You are on page 1of 15

5150 STAR ARMY: MECHA MADNESS

enclosed. It is important for players to ensure that


the configuration of each vehicle is clear on the
gaming table before the game begins. In the same
way as tanks, Combat Mechas that are not buttoned
up (i.e. a Combat Mecha Commander that is sitting
half outside of the vehicle) are considered to be in
an open topped vehicle for the crew member sitting
outside. Any model in an open topped vehicle can
take small arms fire and counts as being in cover for
the purposes of resolving hits.

INTRODUCTION
This supplement book uses the Star Army 5150 and
Chain Reaction 3.0 rules.

WORD OF ADVICE
This book presents a number of new rules and
equipment lists for your games. But remember that
as with all Two Hour Wargames, it's your game. Feel
free to use as many or as little of the new rules as
you like. After all, it's all about having fun.

DOES IT HAVE A HEAD?


Some combat Mecha may be more humanoid than
others and house sensors, weapons and even the
pilot inside rotating head. This usually can swivel
through a 180 degree arc.

METAL GIANTS
COMBAT MECHA

DOES IT HAVE A TORSO OR A TURRET?


Another important consideration for your Combat
Mecha design is whether or not it has a torso or
turret. A Combat Mecha with a torso can typically
swivel its upper body area up to 90 degrees from
side to side. Turrets mounted on Combat Mechas
have an arc of fire based on turret placement. So
one located in the top of a Combat Mecha would
have a 360 degree arc, one mounted on the
shoulder of a Combat Mecha could only fire into an
arc that does not pass through any other part of the
Combat Mecha.

Where they walk, men will die


Inventors have been long fascinated with walking
machines and their application to war rugged, all
terrain combat vehicles that can carry the fight to
places conventional vehicles cannot go. Beware the
Combat Mecha!
Combat Mechas are considered vehicles for basic
tests and movement per SA: 5150 and CR 3.0,
including Reputation and Crews, Movement in
vehicle mode for transforming Combat Mechas,
Shooting and so on. In the case when a Combat
Mecha can transform into another movement mode,
the Combat Mecha will retain the same stats as
outlined in the Combat Mecha sample stats,
however it will follow the applicable rules in the SA:
5150 rulebook for wheeled/tracked vehicles, and this
book for flying or amphibious mode.

HOW ARMS AND MANY LEGS DOES IT HAVE?


A Combat Mecha will have two or more legs, and
can easily move over broken ground and maneuver
through rubble choked streets that would halt other
vehicles in its tracks. A typical rule of thumb is the
more legs, the heavier the Combat Mecha may be
but the slower it will be. A typical scout or attack
Combat Mecha may have two legs, where a heavy
assault or transport Combat Mecha may use four or
more legs. Tripod Combat Mechas have also made
their way into combat in various designs. Combat
Mechas can also have arms that mount additional
weapons and special tools. Arms, typically mounted
on either side of the torso, can rotate to point 45
degrees across the torso towards the opposite side,
and 90 degrees way from the torso. Some Combat
Mechas have had multiple sets of arms, its all up to
the design bureau.

COMBAT MECHA DETAILS


For info on the Combat Mecha profiles, please see
the Combat Mecha QRS section below.

OPEN-TOPPED OR FULLY ENCLOSED?


Depending on the type of Combat Mecha, or its
specific configuration, it may be open topped or fully
enclosed. Players are free to choose any models
available (See appendix of Weird War figures and
models). Some of them may be open topped or
2011 John Cunningham

5150 STAR ARMY: MECHA MADNESS


CAN IT TRANSFORM?

ARMOR

A Combat Mecha may or may not be able to


transform into another movement mode. Some
Combat Mechas can transform into various travel
modes including tracked, wheeled, or even antigravity powered modes. To Transform from one
mode to another takes an entire Action, during which
the Combat Mecha must remain stationary. The
Mecha will make a 2d6 Transform Mecha Test to see
if the Combat Mecha has transformed.

This is the overall armor of the vehicle, expressed in


the same terms as 5150 infantry armor for ease of
play. These include Soft Body Army (unarmored
support mecha), Hard Body Armor (light Combat
Mecha), Exo Armor (Medium Combat Mecha) and
Battle Tactical Armor (Heavy Combat Mecha). Mech
fired to the rear or top will count their armor as two
steps lower than normal.

MAIN GUN
2

Combat Mechas often mount multiple guns, such as


a main and a secondary weapon. This is the
primary weapon of the vehicle. The main gun will
have a different Impact based on the armor
of the target. The higher the Impact range the better
the weapon. Note that when firing the main gun you
must be sure to use the correct Impact for the target
type and its armor. These are further noted with
location of the weapon. T=Turret, Hd=Head, H=Hull,
Tor=Torso, RA=Right Arm, LA=Left Arm.

