5150NQ_2
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Two Hour Wargame...
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WRITTEN BY ED TEIXEIRA COVER ART BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS.
5150 NO QUARTER – MECH WARFARE 10.3 10.4
1.0
PROLOGUE
1
2.0
INTRODUCTION
1
2.1
Word of Advice
1
3.0
YOUR ROLE
1
4.0
NEEDED TO PLAY
1
5.0
THE DICE
1
5.1 5.2 5.3 5.4 5.5 5.6
Passing Dice Counting Successes Possibilities Reading and Adding the Dice 1/2d6 How Many d6
1 2 2 2 2 2
10.9 10.10
Weight Capacity Weapons 10.4.1 Beam, Heavy, Medium or Light 10.4.2 Flamer 10.4.3 Gun – Auto, Medium or Heavy 10.4.4 Melee Weapon 10.4.5 Plasma – Particle Gun 10.4.6 Rocket Launcher – 2 or 3 Mounting Weapons Miscellaneous Items 10.6.1 Jump Jets 10.6.2 Electronic Warfare System Speed Faction Lists 10.8.1 Free Company 10.8.2 Hishen 10.8.3 PDF 10.8.4 Star Army & ISS 10.8.5 Zhuh-Zhuh Unit Record Sheet Your First Mech
6.0
FIGURES AND TERRAIN
2
6.1 6.2
Basing Figures Defining Facing 6.2.1 Twisting Torso
2 2 3
11.0
FORMATIONS
9
11.0
Mech Organization
9
12.0
LEADERS
10
Using Leaders Command Radius
10 10
TABLE OF CONTENTS
10.5 10.6
10.7 10.8
7 7 7 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9
7.0
TABLES
3
12.1 12.2
8.0
YOUR MECH
3
13.0
GROUPS
10
13.1 13.2 13.3
Forming and Splitting Groups Group Cohesion Large Groups
10 11 11
9.0
DEFINING THE PILOT
3
9.1
Stars and Grunts 9.1.1 Stars 9.1.2 Grunts 9.1.3 Why Use Stars? Star Advantages 9.2.1 Star Power 9.2.2 Larger Than Life (LTL) 9.2.3 Cheating Death 9.2.4 Free Will Faction 9.3.1 Faction Pilots Reputation 9.4.1 Maximum Rep 9.4.2 Reputation by Faction Pilot Personal Weapon Attributes 9.6.1 Stars 9.6.2 Grunts 9.6.3 Racial Attributes 9.6.4 Random Attributes
3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5
10.0
DEFINING MECHS
6
10.1 10.2
Class Armor
6 7
9.2
9.3 9.4
9.5 9.6
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
TOC
14.0
TURN SEQUENCE
11
14.1
Many Turns into One
12
15.0
ACTIONS
12
15.1 15.2
Firing Movement 15.2.1 Voluntary Movement 15.2.2 Reversing Directions 15.2.3 Going Prone 15.2.4 Involuntary Movement 15.2.4.1 Duck Back 15.2.4.2 Leave the Battlefield 15.2.4.3 Fire 15.2.4.4 Rush Shot
12 12 12 12 12 12 13 13 13 13
16.0
REACTION SYSTEM
13
16.1
In Sight 16.1.1 16.1.2 16.1.3 16.1.4 16.1.5
13 13 13 14 14 14
In Sight or Out of Sight Triggering an In Sight Test Taking the In Sight Test Resolving In Sight Actions Adding to Ongoing In Sights
5150 NO QUARTER – MECHA WARFARE 16.1.6 Completed In Sights Reaction Tests 16.2.1 How to Take a Reaction Test 16.2.2 Multiple Results 16.2.3 Completing Reactions Status and Actions 16.3.1 Carry On 16.3.2 Duck Back 16.3.3 Leave the Battlefield
14 15 15 15 15 15 15 15 16
17.0
RANGED COMBAT
16
17.1 17.2
17.5
Line of Sight Cover & Concealment 17.2.1 Protected Target Selection Shooting 17.4.1 Hit Location 17.4.2 Determining Damage 17.4.3 Critical Hit 17.4.3.1 Pilot Test Outgunned
16 16 16 16 17 17 17 17 17 17
18.0
MELEE
18
18.1 18.2
Using Melee Weapons Charge into Melee Test 18.2.1 How to Charge into Melee Melee Combat 18.3.1 Melee Combat Hit Location 18.3.2 Determining Melee Damage 18.3.3 Critical Hit 18.3.4 Multiple Mech Melees
18 18 18 18 19 19 19 19
16.2
16.3
17.3 17.4
18.3
19.0
TERRAIN
20
19.1 19.2 19.3
19.8 19.9 19.10
Setting Up the Table Generating Terrain Types of Terrain 19.3.1 How Many Pieces of Terrain? Buildings 19.4.1 Building Size 19.4.2 Building Armor Clear Hill Water 19.7.1 Deep Water Road Rough Terrain Woods
20 20 20 20 21 21 21 21 21 21 21 21 21 21
20.0
PEFS
22
20.1 20.2
PEFS and Buildings PEF Movement 20.2.1 Special PEF Movement Resolving PEFs What Are They? 20.4.1 Loading Up PEFs How the Enemy Moves
22 22 22 22 22 22 23
19.4
19.5 19.6 19.7
20.3 20.4 20.5
21.0
PLAY THE GAME
23
21.1 21.2 21.3 21.4
Building Your Force Using Your Mechs How Many Mechs? Balanced Game
23 23 23 23
22.0
THE MISSIONS
24
22.1
Patrol 22.1.1 22.1.2 22.1.3 22.1.4 22.1.5 22.1.6 Attack 22.2.1 22.2.2 22.2.3 22.2.4 22.2.5 22.2.6 Defend 22.3.1 22.3.2 22.3.3 22.3.4 22.3.5 22.3.6 22.3.7
24 24 24 24 24 24 24 24 24 25 25 25 25 25 25 25 25 26 26 26 26 26
22.2
22.3
Objective Forces Terrain Deployment Special Instructions Pursuing the Objective NP Movement – Attack
THE CAMPAIGN
27
23.1 23.2 23.3
Time in the Campaign Starting Force Campaign Morale 23.3.1 Ending the Campaign Controlling or Contesting Changing Morale Next Mission Inclement Weather Escalating Battles 23.8.1 Reinforcements 23.8.2 Explaining the Reinforcements 23.8.3 When Reinforcements Arrive 23.8.4 Who Are They? 23.8.5 Where Reinforcements Arrive Afterwards 23.9.1 Recovering Pilots 23.9.2 Increasing Rep 23.9.3 Decreasing Rep 23.9.4 Replacement Pilots 23.9.5 Repairing Mechs 23.9.6 Mech Replacements
27 27 27 27 27 27 28 28 29 29 30 30 31 31 31 31 32 32 32 32 33
STEP-BY-STEP
33
23.9
24.0
TOC
Objective Forces Terrain Deployment Special Instructions NP Movement – Defend
23.0
23.4 23.5 23.6 23.7 23.8
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
Objective Forces Terrain Deployment Special Instructions NP Patrol Mission Tactics
5150 NO QUARTER – MECHA WARFARE 25.0
THE 5150 UNIVERSE
34
25.1 25.2
25.4
Free Companies Hishen Empire 25.2.1 Grath Gaea Prime 25.3.1 Planetary Militia 25.3.2 Planetary Defense Force 25.3.3 Star Army 25.3.4 ISS 25.3.5 Rebels Zhuh-Zhuh
34 34 34 35 35 35 35 35 35 36
26.0
CURRENT EVENTS
36
26.1 26.2 26.3 26.4 26.5 26.6
Gaea Prime’s Place The Hishen Threat Upsetting the Balance In Due Time Freedom Fighters or Pawns? The Future Is Yours
36 36 36 36 37 37
27.0
CESTUS V
37
27.1 27.2 27.3 27.4 27.5
Your Role The Missions Your Company Terrain Campaign Morale
37 37 37 38 38
25.3
MISSION 1.0 TRIP WIRE MISSION 2.0 THE TROLL MISSION 3.0 BREAKTHROUGH MISSION 4.0 KNOCK KNOCK MISSION 5.0 BREAKOUT MISSION 6.0 FIGHTING WITHDRAWAL MISSION 7.0 STONEWALL MISSION 8.0 PICK AND ROLL MISSION 9.0 LIGHTNING STRIKE MISSION 10.0 KNOCKOUT PUNCH
38 39 41 42 44 45 47 48 50 52
SPECIAL THANKS TO: Paul Kime: For another great cover. Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland: For insisting that, "It's not just a gang warfare game." The THW Guys on the Group and Forum: For the constant support. And Lil… © 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
TOC
5150: NO QUARTER – MECH WARFARE
1.0 PROLOGUE
3.0 YOUR ROLE
Mechs or Vehicles? There’s always been that debate since day one. Well, not really. As a Mech Pilot I know that Vehicles are no match for a Mech. We have the height advantage, mobility advantage, and pack more weapons than those “cans”.
Your role in the game is up to you. Here are some suggestions:
Sure; some of them may be a little faster on a straight away, but that comes in handy only when you’re running away. Me? If I get into trouble, I can change direction easier than a “can” and can deal with all types of terrain while doing it. Besides, I do it all in my Mech. I don’t have to wait for someone to tell me when to open fire or reload – I can’t believe the “monkey boys” still use guns – or drive me around.
You can play as a Mech Pilot with one Mech. You can play as a Team Leader (12.0) with three Mechs. You can play as a Squad Leader (12.0) with six Mechs. Once you learn the rules you can play as a Platoon Leader (12.0) or even a Company Commander (12.0).
The bottom line is you can play it any way you like because it’s your game.
4.0 NEEDED TO PLAY
No, no doubt about it. I’ll take a Mech over a “can” any day. Oh, don’t get me wrong. Mechs aren’t for everybody. Only the smartest, quickest, fittest, and, in my case, the best looking, can pilot a Mech. For those other guys…well, that’s why they make “cans”.
You will need a few things to play 5150: No Quarter. They are:
What? Is it dangerous? Let me put it this way; ever seen an old Mech Pilot?
Welcome to the world of 5150: No Quarter.
*******************************************
2.0 INTRODUCTION
5150: No Quarter is a stand-alone set of Mech combat rules that can be played with any counters, models, or minis you may already have. It’s a more detailed Mech versus Mech combat game than found in 5150: Star Army. But, with a little tweaking it can be played with Star Army as well.
Six-sided dice, also known as d6. It is best to have at least six of these and the more you have, the quicker games will play. One ruler or measuring device, ideally one per player. Any combination of metal, plastic or paper figures in a consistent scale of your choice. Something to represent buildings and other terrain features. A 3 x 3 foot flat surface, but you can play with a larger or smaller one if desired.
5.0 THE DICE During the game you will be required to roll dice in a variety of ways. They are:
2.1 WORD OF ADVICE
Be sure to read the rules one section at a time and do the review and easy exercises in the Stop boxes. We’ve broken the rules down into smaller pieces to make it easier to learn. If you have a question about the rules just keep reading as the answer will be coming along shortly.
Passing Dice. Counting Successes. Possibilities. Reading and Adding the Dice. 1/2D6.
5.1 PASSING DICE
But if you can’t find the answer check out the THW Forum, linked below for answers to questions and free downloads.
To use the dice in this way, roll a number of d6 and compare each die score individually to the Target Number. The Target Number can be Reputation (9.4) or something entirely different.
http://site.twohourwargames.com/forum/index.php
You can expect a response within 24 hours.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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If the d6 score is equal or less than the Target Number, the d6 has passed. If the score is higher than the Target Number, the d6 has not passed.
5150: NO QUARTER – MECH WARFARE
5.6 HOW MANY D6
You can only pass 2, 1, or 0d6 regardless of the number you actually roll.
How many d6 do you roll? This is found by looking in the upper left-hand corner of each table. There will usually be a number, 1 or 2, telling you how many d6 to roll.
Example – A Zhuh-Zhuh Class 3 Mech comes under fire and must take a Fired On Reaction Test (16.2). The Target Number for the test is the Rep (4) of the Pilot. He rolls 2d6 and scores a 1 and a 5. As the 1 is equal or lower than the Rep of 4, 1d6 has been passed. Looking on the Fired On Reaction Test (Table 16.2) under the Pass 1d6 column we see that the Zhuh-Zhuh will return fire, counting the Rush Shot penalty, even though it must rotate its torso.
In some cases there may be a word like Rep. That means 1d6 is rolled for each point of that word. Example – A Hishen Mech Pilot (Rep 4) must roll an In Sight Test. Looking on the In Sight Test (Table 16.1.3) we see the word Rep in the upper left corner so I toss 4d6. Later he must take a Mech Down Reaction Test (Table 16.2) There is a 2 in the upper left-hand corner so I roll 2d6.
5.2 COUNTING SUCCESSES
6.0 FIGURES AND TERRAIN
Another way to use the dice is by rolling them and counting successes.
A score of 1, 2, or 3 is a success. A score of 4, 5, or 6 is a failure.
Literally hundreds of figures can be used with 5150: No Quarter. There aren’t any official figures so play with whatever you already have.
Example: The Rep 5 Mech Pilot must take an In Sight Test (16.1.3). He rolls 5d6 and scores a 1, 3, 3, 4, and 4. He has scored three successes (1, 3, and 3).
You can choose from metal, plastic, or even paper counters. The best part is that you can use any of them and still play 5150: No Quarter. If you don’t already have figures, you can find them in gaming stores, at conventions, or online.
5.3 POSSIBILITIES When you see numbers in parenthesis, such as (1 – 2), this means there is a chance of that event happening , based on a 1d6 roll.
Finding terrain can be handled the same way or you can build it from scratch. Some very nice paper terrain is available online that will work just fine. I use eBay as one source for terrain; it is also a good way to find painted figures.
Example – There is a Class 1(1 – 2), Class 3 (3 – 5), or Class 5 (6) Hishen Mech coming down the road. I roll 1d6 and score a 1, there is a Class 1 Mech coming down the road.
Perhaps the best form of guidance will come from joining the THW Forum and asking your questions there. http://site.twohourwargames.com/forum/index.php
5.4 READING AND ADDING THE DICE
6.1 BASING MECHS Each model represents one Mech. Models are usually based, but if they aren’t, use the smallest base possible. Models based for other rule sets will work perfectly in 5150: No Quarter.
Sometimes you simply read the result as rolled. When rolling 2d6 you add the scores together to get a total. Example – On the Terrain Generator Table (Table 19.3.1) I roll 1d6 and score a 3.
6.2 DEFINING FACING
5.5 1/2D6
Charging or shooting to the rear of an enemy depends upon the physical location of the attacker. To qualify as a rear attack the attacker must begin and end its movement behind the front facing of the target.
When asked to roll a 1/2d6, here’s how we do it:
Roll 1d6. (1 – 2) = 1. (3 – 4) = 2. (5 – 6) = 3.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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The front facing is defined as 180 degrees to the front of the figure.
5150: NO QUARTER – MECH WARFARE
STOP!
The rear facing is defined as 180 degrees to the back of the figure.
The following illustration defines the front and rear facings.
5150: No Quarter is played with six-sided dice called d6. You can play in any scale, with models or counters. You can play with as many or as few models as desired. Passing dice is when you roll a d6 and compare it to a Target Number like Rep. Score equal or less and you have passed; score greater than the Target Number and you have not. You can pass 2d6, 1d6 or 0d6. A success is a score of 1, 2 or 3. Possibilities are the numbers in parenthesis next to an event. Scoring that number means the event has happened.
6.2.1 TWISTING TORSO Slight twisting of the torso is already accounted for in the 180 degree front facing. If desired, a Mech may make an upper torso twist while keeping its feet facing to the front. This is also allowed when directed to fire by a Fired On Reaction Test result. Here’s how we do it:
If you roll a 1/2d6 and score a 5, what does it convert to?
8.0 YOUR MECH
When doing so the front facing for firing turns 90 degrees to the direction of the twist.
Each Mech consists of both the Pilot and the Mech. Players will usually start with one Mech and work their way up to larger numbers. No matter what size formation you decide to use, the basic starting point is the individual Pilot and Mech.
9.0 DEFINING THE PILOT
In the above picture the feet remain to the front, but the torso has twisted to the left changing the arc of fire by 90 degrees.
If you choose, you can use your Pilot in other 5150 games like Star Army or Urban Renewal.
7.0 TABLES
Each Mech is piloted by one character, the Pilot. Let’s go over what defines each Pilot. Here’s how we do it:
Wherever possible all the tables that you will usually use during the game have been grouped together in the back of the book. When reading a section it is recommended that you review the table in question. 5150: No Quarter is like a toolbox. You may not need all the tools, but they are there if you do!
Is he a Star or a Grunt? Which Faction does he belong to? What is his Reputation? What type of Personal Weapon does he have? Does he have any Attributes?
9.1 STARS AND GRUNTS There are two types of Pilots called Stars and Grunts.
9.1.1 STARS This represents you, the player. We suggest starting with a Reputation of 5.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE
9.1.2 GRUNTS These are the Pilots that do not represent a player. They may be friends or foes and will come and go as the game progresses. Grunts are controlled by the game mechanics.
Example – Billy Pink comes under fire and his Mech takes a head hit. Rolling on the Ranged Combat Damage the Hishen player passes 2d6 versus the Impact of 3 for his Medium Beam Weapon. This brings the Armor in the Head down to “0”. The Head is destroyed and Billy should be dead.
9.1.3 WHY USE STARS? One question that may be asked is why do we use Stars in THW? It's to give the player personal control over his character.
Billy declares he is Cheating Death and is whisked from the table to safety. He is still alive, but is now reduced to Rep 4.
All Grunts are controlled by the Reaction Tests (16.2). They will behave according to their quality and training, but more importantly will respond to the situations that you put them in. Grunts will behave in a realistic manner that balances a desire to stay alive with the desire to do their job.
9.2.4 FREE WILL The last Star Advantage is Free Will. Here’s how we do it:
But Stars? That's you. You will see that you have much more freedom, as in real life, to do what you want, as well as some distinct advantages that separate you from the Grunts.
9.2 STAR ADVANTAGES
Stars will take Reaction Tests just like Grunts. Instead of rolling any d6 the Star can choose to pass 2, 1 or 0d6. This applies when taking the Fired On, Mech Down and Takes Damage Reaction Tests (16.2).
Example – During his next Mission Billy Pink (now Rep 4) has his Mech shot at by the enemy. He is a Star so can choose his reaction on the Fired On Test. He chooses to pass 2d6 and returns fire.
As a Star in 5150: No Quarter you have four important advantages. These are:
When a Star chooses to cheat death his Rep is immediately reduced by one level, but can be increased in the normal way (23.9.2).
Star Power. Larger Than Life. Cheating Death. Free Will.
9.3 FACTION
9.2.1 STAR POWER
The 5150 Universe is widespread over nine Rings, with each Ring containing numerous planets. For a little background on the universe see the section called 5150 Universe (25.0).
Star Power is not used in 5150 No Quarter, but your character has this ability when playing with a set of rules that uses it, such as Urban Renewal.
Players can choose to play any of the following six Factions. Note that the PDF and ISS are parts of the Gaea Prime Star Army.
9.2.2 LARGER THAN LIFE (LTL) Larger Than Life is not used in 5150 No Quarter, but your character has this ability when playing with a set of rules that uses it, such as Urban Renewal.
9.2.3 CHEATING DEATH
9.3.1 FACTION PILOTS
Good news, we do use the Cheating Death Star Advantage in 5150 No Quarter. Here’s how we do it:
Free Company (25.1). Hishen (25.2). ISS (25.3.4). PDF (25.3.2). Star Army (25.3.3). Zhuh-Zhuh (25.4).
Different Factions will have different Pilots. This is reflected by their Reputations (9.4) and Attributes (9.6).
A Star can be killed when his Mech explodes. When this occurs, the Star may declare that he is cheating death. He is immediately removed from the table and whisked to safety.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE 9.4 REPUTATION
9.5 PILOT PERSONAL WEAPON
Reputation or Rep represents a combination of training, experience, morale and motivation. Rep is an expression of a Pilot’s overall fighting quality. Both Stars and Grunts use Rep. There are three possible starting levels of Reputation.
