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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 Weight Capacity 7

TABLE OF CONTENTS
10.4 Weapons 7
10.4.1 Beam, Heavy, Medium or Light 7
10.4.2 Flamer 8
1.0 PROLOGUE 1
10.4.3 Gun – Auto, Medium or Heavy 8
10.4.4 Melee Weapon 8
2.0 INTRODUCTION 1 10.4.5 Plasma – Particle Gun 8
2.1 Word of Advice 1 10.4.6 Rocket Launcher – 2 or 3 8
10.5 Mounting Weapons 8
3.0 YOUR ROLE 1 10.6 Miscellaneous Items 8
10.6.1 Jump Jets 8
4.0 NEEDED TO PLAY 1 10.6.2 Electronic Warfare System 8
10.7 Speed 9
10.8 Faction Lists 9
5.0 THE DICE 1 10.8.1 Free Company 9
5.1 Passing Dice 1 10.8.2 Hishen 9
5.2 Counting Successes 2 10.8.3 PDF 9
5.3 Possibilities 2 10.8.4 Star Army & ISS 9
5.4 Reading and Adding the Dice 2 10.8.5 Zhuh-Zhuh 9
5.5 1/2d6 2 10.9 Unit Record Sheet 9
5.6 How Many d6 2 10.10 Your First Mech 9

6.0 FIGURES AND TERRAIN 2 11.0 FORMATIONS 9


6.1 Basing Figures 2 11.0 Mech Organization 9
6.2 Defining Facing 2
6.2.1 Twisting Torso 3
12.0 LEADERS 10
12.1 Using Leaders 10
7.0 TABLES 3 12.2 Command Radius 10

8.0 YOUR MECH 3 13.0 GROUPS 10


13.1 Forming and Splitting Groups 10
9.0 DEFINING THE PILOT 3 13.2 Group Cohesion 11
9.1 Stars and Grunts 3 13.3 Large Groups 11
9.1.1 Stars 3
9.1.2 Grunts 4 14.0 TURN SEQUENCE 11
9.1.3 Why Use Stars? 4 14.1 Many Turns into One 12
9.2 Star Advantages 4
9.2.1 Star Power 4 15.0 ACTIONS 12
9.2.2 Larger Than Life (LTL) 4 15.1 Firing 12
9.2.3 Cheating Death 4 15.2 Movement 12
9.2.4 Free Will 4 15.2.1 Voluntary Movement 12
9.3 Faction 4 15.2.2 Reversing Directions 12
9.3.1 Faction Pilots 4 15.2.3 Going Prone 12
9.4 Reputation 5 15.2.4 Involuntary Movement 12
9.4.1 Maximum Rep 5 15.2.4.1 Duck Back 13
9.4.2 Reputation by Faction 5 15.2.4.2 Leave the Battlefield 13
9.5 Pilot Personal Weapon 5 15.2.4.3 Fire 13
9.6 Attributes 5 15.2.4.4 Rush Shot 13
9.6.1 Stars 5
9.6.2 Grunts 5 16.0 REACTION SYSTEM 13
9.6.3 Racial Attributes 5 16.1 In Sight 13
9.6.4 Random Attributes 5 16.1.1 In Sight or Out of Sight 13
16.1.2 Triggering an In Sight Test 13
10.0 DEFINING MECHS 6 16.1.3 Taking the In Sight Test 14
10.1 Class 6 16.1.4 Resolving In Sight Actions 14
10.2 Armor 7 16.1.5 Adding to Ongoing In Sights 14
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

TOC
5150 NO QUARTER – MECHA WARFARE
16.1.6 Completed In Sights 14 21.0 PLAY THE GAME 23
16.2 Reaction Tests 15 21.1 Building Your Force 23
16.2.1 How to Take a Reaction Test 15 21.2 Using Your Mechs 23
16.2.2 Multiple Results 15 21.3 How Many Mechs? 23
16.2.3 Completing Reactions 15 21.4 Balanced Game 23
16.3 Status and Actions 15
16.3.1 Carry On 15 22.0 THE MISSIONS 24
16.3.2 Duck Back 15 22.1 Patrol 24
16.3.3 Leave the Battlefield 16 22.1.1 Objective 24
22.1.2 Forces 24
17.0 RANGED COMBAT 16 22.1.3 Terrain 24
17.1 Line of Sight 16 22.1.4 Deployment 24
17.2 Cover & Concealment 16 22.1.5 Special Instructions 24
17.2.1 Protected 16 22.1.6 NP Patrol Mission Tactics 24
17.3 Target Selection 16 22.2 Attack 24
17.4 Shooting 17 22.2.1 Objective 24
17.4.1 Hit Location 17 22.2.2 Forces 25
17.4.2 Determining Damage 17 22.2.3 Terrain 25
17.4.3 Critical Hit 17 22.2.4 Deployment 25
17.4.3.1 Pilot Test 17 22.2.5 Special Instructions 25
17.5 Outgunned 17 22.2.6 NP Movement – Defend 25
22.3 Defend 25
18.0 MELEE 18 22.3.1 Objective 25
18.1 Using Melee Weapons 18 22.3.2 Forces 25
18.2 Charge into Melee Test 18 22.3.3 Terrain 26
18.2.1 How to Charge into Melee 18 22.3.4 Deployment 26
18.3 Melee Combat 18 22.3.5 Special Instructions 26
18.3.1 Melee Combat Hit Location 19 22.3.6 Pursuing the Objective 26
18.3.2 Determining Melee Damage 19 22.3.7 NP Movement – Attack 26
18.3.3 Critical Hit 19
18.3.4 Multiple Mech Melees 19 23.0 THE CAMPAIGN 27
23.1 Time in the Campaign 27
19.0 TERRAIN 20 23.2 Starting Force 27
19.1 Setting Up the Table 20 23.3 Campaign Morale 27
19.2 Generating Terrain 20 23.3.1 Ending the Campaign 27
19.3 Types of Terrain 20 23.4 Controlling or Contesting 27
19.3.1 How Many Pieces of Terrain? 20 23.5 Changing Morale 27
19.4 Buildings 21 23.6 Next Mission 28
19.4.1 Building Size 21 23.7 Inclement Weather 28
19.4.2 Building Armor 21 23.8 Escalating Battles 29
19.5 Clear 21 23.8.1 Reinforcements 29
19.6 Hill 21 23.8.2 Explaining the Reinforcements 30
19.7 Water 21 23.8.3 When Reinforcements Arrive 30
19.7.1 Deep Water 21 23.8.4 Who Are They? 31
19.8 Road 21 23.8.5 Where Reinforcements Arrive 31
19.9 Rough Terrain 21 23.9 Afterwards 31
19.10 Woods 21 23.9.1 Recovering Pilots 31
23.9.2 Increasing Rep 32
20.0 PEFS 22 23.9.3 Decreasing Rep 32
20.1 PEFS and Buildings 22 23.9.4 Replacement Pilots 32
20.2 PEF Movement 22 23.9.5 Repairing Mechs 32
20.2.1 Special PEF Movement 22 23.9.6 Mech Replacements 33
20.3 Resolving PEFs 22
20.4 What Are They? 22 24.0 STEP-BY-STEP 33
20.4.1 Loading Up PEFs 22
20.5 How the Enemy Moves 23
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

TOC
5150 NO QUARTER – MECHA WARFARE
25.0 THE 5150 UNIVERSE 34
25.1 Free Companies 34
25.2 Hishen Empire 34
25.2.1 Grath 34
25.3 Gaea Prime 35
25.3.1 Planetary Militia 35
25.3.2 Planetary Defense Force 35
25.3.3 Star Army 35
25.3.4 ISS 35
25.3.5 Rebels 35
25.4 Zhuh-Zhuh 36

26.0 CURRENT EVENTS 36


26.1 Gaea Prime’s Place 36
26.2 The Hishen Threat 36
26.3 Upsetting the Balance 36
26.4 In Due Time 36
26.5 Freedom Fighters or Pawns? 37
26.6 The Future Is Yours 37

27.0 CESTUS V 37
27.1 Your Role 37
27.2 The Missions 37
27.3 Your Company 37
27.4 Terrain 38
27.5 Campaign Morale 38

MISSION 1.0 TRIP WIRE 38


MISSION 2.0 THE TROLL 39
MISSION 3.0 BREAKTHROUGH 41
MISSION 4.0 KNOCK KNOCK 42
MISSION 5.0 BREAKOUT 44
MISSION 6.0 FIGHTING WITHDRAWAL 45
MISSION 7.0 STONEWALL 47
MISSION 8.0 PICK AND ROLL 48
MISSION 9.0 LIGHTNING STRIKE 50
MISSION 10.0 KNOCKOUT PUNCH 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 Your role in the game is up to you. Here are some
day one. Well, not really. As a Mech Pilot I know that suggestions:
Vehicles are no match for a Mech. We have the height
advantage, mobility advantage, and pack more weapons  You can play as a Mech Pilot with one Mech.
than those “cans”.  You can play as a Team Leader (12.0) with three
Mechs.
Sure; some of them may be a little faster on a straight  You can play as a Squad Leader (12.0) with six
away, but that comes in handy only when you’re running Mechs.
away. Me? If I get into trouble, I can change direction  Once you learn the rules you can play as a
easier than a “can” and can deal with all types of terrain Platoon Leader (12.0) or even a Company
while doing it. Besides, I do it all in my Mech. I don’t have Commander (12.0).
to wait for someone to tell me when to open fire or reload
– I can’t believe the “monkey boys” still use guns – or The bottom line is you can play it any way you like
drive me around. 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 You will need a few things to play 5150: No Quarter.
guys…well, that’s why they make “cans”. They are:

What? Is it dangerous? Let me put it this way; ever seen  Six-sided dice, also known as d6. It is best to
an old Mech Pilot? have at least six of these and the more you have,
the quicker games will play.
Welcome to the world of 5150: No Quarter.  One ruler or measuring device, ideally one per
player.
*******************************************
 Any combination of metal, plastic or paper

2.0 INTRODUCTION
figures in a consistent scale of your choice.
 Something to represent buildings and other
terrain features.
5150: No Quarter is a stand-alone set of Mech combat  A 3 x 3 foot flat surface, but you can play with a
rules that can be played with any counters, models, or larger or smaller one if desired.
minis you may already have. It’s a more detailed Mech

5.0 THE DICE


versus Mech combat game than found in 5150: Star Army.
But, with a little tweaking it can be played with Star Army
as well.
During the game you will be required to roll dice in a
variety of ways. They are:
2.1 WORD OF ADVICE  Passing Dice.
 Counting Successes.
Be sure to read the rules one section at a time and do the
 Possibilities.
review and easy exercises in the Stop boxes. We’ve
broken the rules down into smaller pieces to make it  Reading and Adding the Dice.
easier to learn. If you have a question about the rules just  1/2D6.
keep reading as the answer will be coming along shortly.
But if you can’t find the answer check out the THW
Forum, linked below for answers to questions and free
5.1 PASSING DICE
downloads. To use the dice in this way, roll a number of d6 and
compare each die score individually to the Target
http://site.twohourwargames.com/forum/index.php
Number. The Target Number can be Reputation (9.4) or
You can expect a response within 24 hours. something entirely different.
 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.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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5150: NO QUARTER – MECH WARFARE
 You can only pass 2, 1, or 0d6 regardless of the
number you actually roll. 5.6 HOW MANY D6
How many d6 do you roll? This is found by looking in the
upper left-hand corner of each table. There will usually be
Example – A Zhuh-Zhuh Class 3 Mech comes under fire
a number, 1 or 2, telling you how many d6 to roll.
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 In some cases there may be a word like Rep. That means
and scores a 1 and a 5. As the 1 is equal or lower than the 1d6 is rolled for each point of that word.
Rep of 4, 1d6 has been passed. Looking on the Fired On
Reaction Test (Table 16.2) under the Pass 1d6 column we Example – A Hishen Mech Pilot (Rep 4) must roll an In
see that the Zhuh-Zhuh will return fire, counting the Rush Sight Test. Looking on the In Sight Test (Table 16.1.3) we
Shot penalty, even though it must rotate its torso. 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
Another way to use the dice is by rolling them and 6.0 FIGURES AND
counting successes.
 A score of 1, 2, or 3 is a success. TERRAIN
 A score of 4, 5, or 6 is a failure.
Literally hundreds of figures can be used with 5150: No
Example: The Rep 5 Mech Pilot must take an In Sight Quarter. There aren’t any official figures so play with
Test (16.1.3). He rolls 5d6 and scores a 1, 3, 3, 4, and 4. whatever you already have.
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
5.3 POSSIBILITIES figures, you can find them in gaming stores, at
When you see numbers in parenthesis, such as (1 – 2), conventions, or online.
this means there is a chance of that event happening , Finding terrain can be handled the same way or you can
based on a 1d6 roll. build it from scratch. Some very nice paper terrain is
available online that will work just fine. I use eBay as one
Example – There is a Class 1(1 – 2), Class 3 (3 – 5), or
source for terrain; it is also a good way to find painted
Class 5 (6) Hishen Mech coming down the road. I roll
figures.
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
Sometimes you simply read the result as rolled. When Each model represents one Mech. Models are usually
rolling 2d6 you add the scores together to get a total. based, but if they aren’t, use the smallest base possible.
Example – On the Terrain Generator Table (Table 19.3.1) Models based for other rule sets will work perfectly in
I roll 1d6 and score a 3. 5150: No Quarter.

5.5 1/2D6 6.2 DEFINING FACING


Charging or shooting to the rear of an enemy depends
When asked to roll a 1/2d6, here’s how we do it:
upon the physical location of the attacker. To qualify as a
 Roll 1d6. rear attack the attacker must begin and end its movement
 (1 – 2) = 1. behind the front facing of the target.
 (3 – 4) = 2.  The front facing is defined as 180 degrees to the
 (5 – 6) = 3. front of the figure.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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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
5150: No Quarter is played with six-sided dice called d6.
facings.
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
6.2.1 TWISTING TORSO happened.
Slight twisting of the torso is already accounted for in the
If you roll a 1/2d6 and score a 5, what does it convert to?
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:
 When doing so the front facing for firing turns
8.0 YOUR MECH
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


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. PILOT
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  Is he a Star or a Grunt?
of the book. When reading a section it is recommended  Which Faction does he belong to?
that you review the table in question. 5150: No Quarter  What is his Reputation?
is like a toolbox. You may not need all the tools, but they  What type of Personal Weapon does he have?
are there if you do!  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.

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5150: NO QUARTER – MECH WARFARE
9.1.2 GRUNTS  When a Star chooses to cheat death his Rep is
immediately reduced by one level, but can be
These are the Pilots that do not represent a player. They increased in the normal way (23.9.2).
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
9.1.3 WHY USE STARS? his Medium Beam Weapon. This brings the Armor in the
One question that may be asked is why do we use Stars in Head down to “0”. The Head is destroyed and Billy
THW? It's to give the player personal control over his should be dead.
character. Billy declares he is Cheating Death and is whisked from
All Grunts are controlled by the Reaction Tests (16.2). the table to safety. He is still alive, but is now reduced to
They will behave according to their quality and training, Rep 4.
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 9.2.4 FREE WILL
their job. The last Star Advantage is Free Will. Here’s how we do
But Stars? That's you. You will see that you have much it:
more freedom, as in real life, to do what you want, as well  Stars will take Reaction Tests just like Grunts.
as some distinct advantages that separate you from the  Instead of rolling any d6 the Star can choose to
Grunts. pass 2, 1 or 0d6.
 This applies when taking the Fired On, Mech
Down and Takes Damage Reaction Tests (16.2).
9.2 STAR ADVANTAGES Example – During his next Mission Billy Pink (now Rep
As a Star in 5150: No Quarter you have four important 4) has his Mech shot at by the enemy. He is a Star so
advantages. These are: can choose his reaction on the Fired On Test. He
 Star Power. chooses to pass 2d6 and returns fire.
 Larger Than Life.

9.3 FACTION
Cheating Death.
 Free Will.
The 5150 Universe is widespread over nine Rings, with each
Ring containing numerous planets. For a little background on
9.2.1 STAR POWER the universe see the section called 5150 Universe (25.0).
Star Power is not used in 5150 No Quarter, but your Players can choose to play any of the following six
character has this ability when playing with a set of rules Factions. Note that the PDF and ISS are parts of the Gaea
that uses it, such as Urban Renewal. Prime Star Army.
 Free Company (25.1).
9.2.2 LARGER THAN LIFE (LTL)  Hishen (25.2).
Larger Than Life is not used in 5150 No Quarter, but  ISS (25.3.4).
your character has this ability when playing with a set of  PDF (25.3.2).
rules that uses it, such as Urban Renewal.  Star Army (25.3.3).
 Zhuh-Zhuh (25.4).