TRANSFORM MECHA TEST


(2d6 vs Rep)

# D6
PASSED
2

RESULT
Transformed! The Combat Mecha has
transformed and may continue its next
Action normally in its new movement
mode.
Cranky Machine! The Combat Mecha has
transformed with a few fits and starts,
and may only move half on its next
Action.
Give it a Thump! The Combat Mecha will
not transform properly and is stuck
between modes. The Combat Mecha
may take no Action other than to try and
complete transformation into a chosen
mode of movement.

SECONDARY GUNS
In addition to the main gun weapons listed above it
is common to find secondary weapons on most
vehicles as well. Secondary weapons can only fire
into the arcs described in the stats of the Combat
Mecha. These will be noted as T=Turret, Hd=Head,
H=Hull, Tor=Torso, RA=Right Arm, LA=Left Arm.

TRACTION
Combat Mecha typically will use Legs as their motive
power, but may also be able to transform and use a
secondary form of movement.

COMBAT MECHA DETAILS

SPEED

Combat Mechas, like other vehicles, have certain


standard characteristics. Each Combat Mecha has a
certain weapon, armor, and maneuverability that can
be represented in a similar way to tracked and
wheeled vehicles.

There are two sets of numbers, one representing its


Combat Mecha walking mode, the other its
Transformed mode of movement. The two numbers
here represent the vehicles top speed on roads and
on cross-country terrain respectively. Further notes
describe its alternate movement mode: L=Leg mode,
Tr=Tracked, Wh=Wheeled, G=Grav powered.

SIZE
This is the relative size of the Combat Mecha,
classified as Unarmored (for lightly framed support
Mecha), Light, Medium and Heavy. These values
help determine Impact ratings in clos combat

2011 John Cunningham

5150 STAR ARMY: MECHA MADNESS


when transforming into Amphibious Mode. These
Combat Mechas either have skirts or plates that
form a hull that makes it easier to move through
the water. Standard movement is 7 in Amphibious
Mode. A Combat Mechas seaworthiness can be
somewhat precarious, so if a scenario calls for
choppy waves the driver must make a Flotation
test.

COMBAT MECHA REACTION TESTS


Combat Mechas will take Reaction Tests like any
other vehicle using the appropriate charts, per page
34 of 5150: Star Army.

BASIC COMBAT MECHA MOVEMENT


A Combat Mecha may move up to its maximum
speed as when active, per the 5150: Star Army rules
for Vehicles (page 33). The Combat Mechas
movement is determined by its movement mode, as
does its control check. When in Vehicle mode it will
take all tests as a Vehicle, using the Out of Control
Table, etc. When in Combat Mecha mode it will take
all tests as a Combat Mecha, using the Stumble and
Will It Stand Tables, etc. The rules in this section
cover movement in Combat Mecha mode.

(2d6 vs Rep)

# D6
PASSED
1

MOVEMENT OVER BROKEN TERRAIN

Combat Mechas can walk through broken and rough


terrain that would be impassable to normal vehicles.
This includes woods, bogs, streams and rivers (per
scenario), rough ground, rubble and steep slopes.
Going through broken terrain requires a Broken
Ground Test.

BROKEN GROUND TEST

RESULT
Swimming like a duck! Continue
movement as normal.
Taking on water! Make another 1d6 test,
if pass proceed at -2 speed due to minor
flooding. If fail, the Combat Mecha sinks.
All crew members make a Rep test to
see if they get clear, or go down with the
mech.

STOPPING

(2d6 vs Rep)
# D6
PASSED
2
1

FLOTATION TEST

Combat Mechas may stop whenever they desire. If


they wish to move after stopping during a turn they
must spend 2 of movement.

RESULT

Example A Titan Marine Mk.III Support HAMR Suit


with 12 movement moves 8 forward and stops. It
fires its main weapon and decides to resume
movement. This would reduce its total movement by
2 so it could be moved up to another 2 if desired.

The Combat Mecha continues as normal.


Check again with another roll on the
Combat Mecha Run Over Table to see if
the Combat Mecha is bogged or hung-up
on terrain.
Doh! The Combat Mecha trips on an
obstacle, make a Stumble check.

REVERSING DIRECTION
Anytime a Combat Mecha wishes to move in
reverse, it may do so at up to one quarter of the
speed remaining to it that turn of Activation. The
Combat Mecha must have previously been stopped
prior to moving in reverse.

