Professional Documents
Culture Documents
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
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
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
CHARACTER JOURNAL 67
TABLES 68
“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!
1
5150: STAR MARINE
READING AND ADDING THE DICE
NEEDED TO PLAY Sometimes you simply read the result as rolled. When
rolling 2d6 you add the scores together to get a total.
You will need a few things to play 5150: Star Marine.
They are: POSSIBILITIES
When you see numbers in parenthesis, such as (1 – 2), it
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.
2
5150: STAR MARINE
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)
3
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).
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.
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.
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!
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.
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.
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
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.
© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017
18
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-
© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017
19
5150 STAR MARINE
nd
figure Sections with the 2 Section commanded by an 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.
(1)
LEADERS
XEOG
Xeogs are always female. There are four Leaders used in 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
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.
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.
#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).
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.
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.
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.
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.
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.
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.
© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017
37
5150 STAR MARINE
Set up the Characters on the table.
After all combat is resolved for the Contact, roll
for the next.
# D6 RESULT
PASSED
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
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.
© 2017 - John Cunningham and Ed Teixeira - Two Hour Wargames 2/2/2017
49
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:
#
(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).
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.
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.
CLEAR
These open, empty areas do not provide Cover.
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.
# 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.
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
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.
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:
# 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.
CHARACTER JOURNAL
NAME STAR/GRUNT RACE GENDER REPUTATION CLASS
PROFESSION HOME WORLD AGE SOCIAL STANDING RANK LIFETIME FAME PTS.
MEDALS OF VALOR
CAMPAIGN INFORMATION
INFANTRY ROSTER
BIG EVENT TYPE BIG EVENT LOCATION CAMPAIGN MORALE ENEMY CAMPAIGN MORALE
PLATOON SECTION
ID # TYPE NAME STAR/GRUNT RACE REP ARMOR WEAPON ATTRIBUTES
1
2
3
4
5
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
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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
70
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.
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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.
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.
74
AUTO – 5 AUTO – 5 AUTO – 2 AUTO – 2 AUTO – 2 AUTO – 2 SL