Usually when a Pilot bails out it is removed from the table. But if you wish to continue the fight you can do so by using Star Army, Urban Renewal or our free introductory rules, Chain Reaction, found on our website. Here’s how we do it:
REP 5 - These are veterans of numerous successful combat Missions. REP 4 - These are reliable Pilots of some experience. These Pilots make up the bulk of most Mech forces. REP 3 -These are Pilots of unknown quality that have seen little or no action. This includes both newly trained Pilots and 2nd tier troops.
Non – Star Army Grunt Pilots will be armed with a Machine Pistol (1 – 4) or Submachine Gun (5 – 6). Star Army Pilots will have Laser Pistol (1 – 2) or a Rapid Fire Laser (3 – 6). (1)
(1) This is a smaller version of the bone found in 5150 Star Army, but with the same stats.
Remember, Stars always start with a Rep of 5.
9.6 ATTRIBUTES
9.4.1 MAXIMUM REP
Attributes are used to further define Pilots. Using them will really make the Pilots unique, but if you desire a more vanilla game simply don’t use them. I use them only for my personal Pilot and for his Teammates.
The maximum Rep of a Pilot is unlimited as it can be increased by successful Missions (23.9.2).
9.6.1 STARS
9.4.2 REPUTATION BY FACTION
Stars receive two Attributes. Roll for the first one and choose the second.
Different factions will have Pilots with different Reps. You will need to generate the Reps of all the Grunts you run into, friend or foe. Here’s how we do it:
9.6.2 GRUNTS
Consult the Pilot Rep Table (Table 9.4.2). Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate row for the Faction and across to the appropriate column to determine the Rep of the Pilot.
Grunts only get one Attribute, rolled randomly.
9.6.3 RACIAL ATTRIBUTES Each race has its own specific Attribute. Assign each Pilot their Racial Attribute before its Random Attributes.
9.4.2 PILOT REP
1
9.6.3 RACIAL ATTRIBUTES
PILOT REP
RACE
(Read the result as rolled)
FACTION Free Company Hishen ISS PDF Star Army Xeog (1) Zhuh-Zhuh
1
2
3
4
5
6
3 3 4 3 4 4 3
4 3 5 4 4 4 4
4 4 5 4 4 4 4
4 4 5 4 5 5 4
5 4 5 4 5 5 4
5 4 5 5 5 5 5
Basics
(1)
Hishen Xeog Zhuh-Zhuh
ATTRIBUTE None: Allowed to roll twice for its Random Attribute, keeping the best result. Slight: Counts a -1d6 when in melee. Wary: Takes the In Sight Test with a +1d6 bonus. Rage: Counts a +2d6 when in melee.
(1) Basic are Humans –Gaea Prime being the primary example.
9.6.4 RANDOM ATTRIBUTES
(1) Xeogs may only be found in Free Companies. These are exclusively the blue Rogue females. More information on Xeogs can be found in the 5150 Urban Renewal rules.
Racial Attributes are assigned, Random Attributes are rolled for. Here’s how we do it:
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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Roll 1d6, read the result and go to the appropriate Attribute Table (Table 9.6).
5150: NO QUARTER – MECH WARFARE
STOP!
Roll a second 1d6, read the result and go down the left-hand column to the appropriate row. This is the Attribute that the Pilot has.
Let’s build your first character. It is a Rep 5 Star. What two Star Advantages does it have?
9.6.4 TABLE 1 OR 2 # 1 2 3 4
5 6
Gaea Prime has three Factions called Star Army, ISS, and PDF. You can be any of those three or one of the others. Pick a Faction.
ATTRIBUTE Agile: Counts a +1 to Rep when taking the Pilot Test. Brawler: Counts a +1d6 bonus when rolling on the Melee Table. Coward: Treats a result of Duck Back as Leave the Battlefield when taking the Fired On Test. Crack Shot: Ignores the Fast Move penalty for the shooter and target when rolling on the Ranged Combat Table. Dumbass: Counts Rep one point lower for Activation purposes (14.0). Hard as Nails: Once during his life the Pilot can use the Cheating Death Star Advantage. Re-roll the Attribute if a Star.
Roll for your character’s Personal Weapon. You may not need it in No Quarter, but if his Mech is shot out from under him, you can play it out with one of our other rule sets. You will have two Attributes, the 1st you roll for and the 2nd you choose. Remember that all Pilots have Racial Attributes as well. That’s it. Be sure to write down the information – you should use a Unit Record Sheet (Table 10.9). If you like, roll up two Grunts. Together you form a Team (12.0). Remember that Grunts only get one Attribute and that it is rolled at random. Now let’s get you a Mech.
10.0 DEFINING MECHS
9.6.4 TABLE 3 OR 4 #
ATTRIBUTE
1
Initiative: Counts one Rep higher for Activation purposes (14.0) when operating alone. Marksman: Can roll twice for each Hit Location, taking the best result. Near Sighted: Counts a -1 to Rep when rolling on the Ranged Combat Table. Nerves of Steel: Treat Duck Back as if Carry On and never outgunned. Lucky: This crewmember can re-roll any result once per Mission. Quick Reflexes: Counts a +1d6 bonus when taking the In Sight Test.
2 3 4 5 6
Mechs can come in a variety of sizes and shapes and with different types of weapons, but they share the following factors:
Let’s go over each one individually.
10.1 CLASS
9.6.4 TABLE 5 OR 6 #
ATTRIBUTE
1
Resilient: Once during each Mission the Pilot ignores his 1st Rep reduction for a failed Pilot Test. Slow: Counts a -1 to Rep when taking the Pilot Test. Slow to React: Counts a -1d6 when taking the In Sight Test. Weakling: Will count a -1d6 when rolling on the Melee Table. Wussy: Will only roll 1d6 when taking the Fired On Test. Choice: The Pilot can choose his Attribute.
2 3 4 5 6
Class. Armor. Weight Capacity. Weapons. Miscellaneous Items. Speed.
Mechs are divided into five Classes based on their size and weight. Each is assigned a numeric value with the lower the number the larger the Mech. Here’s how we do it:
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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1ST CLASS – These are the largest of the Mechs. Used to spearhead attacks and bolster defenses. Mechs with 31 – 36 Armor Points. 2ND CLASS – Large Mechs form the main battle line of armies. Mechs with 25 – 30 Armor Points. 3RD CLASS – Medium sized Mechs that can be pressed into the battle line if needed, but nimble enough to go on patrol. Mechs with 19 – 24 Armor Points.
5150: NO QUARTER – MECH WARFARE
4TH CLASS – Small Mechs normally used for
patrols and scouting Missions. Mechs with 13 – 18 Armor Points. 5TH CLASS – The smallest of Mechs designed for speed and for recon and crowd control in some cities. Mechs with 7 – 12 Armor Points.
10.4 WEAPONS Mechs can mount a variety of weapons. Each weapon is defined on the Weapon Table (Table 10.4) in the following ways:
10.2 ARMOR
The Armor of the Mech represents its overall ability to withstand damage and to mount weapons. The higher the Armor of the Mech the harder it will be to destroy. Here’s how we do it:
Players will assign the Armor Points of the Mech between the seven locations on the Mech, but must have a minimum of 1 point in each location.
10.3 WEIGHT CAPACITY Weight Capacity represents the maximum total weight in Weapons and other Items that can be added to the Mech. Each Weapon and Item has a specific Weight Value (WV) representing its weight and bulk. Here’s how we do it:
10.3 WEIGHT CAPACITY CLASS
WEIGHT CAPACITY
STAR ARMY ARMOR
35 – 36 33 – 34 31 – 32 29 – 30 27 – 28 25 – 26 23 – 24 21 – 22 19 – 20 17 – 18 15 – 16 13 – 14 11 – 12 9 – 10 7-8
1 1 1 2 2 2 3 3 3 4 4 4 5 5 5
18 17 16 15 14 13 12 11 10 9 8 7 6 5 4
BTA BTA BTA BTA BTA BTA Exo Exo Exo HB HB HB HB HB HB
weapon. If a weapon does not appear on the Weapons Table use the type that most reflects that weapon. WEIGHT VALUE (WV) – The weight and bulk of the weapon that is subtracted from the Weight Capacity of the Mech. RANGE – The effective range of the weapon where the shooter deems he has a reasonable chance of hitting the target. TARGET – The number of “shots” that the weapon can fire on at one time. The Mech rolls only once to hit the target, but each “shot” rolls its own Hit Location. IMPACT – A number assigned to the damage that the weapon can inflict when fired. Also the number of Armor Points subtracted from a location when passing 2d6 on the Ranged Damage Table (Table 17.4.2).
10.4 WEAPONS TABLE
Consult the Weight Capacity Table (Table 10.3). Go down the left-hand column to the appropriate row for the Armor Points of the Mech. Go across to see the Class of the Mech and further across to see its Weight Capacity – the total Weight Value of any added Weapons or Items.
ARMOR POINTS
WEAPON TYPE – This is the name and type of
TYPE
WV
RANGE
TARGET
IMPACT
Beam, Heavy Beam, Medium Beam, Light Flamer Gun, Auto Gun, Medium Gun, Heavy Melee Weapon PPG Rkt. Launcher 2 Rkt. Launcher 3
3 2 1 1 2 3 4 1–5 6 2 3
24 24 24 6 24 24 18 x 24 36 36
1 1 1 1 3 1 1 1 1 2 3
4 2 1 3 1 3 4 1–5 5 2 2
10.4.1 BEAM, HEAVY, MEDIUM OR LIGHT The beam weapon fires energy in a coherent beam with heavier beams doing more damage over a longer range than the lighter ones.
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5150: NO QUARTER – MECH WARFARE 10.4.2 FLAMER
10.5 MOUNTING WEAPONS
The flamer is capable of firing flammable liquid over short distances. Here’s how we do it:
Ranged Weapons and Misc. Items can be mounted on any location on the Mech with the following restrictions:
When firing the flamer lay a 1” wide path the length of the shot, ending in a 2" circle of flame. Flame remains on the table the remainder of the game. Crossing it causes the Mech to roll on the Ranged Damage Table (Table 17.4.2). The flamer can only fire once per turn – when active or in reaction.
The total Weight Value mounted onto the body part cannot exceed twice the Weight value of the body part.
10.6 MISCELLANEOUS ITEMS There are two Non-Weapon Items that can be added to a Mech. They are:
10.4.3 GUN –AUTO, MEDIUM OR HEAVY Projectile weapons, referred to as guns, fire good oldfashioned explosive shells. The auto – cannon fires a smaller shell, but at a higher rate than the others. This requires rolling on the Ranged Combat Table only once; but each shell rolls for its own Hit Location.
Jump Jets. Electronic Warfare System (EWS).
10.6 MISC. ITEMS TABLE ITEM TYPE
WEIGHT VALUE
NOTES
Jump Jets
Allows the Mech to jump over obstacles up to 3 x its height. Count a 2 success bonus on the In Sight Test. Count a 1 success bonus on the In Sight Test.
The Mech melee weapon is attached to the Arm and is used in melee. The weapon will increase the Armor of the Arm only when rolling on the Melee Damage Table.
EWS 2
Equal to 6 minus the Class. 2
Example – The Class 3 Mech has 3 Armor Points on its Right Arm. I add a 3 WV Melee Weapon to the right arm. When passing 2d6 on the Melee Combat Damage Table (Table 18.3.2) the Right Arm can inflict 6 Armor Points of damage.
EWS 1
1
10.6.1 JUMP JETS
10.4.4 MELEE WEAPON
Mechs can be equipped with Jump Jets. Here’s how we do it:
Later the Mech receives 3 Armor Points of damage to the Right Arm. It is blown off; the Melee Weapon flying away with it.
10.4.5 PLASMA –PARTICLE GUN
A weapon that fires plasma charged particles at extremely high speeds.
10.4.6 ROCKET LAUNCHER – 2 OR 3
The Rocket Launcher is capable of delivering 2 or 3 large charges of explosives. This requires rolling on the Ranged Combat Table only once; but each rocket rolls for its own Hit Location.
Jump Jets have a Weight Value equal to 6 minus the Class of the Mech. Jump Jets do not increase the movement of the Mech, but does allow it to leap over intervening obstacles up to three times its height. Mechs can jump at any time during their movement whether active or in reaction. Mechs will land the way that they were facing prior to the jump. Mechs can jump into Melee – called a Jump Attack – only if they pass more d6 than the target on the Charge into Melee Test (Table 18.2.1).
10.6.2 ELECTRONIC WARFARE SYSTEM The Electronic Warfare System (EWS) allows for the Mech to decrease the time needed to identify and respond to opposing Mechs. Here’s how we do it:
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Mechs can only have one EWS. EWS come in two types called EWS 1 and EWS 2. Only ISS, PDF, and Star Army Mechs can have EWS 2.
5150: NO QUARTER – MECH WARFARE
Each point of EWS allows the Mech to count one additional success when rolling on the In Sight Test (16.1.3).
10.8.4 STAR ARMY & ISS The Star Army is the back bone of the Gaea Prime military forces. This Faction includes the elite branch of the Gaea Prime military, ISS. Star Army and ISS do not use Guns (10.4.3).
10.7 SPEED How fast can a Mech move? Here’s how we do it:
10.8.5 ZHUH-ZHUH
Consult the Mech Speed Table (Table 10.7). Go down the left-hand column to the appropriate row then across to the appropriate column to see the Mech’s Speed.
Sometimes the opponents of Gaea Prime, sometimes its allies, the Zhuh-Zhuh are always the enemy of the Hishen. The Zhuh-Zhuh do not use Guns (10.4.3) or PPGs (10.4.5).
10.7 MECH SPEED ARMOR
SPEED
33 – 36 29 – 32 25 – 28 21 – 24 17 – 20 13 – 16 7 – 12
4 6 8 10 12 14 16
10.9 UNIT RECORD SHEET We’ve provided a generic Unit Record Sheet (Table 10.9) for your use. Each sheet has room for a full Team of three Mechs.
10.10 YOUR FIRST MECH Feel free to choose any Mech you desire to play from the appropriate Faction List (10.8.1) or build your own from the information in this section.
10.8 FACTION LISTS
11.0 FORMATIONS
We’ve provided some pre-generated Mechs for each Faction (Table 10.8.1). We encourage you to build additional Mechs.
After centuries of warfare the combatants have settled upon similar organization when it comes to Mechs. Even the Hishen realized that having larger units wasn’t as effective as having more units. Consequently, all Mech Teams – the smallest operational unit – consist of three Mechs. Where it does get slightly different is in the higher formations. Here’s how we do it:
10.8.1 FREE COMPANY These are independently owned and operated Mech companies that will fight for the highest bidder. Free Companies may be composed of Basics (1 – 3), ZhuhZhuhs (4 – 5) or Xeogs (6). There is chance (1 – 2) that a Free Company may be composed of two (1 – 4) or three (5 – 6) races. Free Companies do not use PPGs (10.4.5). Free Company Mechs can mount Guns (1 – 4), or Beams (5 – 6), but not both.
10.8.2 HISHEN
Consult the Mech Organization Table (Table 11.0). Go down the left-hand column to the appropriate Faction, then across to see their Squad, Platoon, and Company strengths.
11.0 MECH ORGANIZATION
The Hishen are the main opponent of the Gaea Prime systems. Hishen do not use Guns (10.4.3).
X
10.8.3 PDF The planet bound military defense force stationed on secondary Gaea Prime planets and her colonies. PDF do not use PPGs (10.4.5) or Guns (10.4.3).
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MECH ORGANIZATION FACTION
SQUAD
PLATOON
COMPANY
Free Company Hishen PDF Star Army Zhuh – Zhuh
2 Teams 2 Teams 2 Teams 2 Teams 2 Teams
2 Squads 3 Squads 2 Squads 3 Squads 3 Squads
2 Platoons 2 Platoons 2 Platoons 2 Platoons 2 Platoons
5150: NO QUARTER – MECH WARFARE 12.1 USING LEADERS
Example – I choose to play a full Squad of Zhuh-Zhuhs. Looking down the Faction column to the Zhuh-Zhuh row and across to the Squad column I see that there will be two Teams of Mechs – or six Mechs. Now it’s time to find out who’s in charge.
Leaders are used in the following ways:
12.0 LEADERS
In No Quarter we have four types of Leaders. They are, from lowest to highest rank; Team Leader, Squad Leader, Platoon Leader, and Company Commander. Here’s how we do it:
The highest Ranking Leader on the table will be in overall command of the Faction. This can vary during the Mission (22.0) as Leaders enter the battle or are eliminated. Each Team Leader controls one Team of three Mechs, regardless of the Faction. When the Team Leader is no longer functioning, the highest Rep Mech Pilot in the Team will take command. Each Squad Leader controls two Teams regardless of the Faction. When the Squad Leader is no longer functioning, the highest Rep Team Leader in the Squad will take command. Each Platoon Leader controls two or three Squads depending upon the Faction. When the Platoon Leader is no longer functioning, the 1st Squad Leader in the Platoon will take command. Followed by the 2nd and finally the 3rd Squad Leader. Each Company Commander controls two Platoons regardless of the Faction. When the Company Commander is no longer functioning, the 1st Platoon Leader in the Company will take command. Followed by the 2nd Platoon Leader if necessary.
The Team Leader determines when the Team Activates (14.0). The Squad Leader determines when the Squad Activates. The Platoon Leader determines when the Platoon Activates. The Company Commander determines when the Company Activates.
12.2 COMMAND RADIUS All Mechs are Com-Linked together. This allows for Leaders to Activate Mechs under their command. Here’s how we do it:
Any Mech within Line of Sight (17.1) and 8” of the Leader is in command radius and can activate with that Leader. Leaders can choose to have Formations activate individually.
Example – 1st Team is on the battlefield when their Platoon Leader and the rest of the Platoon arrive on the field. The next turn, because 1st Team is within Line of Sight and 8” of the Platoon Leader, it activates when the Platoon Leader does. Later on the Platoon Leader (Rep 4) decides to let 1 st Team activate when their Team Leader (Rep 5) can activate.
13.0 GROUPS A group differs from a Formation in that groups are created and disbanded on an ad hoc basis, while Formations are permanent organizational structures also called units. While units have a specific number of Mechs, groups can range in size from one Mech to an unlimited number of Mechs.
st
Example – 1 Hishen Team of Class 3 Mechs has contacted the enemy. The Team Leader is in control of the Faction. Later the 2nd Team arrives with the Squad Leader, completing the Squad. The Squad Leader is now in charge.
13.1 FORMING AND SPLITTING GROUPS
Next turn the Platoon Leader arrives with the remaining two Squads from the Platoon. The Platoon Leader is now in overall control.
Groups are not permanent. You can form up or break apart your group into larger or smaller groups at any time during the turn when you are active or when forced to by a reaction. This could be a Company splitting into two or more groups.
Still later the Platoon Leader is killed. Command passes to the highest ranking Squad Leader – from 1st to 3rd Squad.
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5150: NO QUARTER – MECH WARFARE 13.2 GROUP COHESION A group consists of one or more Mechs with one being the group Leader. To qualify as a group the following two requirements must be met.
Remain within 8" of one or more Mechs in the group. Have a Line of Sight (LOS) to one or more Mechs in the group and/or be in LOS of one or more Mechs in the group. In the picture above the second Squad activated and moved to within 8” and LOS of 1st Squad to its front. They are now one large group. 1st Squad can now activate while 2nd squad can continue its normal move.
Remember that a group differs from a unit in that groups are created and disbanded as desired, while units are permanent organizational structures.
14.0 TURN SEQUENCE In the picture on the left we see the Mechs are all within LOS and 8” of another 0HFKD in the group. In the picture on the right we see that Mech #5 is no longer functioning. As the distance between #4 and #3 is over 8”, they are now in two groups and will activate separately.
5150: No Quarter is played in turns, with one phase of Activation per side. Although your games, called Missions, can last an unlimited number of turns, each turn follows a strict sequence.
13.3 LARGE GROUPS
Before the game begins each side chooses a d6 of different colors.
Example - I choose a blue d6 and Jim Bob Joe chooses yellow.
You can make large groups of multiple Mechs from different units, as when multiple Squads group together to form a Platoon. Just follow the same requirements as outlined previously.
At the start of each turn the dice are rolled. This is called rolling for Activation. If the dice come up doubles, roll again. If the die scores are not doubles read each die individually. The higher score determines which side will activate its groups first.
Example - The two dice are rolled and a Blue 5 and a Yellow 4 are rolled. I scored higher so I can activate my groups first.