AMPHIBIOUS MOVEMENT
Some Combat Mecha may be equipped for
amphibious operations and are typically watertight

2011 John Cunningham

5150 STAR ARMY: MECHA MADNESS


2

KA-THUD! TEST
(2d6 vs Rep)

TURNS
# D6
PASSED
2

A Combat Mecha may make as many turns and


through any angles desired when active. This is
primarily due to the great maneuverability of the
machines. However, if the Mecha makes two
separate turns during one turn of Activation, it must
roll on the Stumble Table. This is always true, even
if the Combat Mecha has stopped and started in
between each turn.

STUMBLE TEST
(2d6 vs Rep)

# D6
PASSED
2

RESULT
Combat Mecha remains upright and
continues normally. It continues at same
speed making turn without problems.
The Combat Mecha either slips 1d6
sideways in the direction of the turn it
was making, or it slips to left (1-3) or right
(4-6) forty-five degrees and stumbles
1d6 in that direction. It must make a Will
It Stand Test.

RESULT
The Combat Mecha is undamaged by the
fall and may attempt to stand on its next
Action.
The Combat Mecha has been damaged
but can still function. Roll 1d6.
1-3: A weapon has been damaged
and is inoperable. Roll d6 to check
which weapon.
4-6: Drive train damaged, may only
move at half-speed.
Crunch! The Combat Mecha has
been seriously damaged and is out of
action, leaking smoke, oil, and other
less identifiable fluids.

WILL IT STAND TEST


(1d6 vs Rep)
+1REP if Mecha equipped with arms

# D6
PASSED
1

Aahhhh!! The Combat Mecha turns and


then skids away outward from the
direction of the turn by 1d6 and then falls
over or does a face plant. Each crew
member must make a Recover from
Knock Down test. The Combat Mecha
must pass a Will It Stand Test to get up.
The Combat Mecha may also have been
damaged by the fall, so make a KATHUD! check.

RESULT

2011 John Cunningham Two Hour Wargames

If the Combat Mecha is attempting to


stand, the Combat Mecha stands up
and may move and fire during its
Activation as normal.
If the Combat Mecha is attempting to
remain standing, it continues to stand
and may continue its Activation.
If the Combat Mecha is attempting to
stand, it fails to stand. It remains
prone, unable to move or shoot until
another attempt can be made during
the next Activation.
If the Combat Mecha is attempting to
remain standing, it fails and the
vehicle falls prone. The crew must
make a Recover from Knock Down
test.

5150 STAR ARMY: MECHA MADNESS

RUNNING OVER AND THROUGH THINGS

Combat Mechas may run over or around things such


as buildings, trees, non-armored vehicles, tank
traps, trenches, etc. To do so the driver of the
vehicle must declare their actions and roll on the
Combat Mecha Run Over Table.

COMBAT MECHA RUN-OVER TEST


(1d6 vs Rep)

# D6
PASSED
1

RESULT

If traveling at half speed or less, the


Combat Mecha maneuvers around
target with no trouble and continues
through
If traveling at over half speed the
Combat Mecha hangs up on the
obstacle and stops movement. Next
Activation the Combat Mecha will
maneuver around the object and
continue through.
If traveling at half speed or less the
Combat Mecha hangs up on the
obstacle and stops movement. Next
Activation the Combat Mecha will
maneuver around the object and
continue through.
If traveling over half speed, the
Combat Mecha may fall! Driver rolls
on the Stumble Table.

FIRING
Firing weapons is carried out exactly the same way
as outlined in the Vehicle combat rules starting on
page 35 of 5150: Star Army.
Combat Mechas firing Main and Secondary
weapons use the standard Vehicle Ranged Combat
table in SA: 5150 when shooting against vehicles,
and the Combat Mecha Ranged Combat Table when
shooting at Combat Mechas. Firing the Main or
Secondary gun is carried out by first nominating a
target. The gunner then rolls on the appropriate
Table to determine the success of the hit.

SHOOTING AND COMBAT


MECHAS
Combat Mechas are unique in combat. While in
Combat Mecha mode they have legs, arms and
possibly a head, and present a different target profile
from a standard vehicle. They have different
weapons arcs from a vehicle.

in a 45 degree arc making up the front of the


Combat Mecha.
A Combat Mecha with a head can typically
swivel the head up to 90 degrees from side to
side. The head may house weapons, sensors or
crew.
A Combat Mecha with a torso can typically
swivel its upper body area up to 90 degrees
from side to side. Torso mounted weapons may
be fired in a 45 degree arc making up the front
of the Combat Mecha.
Turrets mounted on Combat Mechas have an
arc of fire based on turret placement. So one
located in the top of a Combat Mecha would
have a 360 degree arc, one mounted on the
shoulder of a Combat Mecha could only fire into
an arc that does not pass through any other part
of it.
Arms, typically mounted on either side of the
torso, can rotate to point 45 degrees across the
torso towards the opposite side, and 90 degrees
way from the torso.