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: 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, Usually when a Pilot bails out it is removed from the
experience, morale and motivation. Rep is an expression table. But if you wish to continue the fight you can do so
of a Pilot’s overall fighting quality. Both Stars and Grunts by using Star Army, Urban Renewal or our free
use Rep. There are three possible starting levels of introductory rules, Chain Reaction, found on our website.
Reputation. Here’s how we do it:
 REP 5 - These are veterans of numerous  Non – Star Army Grunt Pilots will be armed
successful combat Missions. with a Machine Pistol (1 – 4) or Submachine
 REP 4 - These are reliable Pilots of some Gun (5 – 6). Star Army Pilots will have Laser
experience. These Pilots make up the bulk of Pistol (1 – 2) or a Rapid Fire Laser (3 – 6). (1)
most Mech forces. (1) This is a smaller version of the bone found in 5150 Star
 REP 3 -These are Pilots of unknown quality that Army, but with the same stats.
have seen little or no action. This includes both
newly trained Pilots and 2nd tier troops.
Remember, Stars always start with a Rep of 5. 9.6 ATTRIBUTES
Attributes are used to further define Pilots. Using them
9.4.1 MAXIMUM REP will really make the Pilots unique, but if you desire a
more vanilla game simply don’t use them. I use them only
The maximum Rep of a Pilot is unlimited as it can be for my personal Pilot and for his Teammates.
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
Different factions will have Pilots with different Reps. choose the second.
You will need to generate the Reps of all the Grunts you
run into, friend or foe. Here’s how we do it:
 Consult the Pilot Rep Table (Table 9.4.2).
9.6.2 GRUNTS
 Roll 1d6 and read the result as rolled. Grunts only get one Attribute, rolled randomly.
 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. 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 PILOT REP 9.6.3 RACIAL ATTRIBUTES
(Read the result as rolled) RACE ATTRIBUTE
(1)
FACTION 1 2 3 4 5 6 Basics None: Allowed to roll twice for its
Random Attribute, keeping the best result.
Free Company 3 4 4 4 5 5 Hishen Slight: Counts a -1d6 when in melee.
Hishen 3 3 4 4 4 4 Xeog Wary: Takes the In Sight Test with a +1d6
ISS 4 5 5 5 5 5 bonus.
PDF 3 4 4 4 4 5 Zhuh-Zhuh Rage: Counts a +2d6 when in melee.
Star Army 4 4 4 5 5 5 (1) Basic are Humans –Gaea Prime being the primary example.
Xeog (1) 4 4 4 5 5 5
Zhuh-Zhuh 3 4 4 4 4 5
(1) Xeogs may only be found in Free Companies. These are 9.6.4 RANDOM ATTRIBUTES
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:
 Roll 1d6, read the result and go to the
appropriate Attribute Table (Table 9.6).
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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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
Gaea Prime has three Factions called Star Army, ISS, and
# ATTRIBUTE PDF. You can be any of those three or one of the others.
1 Agile: Counts a +1 to Rep when taking the Pilot Pick a Faction.
Test. Roll for your character’s Personal Weapon. You may not
2 Brawler: Counts a +1d6 bonus when rolling on the need it in No Quarter, but if his Mech is shot out from
Melee Table. under him, you can play it out with one of our other rule
3 Coward: Treats a result of Duck Back as Leave the sets.
Battlefield when taking the Fired On Test.
You will have two Attributes, the 1st you roll for and the
4 Crack Shot: Ignores the Fast Move penalty for the
2nd you choose. Remember that all Pilots have Racial
shooter and target when rolling on the Ranged
Attributes as well.
Combat Table.
5 Dumbass: Counts Rep one point lower for That’s it. Be sure to write down the information – you
Activation purposes (14.0). should use a Unit Record Sheet (Table 10.9).
6 Hard as Nails: Once during his life the Pilot can
If you like, roll up two Grunts. Together you form a Team
use the Cheating Death Star Advantage. Re-roll the
(12.0). Remember that Grunts only get one Attribute and
Attribute if a Star.
that it is rolled at random. Now let’s get you a Mech.

9.6.4 TABLE 3 OR 4
# ATTRIBUTE
10.0 DEFINING MECHS
Mechs can come in a variety of sizes and shapes and with
1 Initiative: Counts one Rep higher for Activation
different types of weapons, but they share the following
purposes (14.0) when operating alone.
factors:
2 Marksman: Can roll twice for each Hit Location,
taking the best result.  Class.
3 Near Sighted: Counts a -1 to Rep when rolling on  Armor.
the Ranged Combat Table.  Weight Capacity.
4 Nerves of Steel: Treat Duck Back as if Carry On  Weapons.
and never outgunned.  Miscellaneous Items.
5 Lucky: This crewmember can re-roll any result once  Speed.
per Mission.
6 Quick Reflexes: Counts a +1d6 bonus when taking Let’s go over each one individually.
the In Sight Test.

9.6.4 TABLE 5 OR 6 10.1 CLASS


# ATTRIBUTE Mechs are divided into five Classes based on their size
and weight. Each is assigned a numeric value with the
1 Resilient: Once during each Mission the Pilot lower the number the larger the Mech. Here’s how we
ignores his 1st Rep reduction for a failed Pilot Test. do it:
2 Slow: Counts a -1 to Rep when taking the Pilot Test.
3 Slow to React: Counts a -1d6 when taking the In  1ST CLASS – These are the largest of the Mechs.
Sight Test. Used to spearhead attacks and bolster defenses.
Mechs with 31 – 36 Armor Points.
4 Weakling: Will count a -1d6 when rolling on the
Melee Table.  2ND CLASS – Large Mechs form the main battle
5 Wussy: Will only roll 1d6 when taking the Fired On line of armies. Mechs with 25 – 30 Armor
Test. Points.
6 Choice: The Pilot can choose his Attribute.  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.

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 4TH CLASS – Small Mechs normally used for
patrols and scouting Missions. Mechs with 13 – 10.4 WEAPONS
18 Armor Points. Mechs can mount a variety of weapons. Each weapon is
 5TH CLASS – The smallest of Mechs designed for defined on the Weapon Table (Table 10.4) in the
speed and for recon and crowd control in some following ways:
cities. Mechs with 7 – 12 Armor Points.
 WEAPON TYPE – This is the name and type of
weapon. If a weapon does not appear on the
10.2 ARMOR Weapons Table use the type that most reflects
that weapon.
The Armor of the Mech represents its overall ability to  WEIGHT VALUE (WV) – The weight and bulk of
withstand damage and to mount weapons. The higher the the weapon that is subtracted from the Weight
Armor of the Mech the harder it will be to destroy. Capacity of the Mech.
Here’s how we do it:  RANGE – The effective range of the weapon
where the shooter deems he has a reasonable
 Players will assign the Armor Points of the
chance of hitting the target.
Mech between the seven locations on the
 TARGET – The number of “shots” that the
Mech, but must have a minimum of 1 point in
weapon can fire on at one time. The Mech rolls
each location.
only once to hit the target, but each “shot” rolls
its own Hit Location.
 IMPACT – A number assigned to the damage that
10.3 WEIGHT CAPACITY the weapon can inflict when fired. Also the
Weight Capacity represents the maximum total weight in number of Armor Points subtracted from a
Weapons and other Items that can be added to the Mech. location when passing 2d6 on the Ranged
Each Weapon and Item has a specific Weight Value Damage Table (Table 17.4.2).
(WV) representing its weight and bulk. Here’s how we do
it:
10.4 WEAPONS TABLE
 Consult the Weight Capacity Table (Table 10.3).
TYPE WV RANGE TARGET IMPACT
 Go down the left-hand column to the appropriate
row for the Armor Points of the Mech. Beam, Heavy 3 24 1 4
 Go across to see the Class of the Mech and Beam, Medium 2 24 1 2
further across to see its Weight Capacity – the Beam, Light 1 24 1 1
total Weight Value of any added Weapons or Flamer 1 6 1 3
Items. Gun, Auto 2 24 3 1
Gun, Medium 3 24 1 3
Gun, Heavy 4 18 1 4
10.3 WEIGHT CAPACITY Melee Weapon 1–5 x 1 1–5
ARMOR CLASS WEIGHT STAR ARMY PPG 6 24 1 5
POINTS CAPACITY ARMOR Rkt. Launcher 2 2 36 2 2
Rkt. Launcher 3 3 36 3 2
35 – 36 1 18 BTA
33 – 34 1 17 BTA
31 – 32 1 16 BTA
29 – 30 2 15 BTA 10.4.1 BEAM, HEAVY, MEDIUM OR LIGHT
27 – 28 2 14 BTA The beam weapon fires energy in a coherent beam with
25 – 26 2 13 BTA heavier beams doing more damage over a longer range
23 – 24 3 12 Exo than the lighter ones.
21 – 22 3 11 Exo
19 – 20 3 10 Exo
17 – 18 4 9 HB
15 – 16 4 8 HB
13 – 14 4 7 HB
11 – 12 5 6 HB
9 – 10 5 5 HB
7-8 5 4 HB

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10.4.2 FLAMER 10.5 MOUNTING WEAPONS
The flamer is capable of firing flammable liquid over Ranged Weapons and Misc. Items can be mounted on any
short distances. Here’s how we do it: location on the Mech with the following restrictions:
 When firing the flamer lay a 1” wide path the  The total Weight Value mounted onto the body
length of the shot, ending in a 2" circle of flame. part cannot exceed twice the Weight value of the
 Flame remains on the table the remainder of the body part.
game.
 Crossing it causes the Mech to roll on the
Ranged Damage Table (Table 17.4.2). 10.6 MISCELLANEOUS ITEMS
 The flamer can only fire once per turn – when
active or in reaction. There are two Non-Weapon Items that can be added to a
Mech. They are:
 Jump Jets.
10.4.3 GUN –AUTO, MEDIUM OR HEAVY  Electronic Warfare System (EWS).
Projectile weapons, referred to as guns, fire good old-
fashioned explosive shells. The auto – cannon fires a
smaller shell, but at a higher rate than the others. This 10.6 MISC. ITEMS TABLE
requires rolling on the Ranged Combat Table only once; ITEM WEIGHT NOTES
but each shell rolls for its own Hit Location. TYPE VALUE
Jump Equal to 6 Allows the Mech to jump
10.4.4 MELEE WEAPON Jets minus the over obstacles up to 3 x its
Class. height.
The Mech melee weapon is attached to the Arm and is
used in melee. The weapon will increase the Armor of the EWS 2 2 Count a 2 success bonus on
Arm only when rolling on the Melee Damage Table. the In Sight Test.
EWS 1 1 Count a 1 success bonus on
Example – The Class 3 Mech has 3 Armor Points on its the In Sight Test.
Right Arm. I add a 3 WV Melee Weapon to the right arm.
When passing 2d6 on the Melee Combat Damage Table
10.6.1 JUMP JETS
(Table 18.3.2) the Right Arm can inflict 6 Armor Points of
damage. 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  Jump Jets have a Weight Value equal to 6 minus
away with it. the Class of the Mech.
 Jump Jets do not increase the movement of the
Mech, but does allow it to leap over intervening
10.4.5 PLASMA –PARTICLE GUN obstacles up to three times its height.
A weapon that fires plasma charged particles at extremely  Mechs can jump at any time during their
high speeds. movement whether active or in reaction.
 Mechs will land the way that they were facing
prior to the jump.
10.4.6 ROCKET LAUNCHER – 2 OR 3  Mechs can jump into Melee – called a Jump
Attack – only if they pass more d6 than the target
The Rocket Launcher is capable of delivering 2 or 3 large on the Charge into Melee Test (Table 18.2.1).
charges of explosives. This requires rolling on the Ranged
Combat Table only once; but each rocket rolls for its own
Hit Location. 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:
 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.
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 Each point of EWS allows the Mech to count 10.8.4 STAR ARMY & ISS
one additional success when rolling on the In
Sight Test (16.1.3). 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
10.7 SPEED use Guns (10.4.3).

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).
Sometimes the opponents of Gaea Prime, sometimes its
 Go down the left-hand column to the appropriate
allies, the Zhuh-Zhuh are always the enemy of the
row then across to the appropriate column to see
Hishen. The Zhuh-Zhuh do not use Guns (10.4.3) or PPGs
the Mech’s Speed.
(10.4.5).

10.7 MECH SPEED


ARMOR SPEED
10.9 UNIT RECORD SHEET
We’ve provided a generic Unit Record Sheet (Table 10.9)
33 – 36 4 for your use. Each sheet has room for a full Team of three
29 – 32 6 Mechs.
25 – 28 8
21 – 24 10
17 – 20
13 – 16
12
14
10.10 YOUR FIRST MECH
7 – 12 16 Feel free to choose any Mech you desire to play from the
appropriate Faction List (10.8.1) or build your own from

10.8 FACTION LISTS


the information in this section.

We’ve provided some pre-generated Mechs for each


Faction (Table 10.8.1). We encourage you to build
11.0 FORMATIONS
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
10.8.1 FREE COMPANY effective as having more units. Consequently, all Mech
These are independently owned and operated Mech Teams – the smallest operational unit – consist of three
companies that will fight for the highest bidder. Free Mechs. Where it does get slightly different is in the higher
Companies may be composed of Basics (1 – 3), Zhuh- formations. Here’s how we do it:
Zhuhs (4 – 5) or Xeogs (6). There is chance (1 – 2) that a
Free Company may be composed of two (1 – 4) or three  Consult the Mech Organization Table (Table
(5 – 6) races. Free Companies do not use PPGs (10.4.5). 11.0).
Free Company Mechs can mount Guns (1 – 4), or Beams  Go down the left-hand column to the appropriate
(5 – 6), but not both. Faction, then across to see their Squad, Platoon,
and Company strengths.

10.8.2 HISHEN
The Hishen are the main opponent of the Gaea Prime
11.0 MECH ORGANIZATION
systems. Hishen do not use Guns (10.4.3).
X MECH ORGANIZATION
FACTION SQUAD PLATOON COMPANY
10.8.3 PDF
Free Company 2 Teams 2 Squads 2 Platoons
The planet bound military defense force stationed on
secondary Gaea Prime planets and her colonies. PDF do Hishen 2 Teams 3 Squads 2 Platoons
not use PPGs (10.4.5) or Guns (10.4.3). PDF 2 Teams 2 Squads 2 Platoons
Star Army 2 Teams 3 Squads 2 Platoons
Zhuh – Zhuh 2 Teams 3 Squads 2 Platoons

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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 – Leaders are used in the following ways:
or six Mechs. Now it’s time to find out who’s in charge.
 The Team Leader determines when the Team
Activates (14.0).
12.0 LEADERS  The Squad Leader determines when the Squad
Activates.
In No Quarter we have four types of Leaders. They are,  The Platoon Leader determines when the Platoon
from lowest to highest rank; Team Leader, Squad Leader, Activates.
Platoon Leader, and Company Commander. Here’s how  The Company Commander determines when the
we do it: Company Activates.

 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
12.2 COMMAND RADIUS
battle or are eliminated. All Mechs are Com-Linked together. This allows for
 Each Team Leader controls one Team of three Leaders to Activate Mechs under their command. Here’s
Mechs, regardless of the Faction. When the Team how we do it:
Leader is no longer functioning, the highest Rep
 Any Mech within Line of Sight (17.1) and 8” of
Mech Pilot in the Team will take command.
the Leader is in command radius and can
 Each Squad Leader controls two Teams regardless activate with that Leader.
of the Faction. When the Squad Leader is no
 Leaders can choose to have Formations activate
longer functioning, the highest Rep Team Leader
individually.
in the Squad will take command.
 Each Platoon Leader controls two or three Squads
depending upon the Faction. When the Platoon Example – 1st Team is on the battlefield when their
Leader is no longer functioning, the 1st Squad Platoon Leader and the rest of the Platoon arrive on the
Leader in the Platoon will take command. field. The next turn, because 1st Team is within Line of
Followed by the 2nd and finally the 3rd Squad Sight and 8” of the Platoon Leader, it activates when the
Leader. Platoon Leader does.
 Each Company Commander controls two Platoons
Later on the Platoon Leader (Rep 4) decides to let 1 st
regardless of the Faction. When the Company
Team activate when their Team Leader (Rep 5) can
Commander is no longer functioning, the 1st
activate.
Platoon Leader in the Company will take
command. Followed by the 2nd Platoon Leader if
necessary. 13.0 GROUPS
A group differs from a Formation in that groups are
st created and disbanded on an ad hoc basis, while
Example – 1 Hishen Team of Class 3 Mechs has Formations are permanent organizational structures also
contacted the enemy. The Team Leader is in control of the called units. While units have a specific number of
Faction. Mechs, groups can range in size from one Mech to an
Later the 2nd Team arrives with the Squad Leader, unlimited number of Mechs.
completing the Squad. The Squad Leader is now in
charge.
Next turn the Platoon Leader arrives with the remaining 13.1 FORMING AND SPLITTING
two Squads from the Platoon. The Platoon Leader is now
in overall control. GROUPS
Still later the Platoon Leader is killed. Command passes Groups are not permanent. You can form up or break
to the highest ranking Squad Leader – from 1st to 3rd apart your group into larger or smaller groups at any time
during the turn when you are active or when forced to by
Squad.
a reaction. This could be a Company splitting into two or
more groups.