Only groups with a Leader whose Rep is equal to or higher than their Activation die score can be activated.
Example: A Blue 5 and a Yellow 4 were rolled. My side scored higher so I activate first. I can activate only groups that are led by a Rep 5 or higher Leader.
In the picture above we see two Squads acting in two groups.
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Groups are activated from highest to lowest Reps with ties activating in the order the player desires. After the first group has completed all its actions and any reactions it may have caused have been
5150: NO QUARTER – MECH WARFARE
15.0 ACTIONS
resolved, the active side is allowed to proceed to its next group. After all of one side’s groups have been activated the other side can activate one group at a time based on the result of its activation die roll.
When a Mech is active it may voluntarily do one of the following actions.
Example: A Blue 5 and a Yellow 4 were rolled. I went first and have finished activating all the groups I wanted to. It is now Jim Bob Joe’s turn. He can activate only groups that are led by a Rep 4 or higher Leader.
15.1 FIRING
After both sides have activated all of the eligible groups they desire and all reactions have taken place the turn is over and Activation dice are rolled again.
In addition to the previous actions, Mechs can fire during the turn at the following times:
This system will mean that many times lower Rep Mechs will not be able to activate. This reflects the Pilot’s lack of confidence and hesitancy to engage the enemy. It also stresses the importance of higher Rep Leaders!
Once when active, called Active Fire. Each time called upon by any Reaction or Charge into Melee Test.
As mentioned previously, by combing multiple traditional turns, your Mechs can fire more than once per turn.
14.1 MANY TURNS INTO ONE
15.2 MOVEMENT
With the Reaction System – allowing players to react to what the other player does when it isn’t their turn – we are combining traditional game turns into longer ones. This means:
Move up to full distance. Stay in place, changing the way it is faced if desired, or only twisting its torso. Charge into Melee (Table 18.2.1).
There are two types of Mech movement, voluntary, when the Mech is active, and involuntary when caused by a Reaction Test.
No artificial stopping of action. Longer turns, but shorter games. You’re always involved in the turn, no waiting for the other player to finish his turn.
15.2.1VOLUNTARY MOVEMENT When active, a Mech may move up to its maximum speed as specified on the appropriate Mech List (10.8.1) and Mech Speed Table (Table 10.7).
Now that you know the turn sequence we will explain the rules in the order that they will occur during the game turn. This may be different than traditional rules, but is much more effective.
15.2.2 REVERSING DIRECTION
Let’s start with actions.
Mechs can move in reverse. Here’s how we do it:
STOP!
There are a variety of Mech Formations. What is the smallest Formation? Groups can be formed and split up as desired or by a Reaction Test (16.2). Units cannot. There is no maximum group size as long as all Mechs qualify. How does a Mech qualify to be part of a group?
Anytime a Mech wishes to move in reverse, it may do so at up to ¼ of its normal movement – taking the whole turn. The Mech must have come to a stop prior to moving in reverse.
15.2.3 GOING PRONE Mechs cannot voluntarily go prone, but can be knocked down due to a Critical Hit (17.4.3).
Activation dice are rolled at the start of each turn. Only groups with a Leader whose Rep is equal or higher than their Activation die score can activate.
15.2.4 INVOLUNTARY MOVEMENT Mechs may be forced to perform involuntary actions and movement as a result of a Reaction Test. The possible involuntary actions and moves are as follows.
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5150: NO QUARTER – MECH WARFARE
16.0 REACTION SYSTEM
15.2.4.1 DUCK BACK The Mech is seeking cover and safety. Here’s how we do it:
This section covers the heart of Two Hour Wargames. It’s called the Reaction System. Reaction Tests reflect how a Mech Pilot will perform when under physical, mental, or emotional stress during the Mission.
The Mech moves to the nearest cover or concealment within 6” or its maximum move, whichever is shorter. This can be in any direction, even forward. If no cover or concealment is available within 6” the Mech will move as far as possible away from the threat. It will have its back to the cause of the test and end its activation if it was active. It may not fire until active or caused to fire by a subsequent Reaction Test. Mechs ducking back into cover cannot see or be seen by the cause of the test, but those that do not reach cover can.
Reaction Tests represent immediate unthinking reactions to certain events. Here's a real life example. You're in the kitchen and grab a pot. It’s hot and you immediately let go of it. That's a reaction. Next you grab a towel and then grab the pot. That's an action. Mech Pilots take Reaction Tests during the game when called upon. Let's look closer at each Reaction Test.
16.1 IN SIGHT
15.2.4.2 LEAVE THE BATTLEFIELD
The In Sight Test is taken differently than the Fired On, Takes Damage, and Mech Down Reaction Tests (16.2). First let's explain the difference between being In Sight and Out of Sight.
Move to the nearest table edge away from the enemy and continue until exit the table. Will not fire and if charged will melee at a -3d6 penalty.
16.1.1 IN SIGHT OR OUT OF SIGHT
15.2.4.3 FIRE
Mechs are always in sight or out of sight
The Mech will fire at the cause of the test, even if needing to twist its torso.
A Mech is in sight when:
15.2.4.4 RUSH SHOT The Mech will fire at the cause of the test counting the Rush Shot penalty, even if needing to twist its torso.
An enemy Mech can trace a Line of Sight (17.1) to that Mech. This still applies even if that Mech is in cover, concealed, or both.
A Mech is out of sight when:
STOP!
It cannot be seen because of intervening terrain. It cannot be seen due to any other Mech in the way.
16.1.2 TRIGGERING AN IN SIGHT TEST
When Active, a Mech can move up to its full distance, stay in place, changing the way it is faced if desired, or only twisting its torso. What else can it do?
Here's how an In Sight Test is triggered:
The Armor of the Mech determines how fast it can move. What effect do Jump Jets have (10.6.1)? Mechs can also fire when Active and in Reaction. What is Active Fire? Involuntary movement is done when caused by a Reaction Test result.
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Whenever a group has an opposing group enter into its Line of Sight (LOS), and the opposing group was not seen previously during this Activation phase (14.0), the In Sight Test has been triggered. Note that not all figures in the group will qualify to take the In Sight Test.
5150: NO QUARTER – MECH WARFARE 16.1.3 TAKING THE IN SIGHT TEST After the triggering force has moved up to two free additional inches all Mechs in sight of an enemy Mech or having the enemy in sight will take the test. Here's how we do it:
In this picture the white side cannot be seen by “1” or “2”.
The In Sight Test is triggered as soon as any Mech in a moving group comes into sight.
In the second picture white activates and Mechs “A” and “B” move forward. “A” comes into sight of “1” triggering the In Sight Test.
Once the test is triggered the triggering force is allowed to move all of its Mechs (whether they triggered the In Sight or not) up to two free additional inches. This movement could result in the triggering Mech going out of sight.
The Leader of each group takes the In Sight for the whole group. This is the highest ranking Leader in the group that has LOS, thereby qualifying for the In Sight. Consult the In Sight Table (Table 16.1.3). Each Leader starts with1d6 per point of Rep. Modify the number of d6 each Leader rolls, by any applicable Circumstance or Attribute if used. The Leaders roll their modified d6 total looking for successes, a score of 1, 2 or 3. Only one side can win the In Sight Test. The non-moving side wins the In Sight only if the moving side scores more successes. If the number of successes is equal, the nonmoving side wins the In Sight. Place a d6 with the number of successes scored, facing up, next to each Mech in the winning group involved in the test. This is for ease of play. When each Mech has resolved its action, remove the d6. With multiple In Sights at the same time, it’s not if you win, but if you lose. So if you beat one group, but lose to another, you lost the In Sight and can only react. After all In Sight actions are done, you react.
16.1.4 RESOLVING IN SIGHT ACTIONS The side that won the In Sight will now act from highest Rep to lowest and in a set order. Here’s how we do it:
The In Sight is triggered and the Mechs in the triggering force are allowed to move two additional inches, before the test is taken. Mech “A” moves closer to “1” while “B” moves to the edge of the building so “B” can see “1”; also putting “B” into sight of “1”.
Fire – may twist torso up to 90 degrees. If the Mech cannot fire it will Charge into Melee if within 6”. If the Mech cannot fire or Charge into Melee it will Duck Back if in ranged weapons range. Otherwise Carry On.
16.1.5 ADDING TO ONGOING IN SIGHTS There may be a time when a Mech that was not involved in an In Sight, suddenly becomes involved in it. This triggers a new In Sight.
16.1.6 COMPLETED IN SIGHTS Once all Mechs that won the In Sight Test have completed or forfeited their actions, appropriate Reaction © 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE 16.2.2 MULTIPLE RESULTS
Tests are taken and the active side continues its part of the turn.
There may be times when a Mech qualifies for more than one Reaction Test and scores more than one result, sometimes conflicting. Here’s how we do it:
STOP!
Take four Mechs from opposing Factions and place them on the table, out of sight of each other.
See the Mech Status and Actions (16.3) section for more details.
Roll for activation. Did you roll doubles? Re-roll of it did. Move the Active Mechs into sight of the other. When was the In Sight triggered? Move the active mechs up to two additional inches. Take the In Sight Test. Remember that only the group Leader of each side takes the test.
16.2.3 COMPLETING REACTIONS There may be times when a Mech is carrying out a Reaction Test and may be forced to take another test prior to completion of the first. When called for, the Mech immediately takes the second Reaction Test, cannot score better than the first result, but can score worse.
16.2 REACTION TESTS The next three Reaction Tests are taken differently than the In Sight Test. Here’s how we do it:
16.3 STATUS AND ACTIONS
FIRED ON – The Mech is Fired On and was missed.
TAKES DAMAGE – The Mech takes damage from
The Reaction Tests (16.2) can change the status of a Mech by forcing it to act in a certain way. Here we will explain the terms found on the Reaction Tests.
shooting or melee. MECH DOWN – The Mech is within 4” and LOS of a Mech that is destroyed or Leaves the Battlefield, but only if of equal or higher Class.
16.3.1 CARRY ON The Mech is in good order and can act and react as desired. A Mech is considered to be carrying on if it is not doing any of the following. We have ranked them from best to worse.
16.2.1 HOW TO TAKE A REACTION TEST During the turn, whether you’re active or not, you may be required to tale a Reaction Test. Here’s how we do it:
One set of d6 are rolled when taking the test. Apply the results to each cause of the test. Take the worst result.
Consult the Reaction Test Tables (Table 16.2). Determine what is causing the test; Fired On, Takes Damage, Mech Down, or any combination of the three. If there’s more than one cause, you still take one test, but apply the worst result. Determine which Mech in the group must take the test. Note that there will be times when some Mechs will take the test and others will not. Roll 2d6 for the group taking the test. This means all eligible Mechs taking the same test, in the same group. Modify the Rep of each Mech by any applicable Circumstance or Attribute if using them. Determine how many d6 were passed based on the individual Rep of each Pilot taking the test. This may result in Mechs in the same group behaving in different ways. Go down the left-hand column to the number of d6 passed, then across to see the result. Be sure to use the appropriate row for the Faction. Immediately carry out the results.
Ducked Back. Leaving the Battlefield.
16.3.2 DUCK BACK The Mech is seeking cover and safety. Here’s how we do it:
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The Mech moves to the nearest cover or concealment within 6” or its maximum move, whichever is shorter. This can be in any direction, even forward. If no cover or concealment is available within 6” the Mech will move as far as possible away from the threat. It will have its back to the cause of the test and end its activation if it was active. It may not fire until active or caused to fire by a subsequent Reaction Test. Mechs ducking back into cover cannot see or be seen by the cause of the test, but those that do not reach cover can.
5150: NO QUARTER – MECH WARFARE 16.3.3 LEAVE THE BATTLEFIELD
Move to the nearest table edge away from the enemy and continue until exit the table. Will not fire and if charged will melee at a -3d6 penalty.
STOP!
17.2 COVER & CONCEALMENT
You take the Mech Reaction Test when you have been Fired On, Takes Damage, or see a Mech of equal or higher Class be destroyed or Leaving the Battlefield.
There will be times when a Mech will be in cover, concealment or both. Cover and concealment are different and handled differently. Here’s how we do it:
When taking a Reaction Test one set of d6 is rolled and applied to each Mech in the group. Not all Mechs in the group may qualify for the same test.
Take two Mechs from opposing Factions and place them on the table, out of sight of each other.
Roll for activation. Did you roll doubles? Re-roll of it did. Move the Active Mech into sight of the other. Take the In Sight Test.
How is Duck Back different than Leave the Battlefield?
17.0 RANGED COMBAT
17.2.1 PROTECTED A Mech counts as protected when a location is hit that has cover in front of it. Here are some examples:
There are two ways to inflict damage in 5150: No Quarter.. The first is through ranged weapons fire and the other is through melee (hand-to-hand combat). Trust me on this; melee should be considered a last resort.
17.1 LINE OF SIGHT To shoot something you must first be able to see it. A straight line from the shooter to the target is called a Line of Sight or LOS. Here’s how we do it:
Concealment makes you harder to see. Concealment does not provide protection. Concealment comes into play when taking the In Sight Test (16.1.3). Cover protects your Mech, so it makes it harder to be hit. Cover comes into play on the Ranged Combat Table (Table 17.4).
So how do you tell which is which? We've put together a short list that answers the question. Players should match the terrain on the table with the type that best resembles it on the Cover or Concealment Table (Table 17.2) before the game begins.
Assume that the winner of the In Sight has fired and missed the other Mech. What test is taken?
If at the edge of the woods (within 1”) the Mech can see and be seen from outside the woods as normal. LOS in inclement weather such as fog, rain or snow, is reduced to 12” in the daytime and 6” at night if the Mech does not have functioning EWS.
Line of Sight extends across the whole table and is blocked only by friendly Mechs, terrain, buildings and sometimes weather. LOS is to the front facing of the Mech up to a 180 degree arc. In night time the LOS is reduced to 12” if the Mech does not have functioning EWS. However, targets in a well-lit area will count LOS as normal for those firing at them. In woods or jungle LOS between Mechs inside woods is reduced to 12” in the daytime and 6” at night if the Mech does not have functioning EWS.
A Mech that is behind a building or similar cover up to its Chest cannot be hit in the Gut or Legs. Any hit in those locations counts as no effect and a Fired On Test is taken instead. A Mech that is within 1” of a hill crest (19.6) cannot be hit in the Gut or Legs. Any hit in those locations counts as no effect and a Fired On Test is taken instead. A Mech firing from around a building or similar cover exposes only its Head, Chest, and Arm. Any hit to the Gut, Legs or other Arm counts as no effect and a Fired On Test is taken instead.
17.3 TARGET SELECTION Who do you fire at? Here’s how we do it:
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Mechs in reaction will always target the Mech that shot or charged them. When taking an Active Fire the Mech may choose his targets. All Mechs must be targeted at least once before being targeted a second or third time.
5150: NO QUARTER – MECH WARFARE
If firing with multiple weapons the Mech can target more than one Mech.
17.4 SHOOTING
Mechs can fire up to all their Weapons at the same time when active and in reaction, as long as they have a Line of Sight (LOS), are loaded, and in range. Here’s how we do it:
Consult the Ranged Combat Table (Table 17.4). Start with the Rep of the shooter. Roll 1d6 and read the result as rolled, and add it to the Rep. Go down the left-hand column to the appropriate row then across to see the result. Different Circumstances may alter the result. Immediately carry out the result.
17.4.3.1 PILOT TEST Anytime a Mech takes a Critical Hit to the Leg or Head the Pilot must take a Pilot Test. Here’s how we do it:
17.4.1 HIT LOCATION After a hit is scored the shooter must determine which location on the target was hit. Here’s how we do it: Consult the Ranged Combat Hit Location Table (Table 17.4.1). Roll 2d6 and add the scores together. Go down the left-hand column to the appropriate row and across to see what was hit. If the location is protected (17.2.1) there is no effect and the Mech takes the Fired On Test instead. If the location is not protected, go to the Ranged Combat Damage Table (Table 17.4.2).
When a Mech is confronted by an enemy Mech that is two Classes greater it is said to be outgunned. This must be determined on a case by case basis as it occurs. See the Fired On Reaction Test (16.2) for the penalty for being outgunned.
STOP! Take the two Mechs from opposing Factions and place them on the table, out of sight of each other.
Each time a Mech is hit the shooter rolls on the Ranged Combat Damage Table (Table 17.4.2). Here’s how we do it:
Roll for Activation and move the active Mech into sight.
Consult the Ranged Combat Damage Table (Table 17.4.2). Roll 2d6 versus the Impact (10.4) of the Weapon. Determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see the result
Both sides take the In Sight Test. Have the winner fire. Which table do you use? Go to the Ranged Combat Hit Location Table (Table 17.4.1). Was the location protected? Review what protected means. Now use the Ranged Combat Damage Table (Table 17.4.2) and allocate damage. Roll 2d6 versus the Impact of the Weapon. Did you roll doubles while passing 2d6?
17.4.3 CRITICAL HIT
Go to the Critical Hit Table and resolve a Critical Hit.
There will be times when the damage to the location is substantial and could cause further complications. When this occurs the Mech has sustained a Critical Hit. Here’s how we do it:
Roll 1d6 versus the current Rep of the Pilot. Pass 1d6: Mech remains standing. Pass 0d6: Mech is knocked down See Critical Hit Table (Table 17.4.3) for more info. When the Mech is knocked down it will fall directly away from the shot. This means if it was hit from the front facing it will fall backwards and end face up while a shot to the rear facing means it will fall forward and end face down.
17.5 OUTGUNNED
17.4.2 DETERMINING DAMAGE
Go down the Left-hand column to the appropriate location. Go across to the appropriate column depending if the Armor of the location was reduced to “0” or less or is at “1” or more. Read the result. This may require additional d6 rolls. Immediately carryout the result and note the effects on the Unit Record Sheet (10.9).
What is outgunned? Who outguns a Class 2 Mech? The answer is no one.
Consult the Critical Hit Table (Table 17.4.3).
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5150: NO QUARTER – MECH WARFARE
18.0 MELEE
18.2.1 HOW TO CHARGE INTO MELEE Here's how the Charge into Melee Test is taken:
When Mechs come into contact they can enter into melee (hand-to-hand combat). Do it at your own risk!
18.1 USING MELEE WEAPONS
You can choose to use Melee Weapons with your Mech. Here’s how we do it:
The Mech melee weapon is attached to the Arm and is used in melee. You can make it look however you like. Using the Melee Weapon increases the chance to win the Melee by adding a +1d6 bonus on the Melee Combat Table (Table 18.3). The weapon can increase the Armor of the Arm up to twice its actual weight and is only counted when applying damage in Melee.
18.2 CHARGE INTO MELEE TEST The only way to enter melee, is via the Charge into Melee Test. Here’s how we do it:
The Mech has LOS to a target and can move to 3" from the target. Move the charger to 3" from the target. Consult the Charge into Melee Table (Table 18.2.1). Each Mech starts with 2d6. Modify the number of d6 by any applicable Circumstance or Attribute if using them. Roll the modified number of d6 versus the Rep of each involved Mech. Determine how many d6 each Mech has passed. Go down the left-hand column to the number of d6 more that were passed. Go across to the column based upon whether the Charger or Target passed more d6. Immediately carry out the results. If charged by more than one Mech, the target applies its result against all of the chargers separately. This may mean the target could fire at each charger, but only if armed with more than one weapon.
18.3 MELEE COMBAT
The test is taken by the individual Mech and not the group. The Mech can be active or inactive. Chargers can declare a charge at any time during their turn, even if the target of the charge was out of LOS at the start of the turn. The charging Mech must have a clear LOS to the target Mech at the time it declares the charge. The Mech must be able to reach a spot 3" from the actual target. Whether or not it has enough distance to reach the target is irrelevant, it need only be able to reach a spot 3" from the target.
After the Charge into Melee Test is resolved the charger is moved into contact with the target. Now it's time to melee. Here’s how we do it:
Example – A Zhuh-Zhuh Class 4 Mech comes into sight of two Hishen Class 3 Mechs. The Hishen win the In Sight and decide to Charge the Zhuh-Zhuh Mech. All three roll the Charge into Melee Test and the Zhuh-Zhuh results are applied separately to each Hishen Mech.