If the target is a Vehicle or Infantry, use the


corresponding tables from 5150: Star Army.

If the target is a Combat Mecha roll on the


Combat Mecha Penetration Table.

DAMAGE TO COMBAT MECHAS


Combat Mechas are unique in that they may be hit
while in different modes, Combat Mecha mode or
Vehicle mode, depending on their design. While in
Vehicle mode a Combat Mecha is attacked and
damaged like any other vehicle per 5150: Star Army
rules. But when hit by attacks while in Combat

A Combat Mecha with weapons mounted in the


hull that cannot rotate uses the same facing
rules as Vehicles. These weapons may be fired

2011 John Cunningham Two Hour Wargames

5150 STAR ARMY: MECHA MADNESS


Mecha mode use the Combat Mecha Ranged
Combat and Combat Mecha Damage Results
Tables.

(Taken vs the Penetration Value when the Mecha is


hit)

Combat Mechas may have their arms and legs


targeted and hit in addition to standard turret and
hull locations. Non-penetrating hits will result in a roll
on the Combat Mecha Clank Table.

# D6
PASSED
2

RESULT

MECHA RANGED COMBAT TABLE


(2d6 vs Gunner Rep)
Rep 1 at over 48

# D6
PASSED
2
1

RESULT

Hit Target aimed for.


Miss if target or shooter Fast Moved
Hit other targets if at 12 range or
less.
Otherwise Roll 1d6
Hit Head on 1 (If no Head this is a
Hull/Torso hit)
Hit/Turret/Torso Hull on 3 4 (If Hull
Down then Clank Test)
o If Mecha has a turret roll
additional 1d6; 1-3= Turret,
4-6=Hull
Arm on a 5 (roll left or right arm. If
arm behind cover then Clank Test)
Leg on a 6 (Roll left or right leg. If leg
behind cover then Clank Test)

Miss, target ignores fire.

COMBAT MECHA DAMAGE TABLE

STOMP!

2011 John Cunningham Two Hour Wargames

Head the attack destroys the head


and any weapons or crew placed
there
Turret/Torso/Hull the attack
penetrates the Combat Mecha and
all crew are killed.
Arm shot renders arm useless. Arm
mounted weapons no longer
function. Take Stumble check at 1
to Rep.
Leg shot renders leg useless. Take
immediate Will It Stand check at 2
to Rep. Combat Mecha may no
longer walk but torso may twist up to
90 degrees side to side.
Head the attack disables the head
and may no longer rotate it or use
weapons placed there. Each crew
member must roll a single D6 vs. the
difference. If this passes 1D6, the
crew member is dead, otherwise they
must bail out.
Turret/Hull/Torso The attack
disables the Combat Mecha; it may
no longer move or shoot. Each crew
member must roll a single D6 vs. the
difference. If this passes 1D6, the
crew member is dead, otherwise they
must bail out.
Arm shot Combat Mecha must take
immediate Will It Stand check at
normal Rep. Roll 1d6. Score of 1-3
renders arm-mounted weapon
useless. Any other score jams
weapon for one Activation.
Leg shot Combat Mecha must take
immediate Will It Stand check at 1
to Rep. Roll 1d6. Score of 1 renders
torso-mounted weapon useless. Any
other score jams weapon for one
Activation.

The round fails to penetrate but causes a


Clank Test.

5150 STAR ARMY: MECHA MADNESS


During movement a Combat Mecha may nominate
to stomp on a vehicle or soldier by coming into
contact during an Overrun Attack. Contact is defined
as any part of the bases in contact including tip to
tip. Heres how its done:

The active Combat Mecha must have


enough movement to reach the target.

Both the overrunning vehicle and the target


infantry or vehicle roll 2d6 versus their
respective Reps.

Determine the number of d6 passed and


consult the Stomp Em! Table below to see
what happens.

Immediately carry out the results.

STOMP EM TABLE
#d6 Passed
2+ more than
opponent

1 more than
opponent

Combat Mecha
If target is Infantry, they are
ruthlessly stomped and are
Out of the Fight
If target is Vehicle, the Combat
Mecha plays kick the can
with target. Consult Mech
Impact table for the
Penetration Value of the
Mecha attack.