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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 5150: No Quarter is played in turns, with one phase of
right we see that Mech #5 is no longer functioning. As the Activation per side. Although your games, called
distance between #4 and #3 is over 8”, they are now in two Missions, can last an unlimited number of turns, each turn
groups and will activate separately. follows a strict sequence.
 Before the game begins each side chooses a d6

13.3 LARGE GROUPS


of different colors.
Example - I choose a blue d6 and Jim Bob Joe chooses
You can make large groups of multiple Mechs from
yellow.
different units, as when multiple Squads group together to
form a Platoon. Just follow the same requirements as  At the start of each turn the dice are rolled. This
outlined previously. 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
In the picture above we see two Squads acting in two groups. scored higher so I activate first. I can activate only
groups that are led by a Rep 5 or higher Leader.
 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

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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 When a Mech is active it may voluntarily do one of the
a time based on the result of its activation die following actions.
roll.  Move up to full distance.
Example: A Blue 5 and a Yellow 4 were rolled. I went  Stay in place, changing the way it is faced if
first and have finished activating all the groups I wanted desired, or only twisting its torso.
to. It is now Jim Bob Joe’s turn. He can activate only  Charge into Melee (Table 18.2.1).
groups that are led by a Rep 4 or higher Leader.
 After both sides have activated all of the eligible
groups they desire and all reactions have taken
15.1 FIRING
place the turn is over and Activation dice are In addition to the previous actions, Mechs can fire during
rolled again. the turn at the following times:
This system will mean that many times lower Rep Mechs  Once when active, called Active Fire.
will not be able to activate. This reflects the Pilot’s lack of  Each time called upon by any Reaction or
confidence and hesitancy to engage the enemy. It also Charge into Melee Test.
stresses the importance of higher Rep Leaders!
As mentioned previously, by combing multiple traditional
turns, your Mechs can fire more than once per turn.
14.1 MANY TURNS INTO ONE
With the Reaction System – allowing players to react to 15.2 MOVEMENT
what the other player does when it isn’t their turn – we are
combining traditional game turns into longer ones. This There are two types of Mech movement, voluntary, when
means: 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 15.2.1VOLUNTARY MOVEMENT
for the other player to finish his turn. When active, a Mech may move up to its maximum speed
Now that you know the turn sequence we will explain the as specified on the appropriate Mech List (10.8.1) and
rules in the order that they will occur during the game Mech Speed Table (Table 10.7).
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:
 Anytime a Mech wishes to move in reverse, it

STOP! 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
There are a variety of Mech Formations. What is the
moving in reverse.
smallest Formation?
Groups can be formed and split up as desired or by a
Reaction Test (16.2). Units cannot. There is no maximum 15.2.3 GOING PRONE
group size as long as all Mechs qualify. How does a Mech Mechs cannot voluntarily go prone, but can be knocked
qualify to be part of a group? 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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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
 The Mech moves to the nearest cover or called the Reaction System. Reaction Tests reflect how a
concealment within 6” or its maximum move, Mech Pilot will perform when under physical, mental, or
whichever is shorter. This can be in any emotional stress during the Mission.
direction, even forward. Reaction Tests represent immediate unthinking reactions
 If no cover or concealment is available within 6” to certain events. Here's a real life example. You're in the
the Mech will move as far as possible away from kitchen and grab a pot. It’s hot and you immediately let
the threat. It will have its back to the cause of the go of it. That's a reaction. Next you grab a towel and then
test and end its activation if it was active. grab the pot. That's an action.
 It may not fire until active or caused to fire by a
subsequent Reaction Test. Mech Pilots take Reaction Tests during the game when
 Mechs ducking back into cover cannot see or be called upon. Let's look closer at each Reaction Test.
seen by the cause of the test, but those that do
not reach cover can.
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).
Move to the nearest table edge away from the enemy and First let's explain the difference between being In Sight
continue until exit the table. Will not fire and if charged and Out of Sight.
will melee at a -3d6 penalty.

15.2.4.3 FIRE 16.1.1 IN SIGHT OR OUT OF SIGHT


The Mech will fire at the cause of the test, even if needing Mechs are always in sight or out of sight
to twist its torso. A Mech is in sight when:
 An enemy Mech can trace a Line of Sight (17.1)
15.2.4.4 RUSH SHOT to that Mech. This still applies even if that Mech
The Mech will fire at the cause of the test counting the is in cover, concealed, or both.
Rush Shot penalty, even if needing to twist its torso. A Mech is out of sight when:
 It cannot be seen because of intervening terrain.
 It cannot be seen due to any other Mech in the

STOP!
way.

When Active, a Mech can move up to its full distance, 16.1.2 TRIGGERING AN IN SIGHT TEST
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.  Whenever a group has an opposing group enter
What effect do Jump Jets have (10.6.1)? into its Line of Sight (LOS), and the opposing
group was not seen previously during this
Mechs can also fire when Active and in Reaction. What is Activation phase (14.0), the In Sight Test has
Active Fire? been triggered. Note that not all figures in the
Involuntary movement is done when caused by a Reaction group will qualify to take the In Sight Test.
Test result.

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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:
 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.
In this picture the white side cannot be seen by “1” or “2”.  Consult the In Sight Table (Table 16.1.3).
 The In Sight Test is triggered as soon as any  Each Leader starts with1d6 per point of Rep.
Mech in a moving group comes into sight.  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 non-
moving side wins the In Sight.
 Place a d6 with the number of successes scored,
facing up, next to each Mech in the winning
In the second picture white activates and Mechs “A” and “B” group involved in the test. This is for ease of
move forward. “A” comes into sight of “1” triggering the In play. When each Mech has resolved its action,
Sight Test. remove the d6.
 Once the test is triggered the triggering force is  With multiple In Sights at the same time, it’s not
allowed to move all of its Mechs (whether they if you win, but if you lose. So if you beat one
triggered the In Sight or not) up to two free group, but lose to another, you lost the In Sight
additional inches. This movement could result in and can only react. After all In Sight actions are
the triggering Mech going out of sight. 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:
 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.
The In Sight is triggered and the Mechs in the triggering force  Otherwise Carry On.
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”.
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

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Tests are taken and the active side continues its part of the 16.2.2 MULTIPLE RESULTS
turn.
There may be times when a Mech qualifies for more than
one Reaction Test and scores more than one result,

STOP!
sometimes conflicting. Here’s how we do it:
 One set of d6 are rolled when taking the test.
Take four Mechs from opposing Factions and place them  Apply the results to each cause of the test.
on the table, out of sight of each other.  Take the worst result.
Roll for activation. Did you roll doubles? Re-roll of it did. See the Mech Status and Actions (16.3) section for more
details.
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 16.2.3 COMPLETING REACTIONS
only the group Leader of each side takes the test.
There may be times when a Mech is carrying out a
Reaction Test and may be forced to take another test prior

16.2 REACTION TESTS


to completion of the first. When called for, the Mech
immediately takes the second Reaction Test, cannot score
The next three Reaction Tests are taken differently than better than the first result, but can score worse.
the In Sight Test. Here’s how we do it:
 FIRED ON – The Mech is Fired On and was
missed.
16.3 STATUS AND ACTIONS
 TAKES DAMAGE – The Mech takes damage from The Reaction Tests (16.2) can change the status of a
shooting or melee. Mech by forcing it to act in a certain way. Here we will
 MECH DOWN – The Mech is within 4” and LOS explain the terms found on the Reaction Tests.
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
16.2.1 HOW TO TAKE A REACTION TEST desired. A Mech is considered to be carrying on if it is
During the turn, whether you’re active or not, you may be not doing any of the following. We have ranked them
required to tale a Reaction Test. Here’s how we do it: from best to worse.

 Consult the Reaction Test Tables (Table 16.2).  Ducked Back.


 Determine what is causing the test; Fired On,  Leaving the Battlefield.
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. 16.3.2 DUCK BACK
 Determine which Mech in the group must take The Mech is seeking cover and safety. Here’s how we do
the test. Note that there will be times when some it:
Mechs will take the test and others will not.
 Roll 2d6 for the group taking the test. This  The Mech moves to the nearest cover or
means all eligible Mechs taking the same test, in concealment within 6” or its maximum move,
the same group. whichever is shorter. This can be in any
direction, even forward.
 Modify the Rep of each Mech by any applicable
Circumstance or Attribute if using them.  If no cover or concealment is available within 6”
the Mech will move as far as possible away from
 Determine how many d6 were passed based on
the threat. It will have its back to the cause of the
the individual Rep of each Pilot taking the test.
test and end its activation if it was active.
This may result in Mechs in the same group
behaving in different ways.  It may not fire until active or caused to fire by a
subsequent Reaction Test.
 Go down the left-hand column to the number of
d6 passed, then across to see the result. Be sure  Mechs ducking back into cover cannot see or be
to use the appropriate row for the Faction. seen by the cause of the test, but those that do
not reach cover can.
 Immediately carry out the results.

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16.3.3 LEAVE THE BATTLEFIELD  If at the edge of the woods (within 1”) the Mech
can see and be seen from outside the woods as
Move to the nearest table edge away from the enemy and normal.
continue until exit the table. Will not fire and if charged  LOS in inclement weather such as fog, rain or
will melee at a -3d6 penalty. snow, is reduced to 12” in the daytime and 6” at
night if the Mech does not have functioning
EWS.

STOP!
You take the Mech Reaction Test when you have been 17.2 COVER & CONCEALMENT
Fired On, Takes Damage, or see a Mech of equal or There will be times when a Mech will be in cover,
higher Class be destroyed or Leaving the Battlefield. concealment or both. Cover and concealment are
When taking a Reaction Test one set of d6 is rolled and different and handled differently. Here’s how we do it:
applied to each Mech in the group. Not all Mechs in the  Concealment makes you harder to see.
group may qualify for the same test. Concealment does not provide protection.
Take two Mechs from opposing Factions and place them Concealment comes into play when taking the In
on the table, out of sight of each other. Sight Test (16.1.3).
 Cover protects your Mech, so it makes it harder
Roll for activation. Did you roll doubles? Re-roll of it did. to be hit. Cover comes into play on the Ranged
Move the Active Mech into sight of the other. Take the In Combat Table (Table 17.4).
Sight Test. So how do you tell which is which? We've put together a
Assume that the winner of the In Sight has fired and short list that answers the question. Players should match
missed the other Mech. What test is taken? the terrain on the table with the type that best resembles it
on the Cover or Concealment Table (Table 17.2) before
How is Duck Back different than Leave the Battlefield? the game begins.

17.0 RANGED COMBAT 17.2.1 PROTECTED


A Mech counts as protected when a location is hit that has
There are two ways to inflict damage in 5150: No cover in front of it. Here are some examples:
Quarter.. The first is through ranged weapons fire and the
 A Mech that is behind a building or similar cover
other is through melee (hand-to-hand combat). Trust me
up to its Chest cannot be hit in the Gut or Legs.
on this; melee should be considered a last resort.
Any hit in those locations counts as no effect and
a Fired On Test is taken instead.

17.1 LINE OF SIGHT
A Mech that is within 1” of a hill crest (19.6)
cannot be hit in the Gut or Legs. Any hit in those
To shoot something you must first be able to see it. A locations counts as no effect and a Fired On Test
straight line from the shooter to the target is called a Line is taken instead.
of Sight or LOS. Here’s how we do it:  A Mech firing from around a building or similar
cover exposes only its Head, Chest, and Arm.
 Line of Sight extends across the whole table and Any hit to the Gut, Legs or other Arm counts as
is blocked only by friendly Mechs, terrain, no effect and a Fired On Test is taken instead.
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
17.3 TARGET SELECTION
Mech does not have functioning EWS. However, Who do you fire at? Here’s how we do it:
targets in a well-lit area will count LOS as
 Mechs in reaction will always target the Mech
normal for those firing at them.
that shot or charged them.
 In woods or jungle LOS between Mechs inside
 When taking an Active Fire the Mech may
woods is reduced to 12” in the daytime and 6” at
choose his targets.
night if the Mech does not have functioning
 All Mechs must be targeted at least once before
EWS.
being targeted a second or third time.

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 If firing with multiple weapons the Mech can  Go down the Left-hand column to the
target more than one Mech. appropriate location.
 Go across to the appropriate column depending if
the Armor of the location was reduced to “0” or
17.4 SHOOTING less or is at “1” or more.
 Read the result. This may require additional d6
Mechs can fire up to all their Weapons at the same time rolls.
when active and in reaction, as long as they have a Line  Immediately carryout the result and note the
of Sight (LOS), are loaded, and in range. Here’s how we effects on the Unit Record Sheet (10.9).
do it:
 Consult the Ranged Combat Table (Table 17.4).
17.4.3.1 PILOT TEST
 Start with the Rep of the shooter.
 Roll 1d6 and read the result as rolled, and add it Anytime a Mech takes a Critical Hit to the Leg or Head
to the Rep. the Pilot must take a Pilot Test. Here’s how we do it:
 Go down the left-hand column to the appropriate  Roll 1d6 versus the current Rep of the Pilot.
row then across to see the result.  Pass 1d6: Mech remains standing.
 Different Circumstances may alter the result.  Pass 0d6: Mech is knocked down See Critical
 Immediately carry out the result. 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
17.4.1 HIT LOCATION hit from the front facing it will fall backwards
After a hit is scored the shooter must determine which and end face up while a shot to the rear facing
location on the target was hit. Here’s how we do it: means it will fall forward and end face down.
 Consult the Ranged Combat Hit Location Table
(Table 17.4.1).
 Roll 2d6 and add the scores together. 17.5 OUTGUNNED
 Go down the left-hand column to the appropriate
row and across to see what was hit. When a Mech is confronted by an enemy Mech that is
two Classes greater it is said to be outgunned. This must
 If the location is protected (17.2.1) there is no
be determined on a case by case basis as it occurs. See the
effect and the Mech takes the Fired On Test
Fired On Reaction Test (16.2) for the penalty for being
instead.
outgunned.
 If the location is not protected, go to the Ranged
Combat Damage Table (Table 17.4.2).

17.4.2 DETERMINING DAMAGE


STOP!
Each time a Mech is hit the shooter rolls on the Ranged Take the two Mechs from opposing Factions and place
Combat Damage Table (Table 17.4.2). Here’s how we do them on the table, out of sight of each other.
it: Roll for Activation and move the active Mech into sight.
 Consult the Ranged Combat Damage Table Both sides take the In Sight Test. Have the winner fire.
(Table 17.4.2). Which table do you use?
 Roll 2d6 versus the Impact (10.4) of the
Weapon. Go to the Ranged Combat Hit Location Table (Table
 Determine how many d6 are passed. 17.4.1). Was the location protected? Review what
protected means.
 Go down the left-hand column to the appropriate
row and across to see the result 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 What is outgunned? Who outguns a Class 2 Mech? The
this occurs the Mech has sustained a Critical Hit. Here’s answer is no one.
how we do it:
 Consult the Critical Hit Table (Table 17.4.3).
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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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
 The Mech has LOS to a target and can move to
(hand-to-hand combat). Do it at your own risk! 3" from the target.
 Move the charger to 3" from the target.

18.1 USING MELEE WEAPONS
Consult the Charge into Melee Table (Table
18.2.1).
You can choose to use Melee Weapons with your Mech.  Each Mech starts with 2d6.
Here’s how we do it:  Modify the number of d6 by any applicable
Circumstance or Attribute if using them.
 The Mech melee weapon is attached to the Arm  Roll the modified number of d6 versus the Rep
and is used in melee. You can make it look of each involved Mech.
however you like.
 Determine how many d6 each Mech has passed.
 Using the Melee Weapon increases the chance to  Go down the left-hand column to the number of
win the Melee by adding a +1d6 bonus on the d6 more that were passed.
Melee Combat Table (Table 18.3).
 Go across to the column based upon whether the
 The weapon can increase the Armor of the Arm Charger or Target passed more d6.
up to twice its actual weight and is only counted
 Immediately carry out the results.
when applying damage in Melee.
 If charged by more than one Mech, the target
applies its result against all of the chargers

18.2 CHARGE INTO MELEE


separately. This may mean the target could fire
at each charger, but only if armed with more than
TEST
one weapon.

The only way to enter melee, is via the Charge into Melee
Test. Here’s how we do it: 18.3 MELEE COMBAT
 The test is taken by the individual Mech and not After the Charge into Melee Test is resolved the charger
the group. is moved into contact with the target. Now it's time to
 The Mech can be active or inactive. melee. Here’s how we do it:
 Chargers can declare a charge at any time during
 Go to the Melee Combat Table (Table 18.3).
their turn, even if the target of the charge was out
 The charging Mech declares if it will punch or
of LOS at the start of the turn.
kick its opponent.
 The charging Mech must have a clear LOS to the
 The target Mech then declares if it will punch or
target Mech at the time it declares the charge.
kick its opponent.
 The Mech must be able to reach a spot 3" from
 Each Mech starts with 1d6 for each point of Rep.
the actual target. Whether or not it has enough
distance to reach the target is irrelevant, it need  Modify the number of d6 based on any
only be able to reach a spot 3" from the target. applicable Circumstance or Attribute if using
them.
 Each Mech rolls its modified total of d6,
Example – A Zhuh-Zhuh Class 4 Mech comes into sight of counting all successes, scores of 1, 2 or 3.
two Hishen Class 3 Mechs. The Hishen win the In Sight  Compare the number of successes scored by each
and decide to Charge the Zhuh-Zhuh Mech. All three roll Mech.
the Charge into Melee Test and the Zhuh-Zhuh results are  If each Mech scores the same number of
applied separately to each Hishen Mech. 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.

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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
Once a Mech wins the melee it must see what location on of the weapons on the arm.
the target was damaged. Here’s how we do it:
 Consult the Melee Combat Hit Location Table
(Table 18.3.1). 18.3.4 MULTIPLE MECH MELEES
 Roll 1d6 and read the result as rolled. A Mech may be meleed by more than one Mech at a time.
 Go down the left-hand column to the appropriate Here’s how we do it:
row and across to see what was hit.
 Be sure to use the appropriate column if the  Up to three Mechs can melee one Mech.
attacker was punching or kicking the target.  Attacks are always carried out one on one. When
 Go to the Melee Combat Damage Table (Table the melee has been resolved, the next melee can
18.3.2). occur.
 The side with more Mechs will attack in order
Example – The Hishen won the melee and now rolls to see from the highest Class to the lowest, going with
what has been hit on the opponent. He rolls 1d6 and the highest Rep in case of ties.
scores a 4 – a hit to the Right Arm. If he had been kicking  Stars can choose when they will attack.
it would have been the Right Leg.

