. For example, if your Character‟s Section or Squad is part of a full Platoon that either starts on the game table or may arrive as reinforcements, you may also want to roll the Platoon Leader as well. The Platoon Leader will then make the overall rolls. Feel free to generate all the section and squad leaders this way if you wish.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 60

5150 STAR MARINE STAR ARMY

fight and keep fighting long after many others would give up, but they will not fight to the death unless necessary.

The Star Army is a combined arms force with interplanetary capabilities. Unlike the PDF, all Star Army regular Units consist of first line, well-trained soldiers that have seen combat at one level or the other. While the PDF is a purely defensive force, the Star Army is used on offense and defense. Star Army troops are used to invade hostile worlds, suppress rebellions and insure the expansion of Gaea Prime influence. “We take the war to the enemy; one Planet at a time.” On the cutting edge of the Star Army is the elite force known as Interplanetary Special Services or ISS.

REBELS Most Citizens of Gaea Prime are content with their life. They gladly receive her benefits and embrace the duties that come with Gaea Prime rule. Some misguided souls do not. They call themselves a variety of names, but collectively they are known as Rebels. Rebels are semiorganized and depend upon captured military equipment. Rebels are usually Planet bound and are rarely encountered outside of their Home World. Supplementing these Rebels are mercenaries known as Free Companies.

STAR MARINES The Gaea Prime Star Marines are the elite Close Combat Division of the Star Navy. They can be found onboard all Star Navy ships as well as on many of the Class 1 Gaea Prime Planets in the 1st through 3rd Rings.

FREE COMPANIES

Star Marines are used for a variety of Missions. These range from capturing enemy spaceships and facilities to combating piracy and smuggling. Much of the work of the Star Marines covers customs duty, safety inspections, and normal patrolling.

It may not be the oldest profession, but it‟s pretty darn close. Mercenaries are people willing to do a job, usually dirty, for pay. In the 5150 Universe, there are two types of mercenaries, but all are called Free Companies. One type is the salvage company where their livelihood depends upon recovering abandoned property and selling it off to the highest bidder.

Gaea Prime Star Marines have made their reputation by first accepting unique and difficult Missions then succeeding in them.

The second type is the one we deal with in 5150: Star Marine. “You got the “cause”; we got the guns.” Yes, they will fight for your cause, but only as long as the money lasts. “When do I get paid?” and “How do I stay alive?” These are the only things concerning the mercenary. Mercenaries will fight for you, but not to the death.

ISS The ISS is always at the front of any invasion, deployed to step on the throat of the enemy. They are the ones dispatched when there is a Bug infestation. This elite force is often referred to as the Hand of Gaea. They are dispatched to stabilize any situation and turn it over to the Star Army. The ISS is a self-governing entity that has its own interplanetary travel capabilities, air support, armored fighting vehicles and supply centers. The Special Units known as Symons work under ISS supervision even when attached to Star Army Units. Only veterans with extensive Star Army experience are considered for placement in the ISS.

There is a chance (1 – 3) that the Free Company have interplanetary capabilities. Those that don‟t are at the whim of their employer for transportation and there are many stories of Companies being left behind after a fight has ended badly.

The ISS are the only ones to have Battle Tactical Armor. Their Squads may be smaller, but their punch is big.

SYMONS Symon is the familiar term used for the current generation of Synthetic Humans. The Symon used by the Star Army are the pinnacle of Sym-Life technology and not found anywhere else in Gaea Prime space. The current version is the SYN-2. The SYN-2 is not a mindless fighting machine and has built-in survival instincts. They will © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 61

5150 STAR MARINE Combine this ability with the knowledge that they do not care where they obtain this fluid makes the Grath a terrifying enemy.

HISHEN EMPIRE

The Grath is the perfect warrior. Graths will fight anyone (including each other), any place, anytime, and are in constant demand as mercenaries throughout the 5150 Universe. Only in Gaea Prime controlled Rings, are the Grath not used. In fact, Grath are always destroyed, and never captured.

Inhabitants of the middle Rings (4th – 6th), the Hishen are the most technologically advanced of all the clone races. They prize order above all else, but order under their control. Slightly less than human size, these stocky grayskinned beings are the bane of freedom. The sole purpose of the Hishen Empire is to expand their domain and subjugate all Races they meet.

