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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 7
Razor 8
TABLE OF CONTENTS Razor Mental Blast 8
Xeog 8
PROLOGUE 1 Zhuh-Zhuh 8

INTRODUCTION 1 AGE 9
Play with Other Games 1 Getting Older 9
Word of Advice 1
Your Role in the Game 1 REPUTATION 9
Decreasing Rep d6 9
NEEDED TO PLAY 2 Recovering Lost Rep 9
The Dice 2
Passing Dice 2 ATTRIBUTES 10
Scoring Successes 2
Basic Attributes 10
Reading and Adding the Dice 2
Stars 10
Possibilities 2
Grunts 10
1/2d6 2
Random Attributes 10
How Many d6 2
Alien Attributes 11

TABLES 3 ARMOR 11
Why So Many? 3
Soft Body 11
Stop! 3
Hard Body 11
Exo-Armor 11
TRACKING INFO 3 Spacesuits 11

WHAT’S YOUR STORY? 3 WEAPONS 11


Home World 4 Stop! 11
Class 1 4
Class 2 4
SO YOU WANT TO BE A SPACE MARINE? 12
Class 3 4
Special Rules 4 Just Sign Me Up! 12
Where Located? 4 Terms of Service 12
Rings and Things 4 On Campaign 12
Social Standing 4 Off Campaign 12
FYI 4 Fame Points & Promotion 12
Background Attribute 4 Rising in Rank 13
Profession 5 Where Posted? 14
Family Ties 5 Busted 14
Parents 5 Fame Points & Retirement 14
Siblings 5 Shaker, City Center; What? 15
Spouse 5
CAREER CHANGE 15
DEFINING CHARACTERS 5 Mustering Out 15
Star or Grunt 5 Now What Do I Do? 15
Star Advantages 6 Sorry, We Need You Back! 16
Star Power 6 Re-Upping 16
Free Will 6 What About My Stuff? 16
Stop! 6 Weapons and Gun Running 16
Now What? 17
Stop! 17
RACE 6
Basic 7
Grath 7
© 2017 John Cunningham & Ed Teixeira – Two Hour Wargames 2/2/2017

TOC & INDEX OF TABLES


5150: STAR MARINE
INTERACTION 18 DAMAGE 26
Obviously Dead 26
CHALLENGE 18 Check for Dead Test 26
NPC Challenge 19 Out of the Fight 26
Vacuum & Hostile Atmosphere 26
-1 to Rep 26
YOUR SQUAD 19
Stacking Damage 27
Forming Your Squad 19 Medics 27
Medics – Who Has Them? 27
THE LISTS 19 Recovering Out of the Fight Figures 27
Using the Lists 19 Auto-Kill or Capture 27
Unit Organization – Squad 19
Higher Unit Organization 20 MELEE 27
Grath 20 Getting Your Suit Punctured is a Bad Idea 28
Platoon Leader Section 20
Support Weapons 20
WILL TO FIGHT 29
Generating the Grunts 20
Free Companies 20 Leave the Table 29
Gaea Prime: PDF 20
Gaea Prime: Planet Militia 20 RECOVERY 29
Gaea Prime: Rebels 21 Stop! 30
Gaea Prime: Star Marines 21
Hishen Empire: Grath 21
Hishen Empire: Infantry 21
AFTER THE MISSION 30
Hishen Empire: Marines 21 Medals of Valor 30
Pirates 21 Pay the Piper 31
Razor 21 Replacements 31
Starship Crew 22 Replacing Leaders 31
Xeog 22
Zhuh-Zhuh: Assault Troops 22 TERRAIN 32
Zhuh-Zhuh: Infantry 22 Stop! 32
Zhuh-Zhuh: Marines 22
FM 5150 – SVBSS 32
LEADERS 22
Traveling the 5150 Universe 32
Leader Functions 22 Rings, Sectors & Planets 32
Assuming Command 22 Rings and Jump Points 32
Permanent or Temporary Promotion 22 Who Owns What Rings? 33
Stop! 23 Sector Hopping 33
Planet Hopping 33
TURN SEQUENCE 23
Active 23 HOME BASE 33
Missions at Your Home Base 33
SHOOTING 23 Deployment 34
Targeting 23
Cover 24 BIG EVENTS 34
How to Shoot 24 Natural Disaster 34
Zero-Gravity 25 Piracy 34
Shooting Damage 25 Unrest 34
Duck Back 25 War 34
Return Fire 25 What Ring, Sector and Planet 34
Stop! 25
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 35 Setting Up the Game 48
Shifting Morale 35 Playing the Game 48
Ending the Campaign 35 Companionship 49
Fight On 36
Control or Contest 36 CONFRONTATION 49
Conquering a Planet 36
Fist Fight 50
Stop! 37
Grunt Availability 50
You‟re Caught! 50
MISSIONS 37 Stop! 51

BOARDING ACTION 37 GETTING STARTED 51


Resolving Contact 38 Monthly Turn Sequence 52
Rescuing Prisoners & Slaves 38
Activate Anti-Boarding Measures! 39
PREVIEW 52
Hack It! 39
Lock Down 39 Incident at Phoebe VII 52
Power Down 39 Resolving Contact 53
“Shake „n Bake” 39 Pods 53
Depressurization 39 Xenos 54
Self-Destruct 40 Civilians 54
Run For It! 40 Questioning Civilians 54
After Contact 40 Rescuing Civilians 54
Marine Detachments 40 Exploding Civilians 54

DEFEND 41 TABLETOP COMBAT 55


Resolving Contact 41 Generating Terrain 55
Artillery Barrage 41 Terrain & Scenery 55
Mortar Attack 41
Sniper Attack 41 STRUCTURES 56
Defining Structures 56
ESCORT 42 Revealing Structures 56
Who‟s Being Escorted? 42 Combat 56
Resolving Contact 43 Shooting From Structures 56
Mine Field 43 Shooting at Occupants 56
Mortar Attack 43 Entering and Exiting 56
Sniper Attack 43
MOVEMENT 57
RAID 44 Crossing Obstacles 57
Resolving Contact 44 Fast Movement 57
Sniper Attack 44 Zero-G Movement 57
Questioning 45 Free Falling 57

RESCUE 45 PEFS 58
Resolving Contact 45 PEF Movement 58
Mine Field 46 Resolving PEFs 58
Sniper Attack 46
GRENADES 59
CAROUSING 46
Contact Carousing 46 CONTACT TABLES 59
Grunt Availability 47 Combat 59
Civilian Grunts 47
Interaction 48
Gamble 48
© 2017 John Cunningham & Ed Teixeira – Two Hour Wargames 2/2/2017

TOC & INDEX OF TABLES


5150: STAR MARINE
NON-PLAYER FRIENDLY FORCES 60
NPF Movement 60
Who‟s in Charge 60

THE 5150 UNIVERSE 60

GAEA PRIME 60
Planetary Militia 60
Planetary Defense Force 60
Star Army 61
Star Marines 61
ISS 61
Symons 61

REBELS 61

FREE COMPANIES 61

HISHEN EMPIRE 62
Grath 62

BUGS 62

ZHUH-ZHUHS 63

CURRENT EVENTS 63
Gaea Prime‟s Place 63
The Hishen Threat 63
Upsetting the Balance 63
Freedom Fighters or Pawns? 64

BUGS & XENOS 65


Xenos 65
Bugs 65

MODIFIED BIG EVENTS 65


Xeno or Bugs Outbreak 65
Xeno/Bugs and Your Missions 65
Special Attack 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
INDEX OF TABLES Melee, 28, 74
Action, 23, 71 Movement, 57
Anti-Boarding Measures, 39 Next Mission – Natural Disaster, 36
Attributes, 10 Next Mission – Piracy, 36
Background, 3 Next Mission – Unrest, 36
Big Event – What Ring, 34 Next Mission – War, 36
Busted, 51 Pay the Piper, 31
Campaign Info Sheet, 67 PEF Movement, 58
Campaign Morale, Shifting, 35 PEF Resolution, 59
Campaign Morale, Starting, 35 Posted, Where, 14
Challenge Test, 18, 69 Rank, 14
Character Journal, 67 Recovery, 29, 74
Check for Dead, 26, 73 Replacements, 31
Companionship, 49, 70 Retirement, 14
Contact – Boarding Action, 38 Review Board, 13
Contact – Carousing, 47 Self-Destruct, 40
Contact – Defend, 41 Ship Specifications, 40
Contact – Escort, 43 Shooting Damage, 25, 73
Contact – Gaea Prime, 59 Shooting, 24, 73
Contact – Hishen Empire, 59 Shopping List, 17
Contact – Phoebe VII, 53 Structures, 56, 59
Contact – Raid, 44 Who Are They, Carousing, 47, 70
Contact – Rescue, 46 Who Are They, Escort, 43
Contact – Zhuh-Zhuh, 59 Who Are They, Preview, 54
Deal, 17 Who Are They, Raid, 45
Discharge, 15 Whose Ring Is It Anyway, 33
Fame Points, Gaining, 13 Will to Fight, 29, 74
Fist Fight, 50, 70 Zero-G Movement, 57
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
PROLOGUE little game. No two games will ever play out the same.
We‟ve made the game simple by using only a few things
The starkly sunlit, slowly rotating form of the battered to define the Characters. Easy to use and memorized
Hishen light cruiser came into view as the Star Marine tables, with only a handful of modifiers, make game play
boarding team approached using their maneuvering fast.
packs. The smooth durasteel skin was marred by a crazed
patchwork of laser burns, projectile craters, exposed PLAY WITH OTHER GAMES
girders, pipes and wires.
5150: Star Marine is compatible with all of our other
“Alright squad, this Hishen ship was supposed to have 5150 titles. You can use any of the games listed below to
been blown up by its crew when the Star Navy caught it take your Star into other adventures. Here‟s a list:
skulking around after the disaster on the local Colony
world and gave it the treatment – but it’s still in one RPG LITE: ADVENTURES IN NEW HOPE CITY
piece, more or less. We’re hoping that the crew was killed  5150 Urban Renewal.
and systems damaged that shorted out their self-destruct  5150 Fringe Space.
system. So at a minimum the power’s out, so it’s Zero-G  5150 Back Alley Bright Lights.
conditions inside. First Section is with me, we’ll take the  5150 Alien Fight Night.
main airlock. Chu, you have Second Section with
 5150 NHC PI.
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 MILITARY: GROUND COMBAT
in the hull. The primary objective is the bridge and open  5150 Star Army 2nd Tour.
computer access – grab any intel we can get and bug out.  5150 Platoon Leader.
Jenkins, look alive with that Plasma Gun, you’re our  5150 Battalion Commander.
primary support!”  5150 First Contact.

“Roger that, Sarge.” For more information, check out our website.
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, WORD OF ADVICE


bringing his Plasma Gun to bear as the staccato flash of a
We recommend using the Stop Boxes located in the book.
Hishen ZQ-32R support machine gun strobed through
These will review what you have learned and may have
space…
short exercises as well.
If you have a question about the rules, just keep reading,
INTRODUCTION as the answer will be coming along shortly.
However, if you can‟t find the answer check out the THW
5150: Star Marine is self-contained game that lets you Forum link below for answers to questions and free
take on the role of a Star Marine, and lead your downloads.
Characters and soldiers into combat and actions in http://site.twohourwargames.com/forum/index.php
floating space hulks, airless moons, and planets with an
atmosphere so nasty you‟ll be dead if your suit is You can expect a response within 24 hours.
breached.
It‟s an easy game to play. This makes it easy to learn and YOUR ROLE IN THE GAME
easy to teach. It‟s easy, but it‟s also fun. It‟s easy, but You start as a Private in the Star Marines. As your Story
also a challenge. It‟s perfect for when you want to spend evolves, using the Campaign and Mission rules (which
less time setting up the game than actually playing it. generate adventures on the fly for your Star), you will
5150 Star Marine is aimed at the casual or new gamer have the chance to get promoted to a higher rank. Your
with little or no experience, but don‟t underestimate it. goal is to rise to be one of the top Brass of your Star
It‟s perfect for playing solo or on the same side with your Faction‟s military, bringing glory to your Star Faction
along the way. That; and stay alive.
© 2017 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES

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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
 Six-sided dice, also known as d6. It is best to
means there is a chance of that event happening based on
have at least six of these and the more you have,
a 1d6 roll.
the quicker games will play.
 We‟ve provided counters, but you can also play Example – Squads consist of a Sergeant, a Corporal, and
with any combination of metal, plastic or paper 4 Privates. They can be Privates (1 – 5) or Privates 1st
figures in a consistent scale of your choice. Class. I roll4d6 and score a 1, 2, 2 and 6. I have 3
These are the same ones used in 5150 Star Army Privates and 1 Private 1st Class.
2nd Tour and can be used in other 5150 rules as
well.
1/2 D6
 A flat bit of table space.
Occasionally you will be asked to roll 1/2d6. Here's how
we do it:
THE DICE
 Roll 1d6.
During the game, you will be asked to roll dice in a  (1 – 2) = 1.
variety of ways. They are:  (3 – 4) = 2.
 Passing Dice.  (5 – 6) = 3.
 Successes. Example – I roll 1d6 and score a 3, this converts to a
 Reading and Adding the Dice. 1/2d6 score of 2.
 Possibilities.
 1/2d6.
HOW MANY D6
PASSING DICE 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:
To pass dice roll a number of d6 and compare each die
score individually to the Target Number. The Target  When there is a number, roll that many d6.
Number can be Reputation (page 9) or something entirely  When there is a word, like Rep, roll 1d6 for each
different. point of that word.
 With certain applicable modifiers, the number of
 If the score is equal or less than the Target
d6 rolled will be increased or decreased.
Number, the d6 has been passed.
 If the score is higher than the Target Number, Example – I see a 2 in the upper left-hand corner of the
the d6 has not been passed. Action Table (page 73) so will roll 2d6.
 You can pass 2, 1, or 0d6 when the dice are
rolled in this manner.
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:
 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

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5150: STAR MARINE

TABLES WHAT‟S YOUR STORY?


Wherever possible all the tables that you will usually use In this section we generate your Backstory. How you got
during the game have been grouped together in the back to where you are. If you don’t want so much detail, just
of the book. 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).
WHY SO MANY?
Before you go to the Character generation process you
Your 5150: Star Marine games can be as simple or as can choose to generate a Backstory for your Star. Here‟s
detailed as you like. For those that want a quick pickup how we do it:
game, just use the basic rules (page 23). If you want a
Campaign, use the numerous tables that are provided.  Consult the Background Table.
5150: Star Marine is like a toolbox, you may not need all  Roll 2d6 and add the results together.
the tools, but they are there if you do!  Go down the left-hand column to the appropriate
row.

STOP!  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 SOCIAL BACKGROUND PROFESSION FAMILY TIES


WORLD STANDING ATTRIBUTE
2 1/1/2d6/1d6 3 Charismatic Entertainer One (1 – 3) or two (4 – 6) Parents (1)
3 1/1/2d6/1d6 1 Dim Ganger 1/2d6 Siblings (1)
4 1/1/2d6/1d6 2 Coward Office Worker Spouse
5 2/1/2d6/1d6 3 Crack Shot Bounty Hunter One (1 – 4) or two (5 – 6) Parents (1)
6 2/1/2d6/1d6 1 Initiative Thief 1/2d6 Siblings (1)
7 2/1/2d6/1d6 2 Drunkard Manufacturing Spouse
8 2/1/2d6/1d6 3 Initiative Trader 1 Sibling (1)
9 3/1/2d6/1d6 3 Rage Bounty Hunter No Family
10 3/1/2d6/1d6 2 Charismatic Service Industry 1/2d6 Siblings (1)
11 3/1/2d6/1d6 2 Slow to React Manufacturing No Family
12 3/1/2d6/1d6 1 Drunkard Smuggler No Family
(1) Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

© 2017 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES

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5150 STAR MARINE
 Next roll 1/2d6 to determine the Ring it is
HOME WORLD located in.
Planets are divided by Class. We use Classes to give the  Next roll 1d6 to determine the Sector it is
player a “snapshot” of what the world is like. Planets are located in.
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
CLASS 1: Planet. I roll a 1/2d6 and score a 3 then 1d6 and score a
A “Garden Planet” within the Goldilocks Zone of a Star, 5. My Home World is a Class 2 Planet located in the 3 rd
with liquid water, breathable atmosphere, and a rich Ring in its 5th Sector.
diversity of biomes. Gaea Prime is a Class 1 Planet.
RINGS AND THINGS
CLASS 2: Let‟s go over some simple basics. The 5150 Universe is
A “Desert Planet” at the inner or outer edge of the divided into Nine Rings that contain 6 Sectors each with a
Goldilocks Zone of a Star. Typically with a breathable large number of Planets in each Sector. All you really
atmosphere, but plagued either by blazing hot or freezing need to know is Gaea Prime (the human “good guys”)
cold most of a planetary year, and a more limited range of control Rings 1 through 3 with the rest being “disputed”.
biomes (sandy desert, snowy, water, etc.). The Planet Need more info? Check out the Rings, Sectors, and
“New Hope” (5150: Urban Renewal) is a Class 2 Planet. 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
A “Dome Planet” that requires breathing gear and some to a high of 5. The number is based upon the Character‟s
light protective clothing in order to survive when outside. Profession. Social Standing comes into play during
These can range from “young” planets with a harsh CO2 Interaction (page 48) and is used in other THW rules.
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 FYI
on either extreme…if it ain‟t lichen on rocks it‟s likely to There are 5 Profession Classes. Here they are with their
be some nasty bug creature that looks like a walking corresponding Social Standing and sample background
nightmare. Professions:
SPECIAL RULES  Movers – 5.
 Shakers – 4. (Entertainer)
Class 3 Planets have some special rules that represent a
variety of challenges. Here‟s how we do it:  Exotics – 3 (Bounty Hunter, Trader)
 Ordinary Joes – 2. (Office Worker,
 If a Character is outside of the Dome, wearing a Manufacturing, Service Industry)
Spacesuit because all Class 3 Planets are vacuum  Criminal Element – 1. (Thief, Ganger,
or have a hostile atmosphere, and suffers an Out Smuggler)
of the Fight result, it is converted to an
Obviously Dead result. Note that your Social Standing will change when in the
 Grath never need to wear Spacesuits, so are not military – you‟re a Private – Social Standing 2.
affected by the previous rule.
BACKGROUND ATTRIBUTE
WHERE LOCATED? This is the one Attribute that you gained in your life due
You will need to find out where your Home World is to your past life. Add this one to any other Attributes you
located. Your Home World will be located in one of the gain.
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
Spouses may have a continuing influence on the
This is the job that you had before enlisting. It‟s the major
Character. Here‟s how we do it:
influence on your Social Standing and can come in handy
here and in other 5150 rules.  Roll 1d6.
 If score a 1, the Character gains 1 Fame Point
 Your Profession gives you a Professional Skill
(page 12) at the start of every Campaign Month
that can provide a bonus when Interacting (page
(page 35) until it drops in Rep. Then the Fame
69) and taking a Challenge (page 69).
Point is no longer collected.
 Feel free to also use the expanded Professions in
5150 Fringe Space (page 15).  If score a 2 or 3, the Character gains 5 Fame
Points (page 12) at the start of the first Campaign
Example – Sgt. Chu is trying to influence a Non-Player Month (page 35).
Character while trying to recruit in a bar, and decides  If score a 4 or 5, the Character loses 3 Fame
that she’ll use her Entertainer Professional Skill. She Points (page 12) at the start of the first Campaign
hops up on stage and plays a set with the band, wowing Month (page 35).
the possible recruits. She adds +1d6 to her Interaction  If score a 6, the Character gains one Decreasing
with the NPC and to the Challenge – recruiting the NPC. Rep d6 (page 9) at the start of the first Campaign
Month (page 35).
FAMILY TIES
We use Family Ties to see if the Character has family that DEFINING CHARACTERS
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
Parents may have influenced the Character growing up. that are defined in the following ways.
Here‟s how we do it:
 Is it a Star or a Grunt?
 Roll 1d6 for each Parent.  What is its Race?
 If score a success (1, 2, or 3), the Character gains  What is its Backstory?
5 Fame Points (page 13) at the start of the first  What is its Age?
Campaign Month (page 35).  What is its Profession?
 If score a failure (4, 5, or 6), the Character gains  What is its Reputation?
1 Decreasing Rep d6 (page 9) at the start of the  What kind of Armor is it wearing?
first Campaign Month (page 35).  What kind of Weapon does it have?

SIBLINGS
Siblings may have had an influence on the Character.
STAR OR GRUNT
Here‟s how we do it: We use two types of Characters, called Stars and Grunts.
 Roll 1d6 for each Sibling to see if they are male  STAR – This Character represents you, the player.
(1, 2, or 3) or female (4, 5, or 6) We suggest your Star begins with a Reputation
 Roll 1d6 for each Sibling to see if they help or of 5.
hinder your Character.  GRUNTS – Also known as Non-Player Characters
 If score a success (1, 2, or 3), the Character gains (NPCs). These Characters do not represent a
2 Fame Points (page 12) at the start of the first player. They may be friends or foes and are
Campaign Month (page 35). controlled by the game mechanics.
 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).

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


5
5150 STAR MARINE
STAR ADVANTAGES
As a Star in 5150 Star Marine you have two important
STOP!
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
Star Power is the ability of a Character to ignore normally located? Your Home World determines your starting
disabling damage. Here‟s how we do it: Social Standing (page 4), gives you an Attribute (page 10)
as well as your Profession. How do you determine your
 Stars start each Mission (game) with 1d6 of Star
Family Ties?
Power for each point of Rep. So a Rep 5 Star
starts with 5d6 Star Power. There are 3 Classes of Planets. You‟ll need a Spacesuit on
 Whenever a Star takes damage, it rolls its current a Class 3 when wandering outside.
Star Power d6. Read each d6 as rolled.
Your Character is a Star. All other Characters are called
 Any result of 1, 2, or 3 reduces the damage Grunts and run by the game mechanics.
by one level.
 Any result of 4 or 5 means the damage stays There are two Star Advantages. Review how they work.
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. RACE
Damage is reduced in the following ways:
 An Obviously Dead result becomes an Out of the Race is the physical being while Faction is their occupation
such as Pirate.
Fight result.
 An Out of the Fight result from shooting In the 5150 Universe, there are an infinite number of
becomes a Duck Back result, the lowest you can Races. In 5150: Star Marine, we use the following races
score when being shot. that you‟re likely to see in the Service and as military
 An Out of the Fight result in Melee becomes a -1 adversaries:
Rep result, the lowest you can score when in
 Basic (Ba)
melee.
 Grath (G)
It is possible to reduce damage by multiple levels if you  Hishen (H)
roll several results of 1, 2, or 3.  Razor (R)
Example: A Star with a Rep of 5 is hit by gunfire. He  Xeog (X)
takes one Obviously Dead result. The player rolls one d6  Zhuh-Zhuh (Z)
per point of the Star’s Rep or 5d6 in this case. Now let‟s go into a bit more detail on each Race. Not too
 The results are 2, 2, 3, 5, and 6. much, just enough to give you an idea of whom they are.
 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.