Same as
opponent

If target is Infantry the Combat


Mecha rolls 1D6 and adds its
Rep for each figure in Contact.
If the roll is an 8 or higher the
target is stepped on and is Out
of the Fight. The Mecha then
moves its remaining distance
through the infantry target.
Target infantry takes a
cohesion test.
If target is Vehicle the Combat
Mecha tries to stomp but
delivers glancing blow. The
Vehicle target takes a Clank
Test.
Go to Close Assault resolution.

Vehicle

Vehicle may fire Main


weapons at the Combat
Mecha and Mecha must
take a Will It Stand Test.

Vehicle may fire


Secondary weapons at
the Combat Mecha, and
Mecha must take a Will
It Stand Test.

Go to Close Assault
Resolution

Modify the number of d6 rolled if any


circumstances apply.

2011 John Cunningham Two Hour Wargames

Infantry
Anti-tank weapons
are allowed to fire
then go to Close
Assault Resolution

Anti-tank weapons
are allowed to fire
then go to Close
Assault Resolution

Go to Close Assault
Resolution

5150 STAR ARMY: MECHA MADNESS


MECH IMPACT TABLE
MECH SIZE

UNARMORED

SB

HB

EXO

BTA

Unarmored

Light

Medium

Heavy

Rep COMBAT MECHA MELEE TABLE


(Looking for Successes)
A score of 1, 2, or 3 is a success
A score of 4, 5, or 6 is a failure

COMBAT MECHA MELEE COMBAT

Modifiers: +1 If armed with


Swords/Claws/Spikes; +2 if armed with Axe or
Chain Saw

MECHA MELEE WEAPON

MODIFIER

Club or Improvised

+1d6

Spikes, Swords or Claws

+2d6

PUNCH OUT! MELEE AND COMBAT


MECHAS

Axe or Chainsaw

+3d6

Given the humanoid design of many Combat


Mechas, they may inevitably clash in heavy metal
hand-to-hand combat. Combat Mecha melee is
carried out when two or more Combat Mechas come
into contact (within a 1 range of a target) via
passed Charging Into Melee test like an Infantry unit
(see 5150: Star Army, page 26) based on the
Reputation of the Mecha. To fight a melee round,
follow a modified form of SA: 5150 hand-to-hand
combat.

Target using Soft Body Armor


or less

+2d6

Target using Hard Body Armor

+1d6

Target using Exo Armor

-1d6

Target using Battlefield Tactical


Armor

-2d6

ARMOR

CIRCUMSTANCE

1. Each Combat Mecha in melee will roll 1d6 for


each point of Rep of the crew.
2. Add or subtract d6 as outlined based on melee
weapon, armor and circumstances that apply.
3. Both sides declare a target (if desired) and roll
their modified total of d6, counting all success,
scores of 1, 2, or 3.
4. Consult the Combat Mecha Melee Results Table
to determine the results of the Melee.
5. All results are immediately applied

2011 John Cunningham Two Hour Wargames

Performing Death from Above

+3d6

Prone

-1d6

In melee with 2+ enemies

-1d6

In melee with 3+ enemies

-2d6

Mecha has no arms

-2d6

5150 STAR ARMY: MECHA MADNESS


successes. The Recon suit declares a head shot
and scores 21 successes, the Support suit declares
he wants to lop off the left arm and scores 4
successes. This means the Support suit scored 2+
more than opponent and hits his desired target, and
will roll on the Mecha Damage table.

COMBAT MECHA MELEE RESULTS TABLE


(Number of Successes)
# SUCCESSES
2+ more than
opponent

1 more than
opponent

RESULT
Winner hits desired target and
rolls on the Combat Mecha
Damage Table. If no target
called, the hit will be randomly
rolled for (see below) against
the Side/Rear armor value.
The enemy Combat Mecha
must also take a Will It Stand
Test.

DETERMINING MECHA DAMAGE


Anytime a Combat Mecha loses a melee the winner
must roll on the Combat Mecha Damage Table. The
winner rolls 2d6 and compares the score to the
Penetration value of the weapon using the Mech
Impact Table.
Example A separatist controlled HAMR Recon suit
loses a round of melee to a Titan Marine HAMR
Support Suit and is hit in the left arm. The Support
suit is a Medium Combat Mecha and is armed with
a Mech Sword. Checking against the Recon suits
Front armor, EXO, gives an Impact of 2.. The
Support suit roles 2d6, scoring a 2 and a 1. This
is a Pass 2d6, which destroys the arm and all
weapons housed there.