They have no need for sleep or concept of imagination and are basic in their intellect. Graths are extremely loyal to their employers and it is common for a Grath to know only one employer during their lifetime. This can be a very, very, long time as there is no known natural cause of death for a Grath, just death from combat.

The Hishen Empire consists of many millions of Hishen Drones and a very small ruling class. It is estimated that for every one Drone there are at least 100 slaves coming from a wide variety of Races. These slaves perform a variety of functions from menial chores up to participation in governmental administration. Although slaves have been known to rise to power, in the Empire the lowest Drone is still of higher rank than the highest slave and any Drone may kill any slave without any repercussions.

BUGS Xenoform is the generic term used for all non-Basic life forms. The Alien Studies Institute (ASI) located on Gaea Prime has catalogued fifty-three Xenoforms. Xenoforms are considered any alien species that share less than five of the major DNA codes that define Basics. Not all Xenoforms are hostile or should be considered dangerous.

Hishen slave fleets routinely search out new Races to feed the insatiable demands of the Empire. It is customary that these fleets are manned mainly by Hishen Drones and partly by trusted slaves. The Hishen will use any means available to capture others including seduction, force, and even purchasing from others of a like kind. Where one encounters Hishen slave raiders, their battle fleets are sure to follow.

Bugs are and should be. Bugs come in a wide variety of shapes with the most common ones being arachnid like. Don‟t be confused, no matter what they look like they are big. When first encountered it was thought that these creatures were simply killing machines bent on destruction. Recent contact with some species of Bugs has made the ASI rethink this. It appears that these creatures have the ability to communicate with non-Bug Races and are actively doing so. The purpose of this has yet to be determined, but many Bug victims are being captured instead of killed.

The bulk of the Hishen Faction is made up of Drones with the remainder fleshed out with large numbers of Grath Units to stiffen their resolve on the battlefield. Interestingly, the Hishen will always attempt to capture disabled enemy, but never bother to retrieve their own casualties. In fact, it is quite common for a disabled Hishen to explode a grenade killing itself in hopes of disabling more enemy.

GRATH

Bugs are not Planet bound being capable of interplanetary travel at a slow rate. This is done via organic ships resembling cocoons in appearance. As the cocoons are defenseless, attacking the Bugs in transit is the easiest way to destroy them. There is speculation that there is a Bug Planet of origin, but as to its location, nothing is known. For simplicity, the ASI refers to this unknown world as Migune.

The Grath are definitely Xenoforms and according to the Alien Studies Institute (ASI) located on Gaea Prime, they are truly unique. The Grath is not a single living organism, but is composed of literally thousands of organisms. The control and function membrane that runs through the interdependent system that comprises the Grath keeps these organisms together. Due to this unique arrangement, the Grath can regenerate itself almost instantly. This makes killing a Grath very difficult and best done by removing the head, which if done instantaneously, will provide a terminal system shock.

First contact with the Bugs was on resurrected worlds, but now the Bugs appear to be on the offensive having been confirmed as close as the 7th Ring. Rumors place them in the 6th Ring as well, but as of yet this is unsubstantiated.

Needing only basic fluid to survive, the Grath have the ability to convert most fluids into necessary nourishment.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 62

5150 STAR MARINE Bugs live in colonies referred to as havens. These colonies range in size from dozens, when acting as advanced scouts, to thousands when a full-scale invasion occurs.

CURRENT EVENTS This section is informative and not part of the rules. The history of Gaea Prime, let alone the 5150 Universe, would fill volumes of books and a lifetime to digest. To get a better understanding of current events we have provided a quick overview of the known universe.

ZHUH-ZHUHS Zhuh-Zhuh is the common term for members of the infraorder Suprasimiiformes. When ASI research expeditions had first contact with the Zhuh-Zhuhs they were assumed to be evolved cousins of the infraorder Simiiformes or the higher primates that populate many worlds in one form or another. This was incorrect as proven centuries later with data that supports that these Suprasimiiformes are much older than was originally thought.

The known universe consists of Nine Rings or Bands of Life. Each Ring contains numerous Planets, from Class 1 to Class 3, as well as inhabited smaller Planetary Colonies and innumerable smaller clusters called Rocks.

Further evidence suggests that the Zhuh-Zhuhs have more in common with the average Basic than what is loosely termed a monkey. Unfortunately, this evidence has done little to offset the hostility that sometimes exists between Basic and Zhuh-Zhuh. Witness the derogatory term monkey boy as applied to Zhuh-Zhuhs.