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5150 STAR MARINE
BASIC HISHEN

Hishen are known for being slave traders, unemotional,


with no regard for life (they leave their wounded on the
“Gaea Prime is Mother. From her good graces the known battlefield yet risk their lives to capture prisoners).
worlds were populated. We are all her children and from Inhabitants of the 4th through 6th Rings, the Hishen are
her all that is good flows. Honor thy Mother.” the most technologically advanced of all the Clone Races.
Slightly less than human size these gray skinned beings
So goes the Mantra of the civilization known as Gaea
are the bane of freedom. The sole purpose of the Hishen
Prime. The premise is that from the randomness of the
Empire is to expand their domain and control any and all
Abyss Gaea brought order. And it is the duty of the
races they meet. To this end they have perfected the art of
children of Gaea to continue to bring order to all they
entrapping and enslaving all they come into contact with.
encounter. It is to this end the Gaea Prime armed forces
have evolved. Bringing “order from chaos” requires a Hishen slave fleets routinely search out new races to feed
variety of forces – in this case the Star Marines. 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
GRATH Razor and 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
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5150 STAR MARINE
RAZOR XEOG

Razors encountered outside of New Hope are usually With naturally enhanced bio systems and strength, female
Leaders of Hishen mercenaries or Slavers. However, Xeogs strike a stunning pose. Tall and slender these divas
Razors have been working more and more with Basics as are not afraid to use whatever wiles are at their disposal to
well as working independently. The Razors have a further their aims, have an appetite for everything and are
complex sensory system that allows them to process info insatiable in many ways.
and react at an amazing speed. Think of the chess player
Xeogs come in two shades the basic green and a bright
of antiquity that could see ten moves ahead. They appear
shade of blue. The greens appear to be younger and less
to be self-sufficient and need little to sustain life.
experienced, staying closer to their Home World. The
Unsubstantiated rumours link Razors to cannibalism.
blues, as they are often referred to, usually “go rogue”.
Witnesses report the ability of the Razors to focus a You will encounter these rogues most of the time.
mental blast that can cause severe pain and even death in Surprisingly, there are Xeogs in the Gaea Prime Space
some cases. Marines!

RAZOR MENTAL BLAST ZHUH-ZHUH


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:
 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 Zhuh-
Zhuhs, 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.

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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
Time to determine the age of your Character and for
of a Character‟s overall quality. Both Stars and Grunts use
simplicity we include Aliens in the aging process,
Rep. There are three possible starting levels of
regardless of their theoretical life expectancy. Here‟s how
Reputation:
we do it:
 REP 5 – These are confident Characters of
 Choose a birthday for your Character.
numerous successful Missions.
 Roll 1/2d6 and multiply the result by 10.
 REP 4 – These are experienced Characters that
 Roll 3d6 and add the results together. have performed well in previous Missions.
 Add the two results – this is your age. Not happy  REP 3 – These are inexperienced Characters with
with it? No worries; choose your age. little experience, training, or desire.
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 Stars start with a Rep of 5.
2, 3 and 6, that’s 11. Added together, Billy is 31 years
old. DECREASING REP D6
As a Rep 5 Star you are at the top of your game. Your
GETTING OLDER goal is to keep it there. When things go badly for you,
In 5150 Star Marine your Character will age. Nothing your Rep could go down. Here‟s how your Rep could go
dramatic; but aging is inevitable none the less. Here‟s down:
how we do it:  If you received a result of Out of the Fight (page
 The Rep of the Character at age 55 is the 26), you gain 1 Decreasing Rep d6.
maximum Rep it will have for the rest of its life.  If you scored one or more results of Leave the
 Starting at age 55, every Campaign Year, on the Table (page 29) during the Mission you receive 1
Decreasing Rep d6.
 Character‟s birthday roll 1d6 versus its current
Rep.  If you used one or more Star Power d6 you
 If the result is higher than the Rep, or a 6, receive 1 Decreasing Rep d6.
reduce the Rep by one level as if gaining 1 At the end of the Mission (page 37), the Character rolls all
Decreasing Rep d6. of its Decreasing Rep d6.
 Starting at age 60, every Campaign Year, on the
Character‟s birthday, roll 1d6 versus its current  If the score is one or more “1‟s”, your Rep will
Rep. go down one level regardless of its current level.
This can be attributed to stress, illness, or
 If the result is higher than the Rep, or a 6,
anything else you decide it to be.
reduce the Rep by one level as if gaining 1
Decreasing Rep d6.  You can never have a Rep lower than “3”.
 Regardless of what the Character does from  Any other result and you are fine.
age 60 on, its Rep cannot be recovered.
 If the Rep ever reaches “0”, the Character has RECOVERING LOST REP
died. You‟ll want to retire way before this Can you recover any point of Rep that you lost? Yes you
happens. can and it‟s easy. At the end of any Mission where you
did not gain any Decreasing Rep d6, your Rep increases
Example – Figaro Jones turns 55 and has a Rep of 5. I by one point.
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
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5150 STAR MARINE
ATTRIBUTE TABLE 1
ATTRIBUTES # BASIC ATTRIBUTE
The effects of an Attribute may be different than found in other 1 Born Leader: When taking a Will to Fight Test they
THW titles. Don’t worry; use the appropriate effect for each receive a +1d6 bonus. Counts a +1d6 bonus when in
Attribute based on the rules you’re using front of the Review Board (page 13).
2 Resilient: Once during each Mission the Character
Attributes further define your Characters. Using them will
counts the first Out of the Fight result as a -1 to Rep
really make your Characters unique, but if you desire a
if in melee and as Duck Back if being fired on.
more vanilla game, limit their use to your Star and all
Leaders. There are two types of Attributes: Basic and 3 Initiative: Counts +1 to Rep when rolling on the
Alien. Action Table (page 73) when operating alone.
Counts a +1d6 bonus when in front of the Review
Board (page 13).
BASIC ATTRIBUTES 4 Crack Shot: Roll 3d6 when shooting, counting the
Although called Basic Attributes, Zhuh-Zhuhs and other best 2 results.
Aliens will use the following procedure and Attribute 5 Rage: Roll 3d6 when in melee, counting the best 2
Tables. results.
6 No Attribute
STARS
Stars receive two additional Attributes is addition to their ATTRIBUTE TABLE 2
Background or Alien Attributes. Roll for the first one and
# BASIC ATTRIBUTE
choose the second.
1 Nerves of Steel: Always last Character to Leave the
GRUNTS Table.
2 Hard as Nails: Once during each Mission the
Grunts only get one additional Attribute, rolled randomly.
Character will treat its first Obviously Dead result
as a -1 to Rep if in melee and to Duck Back if being
RANDOM ATTRIBUTES fired on.
Here‟s a list of the Attributes you can get in 5150 Star 3 Stunning: Counts Social Standing at 1 point higher
Marine. Stars can choose one Attribute, but like Grunts, when Interacting (page 69) with members of the
they will roll for one Attribute as well. Here‟s how we do opposite sex of the same Race. Xeog will also have
it: this effect on Basics and Zhuh-Zhuhs.
4 Charismatic: Counts Social Standing at 1 point
 Roll 1/2d6, read the result as rolled, and go to the
higher than actual when Interacting with Characters
appropriate Attribute Table.
of the same Race. Counts a +1d6 bonus when in
 Roll 1d6, read the result as rolled, and go down
front of the Review Board (page 13).
the left-hand column to the appropriate row. Go
5 Genius: Counts a +1d6 bonus when taking
across to see what Attribute, if any, the Character
intelligence based Challenges, but counts a -1d6
has.
when Interacting (page 69).
6 No Attribute

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5150 STAR MARINE
ATTRIBUTE TABLE 3 SOFT BODY (SB)
# BASIC ATTRIBUTE Soft Body Armor is lightweight minimal body armor or a
standard Spacesuit. This is used for unarmored targets as
1 Drunkard: Counts a -2d6 when in front of the well.
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 HARD BODY (HB)
is a "6", the Character is drunk. Hard Body Armor is rigid body armor or a hardened work
 (1 – 2) Dim. Spacesuit.
 (3 – 4) Rage.
 (5 – 6) Slow to React.
2 Dim: Counts a -1d6 when Interacting (page 69). EXO-ARMOR (EXO)
3 Coward: Will always be the first to Leave the Table Exo-Armor is military grade body armor with internal
regardless of Rep or situation. Counts a -2d6 when modifications that enhance the natural abilities of the
in front of the Review Board (page 13). wearer while greatly reducing the chance of damage to
4 Slow to React: Counts Rep at 1 lower than actual the wearer. Also functions as a Spacesuit.
when Shooting if group won on the Action Table
(page 73). Counts a -1d6 when in front of the
Review Board (page 13). SPACESUITS (SS)
5 Unlucky: Anytime a friend within 3" of the You need them, you got them. You need to wear a
Character is hit by ranged weapon fire there is a Spacesuit when outside of the Dome on a Class 3 Planet
chance (1 – 2) that the unlucky Character will suffer and when you are in space.
the result instead.
6 No Attribute

Example – Sergeant Chu is a Star. I choose the Born WEAPONS


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. Most Characters will have a Weapon. Some such as
Chu has the Resilient Attribute. Civilians may not. Civilians? Yes, we have Civilians in
Pfc. Jones is a Grunt. I must roll for his Attribute and many of the Missions.
score a 1/2d6 result of 3 so look at Table 3. I roll 1d6 and
Example – I have three Infantry Characters. One is an
score a 2. Jones is Dim.
NCO with an Auto – 4 and the other two have Auto – 3s.

ALIEN ATTRIBUTES
These Aliens will have at least one Attribute assigned to
them from below, none from a Background Story, but will
STOP!
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.
 GRATH – Rage. Which ones are they?
 HISHEN – Dim.
 RAZOR – Razor Mental Blast (page 8). Rolling 1/2d6 and 3d6 will give you the Character‟s age.
 XEOG – Initiative and Stunning. 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 We use Soft Body, Hard Body, and Exo-Armor – the best.
74 & 75). Heavier Armor increases the chance of the
Most Characters will have weapons.
wearer surviving.

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5150 STAR MARINE
OFF CAMPAIGN
SO YOU WANT TO BE A After the Campaign is over, win or lose, you will go Off
Campaign – back to Home Base and can have 1
STAR MARINE? Carousing Encounter per month.
You can skip the Off Campaign months and go right back
You can bring your Characters from other 5150 rules such to a Campaign if desired. Just be sure to track the months
as 5150 Fringe Space and have them join their Star on your Character Journal.
Faction‟s “Star Marines.” But we recommend using the Example – It’s the end of the current Hishen War
procedures found in this book. Campaign and Sgt. Graham E. Adams will now go Off
In terms of the 5150 „Verse, Star Marines are highly Campaign. I roll 1d6 and score a 4. Adams will have 4
trained troops that operate as part of a Star Navy‟s overall months Off Campaign. I play 2 Carousing Encounters
force structure providing Fleet security, conducting then decide to skip the next two months. I go to the Big
boarding operations and acting as a rapid expeditionary Event Section (page 34) to see what and where I will be
force. going On Campaign.
They come from space, and they come to win.
Ex Spatio, in Victoria!
FAME POINTS & PROMOTION
If you do well you can rise in Rank and rising in Rank
JUST SIGN ME UP! will give you a better life when you Retire (page 14). At
the end of each Mission you can gain or lose Fame Points.
When your Character joins the Star Marines it always Here‟s how we do it:
starts off as a Private right out of Boot Camp. Being a
 Consult the Gaining Fame Points Table.
Star Marine can only be learned from the ground up,
 Go down the left-hand column to each row that
nobody gets to start off as an officer. Here‟s how we do it:
applies for what happened during the Mission.
 Determine your Character background  Go across to see how many Fame Points you
 Age your Character 1 year for Boot Camp have gained or loss for each event.
 Your Profession is Exotic: Star Marine with a  Add the total Fame Points gained or loss to your
Social Standing 2 current Lifetime Fame Points; the number you
 Your Rank is Private have gained during your life. Note that each
 Roll on the Home Base table (page 33) to get Character its career starts with zero Fame Points.
your Character‟s first duty assignment.
 Start playing!
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.

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5150 STAR MARINE
 Go down the left-hand column to the appropriate
X GAINING FAME POINTS row and across to see the results.
EVENT POINTS
2 REVIEW BOARD
BOARDING MISSION – If successful. +2
DECREASING REP D6 – If you gained any Special (Taken vs. Rep)
Decreasing Rep d6 you cannot gain any A score of “6” is always a failure
Fame on the Mission or Encounter.
CAMPAIGN – Win a Campaign gain 5 Fame +5/-5 ATTRIBUTE MODIFIER
Points, lose a Campaign and lose 5 Fame BORN LEADER +1d6
Points. CHARISMATIC +1d6
DEFEND MISSION – If successful. +2 COWARD -2d6
ESCORT MISSION – If successful. +1 DRUNKARD -2d6
FAILURE – If failed any Mission. -3 INITIATIVE +1d6
FIST FIGHT – Gain if won a Fist Fight, lose if +1/-1 SLOW TO REACT -1d6
lost a Fistfight. CIRCUMSTANCE MODIFIER
INTERACTING – If Interacted with a NPC. +1/-1
MAJOR MEDAL OF VALOR – Received +4 ASSUMED COMMAND – Character +1d6
Medal. assumed command last Mission.
MEDAL OF VALOR – Received Medal. +2 BUSTED – Each time the Character has -2d6
MELEE – Gain if won a Melee – triple if +1/-1 been Busted during its career.
defeated a Grath, lose if lost a melee. FAILED BEFORE – Each time the -1d6
PATROL MISSION – If successful. +2 Character failed to be promoted in the
QUESTIONING MISSION – If successful. +1 past.
RAID MISSION – If successful. +2 MAJOR MEDAL – Character is a Major +2d6
RESCUE MISSION – If successful. +2 Medal of Valor recipient.
SHOOTING DAMAGE – If shot and caused an +1 MEDAL – Character is a Medal of Valor +1d6
Out of Fight or Obviously Dead result. recipient.
MET BEFORE - Character met a +1d6/-1d6
Member of the Review Board when
Example – Sgt. Billy Pink has 8 Fame Points. After
Carousing. Count a +1d6 or -1d6
returning from a Raid Mission (page 44) Billy received 2
depending upon how your Interaction
Fame Points for successfully completing the Mission plus
went.
1 Fame Point for defeating an enemy in melee. This gives
Billy 11 Lifetime Fame Points and a promotion to Private
1st Class. #D6 RESULT
PASSED
RISING IN RANK 2+ Confirmed! The new Rank is confirmed and
you will see where you are Posted – which
Once you have reached the minimum Fame Points
Unit you will command.
necessary for Promotion to a higher Rank you must go
before the Review Board. The only exception is going 1 You need more development. Character is not
from Private to Private 1st Class. You cannot skip Rank confirmed. May try again to achieve this
and must wait at least six months in between attempts Rank in 6 months.
unless you assumed command during a Mission. Here‟s 0 Passed Over. The Character may not attempt
how we do it: to achieve this rank again. Career
advancement is effectively over.
 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.

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5150 STAR MARINE
 Whenever your Lifetime Fame Points total drops
X RANK below the minimum for your current Rank, you
LFP RANK CLASS SOCIAL COMMAND drop down to the appropriate Rank.
 You can gain Fame Points and regain the Rank
100+ General Officer 5 Division (1) or even go higher – but must appear before the
90 Colonel Officer 4 Division/ Review Board.
Regiment (1)
85 Lt. Colonel Officer 4 Regiment/
Battalion (1) FAME POINTS & RETIREMENT
75 Major Officer 4 Battalion (1)
65 Captain Officer 4 Company/ All good things will come to an end and so will your
Battalion (2) career in the military. In this section we see how well you
50 Lieutenant Officer 3 Platoon/ did and what your Retirement looks like. Here‟s how we
Company (3) do it:
40 Master Sergeant NCO 3 Senior
Company (3)  Consult the Retirement Table.
35 Sergeant NCO 3 Squad or  Go down the left-hand column to the appropriate
Platoon (3) row for your Lifetime Fame Points to see how
25 Corporal NCO 2 Section or you end up after your career has ended.
Squad (4)  You can choose to end you military career at the
st
10 Private 1 Class Marine 2 Marine (4) end of any four year contract.
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 X RETIREMENT
or Star Army 2nd Tour. (4) 5150 Star Army 2nd Tour.
TOTAL WHAT BECAME OF YOU

WHERE POSTED? 1 – 35 Get a job!


Social Standing 1 (1 – 3) or 2 (4 – 6).
After Promotion, we must determine where you are 36 – 49 Bounce from ordinary job to ordinary job and
posted. Most of the time, your Character will be promoted living in the Mid-Level.
within the same Unit. Here‟s how we do it: Social Standing 2.
 Consult the Where Posted Table. 40 – 54 Working a steady job and living in the Mid-
Level. Social Standing 2.
 Go down the left-hand column to the appropriate
55 – 80 Living well as an Exotic in a High End
row and across to see the results.
Condo, in the City Center Area. Social
Standing 3.
X WHERE POSTED 81 – 89 Living well as an Exotic in High End Condo,
NEW RANK COMMAND in the City Center Area with a small House in
the Upscale Area. Social Standing 3.
General Command a Division that includes your old 90 – 94 Living the Shaker life with a High End
Regiment. Condo, in the City Center Area and a large
Colonel Command a Regiment that includes your old House in the Upscale Area.
Battalion. Social Standing 4.
Major Command a Battalion that includes your old 95 – 99 Living the Shaker life with a High End
Company. Condo, in the City Center Area and a large
Captain Command a Company that includes your old House in the Upscale Area.
Platoon. Social Standing 4.
Lieutenant Platoon of 3 Squads, including your old 1st 100+ Living the Mover life with a High End
and 3rd Squads Condo, in the City Center Area and a
Sergeant 1st Squad. Mansion in Gaea Heights. Social Standing 5.
Corporal Section in the same Squad.
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:

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5150 STAR MARINE
Did you find it too hard? Then maybe you weren‟t as
good as you thought you would be. 2 DISCHARGE
The nice thing is you can come out of Retirement or (Taken vs. Rep)
started a new Star! CIRCUMSTANCE MODIFIER

SHAKER, CITY CENTER; WHAT? BUSTED! – Character had been busted down -1d6
one or more Ranks and never regained it.
The Retirement Table refers to People and Places found
GAINED MAJOR MEDAL OF HONOR +2d6
in 5150 Fringe Space, 5150 Back Alleys Bright Lights and
GAINED MEDAL OF HONOR +1d6
5150 Urban Renewal, all from our RPG Lite - Sci Fi
rules.
# D6 RESULT
If you retired and it wasn‟t quite what you expected, well PASSED
you do have a unique set of skills that could be useful.
2 Honorable Discharge with
Recommendations. The Character counts its
Rep at 1 lower than actual for determining
CAREER CHANGE how many Job Offers (1) are available. The
Character counts his Social Standing at 1
point higher when Interacting with NPCs
Okay, so you decided to Retire (page 14) from the with a Social Standing of 3 or less.
military. What now? Well, here‟s an option for you if you 1 Honorable Discharge. The Character counts
decide you like your Star and want to see him in other his Social Standing at 1 point higher when
situations. Interacting with NPCs with a Social
Standing of 3 or less.
MUSTERING OUT 0 Dishonorable Discharge. The Character
counts its Rep at 2 higher than actual for
Well, you‟ve decided to leave the Star Marines (or they determining how many non-Criminal Job
decided you should pursue another career path – when Offers (1) are available. The Character counts
you reached 50 years of age). Welcome to the wider his Social Standing at 1 point higher when
„Verse! When or if you choose this option you have to see Interacting with Criminal Element NPCs,
what type of discharge you received. Here‟s how we do it: but suffers a -1d6 penalty when interviewing
 Consult the Discharge Table. for non-Criminal Job Offers.
(1) Job Offers can be found in 5150 Urban Renewal, Fringe
 Start with 2d6.
Space and Back Alleys Bright Lights.
 Modify the number of d6 by any applicable
Circumstance.
 Roll the modified number of d6 versus your Rep.
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

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5150 STAR MARINE
Challenge for any of the Shaker Professions.
Jobs except for Police. That‟ll be a normal 1 HOME BASE
Challenge Test (page 69). (Read the result as rolled)
Example – Major diNagian (Social Standing 4 in the Star CIRCUMSTANCE MODIFIER
Marines) is leaving the Star Marines and decides to get a
job with Stellar Weapons Systems, Ltd as a Corporate BUSTED – Character has been Busted. -3
Executive (A Social Standing 4 “Shaker” Profession). He GO – Character wants a new Home Base. -1
takes a Difficult Challenge so his Rep is reduced by 1.He STAY – Character wants to stay at current +1
rolls 2d6 versus his modified Rep of 4 and scores a 3 and Home Base.
5. Passing 1d6 he tries again and scores a 2 and 3. He
gets hired and starts his adventures in 5150 Fringe Space, # RESULT
visiting Back Alleys, Bright Lights when he wants a little
2 or less. Character is transferred. Roll a new Home
“spice” in his life.
Base (page 33).
3 or Character stays at their current Home Base.
SORRY, WE NEED YOU BACK! higher.
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
WHAT ABOUT MY STUFF?
Fringe Space or any other 5150 title, but is subject to Sorry, you can‟t take it with you when you leave! Well,
recall in case of a Faction emergency. There are four Big not all of it and not always legally. Any personal items
Events (page 34) that could lead to a recall to service in gathered along the way, loot or special items may be kept,
the Star Marines. Here‟s how we do it: 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
WEAPONS & GUN RUNNING
serve. Roll 1d6 and read the result as rolled. Long barrel weapons used with two hands are not
 1 = Natural Disaster (page 34). generally accepted in Civilian areas in the 5150 Universe
 2 = Unrest (page 34). such as New Hope City and any of the Planets in the first
 3 = War (page 34). 3 Rings. Anyone carrying a two hand weapon on a Planet
 4 = Piracy (page 34). with a Law Level of 3 or more is subject to arrest (See
Fringe Space, etc.).
 5 = Not called back to service.
 6 = Not called back to service. However, you can choose to smuggle Weapons into New
Hope City or elsewhere if you wish. This is called Gun
If the Character is activated it must spend the next
Running and you can make a name for yourself in this
Campaign Year in the Star Marines at their old Rank, and
game really fast. Can‟t wait to give it try? Welcome to
then can opt to leave service again or stay in for a total of
New Hope City! Here‟s how we do it:
three more. Good luck with that!!
 Consult the Gun Running Table.

RE-UPPING 
Start with the Rep of the Character.
Modify the Rep by any applicable
After your first eight-year Term of Service (page 12) you Circumstances.
may choose to stay in the Star Marines, but for a four-year  Roll 3d6 versus the modified Rep and determine
Term of Service. If you do so, you must see if you are how many d6 are passed.
given a new Home Base (page 33). Here‟s how we do  Read the results on the Gun Running Table
it: based on the number of d6 passed and
 Consult the Home Base Table. immediately carry out the result.
 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.

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5150 STAR MARINE
Example – Fast Eddie has landed at the NHC Space Port
3 GUN RUNNING with a small shipment of military grade weapons. He must
(Taken versus Rep) roll on the Gun Running Table and starts with 3d6 versus
his Rep of 5. He received an Honorable Discharge, but as
A score of “6” is automatically a failure.
“6” is an automatic failure it won’t help. He rolls the 3d6
CIRCUMSTANCE MODIFIER and scores a 4, 6, and 6. Crap! Passing 1d6 he has to take
a Difficult Challenge.
Dishonorably discharged. -1
Honorably discharged. +1 Fast Eddie rolls 2d6 and succeeds. He has passed the
search and can now roll 4 times on the Shopping List –
# RESULT the 1d6 he passed originally.

3+ Character succeeds in smuggling in the weapons.