Winner rolls 1d6 to see where


they hit their enemy, and then
on the rolls on the Combat
Mecha Damage Table vs
Front armor value to inflict
damage.
Hit Head on 1 (If no Head
this is a Hull/Torso hit)
Hit/Turret/Torso Hull on 3
4 (If Hull Down then
Clank Test)
If Mecha has a turret roll
additional 1d6; 1-3=
Turret, 4-6=Hull
Arm on a 5 (roll left or
right arm. If arm behind
cover then Clank Test)

CONTINUOUS MELEE
If after a round of melee the sides are still in contact
they will fight again on the next phase of Activation
regardless of which side is active. However, the
active player may decide to break off the melee
instead.

Same as opponent

Leg on a 6 (Roll left or


right leg. If leg behind
cover then Clank Test)
All Miss and melee continues
next turn

BREAKING OFF MELEE


Anytime a Combat Mecha is active it may choose to
end the melee and move at least 2 away from the
enemy unless blocked by terrain such as when
having a back to the wall. Once the melee has been
broken off, both sides take an immediate In Sight
check. They may thus be allowed to shoot in the
same turn that they are breaking off the melee.

Example Two HAMR Suits are engaged in melee,


one a captured Recon Mk II suit (Light Combat
Walker, rep 4) and the other a Titan Marine Support
Mk III suit (Medium Combat Walker, rep 4). The
Recon suit is using an improvised weapon, the leg
from a downed Combat Walker, while the Support
suit is using a Mech Sword (giant Katana). The
Recon Suit gets the following number of dice: Rep
level (+4) , Improvised Weapon (+1), Target using
EXO Armor (-1) for 4d6. The Support Suit gets Rep
level (+4); Sword (+2), Target using EXO Armor (-1)
for 5d6 They now roll their dice and count

Example A HAMR Recon suit and a HAMR


Support suit are in hand-to-hand combat. The Recon
Suit becomes active and decides to step back 1.
Both immediately take an In Sight check with the
Support suit counting as stationary.

2011 John Cunningham Two Hour Wargames

5150 STAR ARMY: MECHA MADNESS


THE LEAST YOU NEED TO KNOW

CLOSE ASSAULT VS MECHA CIRCUMSTANCES


MODIFIERS TABLE

All the Combat Mechas in contact in a melee


fight at the same time by rolling dice against
each other.

Melee is influenced by Impact of the weapon


and number of enemies that are being faced.

CIRCUMSTANCE

Figures that fight one round of melee and are


still in contact will fight again the next Activation
regardless of who is activated.

Target Mecha gains the


modifier if they have Secondary
Weapons facing the active
infantry

+1d6

Active Combat Mechas may break off a melee


as desired.

+2d6

All other rules for Combat Mechas are identical


to those found in the Basic Training Vehicles
and Buildings section of the 5150: Star Army
rulebook.

The Target Mecha gets the


modifier if armed with a Melee
weapon
The active Infantry gains the
modifier of they are attacking to
the flank of the target Mecha

+1d6

The active Infantry gains the


modifier of they are attacking to
the rear of the target Mecha

+2d6

The active Infantry gains the


modifier of the target Mecha
does not have arms

+1d6

MAN AGAINST MECH


Active Infantry may attempt to attack Mecha in a
Close Assault. When Close Assaulting the infantry
are trying to disable or destroy the enemy Combat
Mecha per the Close Assault rules in Star Army:5150
(page 36), but using the below Close Assault vs
Mecha Table. Heres how its done:

The active Infantry must have enough


movement to reach the target Mecha.

Both the infantry and the target Mecha roll


2d6 versus their respective Reps.

Modify the number of d6 rolled if any


circumstances apply, consulting the Mecha
Circumstances Modifier Table.

Determine the number of d6 passed and


consult the Close Assault Table (SA:5150,
p36).

Immediately carry out the results.

2011 John Cunningham Two Hour Wargames

10

5150 STAR ARMY: MECHA MADNESS


SAMPLE COMBAT MECHAS
Combat
Mecha
Type

AV

Size

Main Gun

Secondary

Traction

Speed

EXO

Light

Projectile,
Light (RA)

Infantry RL
(RA)

LEG

16/16

Projectile,
Light (LA)

Infantry RL
(LA)

Beam,
Medium
(Torso)

Infantry RL
(RA)

LEG

12/8

Infantry RL
(LA)

Mech Sword

Titan
Marine Mk
II Recon
HAMR Suit

EXO
Titan
Marine Mk
III Support
HAMR Suit

Medium

2011 John Cunningham Two Hour Wargames

11

Notes

The Recon Suit is a


light infantry support
suit and perfect for
both Urban and
Planetary missions.
Available with a
variety of armament
options as required.
The Support Suit is
equipped with a
medium pulse laser
system and light
surface to surface
missile system.
Perfect for combat
missions where a little
more fire power is
needed. Available with
a variety of armament
options as required.