Such is the dominance of Gaea Prime that no other Home Worlds can be found in the first three Rings. It isn‟t until you reach the 4th Ring that you find another Home World. This is the Home World of the Zhuh-Zhuh, the largest Planet in the six-Planet Confederation known as the Hapflorean Federation of Worlds (HFW) (1)

Zhuh-Zhuhs or Zhuhs come in all shapes, colors and sizes ranging from smaller three-foot tall types, Muggie ZhuhZhuhs, to those close to seven feet in height.

Although Gaea Prime dominance is confined to the first Three Rings, their influence has spread out as far out as the 5th Ring with diplomatic overtures and explorers reaching to the Rings far beyond (2).

GAEA PRIME'S PLACE

Gaea Prime considers her proper place to be in the center of the First Ring, the center of the universe.

Zhuh-Zhuhs own and occupy a large number of Planets and are commonplace on many Gaea Prime worlds. Constant contact with the large number of Zhuh-Zhuhs in Gaea Prime space, has earned them the status of trusted alien. This status allows them to hold a variety of Professions including some in Law Enforcement.

(1) Note that the HFW was first erroneously reported to be located in the 5th and 6th Rings, but is actually in the 4th. (2) The current GP government has authorized ISS pre-emptive strikes on Bug controlled worlds in the 6th and 7th Rings. This has caused numerous protests from the inhabitants of these Rings. Some view these raids as illegal and a precedent for invasion.

Do not underestimate Zhuh-Zhuhs. They are intelligent and very physically domineering and should be treated with utmost respect and care.

THE HISHEN THREAT What started as incidental military contact has escalated into a full-blown war at various times between the two Races. The Hishen Home World is in the 5th Ring and all of the conflicts between Gaea Prime and the Hishen Empire take place in the 4th Ring. As long as Gaea Prime and the Hishen Empire effectively counteract each other, the 5150 Universe is stable. However, the involvement of other powerful forces threatens this delicate balance.

UPSETTING THE BALANCE The two other powerful forces are the Bugs and ZhuhZhuhs. With reports of Bug incursions in the 6 th Ring, Hishen resources are being drawn away from Gaea Prime and towards the Bugs. This allows Gaea Prime to step up © 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 63

5150 STAR MARINE diplomatic and military pressure on other Races such as the Zhuh-Zhuh. While the Zhuh-Zhuh wouldn‟t normally ally with the Hishen, they consider Gaea Prime as a common enemy. The Zhuh-Zhuh Home World is in the 4th Ring, right in the middle of the conflict. Many Zhuh-Zhuh Free Companies can be found on both sides and there is a “quiet war” going on between Zhuh-Zhuh and Gaea Prime forces – something both sides vehemently deny, for different reasons.

FREEDOM FIGHTERS OR PAWNS? More war means more demands on the Gaea Prime Citizens. A wave of independence has hit the smaller Planetary Colonies in the 3rd Ring. Some Gaea Prime possessions are expressing their displeasure and this takes a variety of forms from slowing down production of much needed exports to armed aggression and open declarations of independence. While these Rebels insist that they are self-sufficient freedom fighters, many Gaea Prime officials fear these malcontents are actually being propped up by Zhuh-Zhuh aid. This aid takes the form of non-military supplies as well as footing the bill for the numerous Free Companies that supplement the Rebel forces. Add to the mix small Independent Factions that are struggling to survive and one can see that Chaos reigns supreme. However, as we previously stated…

From the randomness of Chaos, Gaea brought order and it is the duty of the children of Gaea, to continue to bring order to all, they encounter. To this end, the Gaea Prime armed forces have evolved.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 64

BUGS & XENOS!

5150 STAR MARINE WHERE’S THE OUTBREAK? BIG EVENT – WHAT RING? (Read the result as rolled)

These are optional rules on how to add Xenos and Bugs (a particularly nasty form of Xeno) to your Star Marine Campaign. You will use the same Campaign system and mission flow, with a few extra options.

Xenos!