Example – Two Hishen Mechs, a Class 3 and 4, charged


18.3.2 DETERMINING MELEE DAMAGE a Class 3 PDF Mech. The Class 3 Hishen will attack first.
It loses the melee. The Class 4 Hishen Mech now goes
Each time a Mech is hit in melee the winner rolls on the onto the attack.
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 STOP!
by the winner, more than by the loser. Take two Mechs from opposing Factions and place them
 Determine how many d6 are passed. on the table, out of sight of each other, but within 8”.
 Go down the left-hand column to the appropriate
row and across to see the result. Roll for Activation and move the active Mech into sight.

Example – Now it’s time to resolve the damage that the Both sides take the In Sight Test. Have the winner declare
Hishen caused. I roll 2d6 versus the number of successes a Charge. Take the Charge into Melee Test. If the target
more that the Hishen rolled (2) and score a 1 and 1. can fire, carry out the fire. Note that no Reaction Tests are
Passing 2d6 means the Hishen has caused 4 points of taken from fire when on the Charge into Melee Test.
damage – equal to its Armor Points of its arm. Rolling Move the charger into contact with the target. Resolve a
doubles also means a Critical Hit! 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
18.3.3 CRITICAL HIT punched. Now do it again as if the Mech was kicked.
There will be times when the damage to the location is Roll 2d6 on the Melee Combat Damage Table (Table
substantial and could cause further complications. When 18.3.2) to allocate damage. Did you roll doubles while
this occurs the Mech has sustained a Critical Hit. Here’s passing 2d6?
how we do it:
Go to the Critical Hit Table and resolve a Critical Hit.
 Consult the Critical Hit Table (Table 17.4.3). What Reaction Test needs to be taken?
 Go down the left-hand column to the appropriate
location. After one Mech has won a round of melee other Mechs
 Go across to the appropriate column depending if can attack. After all Mechs have fought one round of
the Armor of the location was reduced to “0” or melee the next round occurs when either Mech next
less or is at “1” or more. activates.
 Read the result. This may require additional d6 Fight a melee with one Mech against two Mechs.
rolls.
That’s all the rules for fighting your battles. What follows
 Immediately carryout the result and note the
are Terrain rules and Campaign information.
effects on the Unit Record Sheet (10.9).

© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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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 CLEAR
appropriate scenery. 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 This represents dense wooded or jungle areas that slow
play your first game. First start with a flat space at least travel and obscure vision.
3’x3’.

19.3.1 HOW MANY PIECES OF TERRAIN?


19.2 GENERATING TERRAIN After you have determined the overall type of terrain on
Unless previously determined by the Mission, players the battlefield it’s time to see what the table will look like.
should use the following system to generate terrain for the Here’s how we do it:
battlefield.  Consult the Terrain Generator Table (Table
1 - Divide the table into nine roughly equal sections. See 19.3.1).
the following illustration that shows the corresponding  Start from section number one and work your
number for each section. In this case the board is square, way to section number nine.
but you may be using a rectangle. It doesn’t matter just be  Roll 1d6, read the result as rolled.
sure and divide the table into nine roughly equal sections.  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)

# CLEAR HILLY WOODED


1 Clear Clear Clear
2 – Determine the overall terrain type of the battlefield by
2 Clear Clear Clear
rolling 1d6 and reading the result as rolled or by choosing
3 Clear Hill Woods
it from the following types:
4 Clear (B) Hill Woods
 Clear (1 – 3). 5 Hill Hill (B) Woods (B)
 Hilly (4 – 5).
6 Woods Woods Wooded Hill
 Wooded (6). (B) There are 1/2d6 Buildings in the section.

Example – I have determined that the overall terrain type


Example – I have divided the table into nine sections, but of the board will be Clear. I roll 1d6 on the Terrain
do not know what type of terrain it will have. I roll 1d6 Generator Table for section one and score a 3, clear
and score a 4. I will use the Hilly column to determine the terrain. I roll a 4 for section two, clear with buildings. I
actual terrain in each section. continue to roll until all nine sections are full.

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19.4 BUILDINGS 19.7 WATER
Buildings can be as large or as small as you like. They Using water is optional.
provide cover and block Line of Sight. Be sure to Rivers can be crossed by Mechs. Here’s how we do it:
consider the following when using buildings.
 Moving through water is done at half Speed.
 Being in rivers provide the Mech protection
19.4.1 BUILDING SIZE (17.2.1) for its Gut and Legs.
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 19.7.1 DEEP WATER
before the game and no larger than 6” x 6”. Mechs Deep water, usually lakes, can be crossed by Mechs.
cannot enter buildings. Here’s how we do it:
 The first 2” from the shore in deep water counts
19.4.2 BUILDING ARMOR as river and provides the Mech protection
(17.2.1) for its Gut and Legs.
Buildings can be destroyed by shooting or by melee.  Once over 2” from the shore the Mech is fully
Here’s how we do it: submerged and out of sight.
 Before the Mission assign each building an  Movement is reduced to 2” per turn.
abstract Armor value as you do with locations on
a Mech.
 For simplicity we use the following guidelines. 19.8 ROAD
 Bunkers = 5 Armor Points.
Movement over a road is at normal Speed. Roads will run
 Reinforced concrete = 4 Armor Points.
from one edge of the table to the opposite and are
 Concrete = 3 Armor Points. optional. If you have them, use them.
 Light construction = 2 Armor Points.

19.5 CLEAR 19.9 ROUGH TERRAIN


Rough terrain is marshes and similar areas. Rough terrain
These are open, empty areas that do not provide any can be used instead of woods. Here’s how we do it:
possible cover or concealment.
 Rough terrain provides concealment, but not
cover.
19.6 HILL  Mech movement in rough terrain is at half speed
unless on a road.
These are elevations that slope down in two directions
that can affect your Mech. Here’s how we do it:
 Movement for Mechs going up or down the hill 19.10 WOODS
is at normal Speed. Woods can affect movement; provide cover and
 Hills block Line of Sight between Mechs on concealment as well. Here’s how we do it:
opposite sides of its crest or ridgeline.
 Mechs within 1" of the crest or ridgeline of the  Mech movement in woods is at half speed unless
hill are considered to be protected (17.2.1). They on a road.
can see and be seen from the opposite side.  The LOS between Mechs inside woods is
Mechs farther back than 1” cannot see or be seen reduced to 12” in the daytime and 6” at night;
from the opposite side. 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.

© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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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 20.3 RESOLVING PEFS
size of the enemy force, its composition and location.
PEFs are used in every Mission. Here's how we do it: 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  Consult the PEF Resolution Table (Table 20.3).
will contain a PEF.  Be sure that there is a valid LOS to the PEF.
 Place a marker of any type in this section of the PEFs in cover can be seen while those with
board to represent the PEF. cover between the tester and the PEF cannot.
 If a terrain feature could block the LOS from  Roll 2d6 versus the PEF Rep of 4.
your force to the PEF be sure to place the PEF in  Determine how many d6 are passed.
a manner that does so.  Go down the left-hand column to the appropriate
 If no such feature is present place the PEF in the row and across to see the result.
center of that section.  Roll 1d6 and read the result as rolled to see how
 Repeat this process until you have three PEFs many Mechs you have run into.
placed on the board.  Immediately carry out the result.
 It is possible to have more than one PEF in the Note that the “triggering force” as found on the PEF
same section. Resolution Tables is all Mechs that have a Line of Sight
 PEFs have a Rep of 4. to the PEF.
 Once the PEF has been resolved it is removed
from the table.
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
The first time a Mech comes within 12” and LOS to a are. Here’s how we do it:
building a PEF is generated behind the building. Place a  Consult the NP Enemy Mechs Table (Table
marker on the tables behind the building. 20.4).
 Roll 1d6 and read the result as rolled.

20.2 PEF MOVEMENT
Modify the score by any applicable
Circumstance.
PEFs move like groups of enemy Mechs. Here's how we  Go down the left-hand column to the appropriate
do it: row then across for the appropriate enemy. This
tells you what Class Mechs you are facing.
 When the enemy is active, start with the PEF
farthest from any player group.
 Consult the PEF Movement Table (Table 20.2). 20.4.1 LOADING UP PEFS
 Roll 2d6 and compare the scores versus its Rep Here’s a little trick we recommend when playing 5150:
of 4. No Quarter as well as any other THW game. Load up
 Determine how many d6 were passed. your PEFs before the game.
 Go down the left-hand column to the appropriate
row and across to see the result. You know what Mechs you have in your collection. Just
 Immediately carry out the result. group them by Teams and assign them a number from 1
 Any contact that the PEF causes must be to 6. Place them, to the side of the table. When you
resolved prior to moving the next PEF, the next resolve a PEF roll 1d6 and use the Mechs you’ve assigned
one farthest from any player group. 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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20.5 HOW THE ENEMY MOVES 21.1 BUILDING YOUR FORCE
When PEFs are first deployed they will move according In 5150: No Quarter we take a bit of a different outlook
to the PEF Movement Table (Table 20.2). when building your force. We don’t set specific forces,
use points, or make you follow a detailed Order of Battle,
When PEFs are resolved and Mechs placed on the table,
but offer the following instead.
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
We recommend using whatever terrain you already have, limit yourself by using the Mechs we have pre-generated
but if you need it, we’ve included a Terrain Generator for you. Use the Mechs that you have in any ratio you
system. like. This means you may have to fudge a bit on type and
number of Reinforcements you use but that’s fine. Much
Regardless of the table size or shape, it is always divided better than worrying about having the “right” Mechs or
into nine equal size sections. going out and buying more you may never use. This
Buildings can be destroyed from shooting or melee. includes when playing the Cestus V Campaign (27.0)
Review the assigned Armor Points for each type. Just go to the Faction List (10.8.1) you want to use and
Hills will provide protection (17.2.1) for those near the make it work with your Mechs. Remember, there are no
crest line. official figures!

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 That depends on how big of a game you want to play. The
Missions. PEFs are used to limit the knowledge the player best way is to wait until you’ve played the game a few
has before and during the Mission. times before playing with lots of Mechs. If you do the
Review how to Load Up PEFs. exercises in the Stop boxes, that will speed up the process.
Use the NP Movement Tables for enemy Mechs. I’d start with one Team of three Mechs and I’d cut back
on Reinforcements (23.8.1) until you feel comfortable.

21.0 PLAY THE GAME! 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
As you may or may not know, all THW games can be frustrated and quit.
played solo, same side (cooperatively) and head to head
(competitively).
The solo and same side rules are brilliant. You do not 21.4 BALANCED GAME
draw a card to see when a group moves, nor do you have
to “make the best decision” for the non-player enemy. Here’s what we recommend when playing the first few
The game mechanics in No Quarter does all that for you. 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 When playing head to head let one player choose his
controlled by the game mechanics. Playing solo or same force. Then the opposing player chooses a force that he
side is in no way less desirable than playing head to head, thinks can beat his opponent. If the first player thinks that
and is often preferred. There’s something to be said about his force can beat the second player’s force, you’re ready
everyone being on the same side and giving the game to play. If not, have each player alternate adding and
mechanics a good thrashing or at least trying to. subtracting Mechs until both players think they can win.
Especially when learning the game. That’s about it; now on to the Missions.

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22.0 THE MISSIONS
Establish your Campaign Morale (23.3). If not
playing a Campaign, use the number 3 for your
Morale.
Now it’s time to go over the Missions used in 5150: No  Establish the Enemy Campaign Morale (23.3).
Quarter. We have provided you with three. They are: If not playing a Campaign, use the number 3 for
 Patrol. your Morale.
 Attack.  Once you have entered the table place the PEFs.
 Defend.  Roll for Activation.
 When the enemy activates go to the PEF
Movement Table (Table 20.2).
22.1 PATROL 

Resolve PEFs as needed (20.3).
Use the NP Patrol Mission Reaction Table
This will be your first Mission and it will be your enemy’s (Table 22.1.6) as needed.
first as well, whether a player or Non-Player. The  Use the NP Movement – Defend Table (Table
objective of a Patrol is to recon the area to determine the 22.2.6) when needed.
enemy’s objective. Some would look at it as you’re there  Play continues until the player has accomplished
to flush them out. his Mission, been destroyed, or leaves the table.

22.1.1 OBJECTIVE 22.1.6 NP PATROL MISSION TACTICS


 The objective is to recon the table. Non- Player forces that are on a Patrol Mission and
 To be successful you must spend one turn of contact enemy forces will either go to the defensive,
activation within 6" of the edge of the table in hoping for reinforcements or withdraw from the table
sections 1, 2, and 3. Once you have back the way they entered. Here's how we do it:
accomplished this you must report back by
exiting the table from the edge that you entered.  Consult the NP Patrol Reaction Table (Table
22.1.6).
 When the PEF is resolved, roll 2d6 versus their
22.1.2 FORCES Campaign Morale (23.3). If not playing a
Campaign use the number 3 for their Morale.
 You will patrol with a Team or Squad, you  Determine how many d6 are passed, and carry
choose. out the results.
 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. 22.2 ATTACK
In this Mission you are the attacker and must pursue your
objective, handing the enemy a crushing defeat.
22.1.3 TERRAIN
 The board is divided into nine sections and
terrain generated normally (19.2). 22.2.1 OBJECTIVE
 In this Mission there are two possible objectives.
 The first is to destroy as much of the enemy as
22.1.4 DEPLOYMENT possible, driving them off the table in the
 Your patrol will enter the board from the edge process. The Mission is over when you have
bordering sections 7, 8, and/or 9. chased off or destroyed all enemy forces and
 PEFs are generated and deployed as outlined in PEFs on the table.
the PEF section (20.0).  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
22.1.5 SPECIAL INSTRUCTIONS 3/4 of your force and have inflicted more
casualties than you received.
 The Mission takes place during the day.
 Write down which objective you are trying to
 There is a chance (1) of Inclement Weather
achieve and reveal it at the end of the Mission.
(23.7).

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22.2.2 FORCES  Roll 2d6 versus the Rep of the NP group and
determine how many d6 it has passed.
 You may choose up to a Platoon (12.0). If you  Go down the left-hand column to the appropriate
do use a Platoon, double any enemy forces row then across to see the result.
generated by resolving PEFs. If using more than  Immediately carry out the results.
a Platoon increase the enemy forces
proportionately.
 Decide which list the enemy will use. Do not 22.3 DEFEND
worry about gathering their force as all enemy
forces, if any, are determined in the Special In this Mission the enemy is on the attack! You must
Instructions section. 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).  Your objective is to prevent the enemy from
achieving their objective.
 The first objective is to destroy as much of your
22.2.4 DEPLOYMENT force as possible, driving you off the table in the
process. Their Mission is over when you have
 PEFs are generated and deployed as outlined in been chased off or destroyed.
the PEF section (20.0).  The second objective is to exit the table at the
 The attacking force will enter the board from the opposite edge from where they entered. Their
edge bordering sections 7, 8, and/or 9. 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.
22.2.5 SPECIAL INSTRUCTIONS:  The Non-Player will roll 1d6 for their Attack
 The Mission takes place during the day (1 – 5) or Mission objective after entering the table.
night (6).  If they Control (23.4) the planet they
 There is a chance (1) of Inclement Weather will have either the first (1 – 4) or
(23.7). second objective (5 – 6).
 Establish your Campaign Morale (23.3). If not  If they Contest (23.4) the planet they
playing a Campaign, use the number 3 for your will have either the first (1 – 2) or
Morale. second objective (3 – 6).
 Establish the Enemy Campaign Morale (23.3).  If not playing a Campaign they will
If not playing a Campaign, use the number 3 for have either the first (1 – 3) or second
your Morale. objective (4 – 6).
 Once the attacker has entered the table, place the
PEFs.
 Roll for Activation. 22.3.2 FORCES
 When the enemy activates go to the PEF  You may choose up to a Platoon (12.0). If you
Movement Table (Table 20.2). do use a Platoon, double any enemy forces
 Resolve PEFs as needed (20.3). generated by resolving PEFs. If using more than
 Use the NP Movement – Defend Table (Table a Platoon increase the enemy forces
22.2.6) when needed. proportionately.
 Play continues until the player has accomplished  Decide which list the enemy will use. Do not
his Mission, been destroyed, or leaves the table. worry about gathering their force as all enemy
forces, if any, are determined in the Special
Instructions section.
22.2.6 NP MOVEMENT - DEFEND
When NP groups activate we must see what they will do.
Here’s how we do it:
 Consult the NP Movement – Defend Table
(Table 22.2.6).
 Start with the group farthest from the player.
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5150: NO QUARTER – MECH WARFARE
22.3.3 TERRAIN 22.3.7 NP MOVEMENT – ATTACK
 The board is divided into nine sections and When called upon by to use the NP Movement – Attack
terrain generated normally (19.2). Table (Table 22.3.7). Here’s how we do it:
 Consult the NP Movement – Attack Table (Table
22.3.4 DEPLOYMENT 22.3.7).
 Start with the group farthest from the player.
 You can set up anywhere in sections 7, 8, and/or  Roll 2d6 versus the Rep of the NP group and
9 determine how many d6 it has passed.
 PEFs are generated and deployed as outlined in  Go down the left-hand column to the appropriate
the PEF section (20.0). row then across to see the result.
 Immediately carry out the results.
22.3.5 SPECIAL INSTRUCTIONS
 The Mission takes place during the day (1 – 5) or
night (6). STOP!
 There is a chance (1) of Inclement Weather
You can play 5150: No Quarter with as little as one Mech
(23.7).
to as many as you want – after you become comfortable
 Establish your Campaign Morale (23.3). If not with the rules. Doing the exercises in the Stop boxes will
playing a Campaign, use the number 3 for your help you learn the game quicker.
Morale.
 Establish the Enemy Campaign Morale (23.3). There are three Missions and all are linked together for
If not playing a Campaign, use the number 3 for playing a Campaign. Regardless of the Mission they are
your Morale. always presented in the same way.
 Once you have set up on the table place the Each Mission has one or more tables detailing how Non-
PEFs. Player forces are used. This works great for cooperative
 Roll for Activation. games with all the players on the same side. If playing
 When the enemy activates go to the PEF head to head you can still use them if you want. Just have
Movement Table (Table 20.2). one player play the “Non-Player” force or have him load
 Resolve PEFs as needed (20.3). up and assign his PEFs before they are placed.
 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.