NOW WHAT?
Total the 3d6 passed and roll that many times on
the Shopping List. You‟ve got the weapons past security, but still have to sell
2 Character succeeds in smuggling in the weapons. them. This is covered in Fringe Space and Back Alleys,
Total the 2d6 passed and roll that many times on Bright Lights called the Deal. But if you want to do it here
the Shopping List. we have you covered and it‟s really simple. Here‟s how
1 Character takes a Difficult Challenge (page 69). we do it:
Keep the 1d6 passed in hand.  Consult the Deal Table.
 If successful a roll the 1d6 passed times  Roll 1d6 and read the result as rolled.
on the Shopping List.  Go down the left-hand column to the appropriate
 Otherwise count as passed 0d6. row and across to see the result.
0 Character is caught at the Space Port with
weapons still in containers. Go to the Action 1 DEAL
Table (page 73) versus a Rep 4 Department of
Home Security (DHS) agent counting as the (Read the result as rolled)
Defender. He is armed with an Auto-2 and will
attempt to arrest you by taking you Out of the # RESULT
Fight (page 26). 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.
1 SHOPPING LIST 2 Double-cross! Dealer tries to take your shipment of
(Read the result as rolled) guns. Go to a Confrontation (page 49).
3 Done deal! Collect the Fame Points you gained.
# TYPE VALUE (1) 4 Done deal! Collect the Fame Points you gained.
1 1 Rocket Launcher & 3 Rockets. 2 5 Done deal! Collect the Fame Points you gained.
2 3 Laser Rifle. 1 6 Can‟t find a Dealer. Try again this month if want,
3 3 Squad Automatic Weapon. 1 but at -1 to d6 result. Any other month at no penalty.
4 3 Light Machine Gun. 1
5
6
3 Rapid Fire Laser Rifles
1 Grenade Launcher & 3 Grenades.
(1) Number of Increasing Rep d6 gained when playing Fringe
2
1 STOP!
Space, Back Alleys, Bright Lights, etc. For now, call it Fame We use Fame Points (page 12) to track your career. The
Points (page 12). 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.

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5150 STAR MARINE
Example – There’s an awning over the street that Billy
INTERACTION can count as a tool to help reach the ground safely. I
figure it’s not Difficult; but not Easy either.
A big part of the 5150 Universe is interacting with Non-  Consult the Challenge Table.
Player Characters – the Characters run by the game  Modify the Rep of the Challenger or number of
mechanics. Interaction helps build your Story and can d6 rolled by any applicable Circumstance.
take your adventures into completely unexpected  Roll 2d6 versus the modified Rep of the
directions! This process is used when you meet one or challenger and determine how many d6 are
more NPCs during your games. We use the following passed.
procedure when interacting in 5150 Star Marine. Here‟s  Go down the left-hand column to the appropriate
how we do it: row and across to see the result.
 Consult the Interaction Table (page 69).  Immediately carry out the result.
 Both you and the NPC roll 2d6 versus Rep (page
9). 2 CHALLENGE TEST
 Modify the number of d6 rolled by any applicable (Taken vs. Rep)
Attribute, Character, or Circumstance.
A score of “6” is always a failure
 When there are multiple Characters, use the NPC
with the highest Social Standing as the Leader. CIRCUMSTANCE MODIFIER
 Determine how many d6 were passed.
 Go down the left-hand column to the appropriate EASY – Challenge is Easy. +1
row. DIFFICULT – Challenge is Difficult. -1
 Go across to see what happens. GENIUS – Character with the Genius +1d6
 Immediately carry out the result. Attribute taking intelligence Challenge.
PROFESSIONAL SKILL – Challenger has +1
Example – My Character (Rep 5) has run into a Male a Profession related skill that makes the
Civilian (Rep 3). I roll 2d6 and score a 3 and 5 – passing Challenge easier.
2d6 as both scores are equal or less than my Rep of 5 TOOL – Challenger has a Tool that +1
makes the Challenge easier.
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. #D6 RESULT
PASSED
2 SUCCESS! Complete the Challenge.
1 Not sure if you want to try this. Can
CHALLENGE immediately re-take the test, counting a
subsequent result of pass 1d6 as pass 0d6
When you want to do something physical or mental out of OR
the ordinary and not covered by an existing rule, take a Can decide not to try again.
Challenge Test. Here‟s how we do it: 0 Failure! Suffer the consequences.

 Players decide on what the Challenge is. Example – Billy gets to the edge of the roof and rolls 2d6,
Example – Sgt. Billy Pink wants to jump from the roof of scoring a 2 and 6, passing 1d6. Billy looks down and
a building to the street. thinks it over. As two Hishen Soldiers and a Razor are
chasing him, he decides to try again.
 Decide what a success looks like.
Billy rolls 2d6 and scores a 2 and 5, passing 2d6. He hits
Example – If he is successful, he will make it onto the the street rolling, gets up, and speeds away.
street uninjured.
 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.
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5150 STAR MARINE
NPC CHALLENGE give the best weapon to the highest Rep
Character.
When a NPC has the chance to take a Challenge we must  When you need Replacements (page 31) they can
determine whether it will. Here‟s how we do it: never be higher than your Rep, unless they
outrank you.
 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.
THE LISTS
 If the NPC takes the Challenge and scores a
result of pass 1d6, he must re-do the previous This section will explain the Lists that are used in 5150:
procedure to see if he continues the Challenge. Star Marine. The following Lists are provided:

Example – The Hishen and Razor reach the edge of the  Free Companies (page 20).
roof. The Razor rolls 1d6 versus her Rep and passes 1d6.  Gaea Prime (page 20).
She takes the Challenge, passes 2d6, and is successful.  PDF – Planet Defense Force (page 20).
 Planetary Militia (page 20).
The first Hishen rolls 1d6 and passes 0d6. He shakes his  Rebels (page 21).
head and decides against trying the Challenge.  Star Marines (page 21).
The second Hishen rolls 1d6 and passes 1d6. He attempts  Hishen Empire (page 21).
the Challenge and passes 1d6, causing him to re-roll 1d6  Grath (page 21).
to see if he will continue the Challenge. He passes 1d6 so  Infantry (page 21).
will give it a go. He rolls 2d6 and passes 1d6. As this is  Marines (page 21).
the second attempt at the Challenge, this converts to  Pirates (page 21).
passing 0d6 – the Hishen falls to the ground, Out of the  Razor (page 21).
Fight.  Starship Crew (page 22).
 Xeog (page 22).
 Zhuh-Zhuh (page 22).
YOUR SQUAD  Assault Troops (page 22).
 Infantry (page 22).
 Marines (page 22).
In 5150 Star Marine the game revolves around you and
the other Characters that make up your Squad. Let's
define the Squad: USING THE LISTS
Each Race has its own Faction List that gives all the
 Each Squad consists of 6 Characters, in 2 three-
man Sections. information needed to play. Here‟s how we do it:
 Each Squad has one Sergeant – the Leader of the  Decide which Unit type of which Faction you
Squad and one of the Sections. want to use and go to that List.
 Each Squad has one Corporal – the Leader of the  Roll 6d6 for each Squad, three times to
2nd Section. determine the Rep, Armor, and Weapon of each
 The rest of the Squads are Privates (1 – 5) or Character. Assign them as desired.
Privates 1st Class (6).  We recommend “loading up” enemy Squads wit
Rep, Armor, and Weapons prior to the game. We
FORMING YOUR SQUAD put them on an index card and use them when
needed.
Forming your Squad is done differently from other 5150  Want a shortcut? Count all Enemy Squads as
games because you are a Private – and not the Squad Rep 4.
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 UNIT ORGANIZATION – SQUAD
appropriate Faction List (page 19). Note that a Squad is called a Detachment when onboard a ship.
 Roll 5d6, three times. The 1st roll tells you the
The building block of every Faction in 5150: Star Marine
Rep, 2nd the Armor and 3rd the Weapons of your
is the six-figure Squad. Squads are commanded by a
Squad. Assign them as desired. Here‟s a hint –
Squad Leader. Squads are broken down into two three-
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19
5150 STAR MARINE
nd
figure Sections with the 2 Section commanded by an across to see the Reps of the Grunts. Assign
NCO like a Corporal or Lance Corporal. Review the them as desired.
section called Forming Your Squad (page 19) for more  Do it a second time to determine the Armor of
info. the Grunts. Assign them as desired.
Each List contains the following information:  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.
Remember that the highest Rep is the Sergeant,
FREE COMPANIES
Squad Leader, with the next highest the Corporal Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).
– 2nd Section Leader.
# REP # ARMOR # WEAPON
 ARMOR – The type of Armor worn by the
(1)
Character. 1 5 1 Soft Body 1 Auto – 3
 WEAPON – The type of Weapon carried with the 2 4 2 Soft Body 2 Auto – 3
number of “shots” – an Auto-4 can fire four 3 4 3 Soft Body 3 Auto – 3
shots while a Pistol – 1 can fire one shot. 4 4 4 Soft Body 4 Auto – 3
5 4 5 Hard Body 5 Auto – 3
Example - I decide to play the Star Marines so go to its
6 3 (3) 6 Hard Body 6 Auto – 4 (2)
List (page 21). I know that there are 6 figures in a Squad, (1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per
so will be rolling 6d6 for each stat, Rep, Armor and Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled
Weapon. After rolling each group of 6d6 I apply the the Merc is a Zhuh-Zhuh (1 – 4) or Xeog (5 – 6). Re-roll for
results to the Characters as I desire. Rep.

HIGHER UNIT ORGANIZATION GAEA PRIME: PDF


Three Squads are grouped together to form a Platoon Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).
commanded by a Platoon Leader. This applies to all of the
# REP # ARMOR # WEAPON
Factions with one exception.
(1)
1 5 1 Soft Body 1 Auto – 3
GRATH 2 4 2 Soft Body 2 Auto – 3
3 4 3 Soft Body 3 Auto – 3
One Grath Squad can replace the 3rd Squad in a Hishen
Platoon or it can be added to the Platoon, instead of a 4 4 4 Soft Body 4 Auto – 3
Support Weapon. 5 4 5 Hard Body 5 Auto – 3
6 3 6 Hard Body 6 Auto – 4 (2)
(1) Maximum of 2 Rep 5 per Squad. (2) 1 per Squad.
PLATOON LEADER SECTION
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 # REP # ARMOR # WEAPON
The level of action in Star Marine limits the usage of (1)
Support Weapons. If you really want them, they are 1 4 1 Soft Body 1 Auto – 3
covered in detail in 5150 Star Army 2nd Tour. Trust me; 2 4 2 Soft Body 2 Auto – 3
the Auto-4 is good enough. Then there‟s Grenades (page 3 4 3 Soft Body 3 Auto – 3
59) if you really want them 4 3 4 Soft Body 4 Auto – 3
5 3 5 Hard Body 5 Auto – 3
6 3 6 Hard Body 6 Auto – 4 (2)
GENERATING THE GRUNTS (1) Maximum of 3 Rep 4 per Squad. (2) Maximum of 1 per
Sometimes you will need to generate Grunts outside of a Squad.
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
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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 HISHEN EMPIRE: MARINES
1 5 (1) 1 Soft Body 1 Auto – 3 Hishen are always considered male.
2 4 2 Soft Body 2 Auto – 3 # REP # ARMOR # WEAPON
3 4 3 Soft Body 3 Auto – 3 (1)
4 4 4 Hard Body 4 Auto – 3 1 4 1 Hard Body 1 Auto – 3
5 3 5 Hard Body 5 Auto – 3 2 4 2 Hard Body 2 Auto – 3
6 3 6 Hard Body 6 Auto – 4 (2) 3 4 3 Hard Body 3 Auto – 3
(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per 4 4 4 Hard Body 4 Auto – 3
Squad. 5 4 5 Hard Body 5 Auto – 3
6 3 (3) 6 Hard Body 6 Auto – 4 (2)
GAEA PRIME: STAR MARINES (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
Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6). Grath. See the Grath List for stats.

# REP # ARMOR # WEAPON


(1)
PIRATES
1 5 1 Exo-Armor 1 Auto – 5 (2)
Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).
2 5 2 Exo-Armor 2 Auto – 5
3 5 3 Exo-Armor 3 Auto – 2 # REP # ARMOR # WEAPON
4 4 4 Exo-Armor 4 Auto – 2 (1)
1 5 1 Soft Body 1 Auto – 3
5 4 5 Exo-Armor 5 Auto – 2
(3) 2 4 2 Soft Body 2 Auto – 3
6 3 6 Exo-Armor 6 Auto – 2
(1) Maximum of 4 Rep 5 per Squad. (2) Maximum of 2 per 3 4 3 Soft Body 3 Auto – 3
Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled 4 3 4 Soft Body 4 Auto – 3
the Marine is a Zhuh-Zhuh (1 – 5) or Xeog (6). Re-roll for Rep. 5 3 5 Hard Body 5 Auto – 3
6 3 (3) 6 Exo-Armor 6 Auto – 4 (2)
HISHEN EMPIRE: GRATH (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
Grath are always considered male. the Pirate is a Zhuh-Zhuh (1 – 3), Xeog (4 – 5) or Razor (6).
Roll on appropriate List for stats.
# REP # ARMOR # WEAPON
1 4 1 Exo-Armor (1) 1 Auto – 5 (2) RAZOR (1)
2 4 2 Exo-Armor 2 Auto – 3 (3)
Razors are always female.
3 4 3 Exo-Armor 3 Auto – 3
4 4 4 Exo-Armor 4 Auto – 3 # REP # ARMOR # WEAPON
5 4 5 Exo-Armor 5 Auto – 3
1 5 1 Soft Body 1 None (2)
6 4 6 Exo-Armor 6 Auto – 3
2 5 2 Soft Body 2 None
(1) Natural Grath Armor similar to Exo-Armor. (2) 2 per Squad.
(3) Ignores the pass 1d6 penalty for shooting at Exo-Armor 3 5 3 Soft Body 3 None
Targets. 4 4 4 Soft Body 4 None
5 4 5 Soft Body 5 None
6 4 6 Soft Body 6 None
HISHEN EMPIRE: INFANTRY (1) Razors are not found in Squads, but instead in the employ of
Hishen are always considered male. Pirates and on Hishen Slavers.

# REP # ARMOR # WEAPON


(1)
1 4 1 Soft Body 1 Auto – 3
2 4 2 Soft Body 2 Auto – 3
3 4 3 Soft Body 3 Auto – 3
4 4 4 Soft Body 4 Auto – 3
5 4 5 Soft Body 5 Auto – 3
6 3 (3) 6 Soft Body 6 Auto – 4 (2)

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5150 STAR MARINE
STARSHIP CREW (1) ZHUH-ZHUH: MARINES
Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6). Zhuh-Zhuhs are always male.
# REP # ARMOR # WEAPON # REP # ARMOR # WEAPON
1 5 (2) 1 Soft Body 1 Pistol – 1 1 5 (1) 1 Hard Body 1 Auto – 3
2 4 2 Soft Body 2 Pistol – 1 2 5 2 Hard Body 2 Auto – 3
3 4 3 Soft Body 3 Pistol – 1 3 5 3 Hard Body 3 Auto – 3
4 3 4 Soft Body 4 Auto – 3 4 4 4 Hard Body 4 Auto – 3
5 3 5 Soft Body 5 Auto – 3 5 4 5 Hard Body 5 Auto – 3
6 3 (3) 6 Soft Body 6 Auto – 3 6 4 6 Hard Body 6 Auto – 4 (2)
(1)Use these for non-military crews. (2) Maximum of 2 Rep 5 (1) Maximum of 4 Rep 5 per Squad. (2) 1 per Squad.
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).

(1)
LEADERS
XEOG
Xeogs are always female. There are four Leaders used in 5150 Star Marine:

# REP # ARMOR # WEAPON  PLATOON LEADER – The Leader of a Platoon of


3 Squads or Detachments.
1 5 1 Soft Body 1 Auto – 3  SQUAD LEADER – The Leader of a Squad or
2 5 2 Soft Body 2 Auto – 3 Detachment.
3 5 3 Soft Body 3 Auto – 3  SECTION LEADER – The 2nd in command of a
4 4 4 Soft Body 4 Auto – 3 Squad of Detachment and Leader of a 3-man
5 4 5 Soft Body 5 Auto – 3 Section.
6 3 6 Soft Body 6 Auto – 4  TEMPORARY LEADER – The Character with the
(1) Xeogs are not found in Squads, but instead in the employ of highest Rep in the Squad or Section when none
Free Companies, Pirates, and Gaea Prime Star Marines. 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
# REP # ARMOR # WEAPON 73) and Will to Fight Tables (page 74).

1 5 (1) 1 Hard Body 1 Auto – 3


2 5 2 Hard Body 2 Auto – 3 ASSUMING COMMAND
3 4 3 Hard Body 3 Auto – 3 If a Leader goes Out of the Fight or worse, someone will
4 4 4 Hard Body 4 Auto – 3 assume command during the fight. Here‟s how we do it:
5 4 5 Hard Body 5 Auto – 3
6 4 6 Hard Body 6 Auto – 4 (2)  The 1st Squad Leader replaces the Platoon
(1) Maximum of 2 Rep 5 per Squad. (2) 1 per Squad. Leader.
 The 2nd Section Leader replaces the Squad
Leader.
ZHUH-ZHUH: INFANTRY  The Private 1st Class or Private with the highest
Zhuh-Zhuhs are always male. Rep replaces the Section Leader.
# REP # ARMOR # WEAPON
PERMANENT OR TEMPORARY PROMOTION
1 5 (1) 1 Soft Body 1 Auto – 3 If a Character that assumes command and has sufficient
2 4 2 Soft Body 2 Auto – 3 Rank, the Promotion could be permanent. Go in front of
3 4 3 Soft Body 3 Auto – 3 the Review Board (page 13). If he does not, replace the
4 4 4 Soft Body 4 Auto – 3 Leader normally (page 19).
5 4 5 Soft Body 5 Auto – 3
6 3 6 Soft Body 6 Auto – 4 (2)
(1) Maximum of 1Rep 5 per Squad. (2) 1 per Squad.

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5150 STAR MARINE

STOP! 2 ACTION
(Taken versus Leader Rep)
Interaction with NPCs is very important. Review the
Score of “6” is always a failure.
Interaction Table (page 69).
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. INITIATIVE – Modifier to Rep when +1
There is 1 Sergeant, 1 Corporal, and 4 Privates operating alone.
Generate your Star and fill out your Squad – or Platoon if
you want. Use the Character Journal (page 67) and #D6 RESULT
Campaign Info Sheet (page 67) as you do. PASSED
More d6 The side that passed more d6 can act:
 Grath will charge.
TURN SEQUENCE  All others will shoot.
Same Side with the Advantage counts as passing
After both sides are placed on the table combat begins. number more d6.
Here‟s how we do it: of d6
 Consult the Action Table (page 73).
Example – Sgt. Billy Pink (Rep 5) leads his squad of Star
 Roll 1d6 to see who has the Advantage.
Marines onto the Hishen Slaver. The Hishen are set up on
 Score a 1 or 2 and the attacking side has the the table and the Marines set up across from them. I roll
Advantage. 1d6 to see who has the Advantage. I score a “3” – the
 Score a 3, 4, 5, or 6 and the defending side Hishen have the Advantage. Billy now rolls 2d6 versus his
does. Rep of 5 and passes 2d6. The Hishen Leader rolls 2d6
 Each Leader of each side rolls 2d6 versus its Rep. versus his Rep of 4 and passes 2d6 – the same number of
 Determine how many d6 are passed by each side d6. Looking on the Action Table under the “same number
and consult the Action Table. This determines of d6” row, I see that the side with the Advantage (the
which side is active. Hishen) will act first. They open fire.
 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). ACTIVE
 After the Will to Fight Tests are taken, if there When a side is active, each Character can do one of
are any Characters left on the table, the inactive following things:
side now becomes active and carries out their
actions.  Shoot – the Character will shoot its weapon.
 After the newly active side has finished all of its  Charge – the Character charges the enemy.
actions and any reactions have occurred, both  Recover from Duck Back – Turn the Character
sides take the Will to Fight Test (page 74). back to face the enemy.
 After the Will to Fight tests are taken, if there are  Leave the Table – Voluntarily remove the
any Characters left on the table, the inactive side Character from the table.
now becomes active and carries out their actions.
 Repeat the process until only one side remains on
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

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5150 STAR MARINE
one or more opposing Characters multiple times. This is  The shooter rolls 2d6 versus its Rep and
done whether the Character will Shoot or Charge. 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)

Example – The blue side has won on the Action Table. It Score of “6” is always a failure.
is now active. Character A targets Character 1,
ATTRIBUTE MODIFIER
Character B targets Character 2, Character C targets
Character 3 and Character D targets Character 4. As all CRACK SHOT – Roll 3d6 when shooting, +1d6
of the Characters on the opposing side have been counting the best 2 results.
targeted, Character E can double up on Character 4. SLOW TO REACT - Counts Rep at 1 lower Special
than actual when Shooting if its side won on
the Action Table (page 73).
COVER
Cover can stop a bullet or beam and being in Cover #D6 RESULT
reduces your chance to be hit when shot at. Here‟s how PASSED
we do it:
2 Hit all targets.
 The side gaining the Advantage on the Action 1 Miss:
Table is always in Cover – the other side is  If fighting in Zero-Gravity. Targets return
considered to be moving and not in Cover. fire.
 Defenders in the Bridge Section will always  If being charged.
count as in Cover. (1)  If the target is in Cover or Exo-Armor (1).
 After the first side has fired once, all Characters Targets return fire.
are considered to be in Cover.  If the 2nd or higher shot (2). Targets return
(1) The Squad found in the Bridge is always the last Squad on fire.
the ship! Otherwise:
 Hit.
HOW TO SHOOT 0 Miss all targets:
 Chargers continue into contact.
Characters with weapons can fire in two ways:  All others return fire.
 When Active. (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)
 When directed to return fire by the Shooting
Disregard if firing a Razor Mental Blast.
Table.
Here‟s how we do it: Example – Billy Pink is armed with an Auto-3 and fires at
3 Hishen.
 Characters can fire 1, 2, 3, 4, or 5 shots
Billy rolls 2d6 and scores a 3 and 6 – passing 1d6. The 1st
depending upon the Weapon they are carrying,
Hishen is hit, but the 2nd and 3rd are missed and will
found on the appropriate List (page 19). When
return fire.
firing more than 1 shot, the shooter can choose to
target 1 target per shots fired. The shooter must Billy now rolls on the Shooting Damage Table (page 73)
specify which is the 1st Target, 2nd Target, etc. for hitting the Hishen. When the damage is resolved, the
 The shooter declares how many shots are applied missed Hishen will return fire.
to each Target, listing them from 1st to last if
needed.
 Consult the Shooting Table.

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5150 STAR MARINE
ZERO-GRAVITY DUCK BACK
Zero-Gravity can affect the way a Character behaves. For
The Character seeks Cover. Here‟s how we do it:
simplicity we use the following rule:
 Turn it around so its feet are facing the enemy if
 If fighting in a Zero-Gravity environment any using counters, back turned away if using
result of pass 1d6 on the Shooting Table figures.
becomes a miss.  When Ducked Back it cannot see or be seen.
 When next Active, it pops back up, counting as
SHOOTING DAMAGE being in Cover. It can only pop up into sight and
cannot charge or shoot until next Active.
When one or more hits are scored on the Shooting Table,  If called upon to return fire from the Shooting
the shooter rolls to see if any damage has occurred. Table, it can.
Here‟s how we do it:  When a Character scores a result of Duck Back
 Consult the Shooting Damage Table. and Return Fire, it cannot Return Fire.
 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. +1 Example – In this picture the Marines have opened fire.
Hishen 1 and 2 were missed so can return fire. Hishen 3
# RESULT and 4 have suffered a result of Duck Back and are turned
away from the shooters.
“6” Target Obviously Dead.
Rep or higher of Grath Ducks Back.
Target, but not a Marines Duck Back. RETURN FIRE
“6” Others go Out of the Fight.
The Character is allowed to return fire on whoever shot at
Less than Rep of Target Ducks Back.
it up to its maximum targets.
the Target.

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.
A result of "6" is always a failure
The winning side becomes “active” and will act first.
After the active side finishes shooting/charging and all # D6 RESULT
return fire/melees have been resolved, both sides take the PASSED
Will to Fight Test. Then the side that lost on the Action
Table can act following the same process. The two sides 2 Hishen is actually Obviously Dead or Out of
will alternate actions until only one or no sides are left. the Fight.
All enemies must be targeted once before any can be 1 Hishen takes a final shot at the tester before
targeted additional times. The side that won on the Action expiring. Roll 1d6.
Table is considered to be in cover. When does the other  The Hishen fires one shot at the
side count cover? tester before going Obviously Dead.
Use 2d6 to shoot regardless of how many shot can be 0 Hishen explodes a Grenade (page 59). The
fired. Hishen is now Obviously Dead.