XENOS

BUG CAMPAIGN MORALE

Xenos are aggressive life-forms. They have the following stats and the Rage Attribute. Xenos are always considered the Attacker on the Action Table (page 73) and will always charge when given the chance. REP

ARMOR

WEAPON

4

Hard Body

Melee – Rage

BUGS

MODIFIED BIG EVENTS If you want to add Bugs and/ or Xenos to your 5150 Star Marine campaign, use the following modified Big Event table.



X

At the start of the Campaign Month when it’s time to go On Campaign roll 1d6 and read the result as rolled to get the Big Event.  1 = Natural Disaster.  2 = Piracy.  3 = Piracy.  4 = Unrest.  5 = War.  6 = Xeno (1 – 3) or Bug (4 – 6) Outbreak. Read the appropriate Event Section to see what it is and who is involved.

1

2

3

4

5

6

3

4

4

4

5

5

STARTING BUG CAMPAIGN MORALE FACTION

MORALE

Bugs

5

WHAT’S THE MISSION? X

Bugs are a term for a range of nasty hive-mind Xenos. Detailed rules for Bugs may be found in 5150 Star Army. Just replace the Xeno results with Bugs as you want to.



EVENT

NEXT MISSION – XENOS! (Read the result as rolled)

# 1 2 3 4 5 6

MISSION DEFEND. Protect Civilians from Xenos. BOARDING . Attack a Xeno infested spaceship BOARDING . Attack a Xeno infested spaceship ESCORT . Escort Civilians to a safe area. RAID . Attack a Xeno nest. RESCUE . Rescue Civilians from Xenos.

XENOS/BUGS AND YOUR MISSIONS When you generate a Mission, follow all of the standard set-up rules, but replace the Mission specific Contact Tables with the following Contact – Xenos! Table.

XENO OR BUGS OUTBREAK A hostile Xeno outbreak has occurred and threatens a Faction World or shipping. Go clean ‘em out!

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 XENO & BUG BONUS SECTION - 65

5150 STAR MARINE 2/1

XENO SNIPER ATTACK

CONTACT – XENOS! (Taken versus the Enemy Campaign Morale of 5)

# D6 PASSED

RESULT

2

CONTACT! Roll 1d6:  1 = Ambush! 3 + 1/2d6 Xenos auto-win on the Action Table.  2 = Ambush! 3 + 1/2d6 Xenos auto-win on the Action Table.  3 = 1d3 Xenos + special attack  4 = 3 + 1/2d6 Xenos.  5 = Pods.  6 = 1/2d6 Civilians (page 54). CONTACT! Roll 1d6:  1 = Ambush! 3 + 1/2d6 Xenos auto-win on the Action Table.  2 = 3 + 1/2d6 Xenos.  3 = 3 + 1/2d6 Xenos.  4 = Special attack.  5 = Nothing.  6 = Pods. (page 53). If last Contact to be resolved and no Xenos have been contacted yet, you meet 5 + 1/2d6 Xenos. NOTHING! If last Contact to be resolved and no enemy have been contacted yet, you meet 5 + 1/2d6 Xenos.

1

0

The Squad comes under a nasty Xeno attack by bone darts or flying nasties. Here’s how we do it:    

One Character rolled randomly is at risk. The Character does not count as being in Cover. Roll once on the Shooting Table versus a Rep of 4. Resolve damage normally.

LARGE AREA ATTACK Squad comes under Xeno artillery fire by swarms of exploding flyers or plasma balls. Here’s how we do it:   

All Characters in Squad are at risk. Roll once on the Shooting Table versus a Rep of 4. Resolve damage normally.

EXPLODING GOO ATTACK The Squad is attacked by a form of Xeno weapon that shoots toxic acid goo or high velocity bone needles. Here’s how we do it:   

One Character rolled randomly This Character serves as the center for a Grenade attack (page 59) Resolve normally using Rep 4 for the Grenade attack roll.

SPECIAL ATTACK Xenos have a lot of capabilities that are often not discovered until it happens. When the Contact Table indicates a Special Attack roll on the Special Xeno Attack table:

1

SPECIAL XENO ATTACK (Read the result as rolled)

# 1 2 3 4 5 6

RESULT If Boarding Action treat as Sniper attack. Otherwise treat as a Large Area Attack. Sniper Attack. Sniper Attack. Sniper Attack. Exploding Goo Attack. Exploding Goo Attack.

© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017 XENO & BUG BONUS SECTION - 66

5150 STAR MARINE TABLES CHARACTER JOURNAL NAME

STAR/GRUNT

RACE

GENDER

REPUTATION

CLASS

PROFESSION

HOME WORLD

AGE

SOCIAL STANDING

RANK

LIFETIME FAME PTS.

CURRENT DATE

ARMOR

WEAPON

UNIT

HOME BASE

ATTRIBUTES

ITEMS CARRIED

NOTES

MEDALS OF VALOR

CAMPAIGN INFORMATION INFANTRY ROSTER BIG EVENT TYPE

BIG EVENT LOCATION

CAMPAIGN MORALE

ENEMY CAMPAIGN MORALE

UNIT NAME

CAMPAIGN STARTING DATE

NCO

CORPORAL

PLATOON SECTION ID #

TYPE

NAME

STAR/GRUNT

RACE

1 2 3

4 5

© 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

67

REP

ARMOR

WEAPON

ATTRIBUTES

5150 STAR MARINE TABLES 1ST SQUAD ID #

TYPE

NAME

STAR/GRUNT

RACE

REP

ARMOR

WEAPON

ATTRIBUTES

NAME

STAR/GRUNT

RACE

REP

ARMOR

WEAPON

ATTRIBUTES

NAME

STAR/GRUNT

RACE

REP

ARMOR

WEAPON

ATTRIBUTES

1 2 3

4 5 6

2ND SQUAD ID #

TYPE

1 2 3

4 5 6

3RD SQUAD ID #

TYPE

1 2 3

4 5 6

© 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

68

5150 STAR MARINE TABLES 2

CHARACTER

CHALLENGE TEST

MOVER – General or highest

(Taken vs. Rep)

MODIFIER

EASY – Challenge is Easy. DIFFICULT – Challenge is Difficult. GENIUS – Character with the Genius

+1 -1 +1d6

Attribute taking intelligence Challenge. PROFESSIONAL SKILL – Challenger has a Profession related skill that makes the Challenge easier. TOOL – Challenger has a Tool that makes the Challenge easier.

#D6 2 1

0

2

+1

CIRCUMSTANCE

#D6 PASSED Passed more d6

INTERACTION (Taken versus Rep)

1 point higher versus Characters of the same Race. DIM – Character with the Dim Attribute. GENIUS – Character with the Genius Attribute. STUNNING – Counts Social Standing at 1 point higher when Interacting with members of the opposite sex of the same Race. Xeog will also have this effect on Basics and Zhuh-Zhuhs.

2 1

SOCIAL STANDING +1d6

Criminal Interacting with a Civilian. PROFESSIONAL SKILL – If using a Professional Skill related to the Interaction. SOCIAL STANDING – If Higher Social Standing.

Not sure if you want to try this. Can immediately re-take the test, counting a subsequent result of pass 1d6 as pass 0d6 OR Can decide not to try again. Failure! Suffer the consequences.

CHARISMATIC – Counts Social Standing

3

CRIMINAL VS. CIVILIAN – If

SUCCESS! Complete the Challenge.

ATTRIBUTE

4

+1

RESULT

PASSED

5

ranking Civilians. SHAKER – Captain to Colonel and high ranking Civilians. EXOTIC – Sergeant to Lieutenant and Mercenary, Bounty Hunter, Bodyguard/Criminal Muscle, or Police. ORDINARY JOE – Corporal or lower and ordinary Civilians. CRIMINAL ELEMENT – Thugs, Escorts, Gangers, etc.

A score of “6” is always a failure

CIRCUMSTANCE

SOCIAL STANDING

MODIFIER Passed same Passed less d6

Special

-1d6 -1d6 Special

+1d6 +1d6

RESULT Male Civilians/Soldiers will give you a favorable result. Gain 1 Fame Point. Female Civilians will allow you to seek Companionship (page 49) or gain 1 Fame Point. Exchange pleasantries, but that‟s it. The Civilian will ignore you. It cannot be interacted with again. Lose 1 Fame Point. Soldiers or Criminals will be waiting for you in the Street. Go to a Confrontation (page 49).

CHALLENGE TEST INTERACTION

© 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

69

5150 STAR MARINE TABLES CIVILIAN GRUNTS

2

GAMBLING

Use the Who Are They Table and the following Lists to generate Civilians. Here‟s how we do it:  

(Taken versus Rep) A result of “6” is automatically a failure.