Go to the Melee Combat Table (Table 18.3). The charging Mech declares if it will punch or kick its opponent. The target Mech then declares if it will punch or kick its opponent. Each Mech starts with 1d6 for each point of Rep. Modify the number of d6 based on any applicable Circumstance or Attribute if using them. Each Mech rolls its modified total of d6, counting all successes, scores of 1, 2 or 3. Compare the number of successes scored by each Mech. If each Mech scores the same number of successes, immediately refight the melee. If one Mech scores more successes, it has won the melee and must now roll on the Melee Combat Hit Location Table (Table 18.3.1).
Example – A Class 2 Hishen Mech scores 3 successes and its opponent scores 1. The Hishen has won the melee and now goes to the Melee Combat Hit Location Table. © 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE 18.3.1 MELEE COMBAT HIT LOCATION
Example – The Hishen scored a Critical Hit on the opponent’s Right Arm. This means the Mech has lost one of the weapons on the arm.
Once a Mech wins the melee it must see what location on the target was damaged. Here’s how we do it:
Consult the Melee Combat Hit Location Table (Table 18.3.1). Roll 1d6 and read the result as rolled. Go down the left-hand column to the appropriate row and across to see what was hit. Be sure to use the appropriate column if the attacker was punching or kicking the target. Go to the Melee Combat Damage Table (Table 18.3.2).
18.3.4 MULTIPLE MECH MELEES A Mech may be meleed by more than one Mech at a time. Here’s how we do it:
Example – The Hishen won the melee and now rolls to see what has been hit on the opponent. He rolls 1d6 and scores a 4 – a hit to the Right Arm. If he had been kicking it would have been the Right Leg.
Example – Two Hishen Mechs, a Class 3 and 4, charged a Class 3 PDF Mech. The Class 3 Hishen will attack first. It loses the melee. The Class 4 Hishen Mech now goes onto the attack.
18.3.2 DETERMINING MELEE DAMAGE Each time a Mech is hit in melee the winner rolls on the Melee Combat Damage Table. Here’s how we do it:
Consult the Melee Combat Damage Table (Table 18.3.2). Roll 2d6 versus the number of successes scored by the winner, more than by the loser. Determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see the result.
STOP! Take two Mechs from opposing Factions and place them on the table, out of sight of each other, but within 8”. Roll for Activation and move the active Mech into sight. Both sides take the In Sight Test. Have the winner declare a Charge. Take the Charge into Melee Test. If the target can fire, carry out the fire. Note that no Reaction Tests are taken from fire when on the Charge into Melee Test.
Example – Now it’s time to resolve the damage that the Hishen caused. I roll 2d6 versus the number of successes more that the Hishen rolled (2) and score a 1 and 1. Passing 2d6 means the Hishen has caused 4 points of damage – equal to its Armor Points of its arm. Rolling doubles also means a Critical Hit!
Move the charger into contact with the target. Resolve a melee. What if both Mechs score the same number of successes? Go to the Melee Combat Hit Location Table (Table 18.3.1). Roll for the location as if the Mech was punched. Now do it again as if the Mech was kicked.
18.3.3 CRITICAL HIT There will be times when the damage to the location is substantial and could cause further complications. When this occurs the Mech has sustained a Critical Hit. Here’s how we do it:
Up to three Mechs can melee one Mech. Attacks are always carried out one on one. When the melee has been resolved, the next melee can occur. The side with more Mechs will attack in order from the highest Class to the lowest, going with the highest Rep in case of ties. Stars can choose when they will attack.
Roll 2d6 on the Melee Combat Damage Table (Table 18.3.2) to allocate damage. Did you roll doubles while passing 2d6? Go to the Critical Hit Table and resolve a Critical Hit. What Reaction Test needs to be taken?
Consult the Critical Hit Table (Table 17.4.3). Go down the left-hand column to the appropriate location. Go across to the appropriate column depending if the Armor of the location was reduced to “0” or less or is at “1” or more. Read the result. This may require additional d6 rolls. Immediately carryout the result and note the effects on the Unit Record Sheet (10.9).
After one Mech has won a round of melee other Mechs can attack. After all Mechs have fought one round of melee the next round occurs when either Mech next activates. Fight a melee with one Mech against two Mechs. That’s all the rules for fighting your battles. What follows are Terrain rules and Campaign information.
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5150: NO QUARTER – MECH WARFARE
19.0 TERRAIN
19.3 TYPES OF TERRAIN There are three types of terrain. They are-
A Mission (22.0) may specify what the terrain will look like, but in general just populate the board with appropriate scenery.
CLEAR This terrain is flat and does not conceal or provide cover.
We recommend using whatever you already have.
HILLY This represents areas with lots of hills.
19.1 SETTING UP THE TABLE
WOODED
Now that you know all the rules it’s time to set up and play your first game. First start with a flat space at least 3’x3’.
This represents dense wooded or jungle areas that slow travel and obscure vision.
19.3.1 HOW MANY PIECES OF TERRAIN?
19.2 GENERATING TERRAIN
After you have determined the overall type of terrain on the battlefield it’s time to see what the table will look like. Here’s how we do it:
Unless previously determined by the Mission, players should use the following system to generate terrain for the battlefield.
1 - Divide the table into nine roughly equal sections. See the following illustration that shows the corresponding number for each section. In this case the board is square, but you may be using a rectangle. It doesn’t matter just be sure and divide the table into nine roughly equal sections.
Consult the Terrain Generator Table (Table 19.3.1). Start from section number one and work your way to section number nine. Roll 1d6, read the result as rolled. Go down the left-hand column to the appropriate row and across to the appropriate column for the overall type of terrain. This tells you the type of terrain that occupies at least 75% of that section.
19.3.1 TERRAIN GENERATOR TABLE
1
TERRAIN GENERATOR (Read the result as rolled)
# 1 2 3 4 5 6
2 – Determine the overall terrain type of the battlefield by rolling 1d6 and reading the result as rolled or by choosing it from the following types:
Clear (1 – 3). Hilly (4 – 5). Wooded (6).
CLEAR Clear Clear Clear Clear (B) Hill Woods
HILLY Clear Clear Hill Hill Hill (B) Woods
WOODED Clear Clear Woods Woods Woods (B) Wooded Hill
(B) There are 1/2d6 Buildings in the section.
Example – I have determined that the overall terrain type of the board will be Clear. I roll 1d6 on the Terrain Generator Table for section one and score a 3, clear terrain. I roll a 4 for section two, clear with buildings. I continue to roll until all nine sections are full.
Example – I have divided the table into nine sections, but do not know what type of terrain it will have. I roll 1d6 and score a 4. I will use the Hilly column to determine the actual terrain in each section.
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5150: NO QUARTER – MECH WARFARE 19.4 BUILDINGS
19.7 WATER
Buildings can be as large or as small as you like. They provide cover and block Line of Sight. Be sure to consider the following when using buildings.
Using water is optional.
Rivers can be crossed by Mechs. Here’s how we do it:
19.4.1 BUILDING SIZE Buildings can be as large or as small as you desire. They can have multiple areas and floors. Use what you have. The number of areas in each building should be decided before the game and no larger than 6” x 6”. Mechs cannot enter buildings.
19.7.1 DEEP WATER Deep water, usually lakes, can be crossed by Mechs. Here’s how we do it:
19.4.2 BUILDING ARMOR Buildings can be destroyed by shooting or by melee. Here’s how we do it:
Before the Mission assign each building an abstract Armor value as you do with locations on a Mech. For simplicity we use the following guidelines. Bunkers = 5 Armor Points. Reinforced concrete = 4 Armor Points. Concrete = 3 Armor Points. Light construction = 2 Armor Points.
Movement over a road is at normal Speed. Roads will run from one edge of the table to the opposite and are optional. If you have them, use them.
19.9 ROUGH TERRAIN Rough terrain is marshes and similar areas. Rough terrain can be used instead of woods. Here’s how we do it:
These are open, empty areas that do not provide any possible cover or concealment.
19.6 HILL
These are elevations that slope down in two directions that can affect your Mech. Here’s how we do it:
The first 2” from the shore in deep water counts as river and provides the Mech protection (17.2.1) for its Gut and Legs. Once over 2” from the shore the Mech is fully submerged and out of sight. Movement is reduced to 2” per turn.
19.8 ROAD
19.5 CLEAR
Moving through water is done at half Speed. Being in rivers provide the Mech protection (17.2.1) for its Gut and Legs.
Rough terrain provides concealment, but not cover. Mech movement in rough terrain is at half speed unless on a road.
19.10 WOODS
Movement for Mechs going up or down the hill is at normal Speed. Hills block Line of Sight between Mechs on opposite sides of its crest or ridgeline. Mechs within 1" of the crest or ridgeline of the hill are considered to be protected (17.2.1). They can see and be seen from the opposite side. Mechs farther back than 1” cannot see or be seen from the opposite side.
Woods can affect movement; provide cover and concealment as well. Here’s how we do it:
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Mech movement in woods is at half speed unless on a road. The LOS between Mechs inside woods is reduced to 12” in the daytime and 6” at night; only if the Mech does not have functioning EWS. If at the edge of the woods (within 1”) the Mech can see and be seen from outside the woods as normal. Stationary Mechs inside woods count as concealed and in cover. Moving Mechs inside woods count as concealed.
5150: NO QUARTER – MECH WARFARE
20.0 PEFS
20.2.1 SPECIAL PEF MOVEMENT PEFs do not suffer any terrain movement penalties.
PEF stands for Possible Enemy Force. We use PEFs to limit the intelligence the player has before and during the Mission. By using PEFs we create an uncertainty as to the size of the enemy force, its composition and location. PEFs are used in every Mission. Here's how we do it:
20.3 RESOLVING PEFS When a player group and a PEF have a LOS it's time to resolve the PEF. Here's how PEFs are resolved:
Roll 1d6 and read the result as rolled. The score indicates which numbered section of the table will contain a PEF. Place a marker of any type in this section of the board to represent the PEF. If a terrain feature could block the LOS from your force to the PEF be sure to place the PEF in a manner that does so. If no such feature is present place the PEF in the center of that section. Repeat this process until you have three PEFs placed on the board. It is possible to have more than one PEF in the same section. PEFs have a Rep of 4. Once the PEF has been resolved it is removed from the table.
Consult the PEF Resolution Table (Table 20.3). Be sure that there is a valid LOS to the PEF. PEFs in cover can be seen while those with cover between the tester and the PEF cannot. Roll 2d6 versus the PEF Rep of 4. Determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see the result. Roll 1d6 and read the result as rolled to see how many Mechs you have run into. Immediately carry out the result. Note that the “triggering force” as found on the PEF Resolution Tables is all Mechs that have a Line of Sight to the PEF.
20.4 WHAT ARE THEY?
20.1 PEFS AND BUILDINGS
Once the PEF is resolved as enemy Mechs and you know how many of them there are, it’s time to see what they are. Here’s how we do it:
The first time a Mech comes within 12” and LOS to a building a PEF is generated behind the building. Place a marker on the tables behind the building.
20.2 PEF MOVEMENT
PEFs move like groups of enemy Mechs. Here's how we do it:
When the enemy is active, start with the PEF farthest from any player group. Consult the PEF Movement Table (Table 20.2). Roll 2d6 and compare the scores versus its Rep of 4. Determine how many d6 were passed. Go down the left-hand column to the appropriate row and across to see the result. Immediately carry out the result. Any contact that the PEF causes must be resolved prior to moving the next PEF, the next one farthest from any player group.
Consult the NP Enemy Mechs Table (Table 20.4). Roll 1d6 and read the result as rolled. Modify the score by any applicable Circumstance. Go down the left-hand column to the appropriate row then across for the appropriate enemy. This tells you what Class Mechs you are facing.
20.4.1 LOADING UP PEFS Here’s a little trick we recommend when playing 5150: No Quarter as well as any other THW game. Load up your PEFs before the game. You know what Mechs you have in your collection. Just group them by Teams and assign them a number from 1 to 6. Place them, to the side of the table. When you resolve a PEF roll 1d6 and use the Mechs you’ve assigned to that number. For example, I know when I roll a 3 I will have run into my Class 3 Mechs. Any work you do before your games will speed them up tremendously.
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5150: NO QUARTER – MECH WARFARE 20.5 HOW THE ENEMY MOVES
21.1 BUILDING YOUR FORCE
When PEFs are first deployed they will move according to the PEF Movement Table (Table 20.2).
In 5150: No Quarter we take a bit of a different outlook when building your force. We don’t set specific forces, use points, or make you follow a detailed Order of Battle, but offer the following instead.
When PEFs are resolved and Mechs placed on the table, these non-player Mechs use the NP Movement Tables (Table 22.3.7) for their Mission (22.0) – not yours.
21.2 USING YOUR MECHS
STOP!
We recommend you use whatever Mechs you have. Don’t limit yourself by using the Mechs we have pre-generated for you. Use the Mechs that you have in any ratio you like. This means you may have to fudge a bit on type and number of Reinforcements you use but that’s fine. Much better than worrying about having the “right” Mechs or going out and buying more you may never use. This includes when playing the Cestus V Campaign (27.0)
We recommend using whatever terrain you already have, but if you need it, we’ve included a Terrain Generator system. Regardless of the table size or shape, it is always divided into nine equal size sections. Buildings can be destroyed from shooting or melee. Review the assigned Armor Points for each type.
Just go to the Faction List (10.8.1) you want to use and make it work with your Mechs. Remember, there are no official figures!
Hills will provide protection (17.2.1) for those near the crest line. Woods restrict movement and visibility. Want to move full Speed through the woods? Stay on a road.
21.3 HOW MANY MECHS?
PEFs stand for Possible Enemy Force and are used in all Missions. PEFs are used to limit the knowledge the player has before and during the Mission.
That depends on how big of a game you want to play. The best way is to wait until you’ve played the game a few times before playing with lots of Mechs. If you do the exercises in the Stop boxes, that will speed up the process.
Review how to Load Up PEFs.
I’d start with one Team of three Mechs and I’d cut back on Reinforcements (23.8.1) until you feel comfortable. Too many times new players try to play with too much the first few times they play. It’s much better to start small and work your way up than to start big, become frustrated and quit.
Use the NP Movement Tables for enemy Mechs.
21.0 PLAY THE GAME! As you may or may not know, all THW games can be played solo, same side (cooperatively) and head to head (competitively).
21.4 BALANCED GAME
The solo and same side rules are brilliant. You do not draw a card to see when a group moves, nor do you have to “make the best decision” for the non-player enemy. The game mechanics in No Quarter does all that for you.
Here’s what we recommend when playing the first few games. Play co-operatively with all the players against the game mechanics until everyone feels comfortable.
When you choose to play solo or all players on the same side, the enemy, called the Non-Player Enemy, is controlled by the game mechanics. Playing solo or same side is in no way less desirable than playing head to head, and is often preferred. There’s something to be said about everyone being on the same side and giving the game mechanics a good thrashing or at least trying to. Especially when learning the game.
When playing head to head let one player choose his force. Then the opposing player chooses a force that he thinks can beat his opponent. If the first player thinks that his force can beat the second player’s force, you’re ready to play. If not, have each player alternate adding and subtracting Mechs until both players think they can win. That’s about it; now on to the Missions.
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5150: NO QUARTER – MECH WARFARE
22.0 THE MISSIONS
Now it’s time to go over the Missions used in 5150: No Quarter. We have provided you with three. They are:
Patrol. Attack. Defend.
22.1 PATROL
This will be your first Mission and it will be your enemy’s first as well, whether a player or Non-Player. The objective of a Patrol is to recon the area to determine the enemy’s objective. Some would look at it as you’re there to flush them out.
22.1.1 OBJECTIVE
22.1.6 NP PATROL MISSION TACTICS
The objective is to recon the table. To be successful you must spend one turn of activation within 6" of the edge of the table in sections 1, 2, and 3. Once you have accomplished this you must report back by exiting the table from the edge that you entered.
Non- Player forces that are on a Patrol Mission and contact enemy forces will either go to the defensive, hoping for reinforcements or withdraw from the table back the way they entered. Here's how we do it:
22.1.2 FORCES
You will patrol with a Team or Squad, you choose. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
In this Mission you are the attacker and must pursue your objective, handing the enemy a crushing defeat.
The board is divided into nine sections and terrain generated normally (19.2).
22.2.1 OBJECTIVE
22.1.4 DEPLOYMENT
Your patrol will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
22.1.5 SPECIAL INSTRUCTIONS
Consult the NP Patrol Reaction Table (Table 22.1.6). When the PEF is resolved, roll 2d6 versus their Campaign Morale (23.3). If not playing a Campaign use the number 3 for their Morale. Determine how many d6 are passed, and carry out the results.
22.2 ATTACK
22.1.3 TERRAIN
Establish your Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Establish the Enemy Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs as needed (20.3). Use the NP Patrol Mission Reaction Table (Table 22.1.6) as needed. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
The Mission takes place during the day. There is a chance (1) of Inclement Weather (23.7).
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In this Mission there are two possible objectives. The first is to destroy as much of the enemy as possible, driving them off the table in the process. The Mission is over when you have chased off or destroyed all enemy forces and PEFs on the table. The second is to exit the table at the opposite edge from where you entered. The Mission is over when you have exited the table with at least 3/4 of your force and have inflicted more casualties than you received. Write down which objective you are trying to achieve and reveal it at the end of the Mission.
5150: NO QUARTER – MECH WARFARE
22.2.2 FORCES
You may choose up to a Platoon (12.0). If you do use a Platoon, double any enemy forces generated by resolving PEFs. If using more than a Platoon increase the enemy forces proportionately.
22.3 DEFEND
Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
In this Mission the enemy is on the attack! You must defend the table and prevent them from accomplishing their objective.
22.2.3 TERRAIN
22.3.1 OBJECTIVE
The board is divided into nine sections and terrain generated normally (19.2).
22.2.4 DEPLOYMENT
PEFs are generated and deployed as outlined in the PEF section (20.0). The attacking force will enter the board from the edge bordering sections 7, 8, and/or 9.
22.2.5 SPECIAL INSTRUCTIONS:
The Mission takes place during the day (1 – 5) or night (6). There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Establish the Enemy Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Once the attacker has entered the table, place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs as needed (20.3). Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
When NP groups activate we must see what they will do. Here’s how we do it:
Your objective is to prevent the enemy from achieving their objective. The first objective is to destroy as much of your force as possible, driving you off the table in the process. Their Mission is over when you have been chased off or destroyed. The second objective is to exit the table at the opposite edge from where they entered. Their Mission is over when they have exited the table with at least 3/4 of their forces and have inflicted more casualties than they received. The Non-Player will roll 1d6 for their Attack Mission objective after entering the table. If they Control (23.4) the planet they will have either the first (1 – 4) or second objective (5 – 6). If they Contest (23.4) the planet they will have either the first (1 – 2) or second objective (3 – 6). If not playing a Campaign they will have either the first (1 – 3) or second objective (4 – 6).
22.3.2 FORCES
22.2.6 NP MOVEMENT - DEFEND
Roll 2d6 versus the Rep of the NP group and determine how many d6 it has passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
Consult the NP Movement – Defend Table (Table 22.2.6). Start with the group farthest from the player.
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You may choose up to a Platoon (12.0). If you do use a Platoon, double any enemy forces generated by resolving PEFs. If using more than a Platoon increase the enemy forces proportionately. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
5150: NO QUARTER – MECH WARFARE 22.3.3 TERRAIN
22.3.7 NP MOVEMENT – ATTACK When called upon by to use the NP Movement – Attack Table (Table 22.3.7). Here’s how we do it:
The board is divided into nine sections and terrain generated normally (19.2).
22.3.4 DEPLOYMENT
You can set up anywhere in sections 7, 8, and/or 9 PEFs are generated and deployed as outlined in the PEF section (20.0).
Consult the NP Movement – Attack Table (Table 22.3.7). Start with the group farthest from the player. Roll 2d6 versus the Rep of the NP group and determine how many d6 it has passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
22.3.5 SPECIAL INSTRUCTIONS
STOP!
The Mission takes place during the day (1 – 5) or night (6). There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Establish the Enemy Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Once you have set up on the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs as needed (20.3). Use the NP Movement - Attack Table (Table 22.3.7) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
You can play 5150: No Quarter with as little as one Mech to as many as you want – after you become comfortable with the rules. Doing the exercises in the Stop boxes will help you learn the game quicker. There are three Missions and all are linked together for playing a Campaign. Regardless of the Mission they are always presented in the same way. Each Mission has one or more tables detailing how NonPlayer forces are used. This works great for cooperative games with all the players on the same side. If playing head to head you can still use them if you want. Just have one player play the “Non-Player” force or have him load up and assign his PEFs before they are placed.