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 
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
We use three types of damage in 5150 – Star Marine. dispatch the Character or capture it.
From worse to least, we have:  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
OBVIOUSLY DEAD fight is over.
The Character has taken so much damage that it is  When a Character reaches “0” Rep, it is the same
obvious that it is dead. (1) When the Character is as going Out of the Fight.
Obviously Dead, flip the counter or figure face down.
(1) Hishen must be Checked for Dead. VACUUM & HOSTILE ATMOSPHERE
Being in a vacuum (in space or on an airless world) or a
CHECK FOR DEAD TEST hostile atmosphere will affect damage. For simplicity we
use the following rule:
This is used on all Hishen Obviously Dead Characters.
Even near death, there is chance that a Hishen enemy will  If fighting in a vacuum or a hostile atmosphere
make one last attempt to cause casualties. Non-Hishen environment you must be wearing a Spacesuit,
troops must check any Hishen Obviously Dead figure to any result of Out of the Fight becomes
see if they are truly dead. Here's how we do it: Obviously Dead.
 Grath never need Spacesuits so the previous rule
 Move one Character to within 1" of the downed does not apply to them.
Hishen.
 The Character rolls 2d6 vs. its Rep on the Check
for Dead Table. -1 TO REP
 If more than one Character moves to within 3” of During Melee, the Character can have its current Rep
the downed enemy Character only the closest reduced by1 point. Here‟s how we do it:
Character takes the test and then only once.
 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 table. When all three Squads are on the table,
the same time. the Medic will be there as well.
 If a Character reaches “0” Rep it is Out of the  Gaea Prime Rebels and Free Companies have a
Fight. chance (1) that a Medic will be attached to their
 If opposing Characters reach “0” Rep at the same Squad. If he is not, each time an additional
time, ignore the result and fight another round of Squad enters the table check to see if the Medic
melee. is present by rolling 1d6 versus the number of
 Continue until only one side is left. Squads on the table. There will never be more
 After a Character has completed all of its melees than one Medic per every six squads.
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
STACKING DAMAGE chance (1 – 4) that a Medic will be with them. A 4 is
rolled and the Medic is with that Squad. Until the seventh
Only -1 to Rep stacks; the other two do not. So, three Squad reaches the table there is no chance of another
results of Obviously Dead and four Out of the Fights
Medic being present.
would count as Obviously Dead.

MEDICS RECOVERING OUT OF THE FIGHTS


Medics do not shoot and will only enter melee if charged. Some Factions place a premium on the lives of their
soldiers. Some do not. Gaea Prime, Xeog and Zhuh-Zhuh
These are Characters with limited medical training, but forces will try to recover their Out of the Fight soldiers,
their presence on the field can be the difference between Hishen, Grath, and Razor will not. Here‟s how we do it:
life and death. Here‟s how we do it:
 Players can automatically recover Out of the
 Move the Medic to the Out of the Fight Fight Characters.
Character.  When Active, simply remove one not Out of the
 Consult the Medic Table. Fight Character from the table with one Out of
 Roll 2d6 on the Medic Table versus the Rep of the Fight Character.
the Medic. This may be only attempted once on  Character cannot do anything else while
an Out of the Fight figure. Note that players can recovering the Out of the Fight Character.
choose not to attempt to use a Medic.
 Go down the left-hand column to the appropriate
row and across to see the result. Example – Star Marine Sgt. Graham E. Adams (Rep 5)
decides to recover an Out of the Fight Marine. When
2 MEDIC! Active, I remove them from the table.

(Taken versus Rep)


AUTO-KILL OR CAPTURE
# D6 RESULT
If an Active enemy Character charges into contact with an
PASSED
Out of the Fight Character, he can choose to automatically
2 Just a flesh wound. Character returns to the dispatch or capture him. If captured, the Character can be
fight at normal Rep when next Active. removed from the table as if being Out of the Fight or the
1 Character remains Out of the Fight. enemy can choose to wait until after the battle.
0 Character becomes Obviously Dead.
Example – Lance Corporal diNagian activates and runs
up to the Out of the Fight Glitz and chooses to capture
MEDICS – WHO HAS THEM? him. Both Characters are removed from the table.
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:
 Gaea Prime and Zhuh-Zhuh Squads have a
MELEE
chance (1 – 2) that their Platoon Medic is
attached to their Squad. If he is not, check each When Active, a Character can choose to charge. Move it
time another Squad from their Platoon reaches 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
 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 Example – A Grath charges a Star Marine, who can fire.
separately. He rolls 2d6 on the Shooting Table versus his Rep of 5
 Determine how many d6 each Character passes. and scores a 5 and 6, passes 1d6, and has missed the
 Go down the left-hand column to the appropriate charging Grath. The Grath moves into contact and melee
row. One Character could pass more d6 than the begins.
other or the two Characters could pass the same
number of d6. The Marine rolls 2d6 and scores a 1 and 5, passing 2d6.
 Immediately carry out the results. 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
2 MELEE of melee is immediately fought.
(Taken versus Rep)
The Grath wins the next round of melee by passing 2d6
Score of “6” is always a failure. more (actually he passed 3d6 more)than the Marine!
ATTRIBUTE MODIFIER The Marine is Obviously Dead and the Grath’s Rep
returns to 4.
RAGE – If have the Rage Attribute. +1d6

#D6 RESULTS
GETTING YOUR SUIT PUNCTURED IS A BAD IDEA
Don‟t forget that if you are fighting in a vacuum or a
PASSED hostile atmosphere environment you must be wearing a
Pass ALL LOSERS – Obviously Dead. Spacesuit.
2d6 Any result of Out of the Fight from Melee becomes
more Obviously Dead (except for Grath).
Pass GRATH LOSERS – Fight another round of
1d6 melee. Grath loser suffers -1 to Rep.
more
EXO-ARMORED LOSERS – Fight another round
of melee. Loser suffers -1 to Rep. WILL TO FIGHT
ALL OTHER LOSERS – Winner rolls 1d6 versus
the Rep of the loser. After one side finishes all of its shooting and melees, both
 If equal or higher than Rep – Loser goes sides must see if they remain on the table. Here‟s how we
Out of the Fight. do it:
 If lower than Rep – Losers suffer a result  Consult the Will to Fight Table.
of -1 to Rep, Hishen -2. Immediately fight  Roll 2d6 versus the Rep of the Leader and
another round of melee. determine how many d6 are passed.
Pass ALL – Fight another round of melee.  Go down the left-hand column to the appropriate
same Both suffer -1 to Rep. 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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5150 STAR MARINE
2 WILL TO FIGHT LEAVE THE TABLE
(Taken versus Leader Rep) Any defending Character that suffers a result of Leave the
Table is removed from the table with one exception – if
Score of “6” is always a failure. fighting a Boarding Action (page 37):
ATTRIBUTE MODIFIER  Defenders in a Boarding Action will fall back
BORN LEADER +1d6 into the next Section towards the Bridge.
COWARD – Will always be the first to Leave Special  Defenders that fall back into a new Section will
the Table regardless of Rep or situation. fight if they are attacked and could join other
NERVES OF STEEL – Always last Character Special Defenders.
to Leave the Table.  Defenders that suffer a result of Leave the Table
when in the Bridge will surrender instead –
#D6 RESULTS immediately dropping their weapons and no
longer fighting.
PASSED  Attackers that suffer a result of Leave the Table
2 ALL NON-GRATH – If 50% or more Out of the will fall back into the next Section towards
Fight, Obviously Dead, or Left the Section, where they entered the Ship.
count as passing 1d6.  Attackers that suffer a result of Leave the Table
OTHERWISE – Carry On. when in the Section they entered the Ship will
1 GRATH – Carry On. exit the Ship and the fight.
ALL NON-GRATH – Two Characters Leave the
Table.
Duck Backs will go first.
RECOVERY
Lowest Rep will leave next, if tied then
random. If you are keeping the same Characters to use in a
0 ALL – Whole side Leaves the Table. If both Campaign (page 35), you must see if the Out of the Fight
sides reach this result at the same time, both and those that Left the Table will return after the Mission
count as passing 2d6. 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 # D6 RESULT
Test. PASSED

The Hishen roll 2d6 versus the Leader Rep of 4 and 2 Character returns to the group.
passes 1d6. Two Characters will Leave the Table. The 1 Recovered Out of the Fight Characters
Duck Back (#4) goes first, then the lowest Rep Hishen not return will return to the Squad.
Ducking Back, Hishen #1. Those not ordered to, but Left the Table
may not return.
The Marines roll 2d6 versus the Leader Rep of 5 and pass  Those Contesting a Planet will return.
2d6. They remain on the table.  Those Controlling a Planet will not.
0 Character does not return.

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5150 STAR MARINE
Example – One Hishen (Rep 4) left the table and another  If there are no more Missions and/or the
Hishen (Rep 3) went Out of the Fight. Lucky for them, Campaign has ended, you may Check for
their side won the fight and they recovered him. I roll 2d6 Promotion (page 13).
versus the Rep 4 Hishen and score a 1 and 6. Passing  Roll for Replacements (page 31).
1d6, I see that the Hishen that left, never returns.  If still On Campaign, test to see what the Next
Mission (page 36) is. If not, roll1d6 to see how
I roll 2d6 versus the Rep 3 Hishen and score the same
many months before your next Campaign.
results – passing 1d6. I see that the Out of the Fight
Hishen returns and is ready for the next Mission.
MEDALS OF VALOR
In 5150 Star Marine, your Characters will sometimes
STOP! perform actions “above and beyond” the call of duty.
When this occurs, here‟s a simple system to see if they are
There are 3 types of damage used in Star Marine. From rewarded or not. Only Gaea Prime and the Zhuh-Zhuhs
worst to least they are – Obviously Dead, Out of the Fight have Medals of Valor.
and -1 to Rep. -1 to Rep is only suffered during a round of What qualifies as medal worthy? That‟s up to the players
melee and could be temporary involved. In any case, just have fun with it! It‟s your
What is Check for Dead and what Race is it used on? Story so make it work for you.
Review how to use Medics. You may not always want to After the Mission, the Commanding Officer submits to
use a Medic. To recover an Out of the Fight Character just Battalion HQ his list of any outstanding performances &
remove it and one non-Out of the Fight Character from actions “above and beyond” the call of duty.
the table when active.
 Consider this as happening just before the next
Take a Rep 4 Grath and fight a Melee with a Rep 5 Free Mission.
Company soldier with Hard Body Armor. When fighting
more than one enemy at the same time, you roll one set of 2 MEDALS OF VALOR
d6 and apply them to all of your opponents. Rep loss in
Melee is recovered after the Melees end. (Taken versus Rep)

Both sides will take the Will to Fight Test twice per turn. # D6 RESULT
Which Character takes it? PASSED
How is Leaving the Table different when fighting a 2 Congratulations! Character has been
Boarding Action than other times? awarded a Major Medal of Valor. There is a
chance (1 – 4) of immediately checking for
After the Mission is completed, all Characters that Promotion (page 13). Those with the Coward
suffered a result of Out of the Fight or Leave the Table Attribute have it removed.
must roll on the Recovery Table. Have the loser from the 1 Good Job! Character has been awarded a
Melee take the test. Medal of Valor. There is a chance (1 – 2) of
immediately checking for Promotion (page
AFTER THE MISSION 13). Those with the Coward Attribute have it
removed.
0 Character performed admirably! But no one
Once you‟ve played your Mission to conclusion and taken was watching.
all necessary Recovery Tests, take the following actions.
You can choose to do this for only your Star or your Example – I finish the Mission and now it’s time to see if
whole Squad: any of my Characters could get a Medal. Private
diNagian hacked the Hishen main computer while under
 Total up and apply any Decreasing Rep d6 (page
fire during a Raid on a Slaver ship and prevented it from
9).
self-destructing. I decided this is noteworthy so roll 2d6
 Test for Medals of Valor (page 30). versus his Rep of 5. I score a 1 and 6, passing 1d6, so he
 Characters that Left the Battlefield must Pay the has a chance (1 – 2) of being promoted. I roll 1d6 and
Piper (page 31). score a 1. diNagian is promoted to Sergeant. Now it’s
 Total up and apply any Fame Points (page 12). time to see where he will be posted.

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5150 STAR MARINE
PAY THE PIPER REPLACEMENTS
When a Character Leaves the Table and returns via the After all Recovery Tests are taken it's time to see if the
Recovery Test, it‟s time to see if there are repercussions. Squad will receive any Replacements. Here's how we do
Here‟s how we do it: it:
 Consult the Pay the Piper Table.  Roll 1d6 versus the Rep of the Squad Leader. If
 Roll 2d6 versus the Rep of the Character. he was a casualty roll versus the number 4.
 Determine how many d6 are passed; go down the  Roll 1d6 versus the current Campaign Morale
left-hand column, then across to see the results. (page 35) of your force.
 Immediately carry out the results.  Determine how many d6 were passed between
 Any Character that scored a result of Leaves the both rolls.
Table, unless ordered by its Leader, gains the  Consult the Replacements Table and
Coward Attribute. immediately apply the results.
 Replacements are rolled normally from the Lists.
2 PAY THE PIPER Example – After the Mission, the Squad was reduced to 4
(Taken versus Rep) figures. I roll 1d6 versus the Squad Leader’s Rep of 4 and
pass 1d6. I roll 1d6 versus the current Campaign Morale
# D6 RESULT (page 35) of 3and pass 0d6.
PASSED
Adding the results the Squad has passed 1d6. This gives
2 Whew! No one noticed or he fast-talked his them zero Replacements as the Squad is over 1/2 strength.
way out of it.
1 Uh-Oh! Character‟s lackluster actions were
observed. The subsequent Company 1/1 REPLACEMENTS
punishment and ridicule reduces his Rep by
(Taken vs. the Rep of the Squad Leader & Campaign Morale)
one point.
0 Crap! Character‟s cowardice or unbecoming # D6 RESULT
conduct was noted. Roll 1d6. PASSED
Gaea Prime Characters:
 1 = Reduced in Rank. 2 Squads over 1/2 strength will receive one
Replacement.
 2 = Reduced in Rank and sent to a Squad
in another Unit. Squads at or below 1/2 strength will receive
Replacements to bring the Squad back up to
 3, 4, or 5 = Sentenced to prison for
paper strength.
5+1/2d6 years.
1 Squads over 1/2 strength will receive zero
 6 = Found not guilty and returned to
Replacements.
service and ready for the next Mission.
Squads at or below 1/2 strength will receive
Zhuh-Zhuh Characters: Executed on the
one Replacement.
spot for a lack of courage or are sent to fight
0 Squads over 1/2 strength will not receive any
Bugs (1).
Replacements.
Squads at or below 1/2 strength will not be
Example – I finish the Mission and now it’s time to see if available for any Missions next month.
any of my Characters have to Pay the Piper. Pvt. Jaxx Available the following month and at full
Left the Table on his own, but came back via a Recovery paper strength.
Test.
I roll 2d6 versus his Rep of 3 and pass 2d6. Lucky for him, REPLACING LEADERS
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
no promotable Leaders, I roll for a new one on the Star
TRAVELING THE 5150 UNIVERSE
Marine Faction List. I roll a 3; the Corporal is a Rep 4. “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
TERRAIN conducted via Jump Points known as “Automatic
Transfer Points.” These Automatic Transfer Points
(ATP) allow movement between star systems by exploiting
Now that you know all the rules it‟s time to set up terrain a network of Cosmic Strings, fracture lines in the
and play your first game. You can make your table as universe, that twist and wind their way across the
detailed and elaborate terrain wise as you want, but we’ve galaxy.”
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 As described before, the 5150 Universe is divided into
30). nine “Rings.” Each Ring is further broken down into six
There are 2 types of Medals of Valor. Roll to see if a Rep “Sectors”, each containing numerous Planets. During a
4 Star Marine receives one. Campaign Month (page 35), Events, Missions, and
Encounters will be occur in differing Rings, Sectors and
Those that Leave the Table and return via the Recovery Planets.
Table must Pay the Piper (page 31).
If your Squad is over half-strength, it may not receive RINGS AND JUMP POINTS
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.  Each Ring consists of six Sectors, numbered
from 1 to 6.
 You can jump from Ring to Ring by using the

FM 5150 –SVBSS
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.
Field Manual 5150
 Want to jump from Ring 1 to Ring 3? You have
Spaceborne Visit, Board, Search, and Seizure (SVBSS) to start your jump in Sector 1 of Ring 1. At the
is the term used by military and law enforcement agencies end of the jump you are in Sector 1 of Ring 3.
for spaceborne boarding actions and tactics, designed to  Jumping one or more Rings takes one Campaign
capture enemy spacecraft and facilities, to Month (page 35). “Wait! You mean I could jump
combat piracy and smuggling, and to conduct customs, as many Rings as I want and it only takes one
safety and other inspections, as employed by modern star Campaign Month!?” Yes, yes you can.
navies, space marine and space patrol services  The good news is while you are jumping nothing
and police forces. This Field Manual focuses on High bad can happen to you. The bad news is while
Intensity Close Quarters Battle (CBQ) and provides the you are jumping nothing good can happen to
procedures and tactics for spaceborne boarding and you. Basically you advance your Campaign by
assault operations against hostile spacecraft and space one month.
facilities.
Example – diNagian’s Unit is in Ring 5, Sector 1, at the
This section covers what you need to know to travel the Jump Point. The Campaign Month (January) begins and
5150 Universe and about Boarding spaceships – the his Unit jumps from Ring 5 to Ring 3. One Campaign
“bread & butter” of every Marine. Month later (February) his Unit arrives in Ring 3, Sector
1.

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5150 STAR MARINE
WHO OWNS WHAT RINGS? PLANET HOPPING
If you‟re going to be jumping from Ring to Ring we
Each Sector contains an infinite number of Planets. You
better give you some information. Just a quick overview
can travel from one to the other in the same Sector quite
of who owns what in the 5150 Universe. Note that even
easily. Here‟s how we do it:
though this is “official”, the Factions are constantly
arguing over who owns what. Here‟s how we do it:  Declare the Planet you are starting in.
 Consult the Whose Ring Is It Anyway Table.  Land at the destination Planet and resolve the
required Mission or other Character actions. No
 Go down the left-hand column to the appropriate
Campaign time is lost.
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.
HOME BASE
X WHOSE RING IS IT ANYWAY? 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
FACTION (1) PRIMARY RINGS RINGS TRAVELED your Campaign is over you will return there.
Bugs 7, 8, 9 1, 2, 3, 4, 5, 6 Your Star Marine‟s Home Base will be located within a
Gaea Prime 1, 2, 3, 4 5, 6 Ring controlled by your Faction and is determined
Hishen 4, 5, 6 7 randomly. Here‟s how we do it:
Independent 1, 2, 3, 4, 5, 6, 7 8, 9
Pirates 7, 8, 9 1, 2, 3, 4, 5, 6  Consult the Home Base – What Ring Table.
Xeog - 1, 2, 3, 4, 5, 6  Roll 1d6 and read the result as rolled.
Zhuh-Zhuh 2, 3, 4 1, 5, 6  Go down the left-hand column to the appropriate
(1) Some the Factions listed do not appear in 5150 Space Faction then across to the appropriate column.
Marine, but a little information could come in handy in the This tells you the Ring where your Home Base is
future. located.

SECTOR HOPPING 1 HOME BASE – WHAT RING?


Each Ring is divided into six Sectors and inside each (Read the result as rolled)
Sector are the Planets. It is possible to travel between
FACTION 1 2 3 4 5 6
Sectors. Here‟s how we do it:
Gaea Prime 1 2 2 3 3 4
 Sector 1 is where the Jump Point is for inter-
Hishen Empire 4 4 4 5 5 6
Ring travel.
Zhuh-Zhuh 2 3 3 3 4 4
 From there the Sectors spread away from 2 to 6.
 Sector 1 is the center of the Ring and Sector 6 is
 Next roll 1d6 to determine the Sector (page 32)
the farthest from the center.
where the Planet is located.
 To travel from any Sector to any Sector in the
 Finally roll 1/2d6 to determine the Class (page 4)
same Ring takes one Campaign Month (##).
of the Planet. From there you travel to your
Example – diNagian’s Unit starts the Campaign Month at Campaign location.
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.
MISSIONS AT YOUR HOME BASE
When you‟re at your Home Base and Off Campaign, you
One Campaign Month later, having reached Sector 3, his will be kept busy doing routine duties and training, but
Unit now lands at the planet and must undertake his you can choose to have one Carousing Encounter each
assigned Mission. 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.

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5150 STAR MARINE
DEPLOYMENTS WAR
Your Star Marine and its Unit will usually spend time On War has been declared with the Hishen (1 – 4) or Zhuh-
Campaign or Off. Here‟s how we do it: Zhuh (5 – 6). If you‟re playing one of those Factions, just
 At the start of your Term of Service you will go substitute Gaea Prime where your Faction appears.
On Campaign. At the end of each Campaign you
will go Off Campaign. Roll 1d6 and read the
result as rolled.
WHAT RING, SECTOR AND PLANET?
 This is the number of months you spend Off Now that you know what the Big Event is, we need to
Campaign. You can have 1 Carousing Encounter find a way to determine where it happens and where you
per month or choose to skip it and just subtract are sent to. Here‟s how we do it:
these months and go on a new Campaign.
 Consult the Big Event – What Ring Table.
 Roll 1d6 and read the result as rolled.

BIG EVENTS 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.
Your 5150 Star Marine Character doesn‟t control
interstellar politics or which Faction your government 1 BIG EVENT – WHAT RING?
decides to go to war with. The Big Event determines
(Read the result as rolled)
where the conflict is and what kind of Campaign your
Character could be assigned to. Here‟s how we do it: EVENT 1 2 3 4 5 6
 At the start of the Campaign Month when it‟s Disaster 1 2 2 3 3 4
time to go On Campaign roll 1d6 and read the Piracy 3 3 3 4 4 5
result as rolled to get the Big Event. Unrest 2 3 3 3 4 4
 1 = Natural Disaster. War –Gaea Prime 3 3 3 4 4 4
 2 = Piracy. War – Hishen Empire 3 3 4 4 4 4
 3 = Piracy. War – Zhuh-Zhuh 3 3 4 4 4 4
 4 = Unrest.
 5 = War.
 Next roll 1d6 to determine the Sector (page 32)
 6 = War.
where the Planet is located.
 Read the appropriate Event Section to see what it
 Finally roll 1/2d6 to determine the Class (page 4)
is and who is involved.
of the Planet.

NATURAL DISASTER 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
A Disaster has struck one of your Faction Worlds. score a 3 –Unrest.
Disease? Solar Flare? Asteroid? That‟s up to you. The
Planet requests aid and this could result in increased I roll 1d6 on the Big Event – What Ring Table and score a
Pirate activity. Determine which Pirates by using the 5. It’s in the 4th Ring. Another 1d6 roll of 3 makes it the
Pirates List (page 21). 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
PIRACY the 4th Ring. My Campaign will be Unrest.

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 Zhuh-
Zhuh, then it‟s Free Companies.