Roll on the Who Are They Table first using the appropriate column for where you are Carousing. If Criminal or Exotic is rolled, use the Criminal List, while for all others use the Civilian List.

2

#D6 PASSED 2 1

WHO ARE THEY? (Adding the results together)

#

WAR ZONE

2 3 4 5 6 7 8 9 10 11 12

Shaker – 4 Shaker – 4 Exotic – 3 Exotic – 3 Joe – 2 Joe – 2 Joe – 2 Criminal – 1 Criminal – 1 Criminal – 1 Criminal – 1

ELSEWHERE

SPACE PORT OR SPACE SHIP

Joe – 2 Joe – 2 Exotic – 3 Exotic – 3 Criminal – 1 Shaker – 4 Criminal – 1 Exotic – 3 Mover – 5 Joe – 2 Joe – 2

0

Joe – 2 Shaker – 4 Police Exotic – 3 Exotic – 3 Exotic – 3 Criminal – 1 Joe – 2 Criminal – 1 Joe – 2 Joe – 2

2

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

4 4 3 3 3 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Unarmed Unarmed Unarmed Unarmed Pistol – 1 Auto – 3

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 4 4 4 3 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Pistol – 1 Pistol – 1 Pistol – 1 Pistol – 1 Auto – 3 Auto – 3

 

COMPANIONSHIP A result of “6” is automatically a failure.

#D6 PASSED Passed more d6 Passed same Passed less d6

2

RESULT You are successful! Gain 2 Fame Points. Exchange pleasantries. Thanks, but no agreement is reached. Lose 1 Fame Point. Things go badly. The Civilian takes offense and leaves in a huff. There is a chance (1) that Civilians will Confront you. In any case, lose 2 Fame Points.

FIST FIGHT (Taken versus Rep)

CRIMINAL #

Player remains in the game and gain proceed to the next round of gambling. Player continues to game and can proceed to the next round of gambling, but drops 1 point of current Rep for the remainder of the game. Player loses and quits game. Lose Fame Points equal to the number of Characters that started the game.

(Taken versus Rep)

CIVILIANS #

RESULT

Determine the stats for each Character. Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

#D6 PASSED

RESULTS

Pass 2d6 more Pass 1d6 more

Opponent Out of the Fight.

Pass same

Winner rolls 1d6 versus the Rep of the loser.  If score is higher than the loser‟s Rep, lose goes Out of the Fight. Gain 1 Fame Point.  If score is equal or less than the loser‟s Rep, fight another round with loser counting a -1 to current Rep. Fight another round with both counting a -1 to current Rep.

CAROUSING © 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

70

GAEA PRIME: PDF

5150 STAR MARINE TABLES HISHEN EMPIRE: GRATH

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

Grath are always considered male.

#

REP

#

ARMOR

#

WEAPON

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 (1) 4 4 4 4 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

1 2 3 4 5 6

4 4 4 4 4 4

1 2 3 4 5 6

Exo-Armor (1) Exo-Armor Exo-Armor Exo-Armor Exo-Armor Exo-Armor

1 2 3 4 5 6

Auto – 5 (2) Auto – 3 (3) Auto – 3 Auto – 3 Auto – 3 Auto – 3

(1) Maximum of 2 Rep 5 per Squad. (2) 1 per Squad.

(1) Natural Grath Armor similar to Exo-Armor. (2) 2 per Squad. (3) Ignores the pass 1d6 penalty for shooting at Exo-Armor Targets.

GAEA PRIME: PLANET MILITIA

HISHEN EMPIRE: INFANTRY

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

4

4 4 3 3 3

Hishen are always considered male.

(1) Maximum of 3 Rep 4 per Squad. (2) Maximum of 1 per Squad.

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

1 2 3 4 5 6

(1)

5

5 5 4 4

3 (3)

# 1 2 3 4 5 6

ARMOR Exo-Armor Exo-Armor Exo-Armor Exo-Armor Exo-Armor Exo-Armor

#

WEAPON

1 2 3 4 5 6

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

4

4 4 4 4

3 (3)

# 1 2 3 4 5 6

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

4 (1) 4 4 4 4 3 (3)

1 2 3 4 5 6

Hard Body Hard Body Hard Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

(1) Maximum of 4 Rep 4 per Squad. (2) 1 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Marine is a Grath. See the Grath List for stats.