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
In this section you will learn how to link your Missions have won and they have vacated the area:
together into a continuous Campaign where the result of  You are a local hero and on your next Campaign
one Mission affects the course of the next. Campaigns can your starting Campaign Morale goes up by one.
be as simple or as detailed as you desire. Feel free to use
as little or as much of the following rules for your If your Campaign Morale is reduced to zero you have lost
campaigns. the campaign and your side vacates the area:
 You have questions to answer and are regarded
23.1 TIME IN THE CAMPAIGN lightly by your superiors. In your next Campaign
your starting Campaign Morale goes down by
For simplicity's sake we track time in the Campaign by one.
the month. Players will have two Missions per month, one
early in the month and one later in the month.
23.4 CONTROLLING OR
23.2 STARTING FORCE CONTESTING
We recommend that you start the Campaign with a full Now you must determine which side controls the planet
Company of Mechs. You may not use all of them at the (defending) and which side is contesting it (attacking).
same time and can choose which ones you want to use. Here's how we do it:
 Decide which Factions will be opposing each
23.3 CAMPAIGN MORALE 
other.
Each side now rolls 1d6 and adds their score to
Not all areas fought over during a Campaign are equally their starting Campaign Morale.
contested. Whether you are in the thick of things or on the  The side with the higher total is the contesting
fringe of the fight determines enemy activity you can army. Note that PDF are always controlling.
expect. The question you have to ask, is how important is  Re-roll all ties.
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
Before the campaign starts we must establish your Campaign. I roll 1d6 for the Star Army. I score a 3 and
Campaign Morale and the Enemy Campaign Morale as add it to the Campaign Morale of 4 for a total of 7. I roll
well. Here’s how we do it: 1d6 for the Hishen. I score a 5 and add it to the
 Consult the Campaign Morale Table (Table Campaign Morale of 4 for a total of 9. The Hishen are
23.3). contesting the planet while the Star Army is controlling it.
 Go down the left-hand column to the appropriate
row for the Faction being played – yours or the
enemy. 23.5 CHANGING MORALE
 Go across to see what the starting Campaign
After each Mission you will have a success or a failure.
Morale will be.
Let's see how this affects the Campaign. Here's how we
do it:
23.3 CAMPAIGN MORALE  Consult the Current Campaign Morale Table
(Table 23.5).
X CAMPAIGN MORALE  Each side starts with 2d6.
 If they were successful they will add 1d6.
FACTION CAMPAIGN MORALE
 Each side rolls their modified total d6 versus
Free Company 3 their current Campaign Morale.
Hishen 4  Determine how many d6 each side passed.
ISS 5  Compare the number of d6 passed by both sides
PDF 3 to each other.
Star Army 4  Go down the left-hand column to the appropriate
Zhuh-Zhuh 4 row then across to see the results.

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 Immediately adjust any Campaign Morale as 23.6 NEXT MISSION
needed.
X NEXT MISSION
23.5 CURRENT CAMPAIGN MORALE (Based on your last Mission)

2 CURRENT CAMPAIGN MORALE LAST MISSION SUCCESS FAILURE

(Taken versus current Campaign Morale)


Patrol. Attack. Defend.
Attack. Attack. Patrol.
A result of "6" is always a failure Defend. Patrol. Defend.
CIRCUMSTANCE MODIFIER
Last Mission was a success. +1d6 23.7 INCLEMENT WEATHER
Unless specified otherwise by the Mission there is a
# D6 PASSED RESULT chance (1) that there could be inclement or bad weather
2 or more Winner’s Campaign Morale goes up by that could affect LOS. When inclement weather occurs
than opponent one point. (fog, rain, haze, etc.), roll 1d6 and consult the Inclement
Weather Table to determine the particulars.
Loser’s Campaign Morale goes down by
one point.
1 more than Loser Campaign Morale goes down by 23.7 INCLEMENT WEATHER
opponent one.
Same number No change to either Campaign Morale.
1 INCLEMENT WEATHER
as opponent (Read result as rolled)

Example – I have just finished a Star Army Attack Mission # RESULT


and failed. I now roll 2d6 versus my Campaign Morale of 1 Inclement weather during the whole Mission.
3 and pass 1d6. 2 Inclement weather, but getting better. Count as if
The Hishen roll 3d6 as they succeeded in the Mission. scored a result of "3" at the start of the Mission.
They pass 3d6. As they passed 2d6 more than I did, my When doubles are scored for activation, the
Campaign Morale goes down by one while theirs goes up weather lifts and becomes clear.
by one. 3 Inclement weather during the Mission.
4 Inclement weather during the Mission.
5 Inclement weather worsening. Count as if scored
23.6 NEXT MISSION a result of "4" at the start of the Mission. When
doubles are scored for activation, the weather
If you are still fighting after the Campaign Morale has worsens and remains bad for the remainder of
been checked you have to determine your next Mission. the Mission.
This is based on the success or failure of your last 6 Inclement weather during the whole Mission.
Mission. Here's how we do it:
 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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23.8.1.1 FREE COMPANY
STOP! REINFORCEMENTS
The Campaign is played in turns with two Missions per
turn. 2 FREE COMPANY REINFORCEMENTS
Start with a full Company of Mechs. This allows you to (Add the scores together)
pick and choose which ones to send on Missions.
# REINFORCEMENT
Campaign Morale is everything. It determines who wins
2 One Platoon.
the Campaign and how many, if any, reinforcements you
get. Succeeding in your Missions is how your Campaign 3 Rest of Platoon.
Morale goes up and your enemy’s go down. 4 One Squad.
5 One Squad.
How you do on your last Mission tells you what your 6 One Squad.
Next Mission will be. 7 Rest of Squad.
Controlling the planet means you are defending it, 8 One Team.
contesting means you are attacking it. 9 One Team.
10 No Reinforcements.
11 No Reinforcements.
23.8 ESCALATING BATTLES 12+ No Reinforcements.
In this section you will be introduced to the
Reinforcements that may be available to you and your 23.8.1.2 HISHEN REINFORCEMENTS
player or Non-Player Enemy during the Mission. By
using this section you can watch your battles escalate into 2 HISHEN REINFORCEMENTS
larger engagements on their own. Naturally you can (Add the scores together)
choose to use or not use this section and still have an
enjoyable game. Also do not be afraid to tweak the # REINFORCEMENT
Reinforcements Tables (23.8.1) to fit the Mechs you may
already have. 2 One Platoon.
3 One Platoon.
By using the following procedure we re-create the real- 4 Rest of Platoon.
life uncertainty of not knowing what you will be facing on 5 Rest of Platoon.
each Mission. Just remember that the number of
6 One Squad.
reinforcements each side receives is in direct relationship
to their current Campaign Morale. 7 One Squad.
8 Rest of Squad.
9 One Team.
23.8.1 REINFORCEMENTS 10 One Team.
11 No Reinforcements.
2 REINFORCEMENTS TABLE 12+ No Reinforcements.
(Taken versus the Campaign Morale)

# D6 RESULT
PASSED
2 Reinforcements arrive: Roll d6, add the
scores together and consult the appropriate
Reinforcements Table.
1 Reinforcements possible: Roll 2d6, add the
scores together, but add 3 to the total and
consult the appropriate Reinforcements Table
0 No Reinforcements.

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23.8.1.3 PEF REINFORCEMENTS 23.8.1.5 ZHUH-ZHUH REINFORCEMENTS
2 PDF REINFORCEMENTS 2 ZHUH-ZHUH REINFORCEMENTS
(Add the scores together) (Add the scores together)

# REINFORCEMENT # REINFORCEMENT
2 One Platoon. 2 One Platoon.
3 Rest of Platoon. 3 One Platoon.
4 One Squad. 4 Rest of Platoon.
5 One Squad. 5 One Squad.
6 One Squad. 6 One Squad.
7 Rest of Squad. 7 Rest of Squad.
8 One Team. 8 One Team.
9 One Team. 9 One Team.
10 No Reinforcements. 10 No Reinforcements.
11 No Reinforcements. 11 No Reinforcements.
12+ No Reinforcements. 12+ No Reinforcements.

23.8.1.4 STAR ARMY AND ISS 23.8.2 EXPLAINING THE


REINFORCEMENTS REINFORCEMENTS
Let’s explain what the Reinforcements consist of. Here’s
2 STAR ARMY AND ISS REINFORCEMENTS
how we do it:
(Add the scores together)
 One Team – Three Mechs including its Team
# REINFORCEMENT Leader.
 Rest of Squad – The 2nd Team of a Squad
2 One Platoon. already on the table with its Squad Leader.
3 One Platoon.  Squad – A full Squad of six Mechs including the
4 Rest of Platoon. Squad Leader and one Team Leader.
5 Rest of Platoon.  Rest of Platoon – The remaining Mechs of a
6 One Squad. Platoon already on the table plus its Platoon
7 One Squad. Leader. Remember that some Free Company and
8 Rest of Squad. PDF Platoons have two Squads while Hishen,
9 Rest of Squad. Star Army, and Zhuh-Zhuh have three.
10 One Team.
11 One Team.
23.8.3 WHEN REINFORCEMENTS ARRIVE
12+ No Reinforcements.
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.
 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.

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23.8.4 WHO ARE THEY?
Once you know how many of them there are you need to
STOP!
know what they are. Here’s how we do it: When the Activation dice come up “7”, the side with the
 Consult the NP Enemy Mechs Table (Table higher score could get reinforcements. Roll 2d6 versus the
20.4). current Campaign Morale to see if you get them.
 Roll 1d6 and read the result as rolled. Each faction has their own Reinforcements Table – some
 Modify the total by any applicable Circumstance. will get more reinforcements than others!
 Go down the left-hand column to the appropriate
Use the NP Enemy Mechs Table to see what has arrived
row then across for the appropriate enemy. This
for both the enemy and you. After you have them ready to
tells you what Class Mechs you are facing.
go, roll on the Reinforcement Entry Table to see where
If you have enough Mechs under you command that are they arrive.
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
23.8.5 WHERE REINFORCEMENTS ARRIVE you and your unit. Here’s how we do it:
When Reinforcements are called for we must determine  Check to recover (23.9.1) each Pilot that was
where they will arrive. Here's how we do it: injured or Left the Battlefield.
 Consult the Reinforcement Entry Table (Table  Check each Pilot to see if their Rep increases
23.8.5). (23.9.2) or decreases (23.9.3).
 Roll 1d6 and read the result as rolled  Check for Replacement Pilots (23.9.4) for those
 Go down the left-hand column to the appropriate that were lost.
row then across to see the results.  Check to repair (23.9.5) each Mech that was
 Immediately place the units. damaged.
 Check for replacement Mechs (23.9.6) for those
that were lost.
23.8.5 REINFORCEMENT ENTRY
1 REINFORCEMENT ENTRY 23.9.1 RECOVERING PILOTS
Pilots that have suffered injuries (loss of Rep), Left the
(Read the result as rolled)
Battlefield, or bailed out from a disabled Mech may or
# RESULT may not return to your command. Here’s how we do it:
1 Enter the table edge to the left of the player at 6 +  Consult the After the Battle Recovery Table
1d6” up the edge. (Table 23.9.1).
2 Enter the table edge behind the player and to his  Start with 2d6.
left, at 9 + 1d6” away from the center.  Modify the number of d6 by any applicable
3 Enter the table edge behind the player, at the Circumstance.
center.  Roll the modified number of d6 versus the
4 Enter the table edge behind the player, at the current Rep of the Pilot.
center.  Determine how many d6 are passed.
5 Enter the table edge behind the player and to his  Go down the left-hand column to the appropriate
right, at 9 + 1d6”away from the center. row, then across to see the results.
6 Enter the table edge to the right of the player at 6  Immediately carry out the result.
+ 1d6” up the edge.

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23.9.1 RECOVERING PILOTS  If the score is a “1”, the Rep has decreased by
one level.
2 AFTER THE BATTLE RECOVERY  The minimum Rep a Pilot is 2.

(Taken vs. Rep)


23.9.4 REPLACEMENT PILOTS
CIRCUMSTANCE MODIFIER
When you take casualties and lose a Pilot there is a
If Controlling the planet. +1d6 chance that you will receive replacements. Here’s how we
If the Mission was a success. +1d6 do it:

# D6 RESULT  After rolling on the After the Battle Recovery


PASSED Test (23.9.1) determine if any of your Mechs are
short a Pilot. This could happen if a Pilot is
2 All return at normal Rep. killed, but his Mech is repaired.
1 Rep damaged recovered.  Roll 1d6 versus your current Campaign Morale
Those that left the battlefield return, but for each Mech.
count as failed in the Mission.  Pass 1d6 = Gain a new Pilot. Roll for his
0 No Rep damaged recovered. Rep as you normally would.
Those that left the battlefield are shipped out  Pass 0d6 = No Pilot is gained.
and no longer available.
If you end up with extra Pilots feel free to use them to
replace lower Rep Pilots.
23.9.2 INCREASING REP
After each Mission you and your Pilots will either have
been successful or have failed in their performance. If 23.9.5 REPAIRING MECHS
you/they succeed the Rep could increase. To have a Before you can repair a Mech you must recover it.
successful Mission the Pilot must have achieved all of the Recovering a Mech is simple. If the Pilot left the
following conditions: battlefield without accomplishing the objective, the Mech
 Destroyed or disabled one or more enemy Mechs cannot be recovered. Otherwise it can, even if the Pilot
totaling or exceeding your Mech Class. was killed, and the Mech can be repaired. Here’s how we
 Not lost their Mech. do it:
 Did not receive a result of Leave the Battlefield.  Consult the Repairing Mechs Table (Table
They do not have to achieve the Mission objective. 23.9.5).
 Start with 2d6.
If the Mission was a success the Pilot rolls 1d6 and reads  Modify the number of d6 by any applicable
the result as rolled. Circumstance.
 If the score is higher than the current Rep the  Roll the modified number of d6 versus the
Rep will go up one level. current Campaign Morale.
 If the score is a “6” the Rep will go up one level  Determine how many d6 are passed.
regardless of the current level.  Go down the left-hand column to the appropriate
 Pilots can grow to as high a Rep as desired as row, then across to see the results.
there isn't a maximum. There is, however, death.  Immediately carry out the result.

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:
 Lost their Mech.
 Received a result of Leave the Battlefield.
They do not have to fail the Mission objective.
If the Mission was a failure the Pilot rolls 1d6 and reads
the result as rolled.

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5150: NO QUARTER – MECH WARFARE
23.9.5 REPAIRING MECHS
2 REPAIRING MECHS STOP!
(Taken vs. Campaign Morale) After each Mission – that’s twice a month, players will do
the following:
CIRCUMSTANCE MODIFIER
1. Check to recover each Pilot that was injured or Left
If Controlling the planet. +1d6 the Battlefield.
2. Check each Pilot to see if their Rep increases or
# D6 RESULT decreases.
PASSED 3. Check for Replacement Pilots for those that were
2 Mech fully repaired and available for next lost.
Mission. 4. Check to repair each Mech that was damaged.
1 Roll 1d6 versus the Class of the Mech: 5. Check for replacement Mechs for those that were
 Pass 1d6: Count as if passed 2d6. lost.
 Pass 0d6: Count as if passed 0d6.
0 Mech will be fully repaired, but unavailable
for 1/2d6 Missions.
24.0 STEP-BY-STEP
Here's a step-by-step outline that will help to get you into
23.9.6 MECH REPLACEMENTS your first game. After a few games it will become second
nature and you won’t need it anymore.
After you’ve repaired your Mechs you may still need
replacements to get up to full strength. Now let’s see if 1. Choose which Faction you want to play (10.8.1).
there are any replacements coming your way. Here’s how 2. Decide how many Mechs (11.0) and what type
we do it: you will play with for your Faction (10.8.1).
3. Roll up the Reps of all of your Pilots (9.4).
 Consult the Replacement Mechs Table (Table 4. Roll for any Attributes of all of your Pilots (9.6)
23.9.6). 5. Fill out any Unit Record Sheets as needed (10.9).
 Roll 2d6 versus the current Campaign Morale. 6. Establish your Campaign Morale (23.3) and that
 Determine how many d6 are passed. of the enemy.
 Go down the left-hand column to the appropriate 7. Determine who is Controlling or Contesting the
row and across to see the results. planet (23.4).
8. Choose the Mission you want to play (22.0).
9. Play the Mission as outlined.
23.9.6 REPLACEMENT MECHS TABLE 10. Resolve any Reinforcements if the Activation
dice comes up "7" (23.8.1).
2 REPLACEMENT MECHS 11. After the Mission adjust any Campaign Morale
as needed (23.5)
(Taken vs. Campaign Morale)
12. Determine your next Mission (23.6).
A result of "6" is always a failure 13. Check to recover Pilots (23.9.1).
14. Adjust and Pilot Reps as needed (23.9.2).
# DICE RESULT 15. Check for replacing Pilots (23.9.4).
PASSED 16. Check to repair Mechs (23.9.5).
2 Replace all lost Mechs. (1) Replacements are 17. Check for replacing Mechs (23.9.6).
available for next Mission.
1 Receive 1 replacement Mech at random.
0 No replacement Mechs available.
(1) Replacement Mechs will come with Pilots as well. Roll them
normally.