22.3.6 PURSUING THE OBJECTIVE The Non-Player will always try to pursue their objective. There is a chance during the battle that you can disrupt the NP attacking force, forcing them to temporarily divert from it. Here's how we do it:
Anytime the attacking force is a Non-Player you must use this procedure. Consult the NP Pursuing the Objective Table (Table 22.3.6). Roll 2d6 versus the Rep of each active NP group and determine how many d6 they have passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
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5150: NO QUARTER – MECH WARFARE
23.0 THE CAMPAIGN
23.3.1 ENDING THE CAMPAIGN If the enemy's Campaign Morale is reduced to zero you have won and they have vacated the area:
In this section you will learn how to link your Missions together into a continuous Campaign where the result of one Mission affects the course of the next. Campaigns can be as simple or as detailed as you desire. Feel free to use as little or as much of the following rules for your campaigns.
You are a local hero and on your next Campaign your starting Campaign Morale goes up by one.
If your Campaign Morale is reduced to zero you have lost the campaign and your side vacates the area:
23.1 TIME IN THE CAMPAIGN For simplicity's sake we track time in the Campaign by the month. Players will have two Missions per month, one early in the month and one later in the month.
You have questions to answer and are regarded lightly by your superiors. In your next Campaign your starting Campaign Morale goes down by one.
23.2 STARTING FORCE
23.4 CONTROLLING OR CONTESTING
We recommend that you start the Campaign with a full Company of Mechs. You may not use all of them at the same time and can choose which ones you want to use.
Now you must determine which side controls the planet (defending) and which side is contesting it (attacking). Here's how we do it:
23.3 CAMPAIGN MORALE
Not all areas fought over during a Campaign are equally contested. Whether you are in the thick of things or on the fringe of the fight determines enemy activity you can expect. The question you have to ask, is how important is this Campaign area to the enemy and to your superiors? To reflect this we use Campaign Morale.
Example - I am playing a Star Army versus Hishen Campaign. I roll 1d6 for the Star Army. I score a 3 and add it to the Campaign Morale of 4 for a total of 7. I roll 1d6 for the Hishen. I score a 5 and add it to the Campaign Morale of 4 for a total of 9. The Hishen are contesting the planet while the Star Army is controlling it.
Before the campaign starts we must establish your Campaign Morale and the Enemy Campaign Morale as well. Here’s how we do it:
Consult the Campaign Morale Table (Table 23.3). Go down the left-hand column to the appropriate row for the Faction being played – yours or the enemy. Go across to see what the starting Campaign Morale will be.
23.5 CHANGING MORALE After each Mission you will have a success or a failure. Let's see how this affects the Campaign. Here's how we do it:
23.3 CAMPAIGN MORALE
X
CAMPAIGN MORALE FACTION
Free Company Hishen ISS PDF Star Army Zhuh-Zhuh
Decide which Factions will be opposing each other. Each side now rolls 1d6 and adds their score to their starting Campaign Morale. The side with the higher total is the contesting army. Note that PDF are always controlling. Re-roll all ties.
CAMPAIGN MORALE 3 4 5 3 4 4
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Consult the Current Campaign Morale Table (Table 23.5). Each side starts with 2d6. If they were successful they will add 1d6. Each side rolls their modified total d6 versus their current Campaign Morale. Determine how many d6 each side passed. Compare the number of d6 passed by both sides to each other. Go down the left-hand column to the appropriate row then across to see the results.
5150: NO QUARTER – MECH WARFARE
23.6 NEXT MISSION
Immediately adjust any Campaign Morale as needed.
X 23.5 CURRENT CAMPAIGN MORALE
2
(Based on your last Mission)
LAST MISSION
CURRENT CAMPAIGN MORALE
Patrol. Attack. Defend.
(Taken versus current Campaign Morale) A result of "6" is always a failure
CIRCUMSTANCE
MODIFIER
Last Mission was a success.
# D6 PASSED 2 or more than opponent
1 more than opponent Same number as opponent
Winner’s Campaign Morale goes up by one point. Loser’s Campaign Morale goes down by one point. Loser Campaign Morale goes down by one. No change to either Campaign Morale.
Defend. Patrol. Defend.
23.7 INCLEMENT WEATHER
1
INCLEMENT WEATHER (Read result as rolled)
#
RESULT
1 2
Inclement weather during the whole Mission. Inclement weather, but getting better. Count as if scored a result of "3" at the start of the Mission. When doubles are scored for activation, the weather lifts and becomes clear. Inclement weather during the Mission. Inclement weather during the Mission. Inclement weather worsening. Count as if scored a result of "4" at the start of the Mission. When doubles are scored for activation, the weather worsens and remains bad for the remainder of the Mission. Inclement weather during the whole Mission.
3 4 5
23.6 NEXT MISSION If you are still fighting after the Campaign Morale has been checked you have to determine your next Mission. This is based on the success or failure of your last Mission. Here's how we do it:
Attack. Attack. Patrol.
FAILURE
Unless specified otherwise by the Mission there is a chance (1) that there could be inclement or bad weather that could affect LOS. When inclement weather occurs (fog, rain, haze, etc.), roll 1d6 and consult the Inclement Weather Table to determine the particulars.
RESULT
The Hishen roll 3d6 as they succeeded in the Mission. They pass 3d6. As they passed 2d6 more than I did, my Campaign Morale goes down by one while theirs goes up by one.
SUCCESS
23.7 INCLEMENT WEATHER
+1d6
Example – I have just finished a Star Army Attack Mission and failed. I now roll 2d6 versus my Campaign Morale of 3 and pass 1d6.
NEXT MISSION
6
Consult the Next Mission Table (Table 23.6). Go down the left-hand column to the appropriate row for the last Mission you were on. Go across to either the Success or Failure column based on your last Mission. This is your next Mission.
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5150: NO QUARTER – MECH WARFARE
STOP!
23.8.1.1 FREE COMPANY REINFORCEMENTS
The Campaign is played in turns with two Missions per turn.
2
(Add the scores together)
Start with a full Company of Mechs. This allows you to pick and choose which ones to send on Missions.
#
Campaign Morale is everything. It determines who wins the Campaign and how many, if any, reinforcements you get. Succeeding in your Missions is how your Campaign Morale goes up and your enemy’s go down.
2 3 4 5 6 7 8 9 10 11 12+
How you do on your last Mission tells you what your Next Mission will be. Controlling the planet means you are defending it, contesting means you are attacking it.
23.8 ESCALATING BATTLES In this section you will be introduced to the Reinforcements that may be available to you and your player or Non-Player Enemy during the Mission. By using this section you can watch your battles escalate into larger engagements on their own. Naturally you can choose to use or not use this section and still have an enjoyable game. Also do not be afraid to tweak the Reinforcements Tables (23.8.1) to fit the Mechs you may already have.
2
2 3 4 5 6 7 8 9 10 11 12+
(Taken versus the Campaign Morale)
2
Reinforcements arrive: Roll d6, add the scores together and consult the appropriate Reinforcements Table. Reinforcements possible: Roll 2d6, add the scores together, but add 3 to the total and consult the appropriate Reinforcements Table No Reinforcements.
1
0
HISHEN REINFORCEMENTS #
REINFORCEMENTS TABLE RESULT
One Platoon. Rest of Platoon. One Squad. One Squad. One Squad. Rest of Squad. One Team. One Team. No Reinforcements. No Reinforcements. No Reinforcements.
(Add the scores together)
23.8.1 REINFORCEMENTS
# D6 PASSED
REINFORCEMENT
23.8.1.2 HISHEN REINFORCEMENTS
By using the following procedure we re-create the reallife uncertainty of not knowing what you will be facing on each Mission. Just remember that the number of reinforcements each side receives is in direct relationship to their current Campaign Morale.
2
FREE COMPANY REINFORCEMENTS
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REINFORCEMENT One Platoon. One Platoon. Rest of Platoon. Rest of Platoon. One Squad. One Squad. Rest of Squad. One Team. One Team. No Reinforcements. No Reinforcements.
5150: NO QUARTER – MECH WARFARE 23.8.1.3 PEF REINFORCEMENTS
23.8.1.5 ZHUH-ZHUH REINFORCEMENTS
2
2
PDF REINFORCEMENTS
ZHUH-ZHUH REINFORCEMENTS
(Add the scores together)
# 2 3 4 5 6 7 8 9 10 11 12+
(Add the scores together)
REINFORCEMENT
#
One Platoon. Rest of Platoon. One Squad. One Squad. One Squad. Rest of Squad. One Team. One Team. No Reinforcements. No Reinforcements. No Reinforcements.
REINFORCEMENT
2 3 4 5 6 7 8 9 10 11 12+
One Platoon. One Platoon. Rest of Platoon. One Squad. One Squad. Rest of Squad. One Team. One Team. No Reinforcements. No Reinforcements. No Reinforcements.
23.8.1.4 STAR ARMY AND ISS REINFORCEMENTS
23.8.2 EXPLAINING THE REINFORCEMENTS
2
Let’s explain what the Reinforcements consist of. Here’s how we do it:
STAR ARMY AND ISS REINFORCEMENTS (Add the scores together)
# 2 3 4 5 6 7 8 9 10 11 12+
REINFORCEMENT
One Platoon. One Platoon. Rest of Platoon. Rest of Platoon. One Squad. One Squad. Rest of Squad. Rest of Squad. One Team. One Team. No Reinforcements.
One Team – Three Mechs including its Team Leader. Rest of Squad – The 2nd Team of a Squad already on the table with its Squad Leader. Squad – A full Squad of six Mechs including the Squad Leader and one Team Leader. Rest of Platoon – The remaining Mechs of a Platoon already on the table plus its Platoon Leader. Remember that some Free Company and PDF Platoons have two Squads while Hishen, Star Army, and Zhuh-Zhuh have three.
23.8.3 WHEN REINFORCEMENTS ARRIVE Whenever the Activation dice, when added together, come up "7", there is a chance that the side with the higher score will receive Reinforcements. Here's how we do it.
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The score is still used for Activation for this turn. Determine which side scored the higher number. Roll 2d6 versus the Campaign Morale of that side, determine how many d6 are passed and consult the Reinforcements Table (Table 23.8.1). Go down the left-hand column to the appropriate row then across to see the results. Immediately carry out the results.
5150: NO QUARTER – MECH WARFARE 23.8.4 WHO ARE THEY?
STOP!
Once you know how many of them there are you need to know what they are. Here’s how we do it:
When the Activation dice come up “7”, the side with the higher score could get reinforcements. Roll 2d6 versus the current Campaign Morale to see if you get them.
Consult the NP Enemy Mechs Table (Table 20.4). Roll 1d6 and read the result as rolled. Modify the total by any applicable Circumstance. Go down the left-hand column to the appropriate row then across for the appropriate enemy. This tells you what Class Mechs you are facing.
Each faction has their own Reinforcements Table – some will get more reinforcements than others! Use the NP Enemy Mechs Table to see what has arrived for both the enemy and you. After you have them ready to go, roll on the Reinforcement Entry Table to see where they arrive.
If you have enough Mechs under you command that are not on the battlefield, the reinforcements will be them. Only your Mechs will remain after the Mission with other reinforcements disappearing.
23.9 AFTERWARDS After the Mission is over it’s time to see what happens to you and your unit. Here’s how we do it:
23.8.5 WHERE REINFORCEMENTS ARRIVE
When Reinforcements are called for we must determine where they will arrive. Here's how we do it:
Consult the Reinforcement Entry Table (Table 23.8.5). Roll 1d6 and read the result as rolled Go down the left-hand column to the appropriate row then across to see the results. Immediately place the units.
23.8.5 REINFORCEMENT ENTRY
1
23.9.1 RECOVERING PILOTS
REINFORCEMENT ENTRY
Pilots that have suffered injuries (loss of Rep), Left the Battlefield, or bailed out from a disabled Mech may or may not return to your command. Here’s how we do it:
(Read the result as rolled)
#
RESULT
1
Enter the table edge to the left of the player at 6 + 1d6” up the edge. Enter the table edge behind the player and to his left, at 9 + 1d6” away from the center. Enter the table edge behind the player, at the center. Enter the table edge behind the player, at the center. Enter the table edge behind the player and to his right, at 9 + 1d6”away from the center. Enter the table edge to the right of the player at 6 + 1d6” up the edge.
2 3 4 5 6
Check to recover (23.9.1) each Pilot that was injured or Left the Battlefield. Check each Pilot to see if their Rep increases (23.9.2) or decreases (23.9.3). Check for Replacement Pilots (23.9.4) for those that were lost. Check to repair (23.9.5) each Mech that was damaged. Check for replacement Mechs (23.9.6) for those that were lost.
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Consult the After the Battle Recovery Table (Table 23.9.1). Start with 2d6. Modify the number of d6 by any applicable Circumstance. Roll the modified number of d6 versus the current Rep of the Pilot. Determine how many d6 are passed. Go down the left-hand column to the appropriate row, then across to see the results. Immediately carry out the result.
5150: NO QUARTER – MECH WARFARE 23.9.1 RECOVERING PILOTS
2
AFTER THE BATTLE RECOVERY (Taken vs. Rep)
CIRCUMSTANCE
RESULT
2 1
All return at normal Rep. Rep damaged recovered. Those that left the battlefield return, but count as failed in the Mission. No Rep damaged recovered. Those that left the battlefield are shipped out and no longer available.
0
When you take casualties and lose a Pilot there is a chance that you will receive replacements. Here’s how we do it:
+1d6 +1d6
# D6
PASSED
23.9.4 REPLACEMENT PILOTS
MODIFIER
If Controlling the planet. If the Mission was a success.
After each Mission you and your Pilots will either have been successful or have failed in their performance. If you/they succeed the Rep could increase. To have a successful Mission the Pilot must have achieved all of the following conditions:
23.9.5 REPAIRING MECHS Before you can repair a Mech you must recover it. Recovering a Mech is simple. If the Pilot left the battlefield without accomplishing the objective, the Mech cannot be recovered. Otherwise it can, even if the Pilot was killed, and the Mech can be repaired. Here’s how we do it:
Destroyed or disabled one or more enemy Mechs totaling or exceeding your Mech Class. Not lost their Mech. Did not receive a result of Leave the Battlefield.
They do not have to achieve the Mission objective.
If the Mission was a success the Pilot rolls 1d6 and reads the result as rolled.
If the score is higher than the current Rep the Rep will go up one level. If the score is a “6” the Rep will go up one level regardless of the current level. Pilots can grow to as high a Rep as desired as there isn't a maximum. There is, however, death.
23.9.3 DECREASING REP Just as the Rep of a Pilot can increase, it can also decrease. If you or your Pilots suffer any of the follow conditions you/they have failed:
After rolling on the After the Battle Recovery Test (23.9.1) determine if any of your Mechs are short a Pilot. This could happen if a Pilot is killed, but his Mech is repaired. Roll 1d6 versus your current Campaign Morale for each Mech. Pass 1d6 = Gain a new Pilot. Roll for his Rep as you normally would. Pass 0d6 = No Pilot is gained.
If you end up with extra Pilots feel free to use them to replace lower Rep Pilots.
23.9.2 INCREASING REP
If the score is a “1”, the Rep has decreased by one level. The minimum Rep a Pilot is 2.
Lost their Mech. Received a result of Leave the Battlefield.
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Consult the Repairing Mechs Table (Table 23.9.5). Start with 2d6. Modify the number of d6 by any applicable Circumstance. Roll the modified number of d6 versus the current Campaign Morale. Determine how many d6 are passed. Go down the left-hand column to the appropriate row, then across to see the results. Immediately carry out the result.
5150: NO QUARTER – MECH WARFARE 23.9.5 REPAIRING MECHS
2
STOP!
REPAIRING MECHS
After each Mission – that’s twice a month, players will do the following:
(Taken vs. Campaign Morale)
CIRCUMSTANCE
MODIFIER
If Controlling the planet.
# D6
PASSED 2 1
0
1.
+1d6
2.
RESULT
3. Mech fully repaired and available for next Mission. Roll 1d6 versus the Class of the Mech: Pass 1d6: Count as if passed 2d6. Pass 0d6: Count as if passed 0d6. Mech will be fully repaired, but unavailable for 1/2d6 Missions.
4. 5.
24.0 STEP-BY-STEP Here's a step-by-step outline that will help to get you into your first game. After a few games it will become second nature and you won’t need it anymore.
23.9.6 MECH REPLACEMENTS After you’ve repaired your Mechs you may still need replacements to get up to full strength. Now let’s see if there are any replacements coming your way. Here’s how we do it:
Check to recover each Pilot that was injured or Left the Battlefield. Check each Pilot to see if their Rep increases or decreases. Check for Replacement Pilots for those that were lost. Check to repair each Mech that was damaged. Check for replacement Mechs for those that were lost.
1. 2. 3. 4. 5. 6.
Consult the Replacement Mechs Table (Table 23.9.6). Roll 2d6 versus the current Campaign Morale. Determine how many d6 are passed. Go down the left-hand column to the appropriate row and across to see the results.
7.
23.9.6 REPLACEMENT MECHS TABLE
8. 9. 10.
2
11.
REPLACEMENT MECHS (Taken vs. Campaign Morale)
12. 13. 14. 15. 16. 17.
A result of "6" is always a failure
# DICE PASSED 2 1 0
RESULT Replace all lost Mechs. (1) Replacements are available for next Mission. Receive 1 replacement Mech at random. No replacement Mechs available.
(1) Replacement Mechs will come with Pilots as well. Roll them normally.
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Choose which Faction you want to play (10.8.1). Decide how many Mechs (11.0) and what type you will play with for your Faction (10.8.1). Roll up the Reps of all of your Pilots (9.4). Roll for any Attributes of all of your Pilots (9.6) Fill out any Unit Record Sheets as needed (10.9). Establish your Campaign Morale (23.3) and that of the enemy. Determine who is Controlling or Contesting the planet (23.4). Choose the Mission you want to play (22.0). Play the Mission as outlined. Resolve any Reinforcements if the Activation dice comes up "7" (23.8.1). After the Mission adjust any Campaign Morale as needed (23.5) Determine your next Mission (23.6). Check to recover Pilots (23.9.1). Adjust and Pilot Reps as needed (23.9.2). Check for replacing Pilots (23.9.4). Check to repair Mechs (23.9.5). Check for replacing Mechs (23.9.6).
5150: NO QUARTER – MECH WARFARE
25.0 THE 5150 UNIVERSE
variety of races. These slaves perform a variety of functions from menial chores up to participation in governmental administration with Razors rumored to hold high posts. Although slaves have been known to rise to power in the Empire the lowest Drone is still of higher rank than the highest slave. Any Drone may kill any slave without any repercussions.
This section is informative and not part of the rules. In this section we give you a peek behind the curtain that is the 5150 Universe. Not an overwhelming amount of info, just enough to give reasons to your battles. We have more supplements and scenarios in the pipeline and will go into more detail at that time. So here's a quick intro.
Hishen slave fleets routinely search out new races to feed the insatiable demands of the Empire. It is customary that these fleets are manned partly by Hishen Drones and partly by trusted slaves. The Hishen will use any means available to capture other races including seduction, force, and even purchasing from others of a like kind. Where one encounters Hishen slave raiders their battle fleets are sure to follow.
25.1 FREE COMPANIES It may not be the oldest profession in the universe, but it’s pretty darn close. Mercenaries are people willing to do a job, usually dirty, for pay. You got the “cause”, I got the gun. In the 5150 universe there are two types of mercenaries, but all are called Free Companies.
While slave ships scour the universe the bulk of the Hishen Drones are used in warfare. It is not uncommon for the Hishen to invade a planet with the purpose of bringing it into their Empire by decimating the population. The bulk of the Hishen army is made up of Drones, but the Hishen also have large numbers of Grath units to stiffen their resolve on the battlefield.
The first type is the salvage company whose livelihood depends upon recovering abandoned property and selling it off to the highest bidder.
Interestingly the Hishen will always attempt to capture disabled enemy, but never bother to retrieve their own casualties. In fact, it is quite common for a disabled Hishen to explode a grenade killing itself in hopes of disabling more enemy. Fear of death is unknown and reflected in the fact that no Hishen soldier ever wears armor.