GAEA PRIME: STAR MARINES REP

ARMOR

Hishen are always considered male.

(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per Squad.

#

#

(1)

HISHEN EMPIRE: MARINES

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

4 4 4 3 3

REP

(1) Maximum of 3 Rep 4 per Squad. (2) 1 per Squad. If on a Slaver (page 38) there will always be 1 Razor in the Squad.

GAEA PRIME: REBELS 5

#

GAEA PRIME HISHEN EMPIRE

WEAPON (2)

Auto – 5 Auto – 5 Auto – 2 Auto – 2 Auto – 2 Auto – 2

(1) Maximum of 4 Rep 5 per Squad. (2) Maximum of 2 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Marine is a Zhuh-Zhuh (1 – 5) or Xeog (6). Re-roll for Rep. © 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

71

FREE COMPANIES

5150 STAR MARINE TABLES XEOG (1)

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

Xeogs are always female.

#

REP

#

ARMOR

#

WEAPON

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 (1) 4 4 4 4 3 (3)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

1 2 3 4 5 6

5 5 5 4 4 3

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4

(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Merc is a Zhuh-Zhuh (1 – 4) or Xeog (5 – 6). Re-roll for Rep.

(1) Xeogs are not found in Squads, but instead in the employ of Free Companies, Pirates, and Gaea Prime Star Marines.

PIRATES

Zhuh-Zhuhs are always male.

ZHUH-ZHUH: ASSAULT TROOPS

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 (1) 4 4 3 3 3 (3)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Hard Body Exo-Armor

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

#

ARMOR

#

WEAPON

1 2 3 4 5 6

5 5 5 4 4 4

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

None (2) None None None None None

ARMOR

#

WEAPON

1 2 3 4 5 6

1 2 3 4 5 6

Hard Body Hard Body Hard Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

5

5 4 4 4 4

Zhuh-Zhuhs are always male.

Razors are always female.

REP

#

(1)

ZHUH-ZHUH: INFANTRY

(1)

#

REP

(1) Maximum of 2 Rep 5 per Squad. (2) 1 per Squad.

(1) Maximum of 1 Rep 5 per Squad. (2) Maximum of 1 per Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled the Pirate is a Zhuh-Zhuh (1 – 3), Xeog (4 – 5) or Razor (6). Roll on appropriate List for stats.

RAZOR

#

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Soft Body Soft Body Soft Body Soft Body Soft Body Soft Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

5

4 4 4 4 3

(1) Maximum of 1Rep 5 per Squad. (2) 1 per Squad.

ZHUH-ZHUH: MARINES Zhuh-Zhuhs are always male.

(1) Razors are not found in Squads, but instead in the employ of Pirates and on Hishen Slavers.

FREE COMPANIES PIRATES RAZOR & XEOG

#

REP

#

ARMOR

#

WEAPON

1 2 3 4 5 6

(1)

1 2 3 4 5 6

Hard Body Hard Body Hard Body Hard Body Hard Body Hard Body

1 2 3 4 5 6

Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 3 Auto – 4 (2)

5

5 5 4 4 4

(1) Maximum of 4 Rep 5 per Squad. (2) 1 per Squad.

ZHUH-ZHUHS

© 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

72

5150 STAR MARINE TABLES 2

1

ACTION

SHOOTING DAMAGE

(Taken versus Leader Rep)

(Read the result as rolled)

Score of “6” is always a failure.

CIRCUMSTANCE

1 or 2 Attacker gains Advantage, 3, 4, 5, or 6 Defender does.

ATTRIBUTE

#D6 PASSED More d6

Same number of d6

Target wearing Soft Body Armor.

MODIFIER

INITIATIVE – Modifier to Rep when operating alone.

MODIFIER

#

+1

RESULT

“6” Rep or higher of Target, but not a “6” Less than Rep of the Target.

RESULT The side that passed more d6 can act:  Grath will charge.  All others will shoot. Side with the Advantage counts as passing more d6.

2

+1

Target Obviously Dead. Grath Ducks Back. Marines Duck Back. Others go Out of the Fight. Target Ducks Back.

CHECK FOR DEAD (Taken vs. the Rep of the checking Character) A result of "6" is always a failure

2

SHOOTING (Taken versus Rep) Score of “6” is always a failure.