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5150 STAR MARINE
 Each side rolls their modified number of d6
CAMPAIGNS 
versus their current Campaign Morale.
Determine how many d6 each side passed.
 Go down the left-hand side to the appropriate
While Missions are typically a single event, Campaigns row for the number of d6 you passed compared
are a series of linked Missions based upon the Big Event to the enemy.
(page 34).  Go across to see the results.
Campaigns can be as simple or as detailed as you want.  Immediately adjust the current Campaign Morale
Feel free to use as little or as much of the following rules if needed.
as desired. In this part, you will learn how to link your  First side to reach “0” Campaign Morale has lost
Missions together into a continuous Campaign where the the Campaign.
result of one affects the course of the next.
2 SHIFTING CAMPAIGN MORALE
TIME IN THE CAMPAIGN (Taken versus current Campaign Morale)
For simplicity‟s sake, we track time in the Campaign by A result of "6" is always a failure.
the calendar month. You will have 2 Missions per month
when On Campaign, 1 Encounter per month when Off CIRCUMSTANCE MODIFIER
Campaign. Officially, the Campaign starts in January Last Mission was a success. +1d6
2220.
# D6 PASSED RESULT
CAMPAIGN MORALE More than Enemy Campaign Morale reduced by 1
Before the Campaign starts, we must establish your opponent point for each d6 passed more than
Campaign Morale (CM). As a soldier, you cannot control Enemy.
whom your government goes to war with. What you can Same No changes to you or the Enemy.
control is the morale of your troops. How do you do this? number as
Complete your Missions successfully! opponent
Less than Your Campaign Morale reduced by 1
So what is your starting Campaign Morale and that of
opponent point for each d6 less passed than Enemy.
your enemy? Looking at the Starting Campaign Morale
Table tells you this.
Example – My Star Marine Unit (CM 5) has just finished
a Boarding Action versus Xeog Pirates (CM 3) and it’s
X STARTING CAMPAIGN MORALE time to check Campaign Morale. I start with 2d6 and as
FACTION MORALE the Mission was a success, receive a +1d6 bonus. I roll
3d6 and score a 2, 3, and 6 – passing 2d6.
Free Company 4
Gaea Prime : Rebels 4 The Pirates roll 2d6 and score a 5 and 6 – passing 0d6.
Gaea Prime: Planetary Defense Force 4 As I passed more than they did, their CM drops down by
two points to CM 1.
Gaea Prime: Planetary Militia 3
Gaea Prime: Star Marines 5
Hishen Empire 5 ENDING THE CAMPAIGN
Pirates 3
If the Enemy's Campaign Morale reaches “0”, you have
Zhuh-Zhuh 5
won and they have vacated the area. Gain 5 Fame Points.

SHIFTING MORALE If your Campaign Morale reaches “0”, you have lost and
your side vacates the Area. Lose 5 Fame Points.
After each Mission, you will have been a success or a
failure and this can affect the Campaign Morale of you It‟s now time to return to your Home Base, go Off
and your enemy. Here's how we do it: 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.

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5150 STAR MARINE
FIGHT ON X NEXT MISSION – WAR
If you are still fighting after the current Campaign Morale (Read the result as rolled)
has been checked, you have to determine your Next
Mission. Here's how we do it: # MISSION
 Consult the appropriate Next Mission Table. 1 BOARDING. Attack (1 – 4) or Defend (5 – 6) against
 Roll 1d6 and read the result as rolled. an enemy spaceship.
 Go down the left-hand column to the appropriate 2 BOARDING. Attack (1 – 4) or Defend (5 – 6) against
road and across to see you next Mission. an enemy spaceship.
3 BOARDING. Attack (1 – 4) or Defend (5 – 6) against
an enemy spaceship.
1 NEXT MISSION – NATURAL DISASTER
4 BOARDING. Attack (1 – 4) or Defend (5 – 6) against
(Read the result as rolled) an enemy spaceship.
5 BOARDING. Attack (1 – 4) or Defend (5 – 6) against
# MISSION an enemy spaceship.
1 DEFEND. Protect Civilians from Pirates. 6 RESCUE. Rescue captured soldiers from the enemy.
2 DEFEND. Protect Civilians from Pirates.
3
4
ESCORT. Escort Civilians to a safe area.
ESCORT. Bring supplies to Civilians.
CONTROL OR CONTEST
5 ESCORT. Bring supplies to Civilians. Before the Campaign starts you must determine who
6 RESCUE. Rescue Civilians from Pirates controls (defends) the Planet or Area of space and who is
contesting (attacking) it. Here's how we do it:

X NEXT MISSION – PIRACY  Decide which Factions will be opposing each


other.
(Read the result as rolled)  Each Faction rolls 1d6 and adds their score to
their starting Campaign Morale.
# MISSION
 The side with the higher total is the contesting
1 BOARDING. Attack a Pirate spaceship. Faction.
2 BOARDING. Attack a Pirate spaceship.  Note that the PDF and Planetary Militia are
3 BOARDING. Attack a Pirate spaceship. always controlling while the Rebels are always
4 BOARDING. Attack a Pirate spaceship. contesting.
5 BOARDING. Attack a Pirate spaceship.  Re-roll any ties.
6 RAID. Attack a Rebel base.
Example - I am playing Hishen versus Zhuh-Zhuh. I roll
1d6 for the Hishen. I score a 3 and add it to the
X NEXT MISSION – UNREST Campaign Morale of 5 for an 8. I roll 1d6 for the Zhuh-
Zhuh. I score a 5 and add it to the Campaign Morale of 5
(Read the result as rolled) for a 10. The Zhuh-Zhuhs are contesting the Planet while
# MISSION the Hishen are controlling it.

1 CAROUSING. Try and relax.


2 DEFEND. Defend from a Rebel attack. CONQUERING A PLANET
3 ESCORT. Escort a Diplomat to a safe area for a Now that we know who is controlling and contesting a
meeting. Planet, how do we know when it‟s been conquered?
4 RAID. Attack a Rebel base. Here‟s how we do it:
5 RAID. Question locals about Rebel activity.
6 RESCUE. Rescue Diplomats (1 – 2) or Civilians (3 –  The first side to win a number of Campaigns
6) from Rebels. 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.

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5150 STAR MARINE
Example – The Hishen (contesting Faction) have invaded  DEFEND – Your Unit is needed to defend against
a Class 2 Zhuh-Zhuh (controlling Faction) Planet in the an enemy attack.
4th Ring. The first Campaign is won by the Hishen. The  ESCORT – Your Unit is needed to escort people or
next Campaign is won by the Zhuh-Zhuh. supplies safely through dangerous territory.
 RAID – Your Unit is needed to raid an enemy
The next Campaign is won by the Zhuh-Zhuh. As they
position.
have won the needed number of Campaigns (2) based on
the Class of the Planet (2) they keep control and the  RESCUE – Your Unit is needed to rescue someone
Hishen leave. or recover something.

STOP! BOARDING ACTION


The 5150 Universe is divided into 9 Rings, each with 6 In this Mission the fight is taking place on a spaceship.
Sectors containing numerous Planets. You could be attacking or defending depending upon the
Mission.
You can jump between Rings only from Sector 1 and into
Sector 1. Jump as many Rings as desired – one Month. OBJECTIVE
Move from Sector to Sector in the same Ring – one
month. Move from Planet to Planet in the same Sector –  To be successful you must either capture the
no time. Bridge of the ship if attacking or repel all
boarders if defending.
Review the Whose Ring Is It Anyway Table.
We use 4 Big Events to send you on your Campaigns. FORCES
Each tells you what type of Missions you can have.  You will have a full Squad.
We use the normal calendar to track the Campaign Year.  NPCs will be generated as needed.

Each Faction has a Campaign Morale. This tells you how TERRAIN
long a Faction will fight with the highest being 5 and the
lowest being 3. If you are successful on your Missions the  The table is set up to represent individual
Enemy Campaign Morale could go down. Their success Sections of the ship.
could also reduce your Campaign Morale. When one side  Use a flat space 6” x 12” for each Section.
reaches “0”, the Campaign is over and they have lost.
Otherwise, they fight on. DEPLOYMENT
Review the Next Mission Tables. Each Big Event has its  Gaea Prime and Zhuh-Zhuh use Cutters. Hishen
own Missions. use a Cutter (1 – 4) or Slaver (5 – 6). Pirates will
use Pirate ships while Smugglers and Merchants
If you are Contesting a Planet you are trying to conquer it. will use Traders.
How is that done?  When attacking, your Squads will board the ship
in a random manner. Roll 1d6 and read the result
MISSIONS as rolled. This is the Section that your Squad or
Squads, (1) are placed in.
 When defending, your Squad or Squads, (1) will
Missions and Encounters are the types of adventures your be placed in the Sections that the enemy boards
Star and its Unit will be involved in. You can choose to you.
play them as stand-alone games, or linked together as part  Each side will set up within 3”of the opposite 6”
of a Campaign. You can have 2 Missions, 2 Encounters, edges.
or 1 of each per month when On Campaign. When Off  If more than 1 Squad lands in the same Section,
Campaign (page 12) you can only have 1 Carousing it‟s going to be crowded!
Encounter. Here is the list of Missions and one Encounter  There is always one defending Squad on the
– a non-Military adventure: Bridge. It is the last one on the ship.
 BOARDING ACTION – Your Unit is needed to (1) You can have control of up to two Squads if playing a Cutter,
attack an enemy or defend your spaceship. Slaver, or Pirate. If playing a Trader, you will only have one
 CAROUSING – Your Unit has some time to blow Squad.
off some steam.
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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 RESULT
PASSED

2 CONTACT! Roll 1d6:


 1 = Ambush! 6 man Enemy Squad auto-
wins 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.
1 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.
0 NOTHING! If last Contact to be resolved and
no enemy have been contacted yet, you meet
one Enemy Squad, rolled as if passed 2d6.

RESCUING PRISONERS & SLAVES


SPECIAL INSTRUCTIONS If you are boarding a Hishen Slaver or a Pirate ship there
is a chance your unit will also encounter prisoners or
 Establish your Campaign Morale if not already slaves.
done (page 35).
 Establish the Enemy Campaign Morale (page 35)  Any Contact roll in a Cargo or Crew section on a
if not already done. Hishen Slaver or Pirate shop may result in
prisoners or slaves also being present.
 Roll 1d6 when resolving a contact roll in a Cargo
RESOLVING CONTACT or Crew section: (1-3) no prisoners/slaves, (4-5)
The Mission consists of resolving a specific number of 1/2d6 prisoners or slaves, (6) 1d6 prisoners or
Contacts – chance to meet other Characters, some friendly slaves
and some not. Here‟s how we do it:  Use the Civilians table on page 54 to determine
who they are.
 Consult the Contact – Boarding Table.  They must be escorted to a safe entry tile (one of
 You will have one Contact each time you enter a the original starting areas for your Star Marines)
new Section. where they will be rescued.
 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.

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5150 STAR MARINE
ACTIVATE ANTI-BOARDING LOCK DOWN
The pressure doors to the next Section are closed and
MEASURES! locked down. Here‟s how we do it:
The Defender has initiated Anti-Boarding Measures.
 Doors will take 1/2d6 turns to unlock. Once
Here‟s how we do it:
opened the doors remain open.
 Consult the Anti-Boarding Measures Table.  Until it does, roll 1d6 on the Contact – Boarding
 Roll 1d6 and read the result as rolled. Action Table counting as if passed 1d6.
 Modify the result by any applicable  Any Enemy Squads will arrive from the Section
Circumstance. behind your Squad.
 Go down the left-hand column to the appropriate
row then across to see what occurs. POWER DOWN
 Carry out the results. Power in the Section goes out. Here‟s how we do it:

HACK IT!  Doors will take 1/2d6 turns to unlock. Once


opened the doors remain open.
When Anti-Boarding Measures are activated, the  Until it does, roll 1d6 on the Contact – Boarding
attacking side could hack into the system and prevent it Action Table counting as if passed 1d6.
from being carried out. Here‟s how we do it:
 Any Enemy Squads will arrive from the Section
 One of your Squad takes a Difficult Challenge behind your Squad.
Test; you choose who. You only roll once.  When enter the Section the darkness causes all
 Roll 2d6, apply any modifiers and see if you pass 1d6 results on the Shooting Table to count
succeed on the first roll. Succeed; Anti-Boarding as pass 0d6.
Measures are stopped. Fail; Measures launched.  The Section remains powered down until the
ship is captured or the boarders repelled.
1 ANTI-BOARDING MEASURES
“SHAKE „N BAKE”
(Read the result as rolled)
On military ships and space stations the Bridge crew may
CIRCUMSTANCE MODIFIER be able to adjust the environmental and anti-gravity
controls Section by Section to harass an attacker. We call
If Attacker in Section adjacent to the +1
it “Shake „n Bake”. The Defender cycles to a different
Bridge.
Gravity strength causing each Character to see if they are
If defender is Hishen. +1
affected. Here‟s how we do it:
# ACTION TAKEN  Each Character rolls 2d6 versus its Rep.
 Pass 2d6 = Carry on.
1 Lock Down the next Section between the Bridge
 Pass 1d6 = Re-roll the d6 counting as any
and the closest attacking Unit is locked down.
result of pass 1d6 as pass 0d6.
2 Lock Down the next Section between the Bridge
 Pass 0d6 = Character slams into wall or
and the closest attacking Unit is locked down.
ceiling and is knocked Out of the Fight.
3 Power Down the next Section between the Bridge
 Once resolved the Section is returned to normal.
and the closest attacking Unit powers down.
4 Power Down the next Section between the Bridge
and the closest attacking Unit powers down. DEPRESSURIZATION
5 Shake n Bake the Section with the attacking Unit The Defender pumps atmosphere from a Section or opens
closest to the Bridge is affected. exterior doors to vent the Section‟s atmosphere into
6 Depressurize the Section with the attacking Unit space. Here‟s now we do it:
closest to the Bridge is depressurized
 All Characters in the Section are immediately
7 Depressurize entire ship, or, if Hishen roll 1d6
sucked out into space.
versus Rep:
 Those not wearing a Spacesuit or Exo-Armor are
 Pass 1d6: Self Destruct in 1/2d6 turns
Obviously Dead.
 Pass 0d6: Depressurize entire ship
 Section remains depressurized until the ship is
8 Initiate Self Destruct immediately. captured or boarders repelled.

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5150 STAR MARINE
SELF-DESTRUCT  If you do not have a Spacesuit or Exo-Armor and
Hishen and some other Aliens may choose to destroy the can make your way to the Hangar Section or
ship using built-in explosive “Scuttling” charges or by Crew Section, you could (1 – 3) find an Escape
overloading the engines or weapons systems rather than Pod. If there isn‟t one in a Section, try the other
allowing the ship to be captured. Of course, the ship must ones!
explode in a dramatic fashion that gives our Players time  If you make it out into space, if there is a
to do something. Here‟s how we do it: friendly spaceship nearby you will be recovered.
If there is an enemy spaceship nearby you will be
 Consult the Self-Destruct Table. captured.
 Roll 1d6 and read the result as rolled.  Otherwise, you‟re dead.
 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. AFTER CONTACT
 Once the Self-Destruct sequence has been Once all combat from resolving the Contact is complete:
initiated, roll 1d6 each time a Player enters a
Section.  If attacking, move into the next Section
towards the Bridge.
 Characters in the exploding Section are
Obviously Dead.  If defending, move into any adjacent
Section, usually towards the enemy.
 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.
MARINE DETACHMENTS
 If not, the self-destruct sequence cannot be As mentioned previously, a Squad is called a Detachment
stopped. when onboard a ship. In 5150 Star Marine you will be
dealing primarily with ship board actions with the
1 SELF - DESTRUCT occasional dirt side Mission. The number of Detachments
will vary by the type of ship. In the case of the Trader, a
(Read the result as rolled) non-military ship, the Detachment is the Crew.
# RESULT If desired you can chose to use more than one Squad.
1 All Thruster Sections explode. If no Thruster
Sections are left, all Firepower Sections explode. SHIP SPECIFICATIONS
2 All Firepower Sections explode. If no Firepower
# CLASS THRUST FIREPOWER HULL DETACH
Sections are left, all Thruster Sections explode.
3 All Hangar and Cargo Sections explode. If no 1 Cutter 3 4 4 2
Hangar and Cargo Sections are left, all Thruster 2 Pirate 3 3 3 2
Sections explode. 3 Slaver 3 3 3 2
4 All Crew Sections explode. If no Crew Sections 4 Trader 3 2 3 1
are left, all Hangar and Cargo Sections explode.
5 The Bridge Section explodes. If no Bridge
Section left, all remaining ship Sections explode.
6 All remaining Sections explode.

RUN FOR IT!


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

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

In this Mission, the enemy is attacking. You must prevent


2/1 CONTACT – DEFEND
them from accomplishing their objective, inflicting as (Taken versus the Enemy Campaign Morale)
many casualties as possible.
# D6 RESULT
PASSED
OBJECTIVE
 To be a success you must prevent the enemy 2 CONTACT! Roll 1d6:
from accomplishing their objective – forcing you  1 = Surprise attack! 6 man Enemy Squad
out of the building. auto-wins on the Action Table.
 2 = Sniper Attack followed by 6 man
FORCES Enemy Squad.
 You will have a full Squad. You can choose to  3 = 5 man Enemy Squad.
use more if desired, be sure to increase the  4 = 5 man Enemy Squad.
Enemy proportionately.  5 = 5 man Enemy Squad.
 NPCs will be generated as needed.  6 = Roll 1d6. Mortar Attack (1 – 5) or
Artillery Barrage (6).
TERRAIN 1 CONTACT! Roll 1d6:
 1 = 5 man Enemy Squad.
 The table is set up to represent the area outside  2 = 5 man Enemy Squad.
of and the interior of the building.
 3 = 4 man Enemy Squad.
 Use a flat space 12” x 12”.
 4 = Sniper Attack.
 5 = Nothing.
DEPLOYMENT  6 = Nothing.
 Each side will set up within 3” of the opposite If last Contact to be resolved and no enemy
12” edges. have been contacted yet, you meet one
 You are assumed to start inside the building and Enemy Squad, rolled as if passed 2d6.
in Cover. 0 NOTHING! If last Contact to be resolved and
 The Enemy is assumed to start outside the no enemy have been contacted yet, you meet
building and not in Cover. one Enemy Squad, rolled as if passed 2d6.

SPECIAL INSTRUCTIONS ARTILLERY BARRAGE


 Establish your Campaign Morale if not already Squad comes under artillery fire. Here‟s how we do it:
done (page 35).
 All Characters in Squad are at risk.
 Establish the Enemy Campaign Morale (page 35)
 Roll once on the Shooting Table versus a Rep of
if not already done.
5.
 Resolve damage normally.
RESOLVING CONTACT
The Mission consists of resolving a specific number of MORTAR ATTACK
Contacts – chance to meet other Characters, some friendly Squad comes under mortar fire. Here‟s how we do it:
and some not. Here‟s how we do it:
 All Characters in Squad are at risk.
 Consult the Contact – Defend Table.  There will be 1/2d6 mortar rounds coming in.
 You will have three Contacts.  Roll on the Shooting Table for each round
 Roll 2d6 versus the Enemy Campaign Morale. counting the 1st round as Rep 4; 2nd round as Rep
 Determine how many d6 are passed and go down 3 and 3rd round, if any, as Rep 2.
the left-hand column to the appropriate row.  Resolve damage normally.
 Go across to see what has been met. This may
require an additional 1d6 roll. SNIPER ATTACK
 Set up the Characters on the table.
The Squad comes under Sniper fire. Here‟s how we do it:

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5150 STAR MARINE
 One Character rolled randomly is at risk.  Go down the left-hand column to the appropriate
 The Character does not count as being in Cover. row then across to see who you or what you are
 Roll once on the Shooting Table versus a Rep of Escorting.
4.  This tells you the type of Civilian you have run
 Resolve damage normally. 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.
ESCORT  Supplies will be Food.

In the Escort Mission, you are trying to escort Civilians or 2 WHO ARE THEY?
wounded soldiers through enemy lines to safety. For (Adding the results together)
example, this could be a Diplomatic Mission during
Unrest or to escort relief efforts after a Natural Disaster. # PROFESSION CLASS AND SOCIAL STANDING
2 Ordinary Joe – 2
OBJECTIVE: 3 Ordinary Joe – 2
 You must survive all three Contacts – reaching 4 Exotic – 3
the destination. 5 Exotic – 3
6 Criminal – 1
FORCES 7 Shaker – 4
8 Criminal – 1
 You will have a full Squad. 9 Exotic – 3
 NPCs will be generated as needed. 10 Mover – 5
11 Ordinary Joe – 2
TERRAIN 12 Ordinary Joe – 2
 The table is set up to represent the area through


which your Squad will travel.
Use a flat space 12” x 12”.
CIVILIANS
# REP # ARMOR # WEAPON
DEPLOYMENT 1 4 1 Soft Body 1 Unarmed
 The Escorting force starts in the center of the 2 4 2 Soft Body 2 Unarmed
table, at least 6” from all edges. 3 3 3 Soft Body 3 Unarmed
 Once Contact is made place the enemy force to 4 3 4 Soft Body 4 Unarmed
the left (1 – 2), right (3 – 4), or on both sides (5 – 5 3 5 Soft Body 5 Pistol – 1
6) of the Escorts, at least 3” away. 6 3 6 Soft Body 6 Auto – 3

SPECIAL INSTRUCTIONS  Determine the stats for each Civilian or


 Establish your Campaign Morale if not already Diplomat.
done (page 35).  Roll 1d6 to determine Gender. Male (1 – 4) or
 Establish the Enemy Campaign Morale (page 35) Female (5 – 6).
if not already done.  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
WHO‟S BEING ESCORTED? have successfully interacted with. If the total
Before the Mission (see the appropriate Big Event on exceeds your current Campaign Morale, you gain
page 34) you will know what you are Escorting – 5 additional Fame Points.
Civilians, Supplies, or a Diplomat. You may need to find
out who they are. Here‟s how we do it:

 Consult the Who Are They Table.


 Roll 2d6 and add the results together.

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RESOLVING CONTACT MINE FIELD
The Squad wanders into a mine field. Here‟s how we do
The Mission consists of resolving a specific number of
it:
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.
 Consult the Contact - Escort Table.
 Roll once on the Shooting Table versus a Rep of
 You will have three Contacts.
3.
 Roll 2d6 versus the Enemy Campaign Morale.
 Resolve damage normally.
 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 MORTAR ATTACK
require an additional 1d6 roll. Squad comes under mortar fire. Here‟s how we do it:
 Set up the Characters on the table.  All Characters are at risk.
 After all combat is resolved for the Contact, roll  There will be 1/2d6 mortar rounds coming in.
for the next.
 Roll on the Shooting Table for each round
 After all three are finished, you have made it to
counting the 1st round as Rep 4; 2nd round as Rep
your objective.
3 and 3rd round, if any, as Rep 2.
 Resolve damage normally.
2/1 CONTACT – ESCORT
(Taken versus the Enemy Campaign Morale) SNIPER ATTACK
# D6 RESULT The Squad comes under Sniper fire. Here‟s how we do it:
PASSED  One Character rolled randomly is at risk.
 The Character does not count as being in Cover.
2 CONTACT! Roll 1d6:  Roll once on the Shooting Table versus a Rep of
 1 = Ambush! 6 man Enemy Squad auto- 4.
wins on the Action Table.  Resolve damage normally.
 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.
1 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.
0 NOTHING! If last Contact to be resolved and
no enemy have been contacted yet, you meet
one Enemy Squad, rolled as if passed 2d6.

