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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.
METAL GIANTS
COMBAT MECHA
ARMOR
MAIN GUN
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.
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.
SPEED
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
(2d6 vs Rep)
# D6
PASSED
1
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
RESULT
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
KA-THUD! TEST
(2d6 vs Rep)
TURNS
# D6
PASSED
2
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.
# D6
PASSED
1
RESULT
# D6
PASSED
1
RESULT
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.
# D6
PASSED
2
RESULT
# D6
PASSED
2
1
RESULT
STOMP!
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
Vehicle
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
UNARMORED
SB
HB
EXO
BTA
Unarmored
Light
Medium
Heavy
MODIFIER
Club or Improvised
+1d6
+2d6
Axe or Chainsaw
+3d6
+2d6
+1d6
-1d6
-2d6
ARMOR
CIRCUMSTANCE
+3d6
Prone
-1d6
-1d6
-2d6
-2d6
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.
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
CIRCUMSTANCE
+1d6
+2d6
+1d6
+2d6
+1d6
10
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
11
Notes
(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
(2d6 vs Rep)
# D6
PASSED
2
RESULT
RESULT
# D6
PASSED
1
RESULT
12
(1d6 vs Rep)
# D6
PASSED
1
RESULT
# 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
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.
13
RESULT
MODIFIER
Club or Improvised
+1d6
+2d6
Axe or Chainsaw
+3d6
ARMOR
Target using Soft Body Armor
or less
+2d6
+1d6
-1d6
-2d6
CIRCUMSTANCE
Performing Death from Above
+3d6
Prone
-1d6
-1d6
-2d6
-2d6
# 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
Same as
opponent
2011 John Cunningham Two Hour Wargames
14
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.
Same as
opponent
Vehicle
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
UNARMORED
SB
HB
EXO
BTA
Unarmored
Light
Medium
Heavy
15