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5150: NO QUARTER – MECH WARFARE
25.0 THE 5150
variety of races. These slaves perform a variety of
functions from menial chores up to participation in
governmental administration with Razors rumored to hold
UNIVERSE high posts. Although slaves have been known to rise to
power in the Empire the lowest Drone is still of higher
This section is informative and not part of the rules. rank than the highest slave. Any Drone may kill any slave
without any repercussions.
In this section we give you a peek behind the curtain that
is the 5150 Universe. Not an overwhelming amount of Hishen slave fleets routinely search out new races to feed
info, just enough to give reasons to your battles. We have the insatiable demands of the Empire. It is customary that
more supplements and scenarios in the pipeline and will these fleets are manned partly by Hishen Drones and
go into more detail at that time. So here's a quick intro. 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
25.1 FREE COMPANIES one encounters Hishen slave raiders their battle fleets are
sure to follow.
It may not be the oldest profession in the universe, but it’s While slave ships scour the universe the bulk of the
pretty darn close. Mercenaries are people willing to do a Hishen Drones are used in warfare. It is not uncommon
job, usually dirty, for pay. You got the “cause”, I got the for the Hishen to invade a planet with the purpose of
gun. In the 5150 universe there are two types of bringing it into their Empire by decimating the
mercenaries, but all are called Free Companies. population. The bulk of the Hishen army is made up of
The first type is the salvage company whose livelihood Drones, but the Hishen also have large numbers of Grath
depends upon recovering abandoned property and selling units to stiffen their resolve on the battlefield.
it off to the highest bidder. Interestingly the Hishen will always attempt to capture
The second type is the one we deal with in 5150: No disabled enemy, but never bother to retrieve their own
Quarter. These are mercenaries that lay down their lives casualties. In fact, it is quite common for a disabled
for monetary gain. Yes, they will fight for your cause, but Hishen to explode a grenade killing itself in hopes of
only as long as the money lasts. “When do I get paid?” disabling more enemy. Fear of death is unknown and
and “How do I stay alive?” These are the only things the reflected in the fact that no Hishen soldier ever wears
mercenary cares about. Mercenaries will fight for you, but armor.
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 25.2.1GRATH
being left behind after a fight has ended badly. Those that The Grath are definitely Xenoforms and according to the
do own interplanetary ships command top pay and are in Alien Studies Institute (ASI) of Gaea Prime, they are truly
high demand by Gaea Prime…and her enemies. unique. The Grath is not a single living organism, but is
Free Companies have Mechs. composed of literally thousands of organisms. The control
and function membrane that encase the interdependent
system that comprises the Grath keeps these organisms
25.2 HISHEN EMPIRE together.
Due to this unique arrangement the Grath can regenerate
Inhabitants of the middle of the Nine Rings, the Hishen itself almost instantly. This makes killing a Grath very
are the most technologically advanced of all the clone difficult and best done by removing the head, which if
races. Like Gaea Prime, they also prize order above all done instantaneously, will provide a terminal system
else, but order under their control. Slightly less than shock. Needing only basic fluids to survive, the Grath
human in size, these gray skinned beings are the bane of have the ability to convert most fluids into necessary
freedom. The sole purpose of the Hishen is to expand nourishment. Combine this ability, with the knowledge
their domain and subjugate any and all races they meet. that they do not care where they obtain this fluid, makes
The Hishen Empire consists of many millions of Hishen the Grath a terrifying enemy.
Drones and a very small ruling class. It is speculated that The Grath is the perfect warrior. Graths will fight anyone
the Hishen life span is only ten years. They spend the first (including each other), any place, any time, and are in
three months of their life in a larvae stage then emerge constant demand as mercenaries throughout the 5150
fully grown. It is estimated that for every one Drone there Universe. Only in Gaea Prime controlled areas are the
are at least one hundred slaves coming from a wide
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34
5150: NO QUARTER – MECH WARFARE
Grath not used. In fact, any Grath caught in Gaea Prime The PDF have Star Army Mechs.
areas are immediately destroyed.
They have no need for sleep or concept of imagination 25.3.3 STAR ARMY
and are basic in their intelligence. Graths are extremely
loyal to their employers and it is common for a Grath to “We take the war to the enemy; one planet at a time.”
know many employers during their lifetime. This can be a The Star Army is a combined arms force with
very, very, long time as there is no known natural cause interplanetary capabilities provided by the Star Navy (see
of death for a Grath, just death from combat. the THW rules 5150 Star Navy for more info). Unlike the
The Grath do not have Mechs. 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
25.3 GAEA PRIME Star Army is used on the offense. Star Army troops are
used to invade hostile planets, suppress rebellions and
“Gaea Prime is Mother. From her good graces the insure the expansion of Gaea Prime influence.
known planets were populated. We are all her children
The Star Army has Mechs.
and from her all that is good flows. Honor thy Mother.”
So goes the mantra of Gaea Prime. From the randomness
of Chaos, Gaea brought order and it is the duty of the 25.3.4 ISS
children of Gaea to continue to bring order to all they On the cutting edge of the Star Army is the elite force
encounter. To this end the Gaea Prime armed forces have known as the Interplanetary Special Services or ISS.
evolved.
The ISS is always at the front of any invasion, deployed
to step on the throat of the enemy. They are always the
25.3.1 PLANETARY MILITIA ones dispatched when there is a Bug infestation. This elite
force is often referred to as the Hand of Gaea. The ISS is
Bringing order from chaos requires a variety of forces.
dispatched to stabilize any situation and then turn it over
The most common one is the Planetary Militia. All
to the Star Army.
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
These are colonists that live on the planet and are
supply centers. The special units known as Symons only
expected to keep order and defend the planet from
work under ISS supervision even when attached to Star
indigenous enemies. However, they are not an organized
Army units. Only veterans with extensive Star Army
military force, but instead band together in time of need.
experience are considered for placement in the ISS.
Although not directly linked to the Star Army, all
Planetary Militia units fall under their jurisdiction. As the The ISS have Star Army Mechs.
population grows in size additional military forces are
sent out from Gaea Prime. These are called the Planetary
Defense Forces or PDFs. 25.3.5 REBELS
Planetary Militias do not have Mechs. 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
25.3.2 PLANETARY DEFENSE FORCE souls do not.
The PDF are regular, second line, Star Army units whose They call themselves by a variety of names, but
members are not recruited from the planet they are collectively they are known as Rebels. Rebels are semi-
assigned to guard. They routinely rotate out to other organized and depend upon captured military equipment.
planets so as not to develop an affinity for their current Supplementing these Rebels are the Free Companies –
assignment. who provide Mechs for a price. Rebels are usually planet
bound and are rarely encountered outside of their home
The PDF does not replace the Planetary Militia, but are
planet.
intended to supplement it. Co-operation between the two
entities will vary depending upon many factors. In a Rebels do not have Mechs.
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.

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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 Such is the dominance of Gaea Prime that no other
infraorder Suprasimiiformes. When ASI research independent Home Worlds can be found in the first three
expeditions had first contact with the Zhuh-Zhuhs they Rings. It isn’t until you reach the Fourth Ring that you
were assumed to be evolved cousins of the infraorder find another Home World. This is the Home World of the
Simiiformes or the higher primates that populate many Zhuh-Zhuh, the largest planet in the six planet
worlds in one form or another. This was incorrect as confederation known as the Hapflorean Federation of
proven centuries later with data that supports that these Planets (HFW). (1)
Suprasimiiformes are much older than was originally
thought. Although Gaea Prime dominance is confined to the first
Three Rings their influence has spread out as far out as
Further evidence suggests that the Zhuh-Zhuhs have more the Fifth Ring with diplomatic overtures and explorers
in common with the average Basic than what is loosely reaching to the Rings far beyond. (2)
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 26.2 THE HISHEN THREAT
haunted Gaea Prime since first uttered by a low-level Gaea Prime dominance is threatened by the Hishen
Gaea Prime attaché. The comment was made during the Empire. Official war has been recently declared after a
first diplomatic mission to the Home World of the period that featured a high rate of incidental military
Hapflorean Federation of Planets, the largest and most contact. As the Hishen Home World is in the Fifth Ring
powerful political alliance of Zhuh-Zhuhs. much of the war occurs in the Fourth Ring. (3)
Zhuh-Zhuhs or Zhuhs come in all shapes, colors and sizes As long as Gaea Prime and the Hishen Empire effectively
ranging from smaller three-foot types, Muggie Zhuh- counteract each other the 5150 universe is pretty stable.
Zhuhs, to those close to seven feet in height. Despite the two being at war, with no clear cut winner
envisioned, the rest of the universe can breathe easy.
Zhuh-Zhuhs own and occupy a large number of planets
However, the involvement of a third force threatens this
and are commonplace on many Gaea Prime worlds.
Constant contact with the large number of Zhuh-Zhuhs in delicate balance.
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
Do not underestimate Zhuh-Zhuhs. They are intelligent
and very physically domineering and should be treated
BALANCE
with utmost respect and care. The Bugs are that third force. With reports of Bug
incursions in the Sixth Ring the Hishen find their
(1) Trusted alien status means different things to different resources being drawn away from the Gaea Prime conflict
people. To some it means advancement towards Citizen Status,
and towards the Bugs. This allows for more aggressive
although there are no Zhuh-Zhuh GP Citizens, while for others
it represents a sell out to Gaea Prime. Gaea Prime behavior. This behavior is forcing many of
the independent races, such as the Zhuh-Zhuhs, Drantak,

26.0 CURRENT EVENTS


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
The history of Gaea Prime, let alone the 5150 universe, disrupt this and is causing a ripple throughout the 5150
would fill volumes of books and a lifetime to digest. To universe.
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 known universe consists of Nine Rings or Bands of the biggest threat comes from the Zhuh-Zhuhs. On level
Life. Each Ring contains numerous planets, from Class 1 with the Hishen and Gaea Prime military forces, their
to Class 3, as well as inhabited smaller planetary Colonies inclusion on either side of the fight, would tip the scale
and innumerable smaller clusters called Rocks. decisively. Many diplomats believe when combined with

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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 NO QUARTER ASKED, NO QUARTER GIVEN
against both factions.
Cestus V was an independent planet until recently. The
local government walked a tight rope between Gaea
26.5 FREEDOM FIGHTERS OR Prime and the Hishen Empire, trying to play one off the
other while receiving financial aid from both. Gaea Prime
PAWNS? quickly tired of this game and abruptly withdrew all add.

This ripple caused by the Bugs also threatens to upset the This led to a Hishen invasion. Unable to defend itself,
balance of power in another way. A wave of Cestus V sent emissaries to Gaea Prime, pleading for
independence has hit the smaller planetary Colonies and help. Gaea Prime replied they could only help true
Rocks in the Third Ring. (4) Some Gaea Prime possessions citizens – causing Cestus V to accept Gaea Prime
are expressing their displeasure in a variety of forms, sovereignty now and in the future.
from slowing down production of much needed exports to Gaea Prime forces landed quickly after.
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
27.1 YOUR ROLE
some cases Zhuh-Zhuh financial aid. This takes the form You will be a Mech Company Commander. You can
of non-military aid as well as footing the bill for the choose to play the Gaea Prime or the Hishen Empire. For
numerous Free Companies that supplement the Rebel a change of pace you can substitute the Zhuh-Zhuhs or
forces. Free Companies for either side.

26.6 THE FUTURE IS YOURS 27.2 THE MISSIONS


This is the current 5150 universe that you have been We’ve set the Campaign to be played from the Gaea
thrust into. Choose your sides, fight well and affect the Prime point of view, but you can play as the Hishen
future as best you can. Empire. Here’s how we do it:
 Use the Missions as written and in the order that
they appear.
(1) Note that the HFW was first erroneously reported to be
located in the Fifth or Sixth Rings, but is actually in the Fourth.
 Use the PEF Resolution Table (20.3).
 Use the Enemy Force Table found in each
(2) The current Gaea Prime government has authorized ISS pre- Mission to determine the type of Mechs you
emptive strikes on Bug controlled planets in the Sixth and have run into.
Seventh Rings. This has caused numerous protests from the
inhabitants of these Rings. Some view these raids as illegal and What if you roll a Mechs that you don’t have? Don’t
merely ruses to intimidate and to establish a beach head. worry, just use what you have! Remember, it’s about
(3) The conflicts between Gaea Prime and the Hishen Empire in playing games, your game.
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
27.4 TERRAIN 1.0.3 TERRAIN
We have set up the terrain for each Mission based on a 3’  The terrain is laid out as follows.
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.
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
 Your patrol will enter the board from the edge
MISSION 1.0 TRIP WIRE bordering sections 7, 8, and/or 9.
 PEFs are generated and deployed as outlined in
HQ needs info and that means they’re sending you out on
the PEF section (20.0).
recon. Should be simple enough; wonder why they aren’t
sending infantry and vehicles?
1.0.5 SPECIAL INSTRUCTIONS
1.0.1 OBJECTIVE  The Mission takes place during the day.
 There is a chance (1) of Inclement Weather
 The objective is to recon the table.
(23.7).
 To be successful you must spend one turn of
 Establish your Campaign Morale (23.3).
activation within 6" of the edge of the table in
sections 1, 2, and 3. Once you have  Establish the Enemy Campaign Morale (23.3).
accomplished this you must report back by  Once you have entered the table place the PEFs.
exiting the table from the edge that you entered.  Roll for Activation.
 When the enemy activates go to the PEF
Movement Table (Table 20.2).
1.0.2 FORCES  Resolve PEFs normally, using the PEF
Resolution – Mission 1 Table to generate the
 You will patrol with a Team or Squad, you
number of enemies found.
choose.
 Use the Enemy Force – Mission 1 Table to
 Decide which list the enemy will use. Do not
generate the enemy and their reinforcements if
worry about gathering their force as all enemy
needed.
forces, if any, are determined in the Special
 Use the Star Army Force – Mission 1 Table to
Instructions section.
generate your reinforcements if needed.
Remember that reinforcements come from your

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5150: NO QUARTER – MECH WARFARE
Company first; from elsewhere if you do not
have the appropriate Mechs. 2 STAR ARMY FORCE – MISSION 1
 Use the NP Patrol Mission Reaction Table (Adding the results together)
(Table 22.1.6) as needed.
 Use the NP Movement – Defend Table (Table # RESULT
22.2.6) when needed. 2 Class 3 Mech
 Play continues until the player has accomplished 3 Class 3 Mech
his Mission, been destroyed, or leaves the table. 4 Class 2 Mech
5 Class 4 Mech
22.1.6 NP PATROL MISSION TACTICS
6 Class 3 Mech
7 Class 3 Mech
Non- Player forces that are on a Patrol Mission and 8 Class 3 Mech
contact enemy forces will either go to the defensive, 9 Class 3 Mech
hoping for reinforcements or withdraw from the table 10 Class 5 Mech
back the way they entered. Here's how we do it: 11 Class 3 Mech
 Consult the NP Patrol Reaction Table (Table 12 Class 3 Mech
22.1.6).
 When the PEF is resolved, roll 2d6 versus their
Campaign Morale (23.3). If not playing a
MISSION 2.0 THE TROLL
Campaign use the number 3 for their Morale. The word’s come down from the top. You’re point Platoon
 Determine how many d6 are passed, and carry on a major offensive and your goal is secure the bridge to
out the results. help speed the advance of the ground pounders and their
vehicles.
1 PDF RESOLUTION – MISSION 1
(Read the result as rolled) 2.0.1 OBJECTIVE
# RESULT  This is an Attack Mission.
 You must quickly seize the bridge and set up a
1 Three less than the triggering force.
defensive position on the other side.
2 Two less than the triggering force.
3 One less than the triggering force.
4 One more than the triggering force. 2.0.2 FORCES
5 Two more than the triggering force.
6 Three more than the triggering force.  You will use one Platoon.
Can never run into less than one enemy.  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
2 ENEMY FORCE – MISSION 1 Instructions section.
(Adding the results together)

# RESULT 2.0.3 TERRAIN


 The terrain is laid out as follows.
2 Class 3 Mech
3 Class 2 Mech  The river is 6” wide.
4 Class 3 Mech
5 Class 4 Mech
6 Class 2 Mech
7 Class 3 Mech
8 Class 3 Mech
9 Class 3 Mech
10 Class 5 Mech
11 (1 – 4) Class 2 Mech
(5 – 6) Class 1 Mech
12 Class 3 Mech

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5150: NO QUARTER – MECH WARFARE
2.0.6 THE TROLL
What’s a bridge without a Troll? Here’s how we do it:
 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.