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 You will have three Contacts. Two will be on the
RAID 
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
In the Raid Mission, you are called upon to conduct a the left-hand column to the appropriate row.
focused attack. The Mission could be on a building on a  Go across to see what has been met. This may
Planet, Space Station or Base. If desired you can play the require an additional 1d6 roll.
Mission on a spaceship, as a Boarding Action (page 37).
 Set up the Characters on the table.
 After all combat is resolved for the Contact, roll
OBJECTIVE: for the next.
 You can Raid for a variety of reasons; take a  After all combat is resolved for the last Contact,
spaceship, capture an enemy, or kill the enemy; the Mission is over.
the reasons are endless. Feel free to provide the
reasons why! 2/1 CONTACT – RAID
 You must accomplish what you set out to do if (Taken versus the Enemy Campaign Morale)
you are Raiding.
# D6 RESULT
FORCES PASSED
 You will have a full Squad. You can choose to
use more if desired, be sure to increase the
2 CONTACT! Roll 1d6:
Enemy proportionately.  1 = Ambush! The 6 man Enemy Squad in
the building auto-wins on the Action
 NPCs will be generated as needed.
Table.
 2 = 6 man Enemy Squad.
TERRAIN  3 = 5 man Enemy Squad.
 Use a flat space 12” x 12”.  4 = 5 man Enemy Squad.
 The table for the third Contact is set up to  5 = 1/2d6 Civilians.
represent the area outside of and the interior of  6 = 1/2d6 Civilians.
the building. The other two Contacts will not 1 CONTACT! Roll 1d6:
have a building and represent the area the  1 = 5 man Enemy Squad.
Raiders are traveling through to reach the  2 = 4 man Enemy Squad.
building.
 3 = Sniper Attack.
 4 = 1/2d6 Civilians.
DEPLOYMENT  5 = 1/2d6 Civilians.
 Each side will set up within 3”of the opposite  6 = 1/2d6 Civilians.
12” edges. If last Contact to be resolved and no enemy
 The Defenders are assumed to start inside the have been contacted yet, you meet one
building and in Cover. Enemy Squad, rolled as if passed 2d6.
 The Raiders are assumed to start outside the 0 NOTHING! If last Contact to be resolved and
building. no enemy have been contacted yet, you meet
one Enemy Squad, rolled as if passed 2d6.
SPECIAL INSTRUCTIONS
 Establish your Campaign Morale if not already SNIPER ATTACK
done (page 35). The Squad comes under Sniper fire. Here‟s how we do it:
 Establish the Enemy Campaign Morale (page 35)
 One Character rolled randomly is at risk.
if not already done.
 The Character does not count as being in Cover.
 Roll once on the Shooting Table versus a Rep of
RESOLVING CONTACT 4.
The Mission consists of resolving a specific number of  Resolve damage normally.
Contacts – chance to meet other Characters, some friendly
and some not. Here‟s how we do it:
 Consult the Contact – Raid Table.
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5150 STAR MARINE
QUESTIONING
When you run into Civilians you must question them for
RESCUE
information. Here‟s how we do it:
In the Rescue Mission, you are called upon to rescue
 Consult the Who Are They Table. someone or recover something. The Mission could be on
 Roll 2d6 and add the results together. a building on a Planet or a Space Station or Base. If
 Go down the left-hand column to the appropriate desired you can play the Mission on a spaceship, as a
row then across to the appropriate column for Boarding Action (page 37).
where the Raid is taking place.
 This tells you the type of Civilian you have run OBJECTIVE:
into and it‟s Social Standing (page 4).
 You will be Rescuing 1/2d6 Grunts or
2 WHO ARE THEY? recovering an object.
 You must accomplish what you set out to do.
(Adding the results together)

# OCCUPIED ELSEWHERE SPACE PORT FORCES


OR SPACE SHIP  You will have a full Squad.
2 Shaker – 4 Joe – 2 Joe – 2  NPCs will be generated as needed.
3 Shaker – 4 Joe – 2 Shaker – 4
4 Exotic – 3 Exotic – 3 Police TERRAIN
5 Exotic – 3 Exotic – 3 Exotic – 3  Use a flat space 12” x 12”.
6 Joe – 2 Criminal – 1 Exotic – 3  The table for the third Contact is set up to
7 Joe – 2 Shaker – 4 Exotic – 3 represent the area outside of and the interior of
8 Joe – 2 Criminal – 1 Criminal – 1 the building. The other two Contacts will not
9 Criminal – 1 Exotic – 3 Joe – 2 have a building and represent the area the
10 Criminal – 1 Mover – 5 Criminal – 1 Raiders are traveling through to reach the
11 Criminal – 1 Joe – 2 Joe – 2 building.
12 Criminal – 1 Joe – 2 Joe – 2
DEPLOYMENT
CIVILIANS  Each side will set up within 3”of the opposite
12” edges.
# REP # ARMOR # WEAPON  The Defenders are assumed to start inside the
1 4 1 Soft Body 1 Unarmed building and in cover.
2 4 2 Soft Body 2 Unarmed  The Raiders are assumed to start outside the
3 3 3 Soft Body 3 Unarmed building.
4 3 4 Soft Body 4 Unarmed
5 3 5 Soft Body 5 Pistol – 1 RESOLVING CONTACT
6 3 6 Soft Body 6 Auto – 3
The Mission consists of resolving a specific number of
 Determine the stats for each Civilian. Contacts – chance to meet other Characters, some friendly
and some not. Here‟s how we do it:
 Roll 1d6 to determine Gender. Male (1 – 4) or
Female (5 – 6).  Consult the Contact – Rescue Table.
 You can Question as many of the Civilians as  You will have three Contacts. Two will be on the
you desire. way to the target and the third is the building.
 Add the Social Standing or each Civilian you  Roll 2d6 versus the Enemy Campaign Morale.
have successfully questioned. If the total exceeds  Determine how many d6 are passed and go down
the current Enemy Campaign Morale, reduce the the left-hand column to the appropriate row.
Enemy Campaign Morale level by one. This  Go across to see what has been met. This may
could affect how the subsequent Contact Tables require an additional 1d6 roll.
are resolved.  Set up the Characters on the table.
 After all combat is resolved for the Contact, roll
for the next.

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5150 STAR MARINE
 After all combat is resolved for the last Contact,
the Mission is over. CAROUSING
2/1 CONTACT – RESCUE
Maybe you’re on leave or off duty, looking for a drink,
(Taken versus the Enemy Campaign Morale) someone to talk to, or want to gamble. For whatever
reason, you’ve chosen to spend some free time socializing
# D6 RESULT off-base. When carousing, you don’t need to set up
PASSED figures, but you could end up doing it.
2 CONTACT! Roll 1d6:
 1 = Ambush! 6 man Enemy Squad auto-
OBJECTIVE
wins on the Action Table.  Your objective is to Interact, find
 2 = 6 man Enemy Squad. Companionship, and/or Gamble.
 3 = 5 man Enemy Squad.
 4 = 5 man Enemy Squad. FORCES
 5 = 4 man Enemy Squad.  You could be alone or with other members of
 6 = Mine Field. your Squad. See Grunt Availability.
1 CONTACT! Roll 1d6:  NPCs will be generated as needed.
 1 = 5 man Enemy Squad.
 2 = 4 man Enemy Squad. TERRAIN
 3 = 4 man Enemy Squad.
 Start with a flat space 6” x 12”. This represents
 4 = Sniper Attack.
the Street the Characters travel to get to their
 5 = Nothing. destination.
 6 = Nothing.  There is no need to set up the inside of the
If last Contact to be resolved and no enemy building combat, if any, will be resolved out in
have been contacted yet, you meet one the Street.
Enemy Squad, rolled as if passed 2d6.
0 NOTHING! If last Contact to be resolved and
no enemy have been contacted yet, you meet DEPLOYMENT
one Enemy Squad, rolled as if passed 2d6.  No figures are needed inside the building. If a
Confrontation (page 49) occurs move to the
MINE FIELD Street.
The Squad wanders into a mine field. Here‟s how we do
it: SPECIAL INSTRUCTIONS
 It‟s all about gaining Fame Points when you
 One Character rolled randomly is at risk. Carouse.
 The Character does not count as being in cover.  You can Interact, Gamble, and seek
 Roll once on the Shooting Table versus a Rep of Companionship.
3.
 Resolve damage normally.
CONTACT CAROUSING
SNIPER ATTACK We use three Contacts in the Carousing Encounter. After
The Squad comes under Sniper fire. Here‟s how we do it: you have resolved a Contact and any combat or actions
required by the Contact are finished, resolve the next
 One Character rolled randomly is at risk. Contact. After resolving all three Contacts the Encounter
 The Character does not count as being in cover. is over.
 Roll once on the Shooting Table versus a Rep of
4.  You will run into one Contact on the Street
 Resolve damage normally. before entering the building.
 You will run into two Contacts inside the
building.

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5150 STAR MARINE
2/1 CONTACT – CAROUSING CIVILIAN GRUNTS
(Taken versus your Campaign Morale) Use the Who Are They Table and the following Lists to
generate Civilians. Here‟s how we do it:
# D6 RESULT
PASSED  Roll on the Who Are They Table first using the
appropriate column for where you are Carousing.
2 CONTACT! Roll 1d6:  If Criminal or Exotic is rolled, use the Criminal
If on the Street you run into: List, while for all others use the Civilian List.
 1 = 1/2d6 Star Army soldiers.
 2 = 1/2d6 male Civilians. 2 WHO ARE THEY?
 3 = 1/2d6 male Civilians. (Adding the results together)
 4 = 1/2d6 male Civilians.
 5 = 1/2d6 female Civilians. # OCCUPIED ELSEWHERE SPACE PORT
 6 = 1/2d6 female Civilians. OR SPACE SHIP
Generate the stats as needed using Free 2 Shaker – 4 Joe – 2 Joe – 2
Companies (page 20) for Star Army. Interact 3 Shaker – 4 Joe – 2 Shaker – 4
(page 69) with them then enter the building. 4 Exotic – 3 Exotic – 3 Police
If in the building you can do any or all of the 5 Exotic – 3 Exotic – 3 Exotic – 3
following once:
6 Joe – 2 Criminal – 1 Exotic – 3
 Interact. 7 Joe – 2 Shaker – 4 Exotic – 3
 Gamble. 8 Joe – 2 Criminal – 1 Criminal – 1
 Seek Companionship. 9 Criminal – 1 Exotic – 3 Joe – 2
10 Criminal – 1 Mover – 5 Criminal – 1
1 CONTACT! Roll 1d6: 11 Criminal – 1 Joe – 2 Joe – 2
 1 to 3 = Count as passed 2d6. 12 Criminal – 1 Joe – 2 Joe – 2
 4 to 6 = Count as passed 0d6.
0 CONTACT! No contact on the Street.
Go inside the building and do any or all of the CIVILIANS
following once:
# REP # ARMOR # WEAPON
 Interact.
 Gamble. 1 4 1 Soft Body 1 Unarmed
 Seek Companionship. 2 4 2 Soft Body 2 Unarmed
3 3 3 Soft Body 3 Unarmed
 Play continues until the player has accomplished 4 3 4 Soft Body 4 Unarmed
his objectives, been incapacitated, or quits the 5 3 5 Soft Body 5 Pistol – 1
Encounter. 6 3 6 Soft Body 6 Auto – 3

GRUNT AVAILABILITY CRIMINAL


# REP # ARMOR # WEAPON
When you go on Encounters NPC members of your
Squad or Band if you‟re a Civilian may be able to 1 5 1 Soft Body 1 Pistol – 1
accompany you. Here‟s how we do it: 2 4 2 Soft Body 2 Pistol – 1
3 4 3 Soft Body 3 Pistol – 1
 Roll 1d6 versus the Rep of each Band member
4 4 4 Soft Body 4 Pistol – 1
you wish to accompany you.
5 3 5 Soft Body 5 Auto – 3
 If pass 1d6 the member will accompany you.
6 3 6 Soft Body 6 Auto – 3
 If pass 0d6 the member has plans and cannot
accompany you.  Determine the stats for each Character.
 Roll 1d6 to determine Gender. Male (1 – 4) or
Female (5 – 6).

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INTERACTION CIRCUMSTANCE SOCIAL STANDING
If you choose to Interact, you are drinking and carousing
with others at the tavern or café. You can do this CRIMINAL VS. CIVILIAN – If +1d6
generally, or have a goal in mind like “Meet member of Criminal Interacting with a
the Review Board,” or “make contact with Gun Runner,” Civilian.
etc. Here‟s how we do it: PROFESSIONAL SKILL – If using +1d6
a Professional Skill related to the
 Once inside, you can interact once with each Interaction.
NPC. Roll 1d6 to see who they are; with 1/2d6 SOCIAL STANDING – If Higher +1d6
Civilians (1 – 4) or 1/2d6 Star Army soldiers (5 – Social Standing.
6) per Encounter.
 Roll on the NPC Tables to generate their stats. #D6 RESULT
 You can interact with them one at a time. PASSED
 Consult the Interaction Table. Passed Male Civilians/Soldiers will give you a
 Both Characters start with 2d6. more d6 favorable result. Gain 1 Fame Point.
 Modify the number of d6 rolled by any Female Civilians will allow you to seek
applicable Circumstance. Companionship (page 49) or gain 1 Fame
 Roll the modified number of d6 versus their Rep. Point.
 Determine how many d6 each passes. Passed Exchange pleasantries, but that‟s it.
 Go down the left-hand column to the appropriate same
row based on how many d6 you have passed. Passed The Civilian will ignore you. It cannot be
 Go across to see what happens. less d6 interacted with again. Lose 1 Fame Point.
 Immediately carry out the result. Soldiers or Criminals will be waiting for
you in the Street. Go to a Confrontation
2 INTERACTION (page 49).

(Taken versus Rep)


GAMBLE
ATTRIBUTE MODIFIER
Here‟s another way you gain Fame Points…and lose them
CHARISMATIC – Counts Social Standing Special too.
1 point higher versus Characters of the
same Race. SETTING UP THE GAME
DIM – Character with the Dim Attribute. -1d6
Up to 4 Characters may play at a time. They can be Stars
GENIUS – Character with the Genius -1d6
and/or Grunts. Here‟s how we do it:
Attribute.
STUNNING – Counts Social Standing at 1 Special  Use Grunts to fill in any game when using your
point higher when Interacting with Star.
members of the opposite sex of the same  Grunts could be friends if you like, but
Race. Xeog will also have this effect on remember, they would lose Fame Points if you
Basics and Zhuh-Zhuhs. gain them.
 The Grunts can be Civilians (1 – 3), Star Army
CHARACTER SOCIAL STANDING soldiers (4) or Criminals (5 – 6). Generate their
stats normally.
MOVER – General or highest 5
ranking Civilians.
PLAYING THE GAME
SHAKER – Captain to Colonel 4
and high ranking Civilians. After you have set up the game we can start playing.
EXOTIC – Sergeant to Lieutenant 3 Here‟s how we do it:
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.
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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 RESULT
A result of “6” is automatically a failure. PASSED
Passed You are successful! Gain 2 Fame Points.
#D6 RESULT more d6
PASSED Passed Exchange pleasantries. Thanks, but no
2 Player remains in the game and can proceed same agreement is reached. Lose 1 Fame Point.
to the next round of gambling. Passed Things go badly. The Civilian takes offense
1 Player continues to game and can proceed less d6 and leaves in a huff. There is a chance (1)
to the next round of gambling, but drops 1 that Civilians will Confront you. In any
point of current Rep for the remainder of case, lose 2 Fame Points.
the game.
0 Player loses and quits game. Lose Fame
Points equal to the number of Characters
that started the game.
CONFRONTATION
 Play continues until there is only one Character
left or all remaining players pass 0d6. When directed by a Carousing Encounter, the player and
 In the first case, the last remaining Character the opposition have met each other and not on the best of
gains Fame Points equal to the number of terms. The opposition has you cornered and intends to do
Characters that started the game. you physical harm. Physical harm is non-lethal.
 In the latter case each Character splits Fame
Points equal to the number of Characters OBJECTIVE
that started the game with the odd d6 being  To be successful you must escape unharmed if
rolled for – high d6 result wins it. you are being confronted, but don‟t run away!

COMPANIONSHIP FORCES
If allowed by the Interaction Table (page 69), you can  You could be alone or with other members of
seek Companionship. Someone to talk to or whatever you your Squad. See Grunt Availability.
deem it. Here‟s how we do it:  There will be 1+1/2d6 NPC opponents rolled
from the appropriate List.
 Consult the Companionship Table.
 Both the Character and the Civilian from the
Interaction Table roll 2d6 versus their Rep. TERRAIN
 Determine how many d6 were passed and go  Use a flat space 6” x 12”.
down the left-hand column to the appropriate
row based on how many d6 you have passed. DEPLOYMENT
 Go across to see what happens.  Each side will set up within 3” of the opposite 6”
 Immediately carry out the result. 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.
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5150 STAR MARINE
 Each Fist Fight must be resolved before the next Example – Lance Corporal Brob diNagian (Rep 5) is
fight can begin. having a Confrontation with two Civilians. All three roll
 As each Fist Fight is resolved, move another 1d6 and the two Civilians score higher than Brob.
Character and resolve a Fist Fight.
The first moves into contact and the Fist Fight starts.
 Continue the process until only one side is left
Brobloses loses one point from his current Rep, but
standing.
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
When Characters come into contact, it‟s time for a Fist is over so Brob’s Rep returns to 5. Time to collect Fame
Fight. Here‟s now we do it: Points!
 Consult the Fist Fight Table.
 Each Character rolls 2d6 versus its Rep. GRUNT AVAILABILITY
 Determine how many d6 each figure passed. When you go on Encounters Grunt members of your
 Go down the left-hand column to the appropriate Squad or Band if you‟re a Civilian may be able to
row. accompany you. Here‟s how we do it:
 Immediately carry out the results. This could
result in the loser going Out of the Fight or  Roll 1d6 versus the Rep of each Band member
losing 1 point of Rep. It is possible that both you wish to accompany you.
could lose 1 point of Rep.  If pass 1d6 the member will accompany you.
 Unless a Character suffers a result of Out of the  If pass 0d6 the member has plans and cannot
Fight, it will continue to fight. accompany you.
 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.
YOU‟RE CAUGHT!
After the Confrontation, there is a chance that the
2 FIST FIGHT authorities have caught you. Here‟s how we do it:

(Taken versus Rep)  Consult the Busted Table.


 Roll 1d6 per point of your Rep, looking for
#D6 RESULTS successes.
PASSED  Modify the number of successes rolled by any
Pass 2d6 Opponent Out of the Fight. applicable Circumstance.
more  Determine how many successes are scored
Pass 1d6 Winner rolls 1d6 versus the Rep of the loser.  Go down the left-hand column to the appropriate
more  If score is higher than the loser‟s Rep, row and across to see the results.
lose goes Out of the Fight. Gain 1 Fame  Immediately carry out the results.
Point.
 If score is equal or less than the loser‟s
Rep, fight another round with loser
counting a -1 to current Rep.
Pass Fight another round with both counting a -1
same to current Rep.

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5150 STAR MARINE
REP BUSTED

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

RESULTS
STOP!
SUCCESSES There are 5 different combat Missions and 1 non-combat
3+ You escaped notice. Encounter.
1 or 2 You‟ve been caught! Boarding Actions are a bit different so we recommend
If fighting Civilians on an Occupied or reviewing it. The biggest difference is after a combat you
Hostile Planet: will move into another Section of the ship and fight again
 You‟re set free, but lose all the Fame until you reach the Bridge.
Points you gained on this Carousing
Encounter. All of the Missions follow the same procedure for
If fighting Civilians on an Allied or presentation:
Friendly Planet: Objective – What you need to do.
 If you‟re an NCO you‟re set free, but
lose all the Fame Points you gained on Forces – Who you can use.
this Carousing Encounter. Terrain – What size table space you will use during the
 If you‟re an Officer you can‟t have any Mission.
more Carousing Encounters on this
Deployment – How the forces are laid out on the table.
Planet for three months. You not only
lose all the Fame Points you gained on Special Instructions – Determine the Campaign Morales if
this Carousing Encounter, but also you have not already done so.
have been “Arrested” and lose 5 Fame
Points. Contact Table – Different Contact Tables are used for
If fighting other Star Faction soldiers: each Mission
 Your Leave is canceled. Lose all Fame Review how and when you Question Grunts.
Points gained on this Carousing
Encounter. When you Carouse you can Interact with Grunts, Gamble,
and seek Female Companionship. This could lead to a
0 You‟ve been caught!
non-lethal Confrontation.
 You are “Arrested”, lose all the Fame
Points gained on this Carousing
Encounter, and cannot have any
Carousing Encounters anywhere for
GETTING STARTED
the next three months. You must also
make a Pay the Piper Test (see page Review this list before your first game to see if you‟ve
31). 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. Read the section called Race (page 6) and decide
which one you want to play.
2. If playing a Basic (page 7) or Zhuh-Zhuh (page
8) use the Background Table. If not, continue on.
3. Your Character is a Star (page 5).
4. Determine your Age (page 9).
5. Determine your Reputation (page 9). You should
start with a Rep of 5, but can choose lower if
desired.
6. 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).
7. Choose your third Attribute (page 10).

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5150 STAR MARINE
8. Check the appropriate List (page 19) to see what
your Armor (page 11) and Weapon (page 11)
will be.
PREVIEW
9. You start your career with zero Fame Points
unless modified by any Family Ties (page 5). Here‟s a little “preview” scenario for an upcoming
10. Roll up your Squad (pages 19 & 20) and Platoon supplement. Have fun!
(pages 19 & 20) if you want more detail.
11. Determine your first Home Base (page 33). INCIDENT AT PHOEBE VII
12. Go to the following section, Monthly Turn
Sequence and start with #3. A Pro Corp Z – Lab on the Class 2 Planet Phoebe VII in
the 4th Ring has gone silent and a corporate investigation
MONTHLY TURN SEQUENCE team went missing enroute. Concerned corporate officials
have hired a Free Company to provide support and
assistance to the research station. The Free Company
We've included this Monthly Turn Sequence, to use as a transport “Oldest Profession” has responded and they
checklist for playing 5150 Star Marine. We've set it up in are now approaching the Z – Lab.
the recommended order, for ease of play, but feel free to
adjust it as you like. After a few months of game time, OBJECTIVE:
this will become second nature. Here‟s how we do it:
 You must investigate the Z – Lab and find out
1. If you are Active, continue the Campaign in the what happened.
same Ring and Sector (page 32).  Search every Section and rescue any Civilians
2. If you are Inactive: still alive.
a. If you want to have a Carousing
Encounter, do so. Go to step #9.
FORCES
b. If you want to go on a Campaign, skip
the Off Campaign months – mark them  You will have a full Free Company Platoon of 3
off – and go to the Big Event. Squads plus 1 Platoon Leader Section of 3
3. Roll on the appropriate Big Event Table (page Characters.
34) to see what Missions you will have.  NPCs will be generated as needed.
4. Determine who is Controlling or Contesting

5.
(page 36) the Planet or area.
Execute your Missions (page 37).
FREE COMPANIES
6. Adjust yours and the Enemy‟s Campaign Morale # REP # ARMOR # WEAPON
(page 35) as needed. (1)
1 5 1 Soft Body 1 Auto – 3
7. Roll for Replacements as needed (page 31).
2 4 2 Soft Body 2 Auto – 3
8. This will end your Campaign Month (page 35).
3 4 3 Soft Body 3 Auto – 3
During the month, as needed: 4 4 4 Soft Body 4 Auto – 3
5 4 5 Hard Body 5 Auto – 3
9. Keep track of any Decreasing Rep d6 (page 9) or 6 3 (3) 6 Hard Body 6 Auto – 4 (2)
Fame Points (page 12) that you gain during the (1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per
Mission and apply them at the end. Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled
10. Roll for Busted (page 51) at the end of each the Merc is a Zhuh-Zhuh (1 – 4) or Xeog (5 – 6). Re-roll for
Mission if you lost Rep (page 9). Rep.
11. Roll for Rank Advancement (page 13) at the end
of the month as allowed. TERRAIN
12. Roll for any Medals of Valor if applicable (page  Use a flat space 6” x 12”.
30).
13. Characters that Left the Battlefield must Pay the
Piper (page 31). 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 2/1 CONTACT – PHOEBE VII
Contact proportionately. Two Squads, double (Taken versus the Enemy Campaign Morale of 5)
what you meet. Three Squads, triple what you
meet. # D6 RESULT
PASSED
Z – LAB ON PHOEBE VII
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 = 3 + 1/2d6 Xenos.
 4 = 3 + 1/2d6 Xenos.
 5 = Pods.
 6 = 1/2d6 Civilians (page 54).
1 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.
RESOLVING CONTACT If last Contact to be resolved and no Xenos
The Mission consists of resolving a specific number of have been contacted yet, you meet 5 + 1/2d6
Contacts – chance to meet other Characters, some friendly Xenos.
and some not. Here‟s how we do it: 0 NOTHING! If last Contact to be resolved and
no enemy have been contacted yet, you meet
 Consult the Contact – Phoebe VII Table. 5 + 1/2d6 Xenos.
 You will have one Contact every time a Squad
enters a Section – even if it has already been
entered previously. PODS
 Roll 2d6 versus the Enemy Campaign Morale – You have entered a Section containing large organic
it is 4. Pods. You know what we‟re talking about.  What
 Determine how many d6 are passed and go down happens now? Here‟s how we do it:
the left-hand column to the appropriate row.
 When entering the Section roll 1d6.
 Go across to see what has been met. This may
 1 – 2 = One Character at random examines a
require an additional 1d6 roll.
Pod up close. Fight one round of Melee
 Set up the Characters on the table.
versus a Rep 4 opponent. If win the round of
 After all combat is resolved for the Contact, melee, escape unharmed. If lose the round of
move into the next Section and roll for the next. 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 WHO ARE THEY?
Xenos are aggressive life-forms. They have the following (Adding the results together)
stats and the Rage Attribute. Xenos are always considered
the Attacker on the Action Table (page 73) and will # Z-LAB
always charge when given the chance. 2 Joe – 2
REP ARMOR WEAPON 3 Joe – 2
4 Exotic – 3
4 Hard Body Melee – Rage 5 Exotic – 3
6 Joe – 1
CIVILIANS 7 Shaker – 4
8 Exotic – 2
Use the following List to generate Civilians.
9 Exotic – 3
 Determine the stats for each Civilian. 10 Mover – 5
 Roll 1d6 to determine Gender. Male (1 – 4) or 11 Joe – 2
Female (5 – 6). 12 Joe – 2
# REP # ARMOR # WEAPON
RESCUING CIVILIANS
1 4 1 Soft Body 1 Unarmed Once you have found Civilians you need to get them out
2 3 2 Soft Body 2 Unarmed of the Z – Lab. You must escort them to one of the
3 3 3 Soft Body 3 Unarmed Hangar Sections for pickup. Once there, they can be left
4 3 4 Soft Body 4 Unarmed on their own and assumed to have been picked up by
5 2 5 Soft Body 5 Pistol – 1 member of the Free Company onboard the transport.
6 2 6 Soft Body 6 Auto – 3
EXPLODING CIVILIANS
QUESTIONING CIVILIANS When you are escorting Civilians to a Hangar Section, a
When you run into Civilians you can question them for Xeno could hatch from inside a Civilian. Here‟s how we
information. Here‟s how we do it: do it:

 Consult the Who Are They Table.  At the start of each turn roll 2d6 and add the
result together.
 Roll 2d6 and add the results together.
 Go down the left-hand column to the appropriate  If an 11 is scored a Xeno explodes from the chest
of one Civilian at random. If you had a soldier
row then across to the appropriate column for
go Out of the Fight in the Pods room and
where the Raid is taking place.
recovered, it was him instead. In either, case the
 This tells you the type of Civilian you have run
Character is Obviously Dead. If there are
into and it‟s Social Standing (page 4).
Civilians in different Sections, roll for which
 You can Question as many of the Civilians as
Section it occurs in.
desired.
 The Xeno will attack one soldier at random
 Add the Social Standing or each Civilian you
 Roll on the Action Table normally and resolve
have successfully questioned. If the total exceeds
the combat.
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.