The second type is the one we deal with in 5150: No Quarter. These are mercenaries that lay down their lives for monetary gain. Yes, they will fight for your cause, but only as long as the money lasts. “When do I get paid?” and “How do I stay alive?” These are the only things the mercenary cares about. Mercenaries will fight for you, but not to the death. No profit in that; you know?
The Hishen have Mechs.
Free Companies may or may not own ships capable of interplanetary travel. Those that don’t are at the whim of their employer and there are many stories of companies being left behind after a fight has ended badly. Those that do own interplanetary ships command top pay and are in high demand by Gaea Prime…and her enemies.
25.2.1GRATH The Grath are definitely Xenoforms and according to the Alien Studies Institute (ASI) of Gaea Prime, they are truly unique. The Grath is not a single living organism, but is composed of literally thousands of organisms. The control and function membrane that encase the interdependent system that comprises the Grath keeps these organisms together.
Free Companies have Mechs.
25.2 HISHEN EMPIRE
Due to this unique arrangement the Grath can regenerate itself almost instantly. This makes killing a Grath very difficult and best done by removing the head, which if done instantaneously, will provide a terminal system shock. Needing only basic fluids to survive, the Grath have the ability to convert most fluids into necessary nourishment. Combine this ability, with the knowledge that they do not care where they obtain this fluid, makes the Grath a terrifying enemy.
Inhabitants of the middle of the Nine Rings, the Hishen are the most technologically advanced of all the clone races. Like Gaea Prime, they also prize order above all else, but order under their control. Slightly less than human in size, these gray skinned beings are the bane of freedom. The sole purpose of the Hishen is to expand their domain and subjugate any and all races they meet. The Hishen Empire consists of many millions of Hishen Drones and a very small ruling class. It is speculated that the Hishen life span is only ten years. They spend the first three months of their life in a larvae stage then emerge fully grown. It is estimated that for every one Drone there are at least one hundred slaves coming from a wide
The Grath is the perfect warrior. Graths will fight anyone (including each other), any place, any time, and are in constant demand as mercenaries throughout the 5150 Universe. Only in Gaea Prime controlled areas are the
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5150: NO QUARTER – MECH WARFARE Grath not used. In fact, any Grath caught in Gaea Prime areas are immediately destroyed.
The PDF have Star Army Mechs.
They have no need for sleep or concept of imagination and are basic in their intelligence. Graths are extremely loyal to their employers and it is common for a Grath to know many employers during their lifetime. This can be a very, very, long time as there is no known natural cause of death for a Grath, just death from combat.
25.3.3 STAR ARMY “We take the war to the enemy; one planet at a time.” The Star Army is a combined arms force with interplanetary capabilities provided by the Star Navy (see the THW rules 5150 Star Navy for more info). Unlike the PDF, all Star Army regular units consist of first rate line, well-trained, soldiers that have seen combat at one level or the other. While the PDF is a purely defensive force the Star Army is used on the offense. Star Army troops are used to invade hostile planets, suppress rebellions and insure the expansion of Gaea Prime influence.
The Grath do not have Mechs.
25.3 GAEA PRIME “Gaea Prime is Mother. From her good graces the known planets were populated. We are all her children and from her all that is good flows. Honor thy Mother.”
The Star Army has Mechs.
So goes the mantra of Gaea Prime. From the randomness of Chaos, Gaea brought order and it is the duty of the children of Gaea to continue to bring order to all they encounter. To this end the Gaea Prime armed forces have evolved.
25.3.4 ISS On the cutting edge of the Star Army is the elite force known as the Interplanetary Special Services or ISS. The ISS is always at the front of any invasion, deployed to step on the throat of the enemy. They are always the ones dispatched when there is a Bug infestation. This elite force is often referred to as the Hand of Gaea. The ISS is dispatched to stabilize any situation and then turn it over to the Star Army.
25.3.1 PLANETARY MILITIA Bringing order from chaos requires a variety of forces. The most common one is the Planetary Militia. All populated planets that have progressed from resurrection to colonization have a Planetary Militia.
The ISS is a self-governing entity that has its own interplanetary travel capabilities, air support, Mechs and supply centers. The special units known as Symons only work under ISS supervision even when attached to Star Army units. Only veterans with extensive Star Army experience are considered for placement in the ISS.
These are colonists that live on the planet and are expected to keep order and defend the planet from indigenous enemies. However, they are not an organized military force, but instead band together in time of need. Although not directly linked to the Star Army, all Planetary Militia units fall under their jurisdiction. As the population grows in size additional military forces are sent out from Gaea Prime. These are called the Planetary Defense Forces or PDFs.
The ISS have Star Army Mechs.
25.3.5 REBELS True citizens of Gaea Prime are content with their life. They gladly receive her benefits and embrace the duties that come with Gaea Prime citizenship. Some misguided souls do not.
Planetary Militias do not have Mechs.
25.3.2 PLANETARY DEFENSE FORCE The PDF are regular, second line, Star Army units whose members are not recruited from the planet they are assigned to guard. They routinely rotate out to other planets so as not to develop an affinity for their current assignment.
They call themselves by a variety of names, but collectively they are known as Rebels. Rebels are semiorganized and depend upon captured military equipment. Supplementing these Rebels are the Free Companies – who provide Mechs for a price. Rebels are usually planet bound and are rarely encountered outside of their home planet.
The PDF does not replace the Planetary Militia, but are intended to supplement it. Co-operation between the two entities will vary depending upon many factors. In a perfect planet the two work hand in hand, but in reality the relationship can become strained and in some cases have fomented rebellion. The PDF, like the Planetary Militia, are planet bound.
Rebels do not have Mechs.
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5150: NO QUARTER – MECH WARFARE 25.4 ZHUH-ZHUH
Gaea Prime considers her proper place to be in the center of the First Ring, fittingly the center of the universe.
Zhuh-Zhuh is the common term for members of the infraorder Suprasimiiformes. When ASI research expeditions had first contact with the Zhuh-Zhuhs they were assumed to be evolved cousins of the infraorder Simiiformes or the higher primates that populate many worlds in one form or another. This was incorrect as proven centuries later with data that supports that these Suprasimiiformes are much older than was originally thought.
Such is the dominance of Gaea Prime that no other independent Home Worlds can be found in the first three Rings. It isn’t until you reach the Fourth Ring that you find another Home World. This is the Home World of the Zhuh-Zhuh, the largest planet in the six planet confederation known as the Hapflorean Federation of Planets (HFW). (1) Although Gaea Prime dominance is confined to the first Three Rings their influence has spread out as far out as the Fifth Ring with diplomatic overtures and explorers reaching to the Rings far beyond. (2)
Further evidence suggests that the Zhuh-Zhuhs have more in common with the average Basic than what is loosely termed a monkey. Unfortunately, this evidence has done little to offset the hostility that sometimes exists between Basic and Zhuh-Zhuh. Witness the derogatory term monkey boy as applied to Zhuh-Zhuhs. This term has haunted Gaea Prime since first uttered by a low-level Gaea Prime attaché. The comment was made during the first diplomatic mission to the Home World of the Hapflorean Federation of Planets, the largest and most powerful political alliance of Zhuh-Zhuhs.
26.2 THE HISHEN THREAT Gaea Prime dominance is threatened by the Hishen Empire. Official war has been recently declared after a period that featured a high rate of incidental military contact. As the Hishen Home World is in the Fifth Ring much of the war occurs in the Fourth Ring. (3)
Zhuh-Zhuhs or Zhuhs come in all shapes, colors and sizes ranging from smaller three-foot types, Muggie ZhuhZhuhs, to those close to seven feet in height.
As long as Gaea Prime and the Hishen Empire effectively counteract each other the 5150 universe is pretty stable. Despite the two being at war, with no clear cut winner envisioned, the rest of the universe can breathe easy. However, the involvement of a third force threatens this delicate balance.
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 (1). This status allows them to hold a variety of professions including some in Law Enforcement.
26.3 UPSETTING THE BALANCE
Do not underestimate Zhuh-Zhuhs. They are intelligent and very physically domineering and should be treated with utmost respect and care.
The Bugs are that third force. With reports of Bug incursions in the Sixth Ring the Hishen find their resources being drawn away from the Gaea Prime conflict and towards the Bugs. This allows for more aggressive Gaea Prime behavior. This behavior is forcing many of the independent races, such as the Zhuh-Zhuhs, Drantak, and Scrunts, to be concerned about Gaea Prime pressure. As long the Hishen Empire remains powerful, Gaea Prime is held in check. The Bug intervention is threatening to disrupt this and is causing a ripple throughout the 5150 universe.
(1) Trusted alien status means different things to different people. To some it means advancement towards Citizen Status, although there are no Zhuh-Zhuh GP Citizens, while for others it represents a sell out to Gaea Prime.
26.0 CURRENT EVENTS The history of Gaea Prime, let alone the 5150 universe, would fill volumes of books and a lifetime to digest. To get a better understanding of current events we have provided a quick overview of the known universe.
26.4 IN DUE TIME
26.1 GAEA PRIME'S PLACE
While the Bugs represent a known upset in the precarious balance of power throughout the 5150 Universe, perhaps the biggest threat comes from the Zhuh-Zhuhs. On level with the Hishen and Gaea Prime military forces, their inclusion on either side of the fight, would tip the scale decisively. Many diplomats believe when combined with
The known universe consists of Nine Rings or Bands of Life. Each Ring contains numerous planets, from Class 1 to Class 3, as well as inhabited smaller planetary Colonies and innumerable smaller clusters called Rocks. © 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE
27.0 CESTUS V
the Hishen Empire or Gaea Prime, the Bugs would not be a threat. Instead of committing, the rulers of the Hapflorean Federation of Planets (HFW) have chosen to bide their time, although they have engaged in small localized wars against both factions.
NO QUARTER ASKED, NO QUARTER GIVEN Cestus V was an independent planet until recently. The local government walked a tight rope between Gaea Prime and the Hishen Empire, trying to play one off the other while receiving financial aid from both. Gaea Prime quickly tired of this game and abruptly withdrew all add.
26.5 FREEDOM FIGHTERS OR PAWNS? This ripple caused by the Bugs also threatens to upset the balance of power in another way. A wave of independence has hit the smaller planetary Colonies and Rocks in the Third Ring. (4) Some Gaea Prime possessions are expressing their displeasure in 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 propped up by Hishen and in some cases Zhuh-Zhuh financial aid. This takes the form of non-military aid as well as footing the bill for the numerous Free Companies that supplement the Rebel forces.
This led to a Hishen invasion. Unable to defend itself, Cestus V sent emissaries to Gaea Prime, pleading for help. Gaea Prime replied they could only help true citizens – causing Cestus V to accept Gaea Prime sovereignty now and in the future.
26.6 THE FUTURE IS YOURS
27.2 THE MISSIONS
This is the current 5150 universe that you have been thrust into. Choose your sides, fight well and affect the future as best you can.
We’ve set the Campaign to be played from the Gaea Prime point of view, but you can play as the Hishen Empire. Here’s how we do it:
Gaea Prime forces landed quickly after.
27.1 YOUR ROLE You will be a Mech Company Commander. You can choose to play the Gaea Prime or the Hishen Empire. For a change of pace you can substitute the Zhuh-Zhuhs or Free Companies for either side.
(1) Note that the HFW was first erroneously reported to be located in the Fifth or Sixth Rings, but is actually in the Fourth.
(2) The current Gaea Prime government has authorized ISS preemptive strikes on Bug controlled planets in the Sixth and Seventh Rings. This has caused numerous protests from the inhabitants of these Rings. Some view these raids as illegal and merely ruses to intimidate and to establish a beach head.
Use the Missions as written and in the order that they appear. Use the PEF Resolution Table (20.3). Use the Enemy Force Table found in each Mission to determine the type of Mechs you have run into.
What if you roll a Mechs that you don’t have? Don’t worry, just use what you have! Remember, it’s about playing games, your game.
(3) The conflicts between Gaea Prime and the Hishen Empire in 5150: No Quarter take place in the Fourth Ring.
27.3 YOUR COMPANY
(4) The conflicts between Gaea Prime and these Rebels (and their Free Company employees) in 5150: No Quarter takes place in the Third Ring.
You will be told how many Mechs you can use for each Mission, but you can choose to use any Mechs from your Company.
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5150: NO QUARTER – MECH WARFARE 1.0.3 TERRAIN
27.4 TERRAIN
We have set up the terrain for each Mission based on a 3’ x 3’ foot table. If you want to use a bigger or smaller table, just be sure to divide the table into 9 sections, and label them as outlined.
The terrain is laid out as follows.
Use whatever you have for terrain and if you don’t have a listed piece, or enough of it, just use what you have. Like we said earlier, it’s about playing games, not building dioramas.
27.5 CAMPAIGN MORALE Neither side is Controlling Cestus V, both will count as Contesting. Hishen Campaign Morale is 4. Star Army Campaign Morale is 4. If using the ISS then increase it to 5. You will not use the Next Mission Table (Table 23.6) Instead play the Missions in order until:
The Hishen Campaign Morale drops to “0”. Your Campaign Morale drops to “0”. Your Mech Company has been destroyed. You are allowed repairs and replacements so this is unlikely to happen.
1.0.4 DEPLOYMENT
MISSION 1.0 TRIP WIRE
HQ needs info and that means they’re sending you out on recon. Should be simple enough; wonder why they aren’t sending infantry and vehicles?
Your patrol will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
1.0.5 SPECIAL INSTRUCTIONS 1.0.1 OBJECTIVE
The objective is to recon the table. To be successful you must spend one turn of activation within 6" of the edge of the table in sections 1, 2, and 3. Once you have accomplished this you must report back by exiting the table from the edge that you entered.
1.0.2 FORCES
You will patrol with a Team or Squad, you choose. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
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The Mission takes place during the day. There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). Establish the Enemy Campaign Morale (23.3). Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 1 Table to generate the number of enemies found. Use the Enemy Force – Mission 1 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 1 Table to generate your reinforcements if needed. Remember that reinforcements come from your
5150: NO QUARTER – MECH WARFARE
Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Patrol Mission Reaction Table (Table 22.1.6) as needed. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
2
(Adding the results together)
#
Non- Player forces that are on a Patrol Mission and contact enemy forces will either go to the defensive, hoping for reinforcements or withdraw from the table back the way they entered. Here's how we do it:
1
Consult the NP Patrol Reaction Table (Table 22.1.6). When the PEF is resolved, roll 2d6 versus their Campaign Morale (23.3). If not playing a Campaign use the number 3 for their Morale. Determine how many d6 are passed, and carry out the results.
Class 3 Mech Class 3 Mech Class 2 Mech Class 4 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 5 Mech Class 3 Mech Class 3 Mech
MISSION 2.0 THE TROLL The word’s come down from the top. You’re point Platoon on a major offensive and your goal is secure the bridge to help speed the advance of the ground pounders and their vehicles.
PDF RESOLUTION – MISSION 1 2.0.1 OBJECTIVE
(Read the result as rolled)
#
RESULT
1 Three less than the triggering force. 2 Two less than the triggering force. 3 One less than the triggering force. 4 One more than the triggering force. 5 Two more than the triggering force. 6 Three more than the triggering force. Can never run into less than one enemy.
2
RESULT
2 3 4 5 6 7 8 9 10 11 12
22.1.6 NP PATROL MISSION TACTICS
STAR ARMY FORCE – MISSION 1
This is an Attack Mission. You must quickly seize the bridge and set up a defensive position on the other side.
2.0.2 FORCES
ENEMY FORCE – MISSION 1
You will use one Platoon. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
(Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
2.0.3 TERRAIN
RESULT
Class 3 Mech Class 2 Mech Class 3 Mech Class 4 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 5 Mech (1 – 4) Class 2 Mech (5 – 6) Class 1 Mech Class 3 Mech
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The terrain is laid out as follows. The river is 6” wide.
5150: NO QUARTER – MECH WARFARE 2.0.6 THE TROLL What’s a bridge without a Troll? Here’s how we do it:
1
When any Star Army Mech comes into LOS of the bridge roll 1d6 and read the result as rolled. (1 – 2) = There is a Class 1 Mech parked on the bridge. (3 – 4) = There is a Class 1 Mech protected on the hill in section 3. (5 – 6) = Nothing visible. Take the test again when next active.
PDF RESOLUTION – MISSION 2 (Read the result as rolled)
#
1 Three less than the triggering force. 2 Two less than the triggering force. 3 One less than the triggering force. 4 One more than the triggering force. 5 Two more than the triggering force. 6 Three more than the triggering force. Can never run into less than one enemy.
2.0.4 DEPLOYMENT
Your Platoon will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
2
ENEMY FORCE – MISSION 2 (Adding the results together)
#
2.0.5 SPECIAL INSTRUCTIONS
RESULT
2 3 4 5 6 7 8 9 10 11
The Mission takes place during the day. There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). Establish the Enemy Campaign Morale (23.3). Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 2 Table to generate the number of enemies found. Use the Enemy Force – Mission 2 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 2 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
12
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RESULT Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech (1 – 4) Class 2 Mech (5 – 6) Class 1 Mech Class 3 Mech
5150: NO QUARTER – MECH WARFARE 2
STAR ARMY FORCE – MISSION 2 (Adding the results together)
#
RESULT
2 3 4 5 6 7 8 9 10 11 12
Class 3 Mech Class 3 Mech Class 2 Mech Class 4 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 5 Mech Class 3 Mech Class 3 Mech
MISSION 3.0 BREAKTHROUGH The enemy was caught off-guard and it’s time to press the advantage. You have been reinforced with a second Platoon to help you push through the Hishen defenders.
3.0.4 DEPLOYMENT
3.0.1 OBJECTIVE
This is an Attack Mission. Your objective is to push through the Hishen defense. To be successful you must exit the table through section 2 with at least half of your force.
3.0.5 SPECIAL INSTRUCTIONS
3.0.2 FORCES
You will have two Platoons from your Company. Decide which list the enemy will use. Do not worry about gathering their force as all enemy vehicles, if any, are determined in the Special Instructions section.
3.0.3 TERRAIN
Your Platoon will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
The terrain is laid out as follows. Buildings are all one area with 3 Armor Points.
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The Mission takes place during the day. There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). Establish the Enemy Campaign Morale (23.3). Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 3 Table to generate the number of enemies found. Use the Enemy Force – Mission 3 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 3 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
5150: NO QUARTER – MECH WARFARE 1
MISSION 4.0 KNOCK KNOCK
PDF RESOLUTION – MISSION 3
The offensive is rolling and it’s time to knock down the door and head for the Hishen supply center. But first, you’ve been ordered to clear out a small village to help secure the flank.
(Read the result as rolled)
# 1 2 3 4 5 6
2
RESULT One less than the triggering force. One less than the triggering force. Two less than the triggering force. Two more than the triggering force. Two more than the triggering force. Three less than the triggering force.
4.0.1 OBJECTIVE
ENEMY FORCE – MISSION 3 (Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
2
4.0.2 FORCES
RESULT
Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech (1 – 4) Class 2 Mech (5 – 6) Class 1 Mech Class 3 Mech
(Adding the results together)
2 3 4 5 6 7 8 9 10 11 12
You can use up to two Platoons. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
4.0.3 TERRAIN
STAR ARMY FORCE – MISSION 3
#
This is an Attack Mission. Your objective is to take the village in section 2. To be successful you must resolve all Hishen PEFs and drive off all Hishen forces.
RESULT Class 3 Mech Class 3 Mech Class 2 Mech Class 4 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 2 Mech Class 5 Mech Class 3 Mech Class 3 Mech
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The terrain is laid out as follows. Buildings are all one area with 3 Armor Points.
5150: NO QUARTER – MECH WARFARE 4.0.4 DEPLOYMENT
2
Your Platoon will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
(Adding the results together)
# 2 3 4 5 6 7 8 9 10 11
4.0.5 SPECIAL INSTRUCTIONS
1
The Mission takes place during the day. There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). Establish the Enemy Campaign Morale (23.3). Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 4 Table to generate the number of enemies found. Use the Enemy Force – Mission 4 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 4 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
12
2
RESULT Class 2 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech (1 – 4) Class 2 Mech (5 – 6) Class 1 Mech Class 3 Mech
STAR ARMY FORCE – MISSION 4 (Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
PDF RESOLUTION – MISSION 4 (Read the result as rolled)
#
ENEMY FORCE – MISSION 4
RESULT
1 Three less than the triggering force. 2 Two less than the triggering force. 3 One less than the triggering force. 4 One more than the triggering force. 5 Two more than the triggering force. 6 Three more than the triggering force. Can never run into less than one enemy.