ATTRIBUTE

MODIFIER

CRACK SHOT – Roll 3d6 when shooting, counting the best 2 results. SLOW TO REACT - Counts Rep at 1 lower than actual when Shooting if its side won on the Action Table (page 72).

+1d6

#D6 PASSED 2 1

0

# D6 PASSED

RESULT

2

Hishen is actually Obviously Dead or Out of the Fight. Hishen takes a final shot at the tester before expiring. Roll 1d6.  The Hishen fires one shot at the tester before going Obviously Dead. Hishen explodes a Grenade (page 59). The Hishen is now Obviously Dead.

1

Special 0

RESULT

ACTION SHOOTING CHECK FOR DEAD

Hit all targets. Miss:  If fighting in Zero-Gravity. Targets return fire.  If being charged.  If the target is in Cover or Exo-Armor (1). Targets return fire.  If the 2nd or higher shot (2). Targets return fire. Otherwise:  Hit. Miss all targets:  Chargers continue into contact.  All others return fire.

(1) Targets in Cover and Exo-Armor are hit instead if fired at by a Razor Mental Blast. Ignore if Grath firing at Exo-Armor. (2) Disregard if firing a Razor Mental Blast.

© 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

73

5150 STAR MARINE TABLES 2

2

MELEE

WILL TO FIGHT

(Taken versus Rep)

(Taken versus Leader Rep)

Score of “6” is always a failure.

ATTRIBUTE RAGE – If have the Rage Attribute.

#D6

Score of “6” is always a failure.

MODIFIER

ATTRIBUTE

MODIFIER

+1d6

BORN LEADER COWARD – Will always be the first to Leave the Table regardless of Rep or situation. NERVES OF STEEL – Always last Character to Leave the Table.

+1d6 Special

RESULTS

PASSED Pass 2d6 more Pass 1d6 more

ALL LOSERS – Obviously Dead. #D6 melee. Grath loser suffers -1 to Rep.

ALL NON-GRATH – If 50% or more Out of the

2

Fight, Obviously Dead, or Left the Section, count as passing 1d6. OTHERWISE – Carry On. GRATH – Carry On. ALL NON-GRATH – Two Characters Leave the Table. Duck Backs will go first. Lowest Rep will leave next, if tied then random. ALL – Whole side Leaves the Table. If both sides reach this result at the same time, both count as passing 2d6.

EXO-ARMORED LOSERS – Fight another round 1

ALL OTHER LOSERS – Winner rolls 1d6 versus the Rep of the loser.  If equal or higher than Rep – Loser goes Out of the Fight.  If lower than Rep – Losers suffer a result of -1 to Rep, Hishen -2. Immediately fight another round of melee. ALL – Fight another round of melee. Both suffer -1 to Rep.

0

2

2

RECOVERY

MEDIC!

(Taken vs. Rep)

(Taken versus Rep)

# D6

RESULT

2

Just a flesh wound. Character returns to the fight at normal Rep when next Active. Character remains Out of the Fight. Character becomes Obviously Dead.

PASSED

1 0

RESULTS

PASSED

GRATH LOSERS – Fight another round of

of melee. Loser suffers -1 to Rep.

Pass same

Special

# D6 PASSED 2 1

0

MELEE MEDIC

RESULT Character returns to the group. Recovered Out of the Fight Characters return will return to the Squad. Those not ordered to, but Left the Table may not return.  Those Contesting a Planet will return.  Those Controlling a Planet will not. Character does not return.

WILL TO FIGHT RECOVERY

© 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

74

AUTO – 5

AUTO – 5

AUTO – 2

AUTO – 2

AUTO – 2

AUTO – 2 SL

AUTO – 5

AUTO – 5

AUTO – 2

AUTO – 2

AUTO – 2

AUTO – 2 SL

AUTO – 5

AUTO – 5

AUTO – 2

AUTO – 2

AUTO – 2

AUTO – 2 SL

AUTO – 5

AUTO – 2

AUTO – 2 PL

AUTO – 5

AUTO – 5

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 3 SL

AUTO – 5

AUTO – 5

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 3 SL

AUTO – 5

AUTO – 5

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 3 SL

AUTO – 5

AUTO – 3

AUTO – 3 PL

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 4

AUTO – 3 SL

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 4

AUTO – 3 SL

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 3

AUTO – 4

AUTO – 3 SL

AUTO – 3

AUTO – 4

AA UTO UTO––33PL