1 PDF RESOLUTION – MISSION 2


(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.
2.0.4 DEPLOYMENT 6 Three more than the triggering force.
Can never run into less than one enemy.
 Your Platoon will enter the board from the edge
bordering sections 7, 8, and/or 9.
 PEFs are generated and deployed as outlined in 2 ENEMY FORCE – MISSION 2
the PEF section (20.0).
(Adding the results together)

# RESULT
2.0.5 SPECIAL INSTRUCTIONS
2 Class 3 Mech
 The Mission takes place during the day.
3 Class 2 Mech
 There is a chance (1) of Inclement Weather
4 Class 3 Mech
(23.7).
5 Class 3 Mech
 Establish your Campaign Morale (23.3).
6 Class 2 Mech
 Establish the Enemy Campaign Morale (23.3).
7 Class 3 Mech
 Once you have entered the table place the PEFs.
8 Class 3 Mech
 Roll for Activation.
9 Class 3 Mech
 When the enemy activates go to the PEF
10 Class 3 Mech
Movement Table (Table 20.2).
11 (1 – 4) Class 2 Mech
 Resolve PEFs normally, using the PEF
(5 – 6) Class 1 Mech
Resolution – Mission 2 Table to generate the
12 Class 3 Mech
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.
© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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5150: NO QUARTER – MECH WARFARE
2 STAR ARMY FORCE – MISSION 2
(Adding the results together)

# RESULT
2 Class 3 Mech
3 Class 3 Mech
4 Class 2 Mech
5 Class 4 Mech
6 Class 3 Mech
7 Class 3 Mech
8 Class 3 Mech
9 Class 3 Mech
10 Class 5 Mech
11 Class 3 Mech
12 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  Your Platoon will enter the board from the edge
 This is an Attack Mission. bordering sections 7, 8, and/or 9.
 Your objective is to push through the Hishen  PEFs are generated and deployed as outlined in
defense. the PEF section (20.0).
 To be successful you must exit the table through
3.0.5 SPECIAL INSTRUCTIONS
section 2 with at least half of your force.

 The Mission takes place during the day.


3.0.2 FORCES  There is a chance (1) of Inclement Weather
 You will have two Platoons from your Company. (23.7).
 Decide which list the enemy will use. Do not  Establish your Campaign Morale (23.3).
worry about gathering their force as all enemy  Establish the Enemy Campaign Morale (23.3).
vehicles, if any, are determined in the Special  Once you have entered the table place the PEFs.
Instructions section.  Roll for Activation.
 When the enemy activates go to the PEF
Movement Table (Table 20.2).
3.0.3 TERRAIN  Resolve PEFs normally, using the PEF
 The terrain is laid out as follows. Resolution – Mission 3 Table to generate the
number of enemies found.
 Buildings are all one area with 3 Armor Points.
 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.
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5150: NO QUARTER – MECH WARFARE
1 PDF RESOLUTION – MISSION 3 MISSION 4.0 KNOCK KNOCK
(Read the result as rolled) The offensive is rolling and it’s time to knock down the
door and head for the Hishen supply center. But first,
# RESULT you’ve been ordered to clear out a small village to help
1 One less than the triggering force. secure the flank.
2 One less than the triggering force.
3 Two less than the triggering force.
4 Two more than the triggering force. 4.0.1 OBJECTIVE
5 Two more than the triggering force.  This is an Attack Mission.
6 Three less than the triggering force.  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.
2 ENEMY FORCE – MISSION 3
(Adding the results together)
4.0.2 FORCES
# RESULT
 You can use up to two Platoons.
2 Class 3 Mech  Decide which list the enemy will use. Do not
3 Class 2 Mech worry about gathering their force as all enemy
4 Class 3 Mech forces, if any, are determined in the Special
5 Class 3 Mech Instructions section.
6 Class 2 Mech
7 Class 3 Mech
8 Class 3 Mech 4.0.3 TERRAIN
9 Class 3 Mech  The terrain is laid out as follows.
10 Class 3 Mech  Buildings are all one area with 3 Armor Points.
11 (1 – 4) Class 2 Mech
(5 – 6) Class 1 Mech
12 Class 3 Mech

2 STAR ARMY FORCE – MISSION 3


(Adding the results together)

# RESULT
2 Class 3 Mech
3 Class 3 Mech
4 Class 2 Mech
5 Class 4 Mech
6 Class 3 Mech
7 Class 2 Mech
8 Class 3 Mech
9 Class 2 Mech
10 Class 5 Mech
11 Class 3 Mech
12 Class 3 Mech

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5150: NO QUARTER – MECH WARFARE
4.0.4 DEPLOYMENT 2 ENEMY FORCE – MISSION 4
 Your Platoon will enter the board from the edge (Adding the results together)
bordering sections 7, 8, and/or 9.
 PEFs are generated and deployed as outlined in # RESULT
the PEF section (20.0).
2 Class 2 Mech
3 Class 2 Mech
4.0.5 SPECIAL INSTRUCTIONS 4 Class 3 Mech
5 Class 3 Mech
 The Mission takes place during the day. 6 Class 2 Mech
 There is a chance (1) of Inclement Weather 7 Class 3 Mech
(23.7). 8 Class 3 Mech
 Establish your Campaign Morale (23.3). 9 Class 3 Mech
 Establish the Enemy Campaign Morale (23.3). 10 Class 3 Mech
 Once you have entered the table place the PEFs. 11 (1 – 4) Class 2 Mech
 Roll for Activation. (5 – 6) Class 1 Mech
 When the enemy activates go to the PEF 12 Class 3 Mech
Movement Table (Table 20.2).
 Resolve PEFs normally, using the PEF
Resolution – Mission 4 Table to generate the 2 STAR ARMY FORCE – MISSION 4
number of enemies found.
 Use the Enemy Force – Mission 4 Table to (Adding the results together)
generate the enemy and their reinforcements if
needed. # RESULT
 Use the Star Army Force – Mission 4 Table to 2 Class 3 Mech
generate your reinforcements if needed. 3 Class 3 Mech
Remember that reinforcements come from your 4 Class 2 Mech
Company first; from elsewhere if you do not 5 Class 4 Mech
have the appropriate Mechs. 6 Class 3 Mech
 Use the NP Movement – Defend Table (Table 7 Class 2 Mech
22.2.6) when needed. 8 Class 3 Mech
 Play continues until the player has accomplished 9 Class 2 Mech
his Mission, been destroyed, or leaves the table. 10 Class 5 Mech
11 Class 3 Mech
12 Class 3 Mech
1 PDF RESOLUTION – MISSION 4
(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
MISSION 5.0 BREAKOUT 5.0.4 DEPLOYMENT
Reports are coming in from the rear. The Hishen are on  Your Platoon will enter the board from the edge
the offensive and are closing a noose around 1st bordering sections 7, 8, and/or 9.
Division’s neck. You need to clear out a path for the  PEFs are generated and deployed as outlined in
ground pounders to escape. the PEF section (20.0).

5.0.1 OBJECTIVE 5.0.5 SPECIAL INSTRUCTIONS


 This is an Attack Mission.  The Mission takes place during the day (1 – 5) or
 You have been encircled by the Hishen and must night (6).
breakout.  There is a chance (1 - 2) of Inclement Weather
 To be successful you must exit the table through (23.7).
section 2 with at least half of your force.  Establish your Campaign Morale (23.3).
 Establish the Enemy Campaign Morale (23.3).
 Once you have entered the table place the PEFs.
5.0.2 FORCES  Roll for Activation.
 When the enemy activates go to the PEF
 You will have your whole Company.
Movement Table (Table 20.2).
 Decide which list the enemy will use. Do not
 Resolve PEFs normally, using the PEF
worry about gathering their force as all enemy
Resolution – Mission 5 Table to generate the
forces, if any, are determined in the Special
number of enemies found.
Instructions section.
 Use the Enemy Force – Mission 5 Table to
generate the enemy and their reinforcements if
5.0.3 TERRAIN needed.
 Use the Star Army Force – Mission 5 Table to
 The terrain is laid out as follows. 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.

1 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.

© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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5150: NO QUARTER – MECH WARFARE
2 ENEMY FORCE – MISSION 5 6.0.2 FORCES
(Adding the results together)  You will have your whole Company.
 Decide which list the enemy will use. Do not
# RESULT worry about gathering their force as all enemy
forces, if any, are determined in the Special
2 Class 2 Mech
Instructions section.
3 Class 2 Mech
4 Class 3 Mech
5 Class 3 Mech 6.0.3 TERRAIN
6 Class 2 Mech
7 Class 3 Mech  The terrain is laid out as follows.
8 Class 3 Mech  Buildings are all one area with 3 Armor Points.
9 Class 3 Mech
10 Class 3 Mech
11 Class 2 Mech
12 Class 1 Mech

2 STAR ARMY FORCE – MISSION 5


(Adding the results together)

# RESULT
2 Class 3 Mech
3 Class 3 Mech
4 Class 2 Mech
5 Class 4 Mech
6 Class 3 Mech
7 Class 2 Mech
8 Class 3 Mech
9 Class 2 Mech
10 Class 5 Mech
11 Class 3 Mech
12 Class 3 Mech

MISSION 6.0 FIGHTING


6.0.4 DEPLOYMENT
WITHDRAWAL  You can set up anywhere in sections 1, 2, and/or
The Hishen are pressing their advantage. You’ve been 3.
given orders to hold them off to allow others to escape.  After being placed on the board, PEFs are
generated and enters through sections 7, 8, or 9
and random.
6.0.1 OBJECTIVE
 This is a Defend Mission.
 Your objective is to hold off the Hishen attack as
6.0.5 SPECIAL INSTRUCTIONS
long as possible then perform a fighting  The Mission takes place during the day (1 – 5) or
withdrawal. You cannot begin to withdraw night (6).
before Turn 5!  There is a chance (1) of Inclement Weather
 To be successful, you must preserve and escape (23.7).
with at least half of your force, while inflicting at  Establish your Campaign Morale (23.3). If not
least equal casualties on the enemy. playing a Campaign, use the number 3 for your
Morale.

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5150: NO QUARTER – MECH WARFARE
 Establish the Enemy Campaign Morale (23.3).
If not playing a Campaign, use the number 3 for 1 PDF RESOLUTION – MISSION 6
your Morale. (Read the result as rolled)
 Once you have set up on the table place the
PEFs. # RESULT
 Roll for Activation. 1 One more than the triggering force.
 When the enemy activates go to the PEF 2 Two less than the triggering force.
Movement Table (Table 20.2). 3 Two more than the triggering force.
 Resolve PEFs normally, using the PEF 4 Two more than the triggering force.
Resolution – Mission 6 Table to generate the 5 Three less than the triggering force.
number of enemies found. 6 Three more than the triggering force.
 Use the Enemy Force – Mission 6 Table to Can never run into less than one enemy.
generate the enemy and their reinforcements if
needed.
 Use the Star Army Force – Mission 6 Table to
2 ENEMY FORCE – MISSION 6
generate your reinforcements if needed. (Adding the results together)
Remember that reinforcements come from your
Company first; from elsewhere if you do not # RESULT
have the appropriate Mechs. 2 Class 2 Mech
 Use the NP Movement - Attack Table (Table 3 Class 2 Mech
22.3.7) when needed. 4 Class 3 Mech
 Play continues until the player has accomplished 5 Class 3 Mech
his Mission, been destroyed, or leaves the table. 6 Class 2 Mech
7 Class 3 Mech
8 Class 3 Mech
6.0.6 PURSUING THE OBJECTIVE 9 Class 3 Mech
The Non-Player will always try to pursue their objective. 10 Class 3 Mech
There is a chance during the battle that you can disrupt 11 Class 2 Mech
the NP attacking force, forcing them to temporarily divert 12 Class 1 Mech
from it. Here's how we do it:
 Anytime the attacking force is a Non-Player you
must use this procedure. 2 STAR ARMY FORCE – MISSION 6
 Consult the NP Pursuing the Objective Table (Adding the results together)
(Table 22.3.6).
 Roll 2d6 versus the Rep of each active NP group # RESULT
and determine how many d6 they have passed.
2 Class 3 Mech
 Go down the left-hand column to the appropriate 3 Class 3 Mech
row then across to see the result.
4 Class 2 Mech
 Immediately carry out the results.
5 Class 4 Mech
6 Class 3 Mech
6.0.7 NP MOVEMENT – ATTACK 7 Class 2 Mech
8 Class 3 Mech
When called upon by to use the NP Movement – Attack 9 Class 4 Mech
Table (Table 22.3.7). Here’s how we do it: 10 Class 5 Mech
 Consult the NP Movement – Attack Table (Table 11 Class 3 Mech
22.3.7). 12 Class 3 Mech
 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.

© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

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5150: NO QUARTER – MECH WARFARE
MISSION 7.0 STONEWALL 7.0.4 DEPLOYMENT
The Hishen are desperate and throwing everything at you.  Your force starts in section 1, 2 or 3 or any
Your orders are very clear – prevent any from getting by combination.
you.  After being placed on the board, PEFs are
generated and enters through sections 7, 8, or 9
and random.
7.0.1 OBJECTIVE
 This is a Defend Mission. 7.0.5 SPECIAL INSTRUCTIONS
 Your objective is to prevent the Hishen
counterattack from succeeding.  The Mission takes place during the day (1 – 5) or
night (6).
 To be successful you must prevent any Hishen
units from exiting the table through sections 1, 2,  There is a chance (1) of Inclement Weather
or 3. (23.7).
 Establish your Campaign Morale (23.3). If not
playing a Campaign, use the number 3 for your
7.0.2 FORCES Morale.
 Establish the Enemy Campaign Morale (23.3).
 You will have your whole Company. If not playing a Campaign, use the number 3 for
 Decide which list the enemy will use. Do not your Morale.
worry about gathering their force as all enemy  Once you have set up on the table place the
forces, if any, are determined in the Special PEFs.
Instructions section.  Roll for Activation.
 When the enemy activates go to the PEF
7.0.3 TERRAIN Movement Table (Table 20.2).
 Resolve PEFs normally, using the PEF
 The terrain is laid out as follows. Resolution – Mission 7 Table to generate the
 Buildings are all one area with 3 Armor Points. 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:
 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.
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5150: NO QUARTER – MECH WARFARE
 Immediately carry out the results.
2 STAR ARMY FORCE – MISSION 7
(Adding the results together)
7.0.7 NP MOVEMENT – ATTACK
# RESULT
When called upon by to use the NP Movement – Attack
Table (Table 22.3.7). Here’s how we do it: 2 Class 3 Mech
3 Class 5 Mech
 Consult the NP Movement – Attack Table (Table
4 Class 2 Mech
22.3.7).
5 Class 4 Mech
 Start with the group farthest from the player.
6 Class 3 Mech
 Roll 2d6 versus the Rep of the NP group and
7 Class 2 Mech
determine how many d6 it has passed.
8 Class 3 Mech
 Go down the left-hand column to the appropriate
row then across to see the result. 9 Class 4 Mech
10 Class 5 Mech
 Immediately carry out the results.
11 Class 3 Mech
12 Class 3 Mech
1 PDF RESOLUTION – MISSION 7

MISSION 8.0 PICK AND ROLL


(Read the result as rolled)

# RESULT
The Hishen advance is petering out. Time to counter
1 One more than the triggering force. attack!
2 Two less than the triggering force.
3 Two more than the triggering force.
4 Two more than the triggering force. 8.0.1 OBJECTIVE
5 Three less than the triggering force.  This is an Attack Mission. The Hishen are also
6 Three more than the triggering force. on an Attack Mission.
 Your objective is to stop the Hishen advance
while attacking the bridge.
2 ENEMY FORCE – MISSION 7  To be successful you must prevent any Hishen
forces from exiting the table through section 7
(Adding the results together)
and cross the bridge into section 3.
# RESULT
2 Class 2 Mech 8.0.2 FORCES
3 Class 2 Mech
4 Class 3 Mech  You will have your whole Company.
5 Class 3 Mech  You will have your whole Company.
6 Class 2 Mech  Decide which list the enemy will use. Do not
7 Class 3 Mech worry about gathering their force as all enemy
forces, if any, are determined in the Special
8 Class 3 Mech
Instructions section.
9 Class 3 Mech
10 Class 3 Mech
11 Class 2 Mech 8.0.3 TERRAIN
12 Class 1 Mech
 The terrain is laid out as follows.
 The river is 6” wide.

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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:
 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.

8.0.4 DEPLOYMENT Go down the left-hand column to the appropriate
row then across to see the result.
 Your force will enter the board from the edge  Immediately carry out the results.
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
 The Mission takes place during the day (1 – 5) or  Consult the NP Movement – Attack Table (Table
night (6). 22.3.7).
 There is a chance (1) of Inclement Weather  Start with the group farthest from the player.
(23.7).  Roll 2d6 versus the Rep of the NP group and
 Establish your Campaign Morale (23.3). If not determine how many d6 it has passed.
playing a Campaign, use the number 3 for your  Go down the left-hand column to the appropriate
Morale. row then across to see the result.
 Establish the Enemy Campaign Morale (23.3).  Immediately carry out the results.
If not playing a Campaign, use the number 3 for
your Morale.
 Once you have set up on the table place the
8.0.9 NO REPAIRS, NO REPLACEMENTS!
PEFs. After the Mission, HQ sends new orders for you to launch
 Roll for Activation. an attack in two days! You cannot Replace Pilots (23.9.4)
 When the enemy activates go to the PEF Repair (23.9.5) or Replace Mechs (23.9.6).
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.

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5150: NO QUARTER – MECH WARFARE
1 PDF RESOLUTION – MISSION 8 MISSION 9.0 LIGHTNING
(Read the result as rolled)
STRIKE
# RESULT The Hishen are digging in, but are ripe for the picking.
1 Three less than the triggering force. HQ has given you specific orders. There’s an opportunity
2 Two less than the triggering force. that has pressed your force into service before you are
3 One less than the triggering force. ready. (1) Break though the defenders and push onto their
4 One more than the triggering force. supply center!
5 Two more than the triggering force. (1) Remember that no repairs to or replacements for your
6 Three more than the triggering force. company were allowed after Mission 8!
Can never run into less than one enemy.