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RESULT Class 3 Mech Class 3 Mech Class 2 Mech Class 4 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 2 Mech Class 5 Mech Class 3 Mech Class 3 Mech
5150: NO QUARTER – MECH WARFARE 5.0.4 DEPLOYMENT
MISSION 5.0 BREAKOUT
Reports are coming in from the rear. The Hishen are on the offensive and are closing a noose around 1st Division’s neck. You need to clear out a path for the ground pounders to escape.
5.0.5 SPECIAL INSTRUCTIONS
5.0.1 OBJECTIVE
This is an Attack Mission. You have been encircled by the Hishen and must breakout. To be successful you must exit the table through section 2 with at least half of your force.
5.0.2 FORCES
You will have your whole Company. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
5.0.3 TERRAIN
Your Platoon will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
The terrain is laid out as follows.
1
The Mission takes place during the day (1 – 5) or night (6). There is a chance (1 - 2) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). Establish the Enemy Campaign Morale (23.3). Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 5 Table to generate the number of enemies found. Use the Enemy Force – Mission 5 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 5 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
PDF RESOLUTION – MISSION 5 (Read the result as rolled)
#
RESULT
1 Three less than the triggering force. 2 Two less than the triggering force. 3 One less than the triggering force. 4 One more than the triggering force. 5 Two more than the triggering force. 6 Three more than the triggering force. Can never run into less than one enemy.
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5150: NO QUARTER – MECH WARFARE 2
6.0.2 FORCES
ENEMY FORCE – MISSION 5
(Adding the results together)
#
RESULT
2 3 4 5 6 7 8 9 10 11 12
Class 2 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 1 Mech
2
You will have your whole Company. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
6.0.3 TERRAIN
The terrain is laid out as follows. Buildings are all one area with 3 Armor Points.
STAR ARMY FORCE – MISSION 5 (Adding the results together)
#
RESULT
2 3 4 5 6 7 8 9 10 11 12
Class 3 Mech Class 3 Mech Class 2 Mech Class 4 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 2 Mech Class 5 Mech Class 3 Mech Class 3 Mech
MISSION 6.0 FIGHTING WITHDRAWAL
6.0.4 DEPLOYMENT
The Hishen are pressing their advantage. You’ve been given orders to hold them off to allow others to escape.
6.0.1 OBJECTIVE
This is a Defend Mission. Your objective is to hold off the Hishen attack as long as possible then perform a fighting withdrawal. You cannot begin to withdraw before Turn 5! To be successful, you must preserve and escape with at least half of your force, while inflicting at least equal casualties on the enemy.
You can set up anywhere in sections 1, 2, and/or 3. After being placed on the board, PEFs are generated and enters through sections 7, 8, or 9 and random.
6.0.5 SPECIAL INSTRUCTIONS
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The Mission takes place during the day (1 – 5) or night (6). There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale.
5150: NO QUARTER – MECH WARFARE
Establish the Enemy Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Once you have set up on the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 6 Table to generate the number of enemies found. Use the Enemy Force – Mission 6 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 6 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement - Attack Table (Table 22.3.7) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
1
(Read the result as rolled)
#
2
# 2 3 4 5 6 7 8 9 10 11 12
Anytime the attacking force is a Non-Player you must use this procedure. Consult the NP Pursuing the Objective Table (Table 22.3.6). Roll 2d6 versus the Rep of each active NP group and determine how many d6 they have passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
2
Class 2 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 1 Mech
STAR ARMY FORCE – MISSION 6
# 2 3 4 5 6 7 8 9 10 11 12
When called upon by to use the NP Movement – Attack Table (Table 22.3.7). Here’s how we do it:
RESULT
(Adding the results together)
6.0.7 NP MOVEMENT – ATTACK
ENEMY FORCE – MISSION 6 (Adding the results together)
The Non-Player will always try to pursue their objective. There is a chance during the battle that you can disrupt the NP attacking force, forcing them to temporarily divert from it. Here's how we do it:
RESULT
1 One more than the triggering force. 2 Two less than the triggering force. 3 Two more than the triggering force. 4 Two more than the triggering force. 5 Three less than the triggering force. 6 Three more than the triggering force. Can never run into less than one enemy.
6.0.6 PURSUING THE OBJECTIVE
PDF RESOLUTION – MISSION 6
Consult the NP Movement – Attack Table (Table 22.3.7). Start with the group farthest from the player. Roll 2d6 versus the Rep of the NP group and determine how many d6 it has passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
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RESULT Class 3 Mech Class 3 Mech Class 2 Mech Class 4 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 4 Mech Class 5 Mech Class 3 Mech Class 3 Mech
5150: NO QUARTER – MECH WARFARE 7.0.4 DEPLOYMENT
MISSION 7.0 STONEWALL
The Hishen are desperate and throwing everything at you. Your orders are very clear – prevent any from getting by you.
7.0.1 OBJECTIVE
7.0.5 SPECIAL INSTRUCTIONS
This is a Defend Mission. Your objective is to prevent the Hishen counterattack from succeeding. To be successful you must prevent any Hishen units from exiting the table through sections 1, 2, or 3.
7.0.2 FORCES
You will have your whole Company. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
7.0.3 TERRAIN
Your force starts in section 1, 2 or 3 or any combination. After being placed on the board, PEFs are generated and enters through sections 7, 8, or 9 and random.
The terrain is laid out as follows. Buildings are all one area with 3 Armor Points.
The Mission takes place during the day (1 – 5) or night (6). There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Establish the Enemy Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Once you have set up on the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 7 Table to generate the number of enemies found. Use the Enemy Force – Mission 7 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 7 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement - Attack Table (Table 22.3.7) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
7.0.6 PURSUING THE OBJECTIVE The Non-Player will always try to pursue their objective. There is a chance during the battle that you can disrupt the NP attacking force, forcing them to temporarily divert from it. Here's how we do it: © 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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Anytime the attacking force is a Non-Player you must use this procedure. Consult the NP Pursuing the Objective Table (Table 22.3.6). Roll 2d6 versus the Rep of each active NP group and determine how many d6 they have passed. Go down the left-hand column to the appropriate row then across to see the result.
5150: NO QUARTER – MECH WARFARE
Immediately carry out the results.
2
(Adding the results together)
7.0.7 NP MOVEMENT – ATTACK
#
When called upon by to use the NP Movement – Attack Table (Table 22.3.7). Here’s how we do it:
1
RESULT
2 3 4 5 6 7 8 9 10 11 12
Consult the NP Movement – Attack Table (Table 22.3.7). Start with the group farthest from the player. Roll 2d6 versus the Rep of the NP group and determine how many d6 it has passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
Class 3 Mech Class 5 Mech Class 2 Mech Class 4 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 4 Mech Class 5 Mech Class 3 Mech Class 3 Mech
PDF RESOLUTION – MISSION 7
MISSION 8.0 PICK AND ROLL
(Read the result as rolled)
# 1 2 3 4 5 6
STAR ARMY FORCE – MISSION 7
RESULT
The Hishen advance is petering out. Time to counter attack!
One more than the triggering force. Two less than the triggering force. Two more than the triggering force. Two more than the triggering force. Three less than the triggering force. Three more than the triggering force.
8.0.1 OBJECTIVE
2
ENEMY FORCE – MISSION 7
(Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
This is an Attack Mission. The Hishen are also on an Attack Mission. Your objective is to stop the Hishen advance while attacking the bridge. To be successful you must prevent any Hishen forces from exiting the table through section 7 and cross the bridge into section 3.
RESULT
8.0.2 FORCES
Class 2 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 1 Mech
You will have your whole Company. You will have your whole Company. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
8.0.3 TERRAIN
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The terrain is laid out as follows. The river is 6” wide.
5150: NO QUARTER – MECH WARFARE
Use the Star Army Force – Mission 8 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement - Attack Table (Table 22.3.7) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
8.0.6 PURSUING THE OBJECTIVE The Non-Player will always try to pursue their objective. There is a chance during the battle that you can disrupt the NP attacking force, forcing them to temporarily divert from it. Here's how we do it:
8.0.4 DEPLOYMENT
Your force will enter the board from the edge bordering sections 7, 8, and 9. After entering the board, PEFs are placed in sections 1, 4, and 5.
8.0.7 NP MOVEMENT – ATTACK When called upon by to use the NP Movement – Attack Table (Table 22.3.7). Here’s how we do it:
8.0.5 SPECIAL INSTRUCTIONS
Anytime the attacking force is a Non-Player you must use this procedure. Consult the NP Pursuing the Objective Table (Table 22.3.6). Roll 2d6 versus the Rep of each active NP group and determine how many d6 they have passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
The Mission takes place during the day (1 – 5) or night (6). There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Establish the Enemy Campaign Morale (23.3). If not playing a Campaign, use the number 3 for your Morale. Once you have set up on the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Remember that the Hishen goal is to exit the table through section 7. Resolve PEFs normally, using the PEF Resolution – Mission 8 Table to generate the number of enemies found. Use the Enemy Force – Mission 8 Table to generate the enemy and their reinforcements if needed.
Consult the NP Movement – Attack Table (Table 22.3.7). Start with the group farthest from the player. Roll 2d6 versus the Rep of the NP group and determine how many d6 it has passed. Go down the left-hand column to the appropriate row then across to see the result. Immediately carry out the results.
8.0.9 NO REPAIRS, NO REPLACEMENTS! After the Mission, HQ sends new orders for you to launch an attack in two days! You cannot Replace Pilots (23.9.4) Repair (23.9.5) or Replace Mechs (23.9.6).
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE 1
MISSION 9.0 LIGHTNING STRIKE
PDF RESOLUTION – MISSION 8 (Read the result as rolled)
#
RESULT
The Hishen are digging in, but are ripe for the picking. HQ has given you specific orders. There’s an opportunity that has pressed your force into service before you are ready. (1) Break though the defenders and push onto their supply center!
1 Three less than the triggering force. 2 Two less than the triggering force. 3 One less than the triggering force. 4 One more than the triggering force. 5 Two more than the triggering force. 6 Three more than the triggering force. Can never run into less than one enemy.
(1) Remember that no repairs to or replacements for your company were allowed after Mission 8!
9.01 OBJECTIVE
2
ENEMY FORCE – MISSION 8
(Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
RESULT Class 2 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 1 Mech
9.0.2 FORCES
STAR ARMY FORCE – MISSION 8
(Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
You will have your whole Company. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
9.0.3 TERRAIN
2
This is an Attack Mission. Your objective is to push through the Hishen defense. To be successful you must exit the table through section 3 with at least half of your force.
RESULT Class 3 Mech Class 5 Mech Class 2 Mech Class 2 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 4 Mech Class 5 Mech Class 3 Mech Class 3 Mech
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The board is divided into 9 sections and terrain placed as per the map. The dotted line on the hill is the crest. The river is 3” wide.
5150: NO QUARTER – MECH WARFARE 1
PDF RESOLUTION – MISSION 9 (Read the result as rolled)
#
RESULT
1 One more than the triggering force. 2 Two less than the triggering force. 3 Two more than the triggering force. 4 Two more than the triggering force. 5 Three less than the triggering force. 6 Three more than the triggering force. Can never run into less than one enemy.
2
ENEMY FORCE – MISSION 9 (Adding the results together)
# 2 3 4 5 6 7 8 9 10 11
9.0.4 DEPLOYMENT
Your Platoon will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
9.0.5 SPECIAL INSTRUCTIONS
12
The Mission takes place during the day. There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). Establish the Enemy Campaign Morale (23.3). Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 9 Table to generate the number of enemies found. Use the Enemy Force – Mission 9 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 9 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
2
RESULT Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech (1 – 4) Class 2 Mech (5 – 6) Class 1 Mech Class 3 Mech
STAR ARMY FORCE – MISSION 9 (Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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RESULT Class 3 Mech Class 5 Mech Class 2 Mech Class 2 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 4 Mech Class 5 Mech Class 3 Mech Class 3 Mech
5150: NO QUARTER – MECH WARFARE 10.0.4 DEPLOYMENT
MISSION 10.0 KNOCKOUT PUNCH
We got them on the ropes! Orders are – engage and destroy. Let’s finish up these Hishen before they can leave the planet.
10.0.5 SPECIAL INSTRUCTIONS
10.0.1 OBJECTIVE
This is an Attack Mission. Your objective is to destroy the Hishen forces. To be successful you must resolve all PEFs and drive off all Hishen forces.
10.0.2 FORCES
You will have your whole Company. Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
10.0.3 TERRAIN
Your Platoon will enter the board from the edge bordering sections 7, 8, and/or 9. PEFs are generated and deployed as outlined in the PEF section (20.0).
The terrain is laid out as follows. Buildings are all one area with 3 Armor Points.
1
The Mission takes place during the day. There is a chance (1) of Inclement Weather (23.7). Establish your Campaign Morale (23.3). Establish the Enemy Campaign Morale (23.3). Once you have entered the table place the PEFs. Roll for Activation. When the enemy activates go to the PEF Movement Table (Table 20.2). Resolve PEFs normally, using the PEF Resolution – Mission 10 Table to generate the number of enemies found. Use the Enemy Force – Mission 10 Table to generate the enemy and their reinforcements if needed. Use the Star Army Force – Mission 10 Table to generate your reinforcements if needed. Remember that reinforcements come from your Company first; from elsewhere if you do not have the appropriate Mechs. Use the NP Movement – Defend Table (Table 22.2.6) when needed. Play continues until the player has accomplished his Mission, been destroyed, or leaves the table.
PDF RESOLUTION – MISSION 10 (Read the result as rolled)
#
RESULT
1 One less than the triggering force. 2 One more than the triggering force. 3 Two less than the triggering force. 4 Two more than the triggering force. 5 Two more than the triggering force. 6 Three less than the triggering force. Can never run into less than one enemy.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE 2
ENEMY FORCE – MISSION 10 (Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
2
RESULT Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 3 Mech Class 3 Mech Class 3 Mech (1 – 4) Class 2 Mech (5 – 6) Class 1 Mech Class 3 Mech
STAR ARMY FORCE – MISSION 10 (Adding the results together)
# 2 3 4 5 6 7 8 9 10 11 12
RESULT Class 3 Mech Class 5 Mech Class 2 Mech Class 2 Mech Class 3 Mech Class 2 Mech Class 3 Mech Class 4 Mech Class 5 Mech Class 3 Mech Class 3 Mech
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE
TABLES 10.9 UNIT RECORD SHEET DESIGNATE PILOT
SPEED
UNIT CLASS
WEAPON TYPE
HEAD
WV
FACTION
ARM (L)
LOCATION
ARM (R)
RANGE
CHEST
GUT
LEG (L)
TARGET
LEG (R)
IMPACT
NOTES
PILOT
SPEED
CLASS
WEAPON TYPE
HEAD
WV
ARM (L)
LOCATION
ARM (R)
RANGE
CHEST
GUT
LEG (L)
TARGET
LEG (R)
IMPACT
NOTES
PILOT
SPEED
WEAPON TYPE
CLASS
HEAD
WV
ARM (L)
LOCATION
ARM (R)
RANGE
NOTES
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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CHEST
TARGET
GUT
LEG (L)
LEG (R)
IMPACT
5150: NO QUARTER – MECH WARFARE 10.8.1 FREE COMPANY NAME
REP
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
4
1
4
3
3
8
8
4
4
WEAPON TYPE Beam, Heavy (2) Beam, Heavy (2) Rocket Launcher 2 Rocket Launcher 2 EWS 1
NAME
REP
WV 6 6 2 2 1
REP
REP
REP
WEAPON TYPE Beam, Medium Beam, Light EWS 1
IMPACT 4 4 2 2 x
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
8
2
3
3
3
6
5
3
3
WV 6 6 1
LOCATION Right Arm Left Arm Head
RANGE 24 24 x
TARGET 1 1 x
IMPACT 4 4 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
12
3
3
2
2
4
3
3
3
WV 3 3 3 1
LOCATION Right Arm Left Arm Chest Head
RANGE 36 36 x x
TARGET 3 3 x x
IMPACT 2 2 x x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
14
4
2
2
2
2
2
2
2
WEAPON TYPE Gun, Heavy Gun, Auto EWS 1
NAME
TARGET 1 1 2 2 x
CLASS
WEAPON TYPE Rocket Launcher 3 Rocket Launcher 3 Jump EWS 1
NAME
RANGE 24 24 36 36 x
SPEED
WEAPON TYPE Beam, Heavy (2) Beam, Heavy (2) EWS 1
NAME
LOCATION Right Arm Left Arm Chest Chest Head
WV 4 2 1
LOCATION Right Arm Left Arm Head
RANGE 18 24 x
TARGET 1 3 x
IMPACT 4 1 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
16
5
1
1
1
2
1
1
1
WV 2 1 1
LOCATION Right Arm Left Arm Head
RANGE 24 24 x
TARGET 1 1 x
IMPACT 2 1 x
FREE COMPANY MECH DESIGN The Free Companies are independently owned and operated and this is reflected in their Mech designs. They try to blend Beam and Guns to achieve a variety of weapons that, in theory, can adapt to every target.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE 10.8.2 HISHEN NAME
REP
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
4
1
4
4
4
7
7
5
5
WEAPON TYPE PPG Beam, Heavy Twin (2) PPG
NAME
REP
WV 6 6 6
REP
REP
REP
IMPACT 5 4 5
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
6
2
4
3
3
6
6
4
4
WV 6 3 6
LOCATION Right Arm Chest Left Arm
RANGE 24 24 24
TARGET 1 1 1
IMPACT 5 4 5
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
10
3
3
3
3
5
4
3
3
WV 6 6
LOCATION Right Arm Left Arm
RANGE 24 24
TARGET 1 1
IMPACT 5 4
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
12
4
2
2
2
3
3
3
3
WEAPON TYPE Beam, Heavy Beam, Light Beam, Heavy Jump
NAME
TARGET 1 1 1
CLASS
WEAPON TYPE PPG Beam, Heavy Twin (2)
NAME
RANGE 24 24 24
SPEED
WEAPON TYPE PPG Beam, Heavy PPG
NAME
LOCATION Right Arm Chest Left Arm
WV 3 1 3 2
LOCATION Right Arm Right Arm Left Arm Chest
RANGE 24 24 24 x
TARGET 1 1 1 x
IMPACT 4 1 4 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
16
5
2
1
1
2
2
2
2
WEAPON TYPE Rocket Launcher 2 Beam, Medium Beam, Light Jump
WV 2 2 1 1
LOCATION Right Arm Left Arm Chest Chest
RANGE 36 24 24 x
TARGET 2 1 1 x
IMPACT 2 2 1 x
HISHEN MECH DESIGN The Hishen have no regard for their lives and this is reflected in their Mech design. They prefer to put more weight into their weapons than mount EWS that would increase their ability to act first. Their philosophy is to absorb the enemy’s blow and respond with a harder blow. Hishen Mechs mount a large number one-shot kill weapons.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150: NO QUARTER – MECH WARFARE 10.8.3 PDF NAME
REP
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
6
1
4
3
3
7
7
4
4
WEAPON TYPE Beam, Heavy Twin (2) Beam, Heavy Twin (2) Rocket Launcher 2 EWS 2
NAME
REP
WV 6 6 2 2
REP
REP
REP
WEAPON TYPE Beam, Medium EWS 2
IMPACT 4 4 2 x
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
8
2
4
3
3
5
5
3
3
WV 6 2 3 2
LOCATION Right Arm Left Arm Left Arm Head
RANGE 24 36 36 x
TARGET 1 2 3 x
IMPACT 4 2 2 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
10
3
3
2
2
5
4
3
3
WV 3 3 3 2
LOCATION Right Arm Left Arm Chest Head
RANGE 24 24 x x
TARGET 1 1 x x
IMPACT 4 4 x x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
14
4
2
2
2
3
3
2
2
WEAPON TYPE Beam, Medium Beam, Medium Jump EWS 2
NAME
TARGET 1 1 2 x
CLASS
WEAPON TYPE Beam, Heavy Beam, Heavy Jump EWS 2
NAME
RANGE 24 24 36 x
SPEED
WEAPON TYPE Beam, Heavy Twin (2) Rocket Launcher 2 Rocket Launcher 3 EWS 2
NAME
LOCATION Right Arm Left Arm Chest Head
WV 2 2 2 2
LOCATION Right Arm Left Arm Chest Head
RANGE 24 24 x x
TARGET 1 2 x x
IMPACT 2 2 x x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
16
5
2
1
1
1
1
1
1
WV 2 2
LOCATION Right Arm Head
RANGE 24 x
PDF MECH DESIGN PDF Mech design is non-existent, only having access to older Star Army Mech designs.