5150 STAR ARMY: MECHA MADNESS


COMBAT MECHA QRS
TABLES
2 KA-THUD! TEST
2

TRANSFORM MECHA TEST

(2d6 vs Rep)

(2d6 vs Rep)
# D6
PASSED
2

# D6
PASSED
2

RESULT
Transformed! The Combat Mecha has
transformed and may continue its next
Action normally in its new movement
mode.
Cranky Machine! The Combat Mecha has
transformed with a few fits and starts,
and may only move half on its next
Action.
Give it a Thump! The Combat Mecha will
not transform properly and is stuck
between modes. The Combat Mecha
may take no Action other than to try and
complete transformation into a chosen
mode of movement.

STUMBLE TEST

The Combat Mecha is undamaged by the


fall and may attempt to stand on its next
Action.
The Combat Mecha has been damaged
but can still function. Roll 1d6.
1-3: A weapon has been damaged
and is inoperable. Roll d6 to check
which weapon.
4-6: Drive train damaged, may only
move at half-speed.
Crunch! The Combat Mecha has
been seriously damaged and is out of
action, leaking smoke, oil, and other
less identifiable fluids.

WILL IT STAND TEST


(1d6 vs Rep)
+1Rep if Mecha equipped with arms

(2d6 vs Rep)
# D6
PASSED
2

RESULT

RESULT

# D6
PASSED
1

Combat Mecha remains upright and


continues normally. It continues at same
speed making turn without problems.
The Combat Mecha either slips 1d6
sideways in the direction of the turn it
was making, or it slips to left (1-3) or right
(4-6) forty-five degrees and stumbles
1d6 in that direction. It must make a Will
It Stand Test.

RESULT

Aahhhh!! The Combat Mecha turns and


then skids away outward from the
direction of the turn by 1d6 and then falls
over or does a face plant. Each crew
member must make a Recover from
Knock Down test. The Combat Mecha
must pass a Will It Stand Test to get up.
The Combat Mecha may also have been
damaged by the fall, so make a KATHUD! check.

2011 John Cunningham Two Hour Wargames

12

If the Combat Mecha is attempting to


stand, the Combat Mecha stands up
and may move and fire during its
Activation as normal.
If the Combat Mecha is attempting to
remain standing, it continues to stand
and may continue its Activation.
If the Combat Mecha is attempting to
stand, it fails to stand. It remains
prone, unable to move or shoot until
another attempt can be made during
the next Activation.
If the Combat Mecha is attempting to
remain standing, it fails and the
vehicle falls prone. The crew must
make a Recover from Knock Down
test.

5150 STAR ARMY: MECHA MADNESS


1

COMBAT MECHA RUN-OVER TEST

MECHA RANGED COMBAT TABLE


(2d6 vs Gunner Rep)
Rep 1 at over 48

(1d6 vs Rep)
# D6
PASSED
1

RESULT

# D6
PASSED
2
1

If traveling at half speed or less, the


Combat Mecha maneuvers around
target with no trouble and continues
through
If traveling at over half speed the
Combat Mecha hangs up on the
obstacle and stops movement. Next
Activation the Combat Mecha will
maneuver around the object and
continue through.
If traveling at half speed or less the
Combat Mecha hangs up on the
obstacle and stops movement. Next
Activation the Combat Mecha will
maneuver around the object and
continue through.
If traveling over half speed, the
Combat Mecha may fall! Driver rolls
on the Stumble Table.

BROKEN GROUND TEST

RESULT
Hit Target aimed for.
Miss if target or shooter Fast Moved
Hit other targets if at 12 range or
less.
Otherwise Roll 1d6
o Hit Head on 1 (If no Head
this is a Hull/Torso hit)
o Hit/Turret/Torso Hull on 3 4
(If Hull Down then Clank
Test)
If Mecha has a turret
roll additional 1d6; 13= Turret, 4-6=Hull
o Arm on a 5 (roll left or right
arm. If arm behind cover
then Clank Test)
o Leg on a 6 (Roll left or right
leg. If leg behind cover then
Clank Test)
Miss, target ignores fire.

(2d6 vs Rep)
# D6
PASSED
2
1

RESULT
The Combat Mecha continues as normal.
Check again with another roll on the
Combat Mecha Run Over Table to see if
the Combat Mecha is bogged or hung-up
on terrain.
Doh! The Combat Mecha trips on an
obstacle, make a Stumble check.