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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
In this section we’re showing you how to use 5150 Star or ridgeline.
Marine with the traditional THW tabletop rules using a 3’  Units within 1" of the crest or ridgeline of the
x 3’ table. hill are considered to be in Cover to those on the
First start with a flat space at least 3‟x3‟. A bigger table opposite side.
may not be any better.
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 WOODED AND ROUGH TERRAIN
battlefield. We recommend setting up the Terrain as
desired using whatever you have. Here‟s how we do it: 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  Infantry movement through woods and rough
corresponding number for each section. In this terrain is reduced to half speed.
case, the board is square, but you may be using a  Visibility between Characters inside woods is
rectangle. It doesn‟t matter, just be sure and limited to 12”.
divide the table into nine equal sections.  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.

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5150 STAR MARINE
the Structure. When a Structure is revealed, we must
STRUCTURES determine its specifications. Here's how we do it:
 Consult the Structures Table.
Structures may vary greatly in size and materials, from  Roll 1d6 and read the result as rolled.
reinforced concrete bunkers to lightweight above ground  Go down the left-hand column to the appropriate
buildings. The rules for Structures are intentionally row.
abstracted to allow for a wide variety of types without  Go across to see the Size and Armor of the
having to model each, or pack more figures into them Structure.
than will fit.
1 STRUCTURES
DEFINING STRUCTURES (Read the result as rolled)
Just like Infantry we also define Structures. Here‟s how # SIZE
we do it:
1 Small Bunker –Exo-Armor.
 What Type is it? 2 Small Building – Hard Body Armor.
 What is its Size? 3 Small Building – Hard Body Armor.
 What is its Armor? 4 Medium Building – Hard Body Armor.
5 Medium Building – Hard Body Armor.
TYPE 6 Large Building – Hard Body Armor.
For game purposes, Structures are divided into two types:
bunkers and buildings. COMBAT
 BUNKERS – Military constructs built to protect Combat from and into Structures is handled a bit
and defend military assets. differently. Let‟s go over each in detail.
 BUILDINGS – Non-military structures used to
house everything else. SHOOTING FROM STRUCTURES
Occupants of a structure can fire out using all the
SIZE previously learned shooting rules. Here‟s how we do it:
Structures come in three sizes:
 Infantry can fire out of any side of the Structure.
 SMALL – Small Structures have one area and can  In a Small Structure up to one Squad can fire
hold one Squad. from each side.
 MEDIUM – Medium Structures have two areas  In a Medium Structure, up to a two Squads can
and can hold two Squads, one in each area. fire from each side of a different area.
 LARGE– Large Structures have three areas and  In a Large Structure, up to a three Squads can
can hold three Squads, one in each area. fire from each side of a different area.

ARMOR SHOOTING AT OCCUPANTS


We use Armor for Structures. Here is a list of the Armor Shooting at occupants inside Structures is done normally
for different types of structures featured in 5150 Star with the target counting as being in Cover.
Marine:
 BUILDINGS – Count as Hard Body Armor and ENTERING AND EXITING
Cover.
 BUNKERS – Counts as Exo-Armor and Cover. The following rules for entering and exiting structures
apply:

REVEALING STRUCTURES  It takes Infantry 2” of movement to enter or exit


a Structure.
Structures may either be revealed via the PEF Resolution  A Structure can be entered or exited from any
Table (page 59) or be pre-determined by the scenario. side.
If pre-determined by the scenario, the actual Size and
Type of Structure is revealed only when there is a LOS to

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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 Zero-G Movement Table.
 Consult the Movement Table.  Each Character will roll on the Zero-G
 Go down the left-hand column to the appropriate Movement Table before it moves.
row for the type of Armor worn.  If in Exo-Armor or a powered Spacesuit roll 3d6
versus Rep; 2d6 if you have an unpowered
X MOVEMENT Spacesuit or are a Grath.
 Determine how many d6 are passed.
LOW NORMAL HEAVY  Go down the left-hand column to the appropriate
ARMOR GRAVITY (1) GRAVITY GRAVITY row and across to see how far the Character must
Soft Body 4” 8” 4” move.
Hard Body 4” 8” 4”
Exo-Armor 6” 12” 6” 2 ZERO-G MOVEMENT
(1) It seems counter-intuitive, but a person walks and runs more
(Taken versus Rep)
slowly when they are in a Lower G environment than they are
used to. This is because the lower gravity means there’s less #D6 RESULT
traction – less friction between your feet and the ground to help
PASSED
transfer running or walking motions into speed. Because of this,
moving around on Lower-G moons and planets can be a 2+ Move normal speed – 8” or 12”. Can try a Fast
challenge, especially if you’ve never trained for it. Move. Re-take this test:
 Pass 2d6 = Double normal movement.
CROSSING OBSTACLES  Pass 1d6 = Move one and half times
normal movement.
How long it takes to cross an obstacle depends upon the
 Pass 0d6 = Move normal movement.
Gravity you are in. Here‟s how we do it:
1 Move half speed – 4” or 6”. Cannot try a Fast
 To cross an obstacle takes a reduction of 2” Move.
when in Normal Gravity. 0 Crash and burn! Move 1d6”, slip and fall prone
 To cross an obstacle takes a reduction of 1” – ending your turn. You cannot fire! Get up like
when in Low gravity. recovering from Ducking Back.
 To cross an obstacle takes a reduction of 4”


when in Heavy Gravity.
To cross an obstacle takes a reduction of 0”
FREE FALLING
when in Zero-Gravity. The use of Free Falling is optional.
There could be times when you are in space and are
FAST MOVEMENT having to go outside for your Mission. An example would
be investigating a smaller disabled craft or trying a
Want to move faster? Here‟s how we do it: pinpoint landing during a Boarding Action – being able to
 When active and before moving, declare which deploy on a Section you choose ahead of time. Here‟s
Character will attempt to Fast Move. how we do it:
 Roll 2d6 versus Rep for the whole Squad.  Consult the Free Falling Movement Table.
 Determine how many d6 each individual  Each Character will roll on the Zero-G
Character passed and apply the following results: Movement Table before it moves.
 Pass 2d6 = Move double normal move.  If in Exo-Armor or a powered Spacesuit roll 3d6
 Pass 1d6 = Move one and a half times versus Rep; 2d6 if you have an unpowered
normal move. Spacesuit or are a Grath.
 Pass 0d6 = Move normal move.  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.

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5150 STAR MARINE
2 FREE FALLING MOVEMENT PEF MOVEMENT
(Taken versus Rep) PEFs move as if they are enemy units. Here's how we do
it:
#D6 RESULT
PASSED  Consult the PEF Movement Table.
 When the enemy is active, start with the PEF
2+ Move normal move & land where you wanted farthest from any player unit.
to land.  Roll 2d6 and compare the scores versus the PEF
Land on the Section you chose. Rep of 4.
1 Move normal move & land 4” to the left (1 – 3)  Determine how many d6 were passed.
or right (4 – 6) of where you wanted to land.  Go down the left-hand column to the appropriate
Land one Section to the left (1 – 3) or right (4 – row and across to see the results.
6) of the Section you chose.
 If the PEF causes a LOS, it must be resolved.
0 Dude, you‟ve messed up severely! Immediately
 Any contact that the PEF causes must be
take a Difficult Challenge (page 69).
resolved prior to moving the next PEF, the next
 If you are successful count as passing 1d6 one farthest from any player unit.
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
2 PEF MOVEMENT
spaceship nearby you could (1) be (Taken versus the Rep of 4)
captured.
#D6 RESULT
PASSED

PEFS 2 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 stands for Possible Enemy Force. We use PEFs to 1 PEF doesn‟t move.
limit the intelligence the player has before and during the 0 PEF moves one section directly away from
Mission. By using PEFs, we create an uncertainty as to nearest enemy, staying in Cover at all times. If
the size of the enemy force, its composition and location. no Cover, will end move in center of section.
Here's how we do it: 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, RESOLVING PEFS
8, and/or 9. When a player unit and a PEF have a LOS, it's time to
 After the player has entered or set up on the resolve the PEF. Here's how we do it:
table, it‟s time to place the PEFs.
 Roll 1d6. The score indicates which numbered  Be sure that there is a valid LOS to or from the
section of the table will contain a Possible PEF. PEFs in Cover can be seen while those with
Enemy Force or PEF. terrain between the Unit and the PEF cannot.
 Place an enemy figure or marker of any type in  Consult the PEF Resolution Table.
this section of the board to represent the PEF.  Roll 2d6 versus the Enemy Campaign Morale
 If a terrain feature could block the LOS from and consult the PEF Resolution Table.
your force to the PEF be sure to place the PEF in  Go down the left-hand column to the appropriate
a manner that does so. row and across to see the result.
 If no such feature is present, place the PEF in the  Immediately carry out the result.
center of that section.  Once it has been resolved, the PEF is removed
 Repeat this process until you have three PEFs from the table.
placed on the table.
 It is possible to have more than one PEF in the
same section.
 PEFs have a Rep of 4.

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5150 STAR MARINE
If tossing a Grenade inside a spaceship roll 2d6. Score
2 PEF RESOLUTION “12” and there‟s a hull breech, the section is
(Taken versus the Enemy Campaign Morale) depressurized (page 39).

# D6 RESULT
PASSED CONTACT TABLES
2 CONTACT! Free Companies, Pirates, Gaea Prime Rebels and Starship
If on a Defend Mission roll on the appropriate
Crews will roll normally on their Lists (page 19). Non-
Enemy Contact Table.
Rebel Gaea Prime, Hishen Empire and Zhuh-Zhuhs will
Otherwise, roll 1d6.
use the following tables to determine what type of Squad
 (1 – 2) = Roll on the Structures Table. is used, based on if it is controlling or contesting the
Roll once on the appropriate Enemy Planet.
Contact Table for each area of the
Structure – 1, 2, or 3.
 (3 – 6) = Roll on the appropriate Enemy GAEA PRIME CONTACT
Contact Table.
# CONTROLLING CONTESTING
1 SOMETHING IS OUT THERE! Resolve future
PEFs during this Mission using 3d6, counting 1 PDF Star Marines
the lowest 2d6 results. If this is the last PEF to 2 PDF Star Marines
be resolved and no enemy has been contacted 3 PDF Star Marines
yet, treat as if passed 2d6. 4 Planetary Militia Star Marines
0 JUST A CASE OF THE NERVES! If last PEF to be 5 Star Marines Star Marines
resolved and no enemy have been contacted 6 Star Marines Star Marines
yet, treat as if passed 2d6.
HISHEN EMPIRE CONTACT
1 STRUCTURES
# CONTROLLING CONTESTING
(Read the result as rolled)
1 Grath Grath
# SIZE 2 Infantry Grath
3 Infantry Infantry
1 Small Bunker –Exo-Armor.
4 Infantry Infantry
2 Small Building – Hard Body Armor.
5 Infantry Marines
3 Small Building – Hard Body Armor.
6 Marines Marines
4 Medium Building – Hard Body Armor.
5 Medium Building – Hard Body Armor.
6 Large Building – Hard Body Armor. ZHUH-ZHUH: CONTACT
# CONTROLLING CONTESTING

GRENADES 1
2
Infantry
Infantry
Assault Troops
Assault Troops
3 Infantry Infantry
Using grenades is optional. 4 Infantry Infantry
You want them you got them. Here‟s how we do it: 5 Infantry Infantry
6 Marines Marines
 When Active, one member of a Squad can toss a
Grenade, but cannot shoot.
 Roll 2d6 on the Shooting Table. COMBAT
 Pass 2d6 = All targets within a 6” circle are You still use the current combat rules found in 5150 Star
hit. Roll Shooting Damage for each. Marine with one exception:
 Pass 1d6 = All targets except Exo-Armored
within a 6” circle will Duck Back.  Cover is determined by the position the figure is
 Pass 0d6 = No chance to toss the grenade. in on the table and not by the previous rules.

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5150 STAR MARINE

NON-PLAYER FRIENDLY THE 5150 UNIVERSE


FORCES (NPF) We've saved this section for last, as it's informative and
not part of the rules.
If your Star Marine isn‟t in charge of the Unit they are In this section, we give you a peek behind the curtain that
with, perhaps you‟re an NCO or XO, you can choose to is the 5150 Universe. Not an overwhelming amount of
let the rules decide what all the rest of the figures do info just enough to give reasons to your battles. We have
while you focus on controlling on just the figures your more supplements and scenarios in the pipeline and will
Character commands. go into more detail at that time.
We use a modification of the Non-Player Enemy Forces
(NPE) rules to do this. GAEA PRIME
Here‟s how we do it:
 Look at the Rank chart for your Character and “Gaea Prime is Mother. From her good graces, the
that will tell you what kind of Unit it commands. known worlds were populated. We are all her children
For example, if your Character is a Corporal you and from her all that is good flows. Honor thy Mother.”
command one Section or a Squad. It may be that So goes the mantra of Gaea Prime. From the randomness
the rest of your Squad and Platoon are also of Chaos, Gaea brought order and it is the duty of the
involved in the Mission. children of Gaea, to continue to bring order to all, they
 Your Character will assume control of just their encounter. To this end, the Gaea Prime armed forces have
immediate Command. evolved.

 The rest of the Unit will function using the


“Non-Player Enemy” forces rules found in your PLANETARY MILITIA
combat rules of choice. Bringing order from Chaos requires a variety of forces.
The most common one is the Planetary Militia. All
NPF MOVEMENT populated worlds that have progressed from resurrection
to colonization have a Planetary Militia. These Colonists
The rest of the Unit will have the same Mission as you do, live on the world and act as a purely defensive force.
and you will roll for their movement on the PEF They are expected to keep order and defend the Planet
Movement table. from indigenous enemies. However, they are not an
organized military force and instead band together in time
WHO‟S IN CHARGE? of need. Although not directly linked to the Star Army all
Planetary Militia Units fall under their jurisdiction. As the
If your Character isn‟t in charge, somebody is! Determine population grows in size, additional military forces are
who that is at the appropriate Rank based upon the Unit sent out from Gaea Prime. These are called the Planetary
the Character is with, and generate their stats using the Defense Forces or PDFs.
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
You may wish to also roll the over-all leader of the full members are not recruited from the Planet they are
Unit that may be on the table. For example, if your assigned to guard. They routinely rotate out to other
Character‟s Section or Squad is part of a full Platoon that Planets so as not to develop an affinity for their current
either starts on the game table or may arrive as assignment. The PDF does not replace the Planetary
reinforcements, you may also want to roll the Platoon Militia, but instead supplements them. Co-operation
Leader as well. The Platoon Leader will then make the between the two will vary dependent upon many factors.
overall rolls. Feel free to generate all the section and In a perfect world, the two work hand in hand, but in
squad leaders this way if you wish. reality their relationship can become strained, leading to
rebellion in some cases. The PDF, like the Planetary
Militia, are Planet bound.

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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 REBELS
PDF is a purely defensive force, the Star Army is used on
offense and defense. Star Army troops are used to invade Most Citizens of Gaea Prime are content with their life.
hostile worlds, suppress rebellions and insure the They gladly receive her benefits and embrace the duties
expansion of Gaea Prime influence. “We take the war to that come with Gaea Prime rule. Some misguided souls
the enemy; one Planet at a time.” On the cutting edge of do not. They call themselves a variety of names, but
the Star Army is the elite force known as Interplanetary collectively they are known as Rebels. Rebels are semi-
Special Services or ISS. organized and depend upon captured military equipment.
Rebels are usually Planet bound and are rarely
STAR MARINES encountered outside of their Home World. Supplementing
these Rebels are mercenaries known as Free Companies.
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 It may not be the oldest profession, but it‟s pretty darn
combating piracy and smuggling. Much of the work of the close. Mercenaries are people willing to do a job, usually
Star Marines covers customs duty, safety inspections, and dirty, for pay. In the 5150 Universe, there are two types of
normal patrolling. mercenaries, but all are called Free Companies. One type
Gaea Prime Star Marines have made their reputation by is the salvage company where their livelihood depends
first accepting unique and difficult Missions then upon recovering abandoned property and selling it off to
succeeding in them. the highest bidder.
The second type is the one we deal with in 5150: Star
ISS Marine. “You got the “cause”; we got the guns.” Yes,
they will fight for your cause, but only as long as the
The ISS is always at the front of any invasion, deployed money lasts. “When do I get paid?” and “How do I stay
to step on the throat of the enemy. They are the ones alive?” These are the only things concerning the
dispatched when there is a Bug infestation. This elite mercenary. Mercenaries will fight for you, but not to the
force is often referred to as the Hand of Gaea. They are death.
dispatched to stabilize any situation and turn it over to the
Star Army. The ISS is a self-governing entity that has its There is a chance (1 – 3) that the Free Company have
own interplanetary travel capabilities, air support, interplanetary capabilities. Those that don‟t are at the
armored fighting vehicles and supply centers. The Special whim of their employer for transportation and there are
Units known as Symons work under ISS supervision even many stories of Companies being left behind after a fight
when attached to Star Army Units. Only veterans with has ended badly.
extensive Star Army experience are considered for
placement in the ISS.
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

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5150 STAR MARINE
Combine this ability with the knowledge that they do not
HISHEN EMPIRE care where they obtain this fluid makes the Grath a
terrifying enemy.

Inhabitants of the middle Rings (4th – 6th), the Hishen are The Grath is the perfect warrior. Graths will fight anyone
the most technologically advanced of all the clone races. (including each other), any place, anytime, and are in
They prize order above all else, but order under their constant demand as mercenaries throughout the 5150
control. Slightly less than human size, these stocky gray- Universe. Only in Gaea Prime controlled Rings, are the
skinned beings are the bane of freedom. The sole purpose Grath not used. In fact, Grath are always destroyed, and
of the Hishen Empire is to expand their domain and never captured.
subjugate all Races they meet. They have no need for sleep or concept of imagination
The Hishen Empire consists of many millions of Hishen and are basic in their intellect. Graths are extremely loyal
Drones and a very small ruling class. It is estimated that to their employers and it is common for a Grath to know
for every one Drone there are at least 100 slaves coming only one employer during their lifetime. This can be a
from a wide variety of Races. These slaves perform a very, very, long time as there is no known natural cause
variety of functions from menial chores up to of death for a Grath, just death from combat.
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
BUGS
repercussions.
Xenoform is the generic term used for all non-Basic life
Hishen slave fleets routinely search out new Races to feed
forms. The Alien Studies Institute (ASI) located on Gaea
the insatiable demands of the Empire. It is customary that
Prime has catalogued fifty-three Xenoforms. Xenoforms
these fleets are manned mainly by Hishen Drones and
are considered any alien species that share less than five
partly by trusted slaves. The Hishen will use any means
of the major DNA codes that define Basics. Not all
available to capture others including seduction, force, and
Xenoforms are hostile or should be considered dangerous.
even purchasing from others of a like kind. Where one
encounters Hishen slave raiders, their battle fleets are sure Bugs are and should be.
to follow.
Bugs come in a wide variety of shapes with the most
The bulk of the Hishen Faction is made up of Drones with common ones being arachnid like. Don‟t be confused, no
the remainder fleshed out with large numbers of Grath matter what they look like they are big. When first
Units to stiffen their resolve on the battlefield. encountered it was thought that these creatures were
simply killing machines bent on destruction. Recent
Interestingly, the Hishen will always attempt to capture
contact with some species of Bugs has made the ASI
disabled enemy, but never bother to retrieve their own
rethink this. It appears that these creatures have the ability
casualties. In fact, it is quite common for a disabled
to communicate with non-Bug Races and are actively
Hishen to explode a grenade killing itself in hopes of
doing so. The purpose of this has yet to be determined,
disabling more enemy.
but many Bug victims are being captured instead of
killed.
GRATH Bugs are not Planet bound being capable of interplanetary
The Grath are definitely Xenoforms and according to the travel at a slow rate. This is done via organic ships
Alien Studies Institute (ASI) located on Gaea Prime, they resembling cocoons in appearance. As the cocoons are
are truly unique. The Grath is not a single living defenseless, attacking the Bugs in transit is the easiest
organism, but is composed of literally thousands of way to destroy them. There is speculation that there is a
organisms. The control and function membrane that runs Bug Planet of origin, but as to its location, nothing is
through the interdependent system that comprises the known. For simplicity, the ASI refers to this unknown
Grath keeps these organisms together. Due to this unique world as Migune.
arrangement, the Grath can regenerate itself almost
First contact with the Bugs was on resurrected worlds,
instantly. This makes killing a Grath very difficult and
but now the Bugs appear to be on the offensive having
best done by removing the head, which if done
been confirmed as close as the 7th Ring. Rumors place
instantaneously, will provide a terminal system shock.
them in the 6th Ring as well, but as of yet this is
Needing only basic fluid to survive, the Grath have the unsubstantiated.
ability to convert most fluids into necessary nourishment.