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TARGET 1 x
IMPACT 2 x
5150: NO QUARTER – MECH WARFARE 10.8.4 STAR ARMY & ISS NAME
REP
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
4
1
4
4
4
7
7
5
5
WEAPON TYPE PPG Beam, Light PPG Rocket Launcher 3 EWS 2
NAME
REP
WV 6 1 6 3 2
REP
REP
REP
IMPACT 5 1 5 2 x
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
6
2
4
3
3
6
6
4
4
WV 6 1 3 3 2
LOCATION Right Arm Right Arm Left Arm Left Arm Head
RANGE 24 24 36 36 x
TARGET 1 1 3 3 x
IMPACT 5 1 2 2 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
10
3
3
3
3
5
4
3
3
WV 6 1 3 2
LOCATION Right Arm Left Arm Chest Head
RANGE 24 24 x x
TARGET 1 1 x x
IMPACT 5 1 x x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
12
4
2
2
2
3
3
3
3
WEAPON TYPE Beam, Medium Rocket Launcher 3 Jump EWS 2
NAME
TARGET 1 1 1 3 x
CLASS
WEAPON TYPE PPG Beam, Light Jump EWS 2
NAME
RANGE 24 24 24 36 x
SPEED
WEAPON TYPE PPG Beam, Light Rocket Launcher 3 Rocket Launcher 3 EWS 2
NAME
LOCATION Right Arm Right Arm Left Arm Chest Head
WV 2 3 2 2
LOCATION Right Arm Left Arm Chest Head
RANGE 24 36 x x
TARGET 1 3 x x
IMPACT 2 2 x x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
16
5
2
1
1
2
2
2
2
WEAPON TYPE Beam, Medium Beam Beam, Light Jump EWS 2
WV 2 1 1 2
LOCATION Right Arm Left Arm Chest Head
STAR ARMY MECH DESIGN The Star Army has designed their Mechs around hitting first and hitting hard. © 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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RANGE 24 24 x x
TARGET 1 1 x x
IMPACT 2 1 x x
5150: NO QUARTER – MECH WARFARE 10.8.5 ZHUH-ZHUH NAME
REP
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
4
1
4
4
4
7
7
5
5
WEAPON TYPE Gun, Heavy Gun, Auto Twin (2) Gun, Heavy Gun, Auto Twin (2) EWS 1
NAME
REP
WV 4 4 4 4 1
REP
REP
Gun, Auto Gun, Auto EWS 1
REP
IMPACT 4 1 4 1 x
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
8
2
3
3
3
6
5
4
4
WV 4 3 4 2 1
LOCATION Right Arm Chest Left Arm Left Arm Head
RANGE 18 36 18 24 x
TARGET 1 3 1 3 x
IMPACT 4 2 4 1 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
10
3
3
3
3
5
4
3
3
WV 4 2 3 2 1
LOCATION Right Arm Right Arm Left Arm Left Arm Head
RANGE 18 24 18 24 x
TARGET 1 3 1 3 x
IMPACT 4 1 2 1 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
14
4
2
2
2
3
3
2
2
WEAPON TYPE Gun, Auto Gun, Medium Gun, Auto EWS 1
NAME
TARGET 1 3 1 3 x
CLASS
WEAPON TYPE Gun, Heavy Gun, Auto Gun, Medium Gun, Auto EWS 1
NAME
RANGE 18 24 18 24 x
SPEED
WEAPON TYPE Gun, Heavy Rocket Launcher 3 Gun, Heavy Gun, Auto EWS 1
NAME
LOCATION Right Arm Right Arm Left Arm Left Arm Head
WV 2 3 2 1
LOCATION Right Arm Chest Left Arm Head
RANGE 24 24 24 x
TARGET 3 1 3 x
IMPACT 1 2 1 x
SPEED
CLASS
HEAD
ARM (L)
ARM (R)
CHEST
GUT
LEG (L)
LEG (R)
16
5
2
1
1
2
2
1
1
WEAPON TYPE
WV 2 2 1
LOCATION Right Arm Left Arm Head
RANGE 24 24 x
TARGET 3 3 x
IMPACT 1 1 x
ZHUH-ZHUH MECH DESIGN The reliance in Guns reflects the Zhuh-Zhuh Mech tactical doctrine; get in as close as possible as quickly as possible. © 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150 NO QUARTER – MECH WARFARE 17.4.1 RANGED COMBAT HIT LOCATION
16.1.3 IN SIGHT
REP
2
RANGED COMBAT HIT LOCATION
IN SIGHT
(Adding the scores together)
(Looking for successes)
#
Moving side wins only if scores more successes. CIRCUMSTANCE
2 3 4 5 6 7 8 9 10 11 12
MOD
Enemy is concealed. Mech using EWS 2. Mech using EWS 1.
-1d6 +2 successes +1 successes
17.4 RANGED COMBAT
TARGET
RANGED COMBAT (Read the result as rolled)
# 3 to 7 8
9
10+
LOCATION
RESULT
Hit in Head Hit in Head Hit in Left Arm Hit in Right Arm Hit in Chest (Back) Hit in Chest (Back) Hit in Gut (Lower Back) Hit in Gut (Lower Back) Hit to Left Leg Hit to Right Leg Hit to Right Leg
17.4.2 RANGED COMBAT DAMAGE
SHOOTER MISSED SHOOTER MISSED IF Fast Moving – 10+”. Rush Shot. TARGET WAS MISSED IF In Cover. Prone. Fast Moving – 10+”. Second or higher target. OTHERWISE – HIT. SHOOTER MISSED IF Fast Moving – 10+”. Rush Shot. TARGET WAS MISSED IF In Cover. Third or higher target. OTHERWISE – HIT. SHOOTER HITS TARGET
2
(Taken versus Impact)
WV
RANGE
TARGET
IMPACT
Beam, Heavy Beam, Medium Beam, Light Flamer Gun, Auto Gun, Medium Gun, Heavy Melee Weapon PPG Rkt. Launcher 2 Rkt. Launcher 3
3 2 1 1 2 3 4 1–5 6 2 3
24 24 24 6 24 24 18 x 24 36 36
1 1 1 1 3 1 1 1 1 2 3
4 2 1 3 1 3 4 1–5 5 2 2
#D6 PASSED
LOCATION
2
Hit! Subtract Armor from the body part equal to the Impact of the Weapon. If reach “0” or if doubles rolled – go to Critical Hit Table. Hit! Subtract 1 point of Armor from the body part. If reach “0” go to Critical Hit Table. Duck Back. No Reaction Test Taken.
1 0
17.2 COVER OR CONCEALMENT TABLE
#
COVER OR CONCEALMENT TYPE
Behind Buildings. Behind Mechs. Inside Buildings.
10.4 WEAPONS TABLE TYPE
RANGED COMBAT DAMAGE
Inside Woods
RESULT Cover. Cover. Stationary Mechs are in cover and concealment. Moving Mechs are in concealment. Stationary Mechs are in cover and concealment. Moving Mechs are in concealment.
IN SIGHT RANGED COMBAT
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150 NO QUARTER – MECH WARFARE 18.2.1 CHARGE INTO MELEE
18.3.2 MELEE COMBAT DAMAGE
2
2
CHARGE INTO MELEE (Taken versus Rep)
(Taken versus number of successes scored more than target)
CIRCUMSTANCE
MODIFIER
Target in cover Target charged to flank Target charged to rear
#D6
+1d6 -1d6 -2d6
CHARGER
LOCATION
2
Hit! Subtract Armor from the body part used to inflict damage from the Hit Location of the target. If doubles rolled – go to Critical Hit Table. Hit! Subtract 1 point of Armor from the body part. No effect! Immediately fight another round of melee.
1
Pass more d6 than opponent
Target may not fire.
Target fires.
Charger moves into melee. No Reaction Tests taken. Target Rushes Shot.
Charger moves into melee. No Reaction Tests taken. . Target Rushes Shot.
Charger moves into melee. No Reaction Tests taken.
Charger moves into melee. No Reaction Tests taken.
0
Pass same number d6 as opponent
CHARGE INTO MELEE
18.3 MELEE COMBAT MELEE COMBAT
MELEE
(Looking for successes)
CIRCUMSTANCE
MOD
One Hand Melee Weapon. Attacking a prone opponent. Jump attack (1)
+1d6 +2d6 +2d6
(1) Use the If Punching Hit Location column.
18.3.1 MELEE COMBAT HIT LOCATION
1
#D6 PASSED
TARGET
PASSED
REP
MELEE COMBAT DAMAGE
MELEE COMBAT HIT LOCATION (Read the result as rolled)
#
IF PUNCHING
1 2 3 4 5 6
Hit in Head Hit in Left Arm Hit in Left Arm Hit in Right Arm Hit in Right Arm Hit in Chest (Back)
IF KICKING Hit in Chest Hit in Left Leg Hit in Left Leg Hit in Right Leg Hit in Right Leg Hit in Chest (Back)
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150 NO QUARTER – MECH WARFARE 17.4.3 CRITICAL HIT
X
CRITICAL HIT
LOCATION
IF ARMOR REDUCED TO “0” OR LESS
Head
Head blown off and Pilot dead.
Arm
Arm blown off.
Chest
All Weapons on Arm inoperable until repaired. There is a chance (1 – 4) that the Chest explodes and the Pilot is dead.
IF ARMOR AT “1” OR MORE Take a Pilot Test. Roll 1d6 versus the Rep of the Pilot: Pass 1d6: Mech remains standing. Pass 0d6: Mech is knocked down and Pilot Rep is reduced by 1 point. Takes one complete turn of Activation and movement to regain feet. One Weapon on the Arm, at random, is inoperable until repaired. One Weapon or Misc. Item at random, is inoperable until repaired.
Otherwise Mech is inoperable until repaired.
Gut
Pilot bails out unhurt. Mech is inoperable until repaired.
Leg
Pilot bails out unhurt. Leg blown off and falls to the ground.
One Weapon or Misc. Item at random is inoperable until repaired. The Speed of the Mech is reduced by half until repaired. If reduced to zero Speed the Mech can no longer move, but can torso twist.
Mech is inoperable until repaired. Pilot bails out unhurt.
Otherwise take a Pilot Test. Roll 1d6 versus the Rep of the Pilot: Pass 1d6: Mech remains standing. Pass 0d6: Mech is knocked down and Pilot Rep is reduced by 1 point. Takes one complete turn of Activation and movement to regain feet.
CRITICAL HIT
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150 NO QUARTER – MECH WARFARE 16.2 REACTION TESTS
2
REACTION TESTS
REACTION TESTS (Taken versus Rep)
CIRCUMSTANCE
MODIFIER
Each Weapon out of action. If twice more friends destroyed or Leaving the Battlefield.
REASON FIRED ON
FACTION
PASS 2D6
PASS 1D6
FREE COMPANY
Outgunned: Duck Back. If in range: Fire. Out of range or cannot fire: Carry On. Outgunned: Carry On. If in range: Fire. Out of range or cannot fire: Carry On. Outgunned: Duck Back. If in range: Fire. Out of range or cannot fire: Carry On. Outgunned: Carry On. If in range: Fire. Out of range or cannot fire: Carry On. Outgunned: Carry On. If in range: Fire. Out of range or cannot fire: Carry On.
Outgunned: Duck Back. If in range: Rush Shot. Out of range or cannot fire: Duck Back. Outgunned: Carry On. If in range: Fire. Out of range or cannot fire: Carry On. Outgunned: Leave Battle. If in range: Duck Back. Out of range or cannot fire: Duck Back. Outgunned: Carry On. If in range: Fire. Out of range or cannot fire: Carry On. Outgunned: Carry On. If in range: Rush Shot. Out of range or cannot fire: Duck Back.
PASS 2D6
PASS 1D6
+1d6 if in cover +1 d6 if Star Army
HISHEN
PDF
Star Army
Zhuh-Zhuh
REASON TAKES DAMAGE
FACTION Free Company Hishen PDF Star Army Zhuh-Zhuh
All: Carry On. All: Carry On. All: Carry On. All: Carry On. All: Carry On.
REASON M ECH DOWN (LDR)
-1 -1
All: Carry On, -1 to Rep. All: Carry On. All: Duck Back, -1 to Rep. All: Carry On, -1 to Rep. All: Carry On, -1 to Rep.
PASS 2D6
PASS 1D6
PASS 0D6 All: Leave Battlefield.
All: Duck Back.
All: Leave Battlefield.
All: Duck Back.
All: Duck Back.
PASS 0D6 All: Leave Battlefield. All: Leave Battlefield. All: Leave Battlefield. All: Leave Battlefield. All: Leave Battlefield.
PASS 0D6
Free Company
All: Carry On.
All: Duck Back.
All: Leave Battlefield.
Hishen
All: Carry On.
All: Carry On.
PDF Star Army
All: Carry On. All: Carry On.
All: Duck Back. All: Carry On.
Zhuh-Zhuh
All: Carry On.
All: Carry On.
If damaged: Leave Battlefield. Otherwise: Duck Back. All: Leave Battlefield. If damaged: Leave Battlefield. Otherwise: Duck Back. If damaged: Leave Battlefield. Otherwise: Duck Back.
+1d6 if in cover
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150 NO QUARTER – MECH WARFARE 20.4 NP ENEMY MECHS
20.2 PEF MOVEMENT
2
1
NP ENEMY MECHS
PEF MOVEMENT
(Read the result as rolled)
(Taken versus the Rep of 4)
#D6
PASSED 2
1
0
RESULT The PEF moves 8” directly towards the closest player group ending in cover if possible. The PEF moves 4” directly towards the closest player group ending in cover if possible. PEF does not move.
PEF RESOLUTION (Taken versus PEF Rep of 4)
# D6 PASSED 2
1 0
MODIFIER
Each point of Enemy Campaign Morale. (1) If they are on an Attack Mission. If they are on a Patrol Mission.
+1 +1 -1
(1) If not playing a Campaign, count the Enemy Campaign morale as 3.
20.3 PEF RESOLUTION
2
CIRCUMSTANCE
RESULT Contact! You have run into enemy. Roll 1d6: 1 = Two less than the triggering force. 2 = One less than the triggering force. 3 = Same number as the triggering force. 4 = Same number as the triggering force. 5 = One more than the triggering force. 6 = Two more than the triggering force. Can never run into less than one enemy. Something’s out there! Resolve the next PEF with 3d6 counting the lowest two scores. False alarm! Just a case of nerves. If this is the last PEF and no enemy has been contacted, count as if passed 2d6.
#
FREE
HISHEN
PDF
STAR
ZHUH
1 2 3 4 5 6 7 8 9 10 11 12
Class 5 Class 5 Class 5 Class 4 Class 3 Class 3 Class 3 Class 2 Class 2 Class 2 Class 1 Class 1
Class 5 Class 5 Class 4 Class4 Class 3 Class 3 Class 2 Class 2 Class 1 Class 1 Class 1 Class 1
Class 5 Class 5 Class 5 Class 4 Class 3 Class 3 Class 3 Class 2 Class 2 Class 2 Class 1 Class 1
Class 5 Class 5 Class 4 Class 4 Class 3 Class 3 Class 2 Class 2 Class 1 Class 1 Class 1 Class 1
Class 5 Class 5 Class 4 Class 4 Class 3 Class 3 Class 2 Class 2 Class 1 Class 1 Class 1 Class 1
NP ENEMY MECHS
PEFS
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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5150 NO QUARTER – MECH WARFARE 22.1.6 NP PATROL REACTION
22.3.6 PURSUING THE OBJECTIVE
2
2
NP PATROL REACTION
NP PURSUING THE OBJECTIVE
(Taken versus Enemy Campaign Morale)
# D6 PASSED 2
1
0
(Taken versus Rep of each group Leader)
RESULT Patrol takes cover and converts to a Defend Mission (22.3). If beat away the enemy will revert to a Patrol Mission. Patrol takes cover and converts to a Defend Mission (22.3). If beat away enemy will withdraw from the table back the way they entered. Will convert into a fighting withdrawal moving from cover to cover until withdraw from the table back the way they entered.
# D6 PASSED
RESULT
2
Group attacks in accordance with its objective. Roll on the NP Movement – Attack Table (Table 22.3.7). If enemy within 12" and on NP’s flank or rear: Group will attack nearest enemy target to the flank or rear. Roll on the NP Movement – Attack Table (Table 22.3.7). Otherwise Group attacks in accordance with its objective. Roll on the NP Movement Table (Table 22.3.7). If enemy within 12": Group will attack nearest enemy target to the flank or rear. Roll on the NP Movement Table – Attack (22.3.7).
1
22.2.6 NP MOVEMENT - DEFEND
2
0
NP MOVEMENT - DEFEND (Taken versus Rep)
# D6 PASSED
RESULT
2
Those with LOS will fire while others will move full Speed to establish a LOS between enemy and their own table edge, remaining in cover if possible. Those with LOS will fire while others will move half Speed to establish a LOS between enemy and own table edge, remaining in cover if possible. Those with LOS will fire while others will remain in place.
1
0
Otherwise Group attacks in accordance with its objective. Roll on the NP Movement Table – Attack (22.3.7).
22.3.7 NP MOVEMENT – ATTACK
2
NP MOVEMENT - ATTACK (Taken versus Rep)
# D6 PASSED 2
NON-PLAYER INFO
1 0
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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RESULT Those with LOS will fire while others will move full speed towards nearest enemy. Those with LOS will fire while others will move half speed towards nearest enemy. Those with LOS will fire while others will remain in place.
5150 NO QUARTER – MECH WARFARE INDEX OF TABLES Attributes, Racial, 9.63 Attributes, Random, 9.6.4 Campaign Morale – Current, 23.5 Campaign Morale, 23.3 Charge into Melee, 18.2.1 Cover or Concealment, 17.2 Critical Hit, 17.4.3 In Sight, 16.1.3 Inclement Weather, 23.7 Mechs – Misc. Items, 10.6 Mechs – Organization, 11.0 Mechs – Repairing, 23.9.5 Mechs – Replacements, 23.9.6 Mechs – Speed, 10.7 Mechs – Weapons, 10.4 Melee Combat Damage, 18.3.2 Melee Combat Hit Location, 18.3.1 Melee Combat, 18.3 Mission – Next, 23.6 NP Enemy Mechs, 20.4 NP Movement – Attack.22.3.7 NP Movement – Defend, 22.2.6 NP Patrol Reaction, 22.1.6 NP Pursuing the Objective, 22.3.6 PEF Movement, 20.2 PEF Resolution, 20.3 Pilots – After the Battle Recovery, 23.9.1 Pilots – Rep, 9.4.2 Ranged Combat Damage, 17.4.2 Ranged Combat Hit Location, 17.4.1 Ranged Combat, 17.4 Reaction Tests, 16.2 Reinforcement Entry, 23.8.3 Reinforcements, 23.8.1 Reinforcements, Free Company, 23.8.1.1 Reinforcements, Hishen, 23.8.1.2 Reinforcements, PDF, 23.8.1.3 Reinforcements, Star Army & ISS, 23.8.1.4 Reinforcements, Zhuh-Zhuh, 23.8.1.5 Terrain Generator, 19.3.1 Unit Record Sheet – Free Company, 10.8.1 Unit Record Sheet – Hishen, 10.8.2 Unit Record Sheet – PDF, 10.8.3 Unit Record Sheet – Star Army & ISS, 10.8.4 Unit Record Sheet – Universal, 10.9 Unit Record Sheet – Zhuh-Zhuh, 10.8.5 Weight Capacity, 10.3
5 6 28 27 61 60 62 60 28 8 9 33 33 8 60 61 61 61 28 64 65 65 65 65 64 64 32 5 60 60 60 63 31 29 29 29 30 30 30 20 55 56 57 58 54 59 7
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015
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