MECHA COMBAT TESTS


2011 John Cunningham Two Hour Wargames

13

COMBAT MECHA DAMAGE TABLE

5150 STAR ARMY: MECHA MADNESS


(Taken vs the Penetration Value when the Mecha is
hit)
# D6
PASSED
2

(Looking for Successes)


A score of 1, 2, or 3 is a success
A score of 4, 5, or 6 is a failure

RESULT

Rep COMBAT MECHA MELEE TABLE

Head the attack destroys the head


and any weapons or crew placed
there
Turret/Torso/Hull the attack
penetrates the Combat Mecha and
all crew are killed.
Arm shot renders arm useless. Arm
mounted weapons no longer
function. Take Stumble check at 1
to Rep.
Leg shot renders leg useless. Take
immediate Will It Stand check at 2
to Rep. Combat Mecha may no
longer walk but torso may twist up to
90 degrees side to side.
Head the attack disables the head
and may no longer rotate it or use
weapons placed there. Each crew
member must roll a single D6 vs. the
difference. If this passes 1D6, the
crew member is dead, otherwise they
must bail out.
Turret/Hull/Torso The attack
disables the Combat Mecha; it may
no longer move or shoot. Each crew
member must roll a single D6 vs. the
difference. If this passes 1D6, the
crew member is dead, otherwise they
must bail out.
Arm shot Combat Mecha must take
immediate Will It Stand check at
normal Rep. Roll 1d6. Score of 1-3
renders arm-mounted weapon
useless. Any other score jams
weapon for one Activation.
Leg shot Combat Mecha must take
immediate Will It Stand check at 1
to Rep. Roll 1d6. Score of 1 renders
torso-mounted weapon useless. Any
other score jams weapon for one
Activation.

COMBAT MECHA MELEE COMBAT


MECHA MELEE WEAPON

MODIFIER

Club or Improvised

+1d6

Spikes, Swords or Claws

+2d6

Axe or Chainsaw

+3d6

ARMOR
Target using Soft Body Armor
or less

+2d6

Target using Hard Body Armor

+1d6

Target using Exo Armor

-1d6

Target using Battlefield Tactical


Armor

-2d6

CIRCUMSTANCE
Performing Death from Above

+3d6

Prone

-1d6

In melee with 2+ enemies

-1d6

In melee with 3+ enemies

-2d6

Mecha has no arms

-2d6

COMBAT MECHA MELEE RESULTS TABLE


(Number of Successes)

The round fails to penetrate but causes a


Clank Test.

# SUCCESSES
2+ more than
opponent

RESULT
Winner rolls on the Combat Mecha
Damage Table vs Side/Rear armor
value to inflict damage. Loser
takes a Will It Stand Test.

1 more than
opponent

Winner rolls on the Combat Mecha


Damage Table vs Front armor
value to inflict damage
All Miss and melee continues next
turn

Same as
opponent
2011 John Cunningham Two Hour Wargames

14

5150 STAR ARMY: MECHA MADNESS


STOMP EM TABLE
#d6 Passed
2+ more than
opponent

1 more than
opponent

Combat Mecha
If target is Infantry, they are
ruthlessly stomped and are
Out of the Fight
If target is Vehicle, the Combat
Mecha plays kick the can
with target. Consult Stomp Em
Impact table for the
Penetration Value of the
Mecha attack.

If target is Infantry the Combat


Mecha rolls 1D6 and adds its
Rep for each figure in Contact.
If the roll is an 8 or higher the
target is stepped on and is Out
of the Fight. The Mecha then
moves its remaining distance
through the infantry target.
Target infantry takes a
cohesion test.
If target is Vehicle the Combat
Mecha tries to stomp but
delivers glancing blow. The
Vehicle target takes a Clank
Test.
Go to Close Assault resolution.

Same as
opponent

Vehicle

Vehicle may fire Main


weapons at the Combat
Mecha and Mecha must
take a Will It Stand Test.

Vehicle may fire


Secondary weapons at
the Combat Mecha, and
Mecha must take a Will
It Stand Test.

Go to Close Assault
Resolution

Infantry
Anti-tank weapons
are allowed to fire
then go to Close
Assault Resolution

Anti-tank weapons
are allowed to fire
then go to Close
Assault Resolution

Go to Close Assault
Resolution

STOMP EM IMPACT TABLE


MECH SIZE

UNARMORED

SB

HB

EXO

BTA

Unarmored

Light

Medium

Heavy

Modifiers: +1 If armed with Swords/Claws/Spikes; +2 if armed with Axe or Chain Saw

2011 John Cunningham Two Hour Wargames

15

You might also like