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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
CURRENT EVENTS
occurs.
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
ZHUH-ZHUHS get a better understanding of current events we have
provided a quick overview of the known universe.
Zhuh-Zhuh is the common term for members of the
infraorder Suprasimiiformes. When ASI research GAEA PRIME'S PLACE
expeditions had first contact with the Zhuh-Zhuhs they
The known universe consists of Nine Rings or Bands of
were assumed to be evolved cousins of the infraorder
Life. Each Ring contains numerous Planets, from Class 1
Simiiformes or the higher primates that populate many
to Class 3, as well as inhabited smaller Planetary Colonies
worlds in one form or another. This was incorrect as
and innumerable smaller clusters called Rocks.
proven centuries later with data that supports that these
Suprasimiiformes are much older than was originally Gaea Prime considers her proper place to be in the center
thought. of the First Ring, the center of the universe.
Further evidence suggests that the Zhuh-Zhuhs have more Such is the dominance of Gaea Prime that no other Home
in common with the average Basic than what is loosely Worlds can be found in the first three Rings. It isn‟t until
termed a monkey. Unfortunately, this evidence has done you reach the 4th Ring that you find another Home World.
little to offset the hostility that sometimes exists between This is the Home World of the Zhuh-Zhuh, the largest
Basic and Zhuh-Zhuh. Witness the derogatory term Planet in the six-Planet Confederation known as the
monkey boy as applied to Zhuh-Zhuhs. Hapflorean Federation of Worlds (HFW) (1)
Zhuh-Zhuhs or Zhuhs come in all shapes, colors and sizes Although Gaea Prime dominance is confined to the first
ranging from smaller three-foot tall types, Muggie Zhuh- Three Rings, their influence has spread out as far out as
Zhuhs, to those close to seven feet in height. the 5th Ring with diplomatic overtures and explorers
reaching to the Rings far beyond (2).
Zhuh-Zhuhs own and occupy a large number of Planets
and are commonplace on many Gaea Prime worlds. (1) Note that the HFW was first erroneously reported to be
Constant contact with the large number of Zhuh-Zhuhs in located in the 5th and 6th Rings, but is actually in the 4th. (2) The
Gaea Prime space, has earned them the status of trusted current GP government has authorized ISS pre-emptive strikes
alien. This status allows them to hold a variety of on Bug controlled worlds in the 6th and 7th Rings. This has
caused numerous protests from the inhabitants of these Rings.
Professions including some in Law Enforcement.
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 Zhuh-
Zhuhs. 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

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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.

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5150 STAR MARINE
WHERE’S THE OUTBREAK?
BUGS & XENOS! BIG EVENT – WHAT RING?
These are optional rules on how to add Xenos and Bugs (a (Read the result as rolled)
particularly nasty form of Xeno) to your Star Marine
Campaign. You will use the same Campaign system and EVENT 1 2 3 4 5 6
mission flow, with a few extra options. Xenos! 3 4 4 4 5 5

XENOS BUG CAMPAIGN MORALE


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

REP ARMOR WEAPON Bugs 5

4 Hard Body Melee – Rage


WHAT’S THE MISSION?
BUGS X NEXT MISSION – XENOS!
Bugs are a term for a range of nasty hive-mind Xenos. (Read the result as rolled)
Detailed rules for Bugs may be found in 5150 Star Army.
Just replace the Xeno results with Bugs as you want to. # MISSION
1 DEFEND. Protect Civilians from Xenos.
MODIFIED BIG EVENTS 2 BOARDING . Attack a Xeno infested spaceship
3 BOARDING . Attack a Xeno infested spaceship
If you want to add Bugs and/ or Xenos to your 5150 Star
4 ESCORT . Escort Civilians to a safe area.
Marine campaign, use the following modified Big Event
5 RAID . Attack a Xeno nest.
table.
6 RESCUE . Rescue Civilians from Xenos.
 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.
XENOS/BUGS AND YOUR MISSIONS
 1 = Natural Disaster. When you generate a Mission, follow all of the standard
 2 = Piracy. set-up rules, but replace the Mission specific Contact
 3 = Piracy. Tables with the following Contact – Xenos! Table.
 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.

XENO OR BUGS OUTBREAK


A hostile Xeno outbreak has occurred and threatens a
Faction World or shipping. Go clean ‘em out!

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XENO & BUG BONUS SECTION - 65
5150 STAR MARINE
2/1 CONTACT – XENOS! XENO SNIPER ATTACK
The Squad comes under a nasty Xeno attack by bone darts
(Taken versus the Enemy Campaign Morale of 5) or flying nasties. Here’s how we do it:
# D6 RESULT  One Character rolled randomly is at risk.
PASSED  The Character does not count as being in Cover.
 Roll once on the Shooting Table versus a Rep of
2 CONTACT! Roll 1d6: 4.
 1 = Ambush! 3 + 1/2d6 Xenos auto-win  Resolve damage normally.
on the Action Table.
 2 = Ambush! 3 + 1/2d6 Xenos auto-win LARGE AREA ATTACK
on the Action Table.
 3 = 1d3 Xenos + special attack Squad comes under Xeno artillery fire by swarms of
exploding flyers or plasma balls. Here’s how we do it:
 4 = 3 + 1/2d6 Xenos.
 5 = Pods.  All Characters in Squad are at risk.
 6 = 1/2d6 Civilians (page 54).  Roll once on the Shooting Table versus a Rep of
1 CONTACT! Roll 1d6: 4.
 1 = Ambush! 3 + 1/2d6 Xenos auto-win  Resolve damage normally.
on the Action Table.
 2 = 3 + 1/2d6 Xenos. EXPLODING GOO ATTACK
 3 = 3 + 1/2d6 Xenos. The Squad is attacked by a form of Xeno weapon that
 4 = Special attack. shoots toxic acid goo or high velocity bone needles.
 5 = Nothing. Here’s how we do it:
 6 = Pods. (page 53).
If last Contact to be resolved and no Xenos  One Character rolled randomly
have been contacted yet, you meet 5 + 1/2d6  This Character serves as the center for a Grenade
Xenos. attack (page 59)
0 NOTHING! If last Contact to be resolved and  Resolve normally using Rep 4 for the Grenade attack
no enemy have been contacted yet, you meet roll.
5 + 1/2d6 Xenos.

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)

# RESULT
1 If Boarding Action treat as Sniper attack.
Otherwise treat as a Large Area Attack.
2 Sniper Attack.
3 Sniper Attack.
4 Sniper Attack.
5 Exploding Goo Attack.
6 Exploding Goo Attack.

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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 REP ARMOR WEAPON ATTRIBUTES
1
2
3
4
5

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67
5150 STAR MARINE TABLES
1ST SQUAD
ID # TYPE NAME STAR/GRUNT RACE REP ARMOR WEAPON ATTRIBUTES
1
2
3
4
5
6

2ND SQUAD
ID # TYPE NAME STAR/GRUNT RACE REP ARMOR WEAPON ATTRIBUTES
1
2
3
4
5
6

3RD SQUAD
ID # TYPE NAME STAR/GRUNT RACE REP ARMOR WEAPON ATTRIBUTES
1
2
3
4
5
6

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5150 STAR MARINE TABLES
CHARACTER SOCIAL STANDING
2 CHALLENGE TEST
(Taken vs. Rep) MOVER – General or highest 5
ranking Civilians.
A score of “6” is always a failure SHAKER – Captain to Colonel 4
and high ranking Civilians.
CIRCUMSTANCE MODIFIER
EXOTIC – Sergeant to Lieutenant 3
EASY – Challenge is Easy. +1 and Mercenary, Bounty Hunter,
DIFFICULT – Challenge is Difficult. -1 Bodyguard/Criminal Muscle, or
GENIUS – Character with the Genius +1d6 Police.
Attribute taking intelligence Challenge. ORDINARY JOE – Corporal or 2
PROFESSIONAL SKILL – Challenger has a +1 lower and ordinary Civilians.
Profession related skill that makes the CRIMINAL ELEMENT – Thugs, 1
Challenge easier. Escorts, Gangers, etc.
TOOL – Challenger has a Tool that makes +1
the Challenge easier. CIRCUMSTANCE SOCIAL STANDING

#D6 RESULT CRIMINAL VS. CIVILIAN – If +1d6


PASSED Criminal Interacting with a
Civilian.
2 SUCCESS! Complete the Challenge. PROFESSIONAL SKILL – If using +1d6
1 Not sure if you want to try this. Can a Professional Skill related to the
immediately re-take the test, counting a Interaction.
subsequent result of pass 1d6 as pass 0d6 SOCIAL STANDING – If Higher +1d6
OR Social Standing.
Can decide not to try again.
0 Failure! Suffer the consequences. #D6 RESULT
PASSED
2 INTERACTION Passed Male Civilians/Soldiers will give you a
more d6 favorable result. Gain 1 Fame Point.
(Taken versus Rep) Female Civilians will allow you to seek
Companionship (page 49) or gain 1
ATTRIBUTE MODIFIER Fame Point.
CHARISMATIC – Counts Social Standing Special Passed Exchange pleasantries, but that‟s it.
1 point higher versus Characters of the same
same Race. Passed The Civilian will ignore you. It cannot be
DIM – Character with the Dim Attribute. -1d6 less d6 interacted with again. Lose 1 Fame Point.
GENIUS – Character with the Genius -1d6 Soldiers or Criminals will be waiting for
Attribute. you in the Street. Go to a Confrontation
STUNNING – Counts Social Standing at 1 Special (page 49).
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.
CHALLENGE TEST
INTERACTION

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5150 STAR MARINE TABLES
CIVILIAN GRUNTS 2 GAMBLING
Use the Who Are They Table and the following Lists to (Taken versus Rep)
generate Civilians. Here‟s how we do it:
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. #D6 RESULT
 If Criminal or Exotic is rolled, use the Criminal PASSED
List, while for all others use the Civilian List. 2 Player remains in the game and gain
proceed to the next round of gambling.
2 WHO ARE THEY? 1 Player continues to game and can proceed
to the next round of gambling, but drops 1
(Adding the results together) point of current Rep for the remainder of
the game.
# WAR ZONE ELSEWHERE SPACE PORT
OR SPACE SHIP
0 Player loses and quits game. Lose Fame
Points equal to the number of Characters
2 Shaker – 4 Joe – 2 Joe – 2 that started the game.
3 Shaker – 4 Joe – 2 Shaker – 4
4 Exotic – 3 Exotic – 3 Police
5 Exotic – 3 Exotic – 3 Exotic – 3 2 COMPANIONSHIP
6 Joe – 2 Criminal – 1 Exotic – 3 (Taken versus Rep)
7 Joe – 2 Shaker – 4 Exotic – 3
A result of “6” is automatically a failure.
8 Joe – 2 Criminal – 1 Criminal – 1
9 Criminal – 1 Exotic – 3 Joe – 2 #D6 RESULT
10 Criminal – 1 Mover – 5 Criminal – 1 PASSED
11 Criminal – 1 Joe – 2 Joe – 2 Passed You are successful! Gain 2 Fame Points.
12 Criminal – 1 Joe – 2 Joe – 2 more d6
Passed Exchange pleasantries. Thanks, but no
same agreement is reached. Lose 1 Fame Point.
CIVILIANS Passed Things go badly. The Civilian takes offense
# REP # ARMOR # WEAPON less d6 and leaves in a huff. There is a chance (1)
that Civilians will Confront you. In any
1 4 1 Soft Body 1 Unarmed case, lose 2 Fame Points.
2 4 2 Soft Body 2 Unarmed
3 3 3 Soft Body 3 Unarmed
4 3 4 Soft Body 4 Unarmed 2 FIST FIGHT
5 3 5 Soft Body 5 Pistol – 1 (Taken versus Rep)
6 3 6 Soft Body 6 Auto – 3
#D6 RESULTS
CRIMINAL PASSED
Pass 2d6 Opponent Out of the Fight.
# REP # ARMOR # WEAPON
more
1 5 1 Soft Body 1 Pistol – 1 Pass 1d6 Winner rolls 1d6 versus the Rep of the loser.
2 4 2 Soft Body 2 Pistol – 1 more  If score is higher than the loser‟s Rep,
3 4 3 Soft Body 3 Pistol – 1 lose goes Out of the Fight. Gain 1 Fame
4 4 4 Soft Body 4 Pistol – 1 Point.
5 3 5 Soft Body 5 Auto – 3  If score is equal or less than the loser‟s
6 3 6 Soft Body 6 Auto – 3 Rep, fight another round with loser
counting a -1 to current Rep.
 Determine the stats for each Character. Pass Fight another round with both counting a -1
 Roll 1d6 to determine Gender. Male (1 – 4) or same to current Rep.
Female (5 – 6).

CAROUSING
© 2016 JOHN CUNNINGHAM & ED TEIXEIRA – TWO HOUR WARGAMES 2/2/2017

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5150 STAR MARINE TABLES
GAEA PRIME: PDF 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 5 (1) 1 Soft Body 1 Auto – 3 1 4 1 Exo-Armor (1) 1 Auto – 5 (2)
2 4 2 Soft Body 2 Auto – 3 2 4 2 Exo-Armor 2 Auto – 3 (3)
3 4 3 Soft Body 3 Auto – 3 3 4 3 Exo-Armor 3 Auto – 3
4 4 4 Soft Body 4 Auto – 3 4 4 4 Exo-Armor 4 Auto – 3
5 4 5 Hard Body 5 Auto – 3 5 4 5 Exo-Armor 5 Auto – 3
6 3 6 Hard Body 6 Auto – 4 (2) 6 4 6 Exo-Armor 6 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
Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).
HISHEN EMPIRE: INFANTRY
# REP # ARMOR # WEAPON Hishen are always considered male.
(1)
1 4 1 Soft Body 1 Auto – 3 # REP # ARMOR # WEAPON
2 4 2 Soft Body 2 Auto – 3 (1)
3 4 3 Soft Body 3 Auto – 3 1 4 1 Soft Body 1 Auto – 3
4 3 4 Soft Body 4 Auto – 3 2 4 2 Soft Body 2 Auto – 3
5 3 5 Hard Body 5 Auto – 3 3 4 3 Soft Body 3 Auto – 3
6 3 6 Hard Body 6 Auto – 4 (2) 4 4 4 Soft Body 4 Auto – 3
(1) Maximum of 3 Rep 4 per Squad. (2) Maximum of 1 per 5 4 5 Soft Body 5 Auto – 3
Squad. 6 3 (3) 6 Soft Body 6 Auto – 4 (2)
(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
Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6). HISHEN EMPIRE: MARINES
# REP # ARMOR # WEAPON Hishen are always considered male.
(1)
1 5 1 Soft Body 1 Auto – 3 # REP # ARMOR # WEAPON
2 4 2 Soft Body 2 Auto – 3
3 4 3 Soft Body 3 Auto – 3 1 4 (1) 1 Hard Body 1 Auto – 3
4 4 4 Hard Body 4 Auto – 3 2 4 2 Hard Body 2 Auto – 3
5 3 5 Hard Body 5 Auto – 3 3 4 3 Hard Body 3 Auto – 3
6 3 6 Hard Body 6 Auto – 4 (2) 4 4 4 Hard Body 4 Auto – 3
(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per 5 4 5 Hard Body 5 Auto – 3
Squad. 6 3 (3) 6 Hard Body 6 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
GAEA PRIME: STAR MARINES Grath. See the Grath List for stats.
Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6).

# REP
(1)
# ARMOR # WEAPON
(2)
GAEA PRIME
1 5 1 Exo-Armor 1 Auto – 5
2
3
5
5
2
3
Exo-Armor
Exo-Armor
2
3
Auto – 5
Auto – 2
HISHEN EMPIRE
4 4 4 Exo-Armor 4 Auto – 2
5 4 5 Exo-Armor 5 Auto – 2
6 3 (3) 6 Exo-Armor 6 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
5150 STAR MARINE TABLES
FREE COMPANIES 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 5 (1) 1 Soft Body 1 Auto – 3 1 5 1 Soft Body 1 Auto – 3
2 4 2 Soft Body 2 Auto – 3 2 5 2 Soft Body 2 Auto – 3
3 4 3 Soft Body 3 Auto – 3 3 5 3 Soft Body 3 Auto – 3
4 4 4 Soft Body 4 Auto – 3 4 4 4 Soft Body 4 Auto – 3
5 4 5 Hard Body 5 Auto – 3 5 4 5 Soft Body 5 Auto – 3
6 3 (3) 6 Hard Body 6 Auto – 4 (2) 6 3 6 Soft Body 6 Auto – 4
(1) Maximum of 2 Rep 5 per Squad. (2) Maximum of 1 per (1) Xeogs are not found in Squads, but instead in the employ of
Squad. (3) When a “6” is rolled roll 1d6. If a 1, 2, or 3 is rolled Free Companies, Pirates, and Gaea Prime Star Marines.
the Merc is a Zhuh-Zhuh (1 – 4) or Xeog (5 – 6). Re-roll for
Rep.
ZHUH-ZHUH: ASSAULT TROOPS
PIRATES Zhuh-Zhuhs are always male.

Roll 1d6 to determine Gender. Male (1 – 4) or Female (5 – 6). # REP # ARMOR # WEAPON
(1)
# REP # ARMOR # WEAPON 1 5 1 Hard Body 1 Auto – 3
2 5 2 Hard Body 2 Auto – 3
1 5 (1) 1 Soft Body 1 Auto – 3 3 4 3 Hard Body 3 Auto – 3
2 4 2 Soft Body 2 Auto – 3 4 4 4 Hard Body 4 Auto – 3
3 4 3 Soft Body 3 Auto – 3 5 4 5 Hard Body 5 Auto – 3
4 3 4 Soft Body 4 Auto – 3 6 4 6 Hard Body 6 Auto – 4 (2)
5 3 5 Hard Body 5 Auto – 3 (1) Maximum of 2 Rep 5 per Squad. (2) 1 per Squad.
6 3 (3) 6 Exo-Armor 6 Auto – 4 (2)
(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 ZHUH-ZHUH: INFANTRY
the Pirate is a Zhuh-Zhuh (1 – 3), Xeog (4 – 5) or Razor (6). Zhuh-Zhuhs are always male.
Roll on appropriate List for stats.
# REP # ARMOR # WEAPON
(1)
RAZOR 1 5 (1)
1 Soft Body 1 Auto – 3
Razors are always female. 2 4 2 Soft Body 2 Auto – 3
3 4 3 Soft Body 3 Auto – 3
# REP # ARMOR # WEAPON 4 4 4 Soft Body 4 Auto – 3
1 5 1 Soft Body 1 None (2) 5 4 5 Soft Body 5 Auto – 3
2 5 2 Soft Body 2 None 6 3 6 Soft Body 6 Auto – 4 (2)
(1) Maximum of 1Rep 5 per Squad. (2) 1 per Squad.
3 5 3 Soft Body 3 None
4 4 4 Soft Body 4 None
5 4 5 Soft Body 5 None ZHUH-ZHUH: MARINES
6 4 6 Soft Body 6 None Zhuh-Zhuhs are always male.
(1) Razors are not found in Squads, but instead in the employ of
Pirates and on Hishen Slavers. # REP # ARMOR # WEAPON
(1)

FREE COMPANIES
1 5 1 Hard Body 1 Auto – 3
2 5 2 Hard Body 2 Auto – 3
3 5 3 Hard Body 3 Auto – 3

PIRATES 4
5
6
4
4
4
4
5
6
Hard Body
Hard Body
Hard Body
4
5
6
Auto – 3
Auto – 3
Auto – 4 (2)

RAZOR & XEOG (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 ACTION 1 SHOOTING DAMAGE
(Taken versus Leader Rep) (Read the result as rolled)
Score of “6” is always a failure. CIRCUMSTANCE MODIFIER
1 or 2 Attacker gains Advantage, 3, 4, 5, or 6 Defender does. Target wearing Soft Body Armor. +1
ATTRIBUTE MODIFIER
# RESULT
INITIATIVE – Modifier to Rep when +1
operating alone. “6” Target Obviously Dead.
Rep or higher of Grath Ducks Back.
#D6 RESULT Target, but not a Marines Duck Back.
PASSED “6” Others go Out of the Fight.
Less than Rep of Target Ducks Back.
More d6 The side that passed more d6 can act: the Target.
 Grath will charge.
 All others will shoot.
Same Side with the Advantage counts as passing
number more d6. 2 CHECK FOR DEAD
of d6 (Taken vs. the Rep of the checking Character)
A result of "6" is always a failure
2 SHOOTING
# D6 RESULT
(Taken versus Rep) PASSED
Score of “6” is always a failure.
2 Hishen is actually Obviously Dead or Out of
ATTRIBUTE MODIFIER the Fight.
CRACK SHOT – Roll 3d6 when shooting, +1d6 1 Hishen takes a final shot at the tester before
counting the best 2 results. expiring. Roll 1d6.
SLOW TO REACT - Counts Rep at 1 lower Special  The Hishen fires one shot at the
than actual when Shooting if its side won on tester before going Obviously Dead.
the Action Table (page 72). 0 Hishen explodes a Grenade (page 59). The
Hishen is now Obviously Dead.
#D6 RESULT
PASSED
2 Hit all targets. ACTION
1 Miss:
 If fighting in Zero-Gravity. Targets return
fire.
SHOOTING
 If being charged.
 If the target is in Cover or Exo-Armor (1).
Targets return fire.
CHECK FOR DEAD
 If the 2nd or higher shot (2). Targets return
fire.
Otherwise:
 Hit.
0 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 MELEE 2 WILL TO FIGHT
(Taken versus Rep) (Taken versus Leader Rep)
Score of “6” is always a failure. Score of “6” is always a failure.

ATTRIBUTE MODIFIER ATTRIBUTE MODIFIER


RAGE – If have the Rage Attribute. +1d6 BORN LEADER +1d6
COWARD – Will always be the first to Leave Special
#D6 RESULTS the Table regardless of Rep or situation.
NERVES OF STEEL – Always last Character Special
PASSED
to Leave the Table.
Pass ALL LOSERS – Obviously Dead.
2d6 #D6 RESULTS
more
PASSED
Pass GRATH LOSERS – Fight another round of
1d6 melee. Grath loser suffers -1 to Rep. 2 ALL NON-GRATH – If 50% or more Out of the
more Fight, Obviously Dead, or Left the Section,
EXO-ARMORED LOSERS – Fight another round count as passing 1d6.
of melee. Loser suffers -1 to Rep. OTHERWISE – Carry On.
1 GRATH – Carry On.
ALL OTHER LOSERS – Winner rolls 1d6 versus ALL NON-GRATH – Two Characters Leave the
the Rep of the loser. Table.
 If equal or higher than Rep – Loser goes Duck Backs will go first.
Out of the Fight. Lowest Rep will leave next, if tied then
 If lower than Rep – Losers suffer a result random.
of -1 to Rep, Hishen -2. Immediately fight 0 ALL – Whole side Leaves the Table. If both
another round of melee. sides reach this result at the same time, both
Pass ALL – Fight another round of melee. count as passing 2d6.
same Both suffer -1 to Rep.
2 RECOVERY
2 MEDIC! (Taken vs. Rep)
(Taken versus Rep)
# D6 RESULT
# D6 RESULT PASSED
PASSED
2 Character returns to the group.
2 Just a flesh wound. Character returns to the 1 Recovered Out of the Fight Characters
fight at normal Rep when next Active. return will return to the Squad.
1 Character remains Out of the Fight. Those not ordered to, but Left the Table
0 Character becomes Obviously Dead. may not return.
 Those Contesting a Planet will return.
 Those Controlling a Planet will not.
0 Character does not return.
MELEE
MEDIC 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––33PL


UTO

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