9.01 OBJECTIVE
2 ENEMY FORCE – MISSION 8  This is an Attack Mission.
 Your objective is to push through the Hishen
(Adding the results together)
defense.
# RESULT  To be successful you must exit the table through
section 3 with at least half of your force.
2 Class 2 Mech
3 Class 2 Mech
4 Class 3 Mech 9.0.2 FORCES
5 Class 3 Mech
 You will have your whole Company.
6 Class 2 Mech
7 Class 3 Mech  Decide which list the enemy will use. Do not
worry about gathering their force as all enemy
8 Class 3 Mech
forces, if any, are determined in the Special
9 Class 3 Mech
Instructions section.
10 Class 3 Mech
11 Class 2 Mech
12 Class 1 Mech 9.0.3 TERRAIN
 The board is divided into 9 sections and terrain
placed as per the map.
2 STAR ARMY FORCE – MISSION 8
 The dotted line on the hill is the crest.
(Adding the results together)  The river is 3” wide.
# RESULT
2 Class 3 Mech
3 Class 5 Mech
4 Class 2 Mech
5 Class 2 Mech
6 Class 3 Mech
7 Class 2 Mech
8 Class 3 Mech
9 Class 4 Mech
10 Class 5 Mech
11 Class 3 Mech
12 Class 3 Mech

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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)

# RESULT
2 Class 3 Mech
3 Class 2 Mech
4 Class 3 Mech
5 Class 3 Mech
9.0.4 DEPLOYMENT 6 Class 2 Mech
 Your Platoon will enter the board from the edge 7 Class 3 Mech
bordering sections 7, 8, and/or 9. 8 Class 3 Mech
 PEFs are generated and deployed as outlined in 9 Class 3 Mech
the PEF section (20.0). 10 Class 3 Mech
11 (1 – 4) Class 2 Mech
(5 – 6) Class 1 Mech
9.0.5 SPECIAL INSTRUCTIONS 12 Class 3 Mech
 The Mission takes place during the day.
 There is a chance (1) of Inclement Weather
(23.7). 2 STAR ARMY FORCE – MISSION 9
 Establish your Campaign Morale (23.3). (Adding the results together)
 Establish the Enemy Campaign Morale (23.3).
 Once you have entered the table place the PEFs. # RESULT
 Roll for Activation. 2 Class 3 Mech
 When the enemy activates go to the PEF 3 Class 5 Mech
Movement Table (Table 20.2). 4 Class 2 Mech
 Resolve PEFs normally, using the PEF 5 Class 2 Mech
Resolution – Mission 9 Table to generate the 6 Class 3 Mech
number of enemies found. 7 Class 2 Mech
 Use the Enemy Force – Mission 9 Table to 8 Class 3 Mech
generate the enemy and their reinforcements if 9 Class 4 Mech
needed. 10 Class 5 Mech
 Use the Star Army Force – Mission 9 Table to 11 Class 3 Mech
generate your reinforcements if needed. 12 Class 3 Mech
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.
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5150: NO QUARTER – MECH WARFARE
MISSION 10.0 KNOCKOUT 10.0.4 DEPLOYMENT

PUNCH
Your Platoon will enter the board from the edge
bordering sections 7, 8, and/or 9.
We got them on the ropes! Orders are – engage and  PEFs are generated and deployed as outlined in
destroy. Let’s finish up these Hishen before they can leave the PEF section (20.0).
the planet.
10.0.5 SPECIAL INSTRUCTIONS
10.0.1 OBJECTIVE  The Mission takes place during the day.
 This is an Attack Mission.  There is a chance (1) of Inclement Weather
 Your objective is to destroy the Hishen forces. (23.7).
 To be successful you must resolve all PEFs and  Establish your Campaign Morale (23.3).
drive off all Hishen forces.  Establish the Enemy Campaign Morale (23.3).
 Once you have entered the table place the PEFs.
 Roll for Activation.
10.0.2 FORCES  When the enemy activates go to the PEF
Movement Table (Table 20.2).
 You will have your whole Company.
 Resolve PEFs normally, using the PEF
 Decide which list the enemy will use. Do not
Resolution – Mission 10 Table to generate the
worry about gathering their force as all enemy
number of enemies found.
forces, if any, are determined in the Special
Instructions section.  Use the Enemy Force – Mission 10 Table to
generate the enemy and their reinforcements if
needed.
10.0.3 TERRAIN  Use the Star Army Force – Mission 10 Table to
generate your reinforcements if needed.
 The terrain is laid out as follows. Remember that reinforcements come from your
 Buildings are all one area with 3 Armor Points. 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.

1 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.

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2 ENEMY FORCE – MISSION 10
(Adding the results together)

# RESULT
2 Class 3 Mech
3 Class 2 Mech
4 Class 3 Mech
5 Class 3 Mech
6 Class 2 Mech
7 Class 3 Mech
8 Class 3 Mech
9 Class 3 Mech
10 Class 3 Mech
11 (1 – 4) Class 2 Mech
(5 – 6) Class 1 Mech
12 Class 3 Mech

2 STAR ARMY FORCE – MISSION 10


(Adding the results together)

# RESULT
2 Class 3 Mech
3 Class 5 Mech
4 Class 2 Mech
5 Class 2 Mech
6 Class 3 Mech
7 Class 2 Mech
8 Class 3 Mech
9 Class 4 Mech
10 Class 5 Mech
11 Class 3 Mech
12 Class 3 Mech

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TABLES
10.9 UNIT RECORD SHEET
DESIGNATE UNIT FACTION

PILOT SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT

NOTES

PILOT SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT

NOTES

PILOT SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT

NOTES

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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 WV LOCATION RANGE TARGET IMPACT


Beam, Heavy (2) 6 Right Arm 24 1 4
Beam, Heavy (2) 6 Left Arm 24 1 4
Rocket Launcher 2 2 Chest 36 2 2
Rocket Launcher 2 2 Chest 36 2 2
EWS 1 1 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
8 2 3 3 3 6 5 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Heavy (2) 6 Right Arm 24 1 4
Beam, Heavy (2) 6 Left Arm 24 1 4
EWS 1 1 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
12 3 3 2 2 4 3 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Rocket Launcher 3 3 Right Arm 36 3 2
Rocket Launcher 3 3 Left Arm 36 3 2
Jump 3 Chest x x x
EWS 1 1 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
14 4 2 2 2 2 2 2 2

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Gun, Heavy 4 Right Arm 18 1 4
Gun, Auto 2 Left Arm 24 3 1
EWS 1 1 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
16 5 1 1 1 2 1 1 1

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Medium 2 Right Arm 24 1 2
Beam, Light 1 Left Arm 24 1 1
EWS 1 1 Head x x 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.

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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 WV LOCATION RANGE TARGET IMPACT


PPG 6 Right Arm 24 1 5
Beam, Heavy Twin (2) 6 Chest 24 1 4
PPG 6 Left Arm 24 1 5

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
6 2 4 3 3 6 6 4 4

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


PPG 6 Right Arm 24 1 5
Beam, Heavy 3 Chest 24 1 4
PPG 6 Left Arm 24 1 5

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
10 3 3 3 3 5 4 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


PPG 6 Right Arm 24 1 5
Beam, Heavy Twin (2) 6 Left Arm 24 1 4

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
12 4 2 2 2 3 3 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Heavy 3 Right Arm 24 1 4
Beam, Light 1 Right Arm 24 1 1
Beam, Heavy 3 Left Arm 24 1 4
Jump 2 Chest x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
16 5 2 1 1 2 2 2 2

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Rocket Launcher 2 2 Right Arm 36 2 2
Beam, Medium 2 Left Arm 24 1 2
Beam, Light 1 Chest 24 1 1
Jump 1 Chest x x 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.

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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 WV LOCATION RANGE TARGET IMPACT


Beam, Heavy Twin (2) 6 Right Arm 24 1 4
Beam, Heavy Twin (2) 6 Left Arm 24 1 4
Rocket Launcher 2 2 Chest 36 2 2
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
8 2 4 3 3 5 5 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Heavy Twin (2) 6 Right Arm 24 1 4
Rocket Launcher 2 2 Left Arm 36 2 2
Rocket Launcher 3 3 Left Arm 36 3 2
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
10 3 3 2 2 5 4 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Heavy 3 Right Arm 24 1 4
Beam, Heavy 3 Left Arm 24 1 4
Jump 3 Chest x x x
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
14 4 2 2 2 3 3 2 2

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Medium 2 Right Arm 24 1 2
Beam, Medium 2 Left Arm 24 2 2
Jump 2 Chest x x x
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
16 5 2 1 1 1 1 1 1

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Medium 2 Right Arm 24 1 2
EWS 2 2 Head x x x

PDF MECH DESIGN


PDF Mech design is non-existent, only having access to older Star Army Mech designs.

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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 WV LOCATION RANGE TARGET IMPACT


PPG 6 Right Arm 24 1 5
Beam, Light 1 Right Arm 24 1 1
PPG 6 Left Arm 24 1 5
Rocket Launcher 3 3 Chest 36 3 2
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
6 2 4 3 3 6 6 4 4

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


PPG 6 Right Arm 24 1 5
Beam, Light 1 Right Arm 24 1 1
Rocket Launcher 3 3 Left Arm 36 3 2
Rocket Launcher 3 3 Left Arm 36 3 2
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
10 3 3 3 3 5 4 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


PPG 6 Right Arm 24 1 5
Beam, Light 1 Left Arm 24 1 1
Jump 3 Chest x x x
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
12 4 2 2 2 3 3 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Medium 2 Right Arm 24 1 2
Rocket Launcher 3 3 Left Arm 36 3 2
Jump 2 Chest x x x
EWS 2 2 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
16 5 2 1 1 2 2 2 2

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Beam, Medium Beam 2 Right Arm 24 1 2
Beam, Light 1 Left Arm 24 1 1
Jump 1 Chest x x x
EWS 2 2 Head x x x

STAR ARMY MECH DESIGN


The Star Army has designed their Mechs around hitting first and hitting hard.
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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 WV LOCATION RANGE TARGET IMPACT


Gun, Heavy 4 Right Arm 18 1 4
Gun, Auto Twin (2) 4 Right Arm 24 3 1
Gun, Heavy 4 Left Arm 18 1 4
Gun, Auto Twin (2) 4 Left Arm 24 3 1
EWS 1 1 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
8 2 3 3 3 6 5 4 4

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Gun, Heavy 4 Right Arm 18 1 4
Rocket Launcher 3 3 Chest 36 3 2
Gun, Heavy 4 Left Arm 18 1 4
Gun, Auto 2 Left Arm 24 3 1
EWS 1 1 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
10 3 3 3 3 5 4 3 3

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Gun, Heavy 4 Right Arm 18 1 4
Gun, Auto 2 Right Arm 24 3 1
Gun, Medium 3 Left Arm 18 1 2
Gun, Auto 2 Left Arm 24 3 1
EWS 1 1 Head x x x

NAME REP SPEED CLASS HEAD ARM (L) ARM (R) CHEST GUT LEG (L) LEG (R)
14 4 2 2 2 3 3 2 2

WEAPON TYPE WV LOCATION RANGE TARGET IMPACT


Gun, Auto 2 Right Arm 24 3 1
Gun, Medium 3 Chest 24 1 2
Gun, Auto 2 Left Arm 24 3 1
EWS 1 1 Head x x x

NAME REP 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 LOCATION RANGE TARGET IMPACT


Gun, Auto 2 Right Arm 24 3 1
Gun, Auto 2 Left Arm 24 3 1
EWS 1 1 Head x x 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.
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17.4.1 RANGED COMBAT HIT LOCATION
16.1.3 IN SIGHT
2 RANGED COMBAT HIT LOCATION
REP IN SIGHT (Adding the scores together)
(Looking for successes)
# LOCATION
Moving side wins only if scores more successes.
2 Hit in Head
CIRCUMSTANCE MOD 3 Hit in Head
4 Hit in Left Arm
Enemy is concealed. -1d6
5 Hit in Right Arm
Mech using EWS 2. +2 successes
6 Hit in Chest (Back)
Mech using EWS 1. +1 successes
7 Hit in Chest (Back)
8 Hit in Gut (Lower Back)
17.4 RANGED COMBAT 9 Hit in Gut (Lower Back)
10 Hit to Left Leg
TARGET RANGED COMBAT 11 Hit to Right Leg
(Read the result as rolled) 12 Hit to Right Leg

# RESULT 17.4.2 RANGED COMBAT DAMAGE


3 to 7 SHOOTER MISSED
8 SHOOTER MISSED IF 2 RANGED COMBAT DAMAGE
 Fast Moving – 10+”. (Taken versus Impact)
 Rush Shot.
TARGET WAS MISSED IF #D6 LOCATION
 In Cover. PASSED
 Prone. 2 Hit! Subtract Armor from the body part equal
 Fast Moving – 10+”. to the Impact of the Weapon. If reach “0” or
 Second or higher target. if doubles rolled – go to Critical Hit Table.
OTHERWISE – HIT. 1 Hit! Subtract 1 point of Armor from the body
9 SHOOTER MISSED IF part. If reach “0” go to Critical Hit Table.
 Fast Moving – 10+”. 0 Duck Back. No Reaction Test Taken.
 Rush Shot.
TARGET WAS MISSED IF
 In Cover. 17.2 COVER OR CONCEALMENT TABLE
 Third or higher target.
OTHERWISE – HIT.
# COVER OR CONCEALMENT
10+ SHOOTER HITS TARGET TYPE RESULT
Behind Cover.
10.4 WEAPONS TABLE Buildings.
TYPE WV RANGE TARGET IMPACT Behind Cover.
Mechs.
Beam, Heavy 3 24 1 4
Inside Stationary Mechs are in cover and
Beam, Medium 2 24 1 2
Buildings. concealment.
Beam, Light 1 24 1 1 Moving Mechs are in concealment.
Flamer 1 6 1 3 Inside Woods Stationary Mechs are in cover and
Gun, Auto 2 24 3 1 concealment.
Gun, Medium 3 24 1 3 Moving Mechs are in concealment.
Gun, Heavy 4 18 1 4
Melee Weapon
PPG
1–5
6
x
24
1
1
1–5
5
IN SIGHT
Rkt. Launcher 2
Rkt. Launcher 3
2
3
36
36
2
3
2
2 RANGED COMBAT
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18.2.1 CHARGE INTO MELEE 18.3.2 MELEE COMBAT DAMAGE
2 CHARGE INTO MELEE 2 MELEE COMBAT DAMAGE
(Taken versus Rep) (Taken versus number of successes scored more than target)

CIRCUMSTANCE MODIFIER #D6 LOCATION


PASSED
Target in cover +1d6
Target charged to flank -1d6 2 Hit!
Target charged to rear -2d6 Subtract Armor from the body part used to
inflict damage from the Hit Location of the
#D6 CHARGER TARGET target.
If doubles rolled – go to Critical Hit Table.
PASSED 1 Hit! Subtract 1 point of Armor from the body
Pass more Target may not fire. Target fires. part.
d6 than 0 No effect! Immediately fight another round of
opponent Charger moves into Charger moves into melee.
melee. No Reaction melee. No Reaction
Tests taken. Tests taken. .
Pass same Target Rushes Shot. Target Rushes Shot.

CHARGE INTO
number d6
as opponent Charger moves into Charger moves into
melee. No Reaction melee. No Reaction

MELEE
Tests taken. Tests taken.

18.3 MELEE COMBAT


REP MELEE COMBAT
(Looking for successes) MELEE
CIRCUMSTANCE MOD
One Hand Melee Weapon. +1d6
Attacking a prone opponent. +2d6
Jump attack (1) +2d6
(1) Use the If Punching Hit Location column.

18.3.1 MELEE COMBAT HIT LOCATION


1 MELEE COMBAT HIT LOCATION
(Read the result as rolled)

# IF PUNCHING IF KICKING
1 Hit in Head Hit in Chest
2 Hit in Left Arm Hit in Left Leg
3 Hit in Left Arm Hit in Left Leg
4 Hit in Right Arm Hit in Right Leg
5 Hit in Right Arm Hit in Right Leg
6 Hit in Chest (Back) Hit in Chest (Back)

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17.4.3 CRITICAL HIT
X CRITICAL HIT

LOCATION IF ARMOR REDUCED TO “0” OR LESS IF ARMOR AT “1” OR MORE


Head Head blown off and Pilot dead. 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.
Arm Arm blown off. One Weapon on the Arm, at random, is inoperable
until repaired.
All Weapons on Arm inoperable until repaired.
Chest There is a chance (1 – 4) that the Chest explodes and One Weapon or Misc. Item at random, is inoperable
the Pilot is dead. until repaired.

Otherwise Mech is inoperable until repaired.

Pilot bails out unhurt.


Gut Mech is inoperable until repaired. One Weapon or Misc. Item at random is inoperable
until repaired.
Pilot bails out unhurt.
Leg Leg blown off and falls to the ground. The Speed of the Mech is reduced by half until
repaired. If reduced to zero Speed the Mech can no
Mech is inoperable until repaired. longer move, but can torso twist.

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

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16.2 REACTION TESTS


2 REACTION TESTS REACTION TESTS
(Taken versus Rep)

CIRCUMSTANCE MODIFIER
Each Weapon out of action. -1
If twice more friends destroyed or Leaving -1
the Battlefield.

REASON FACTION PASS 2D6 PASS 1D6 PASS 0D6


FIRED ON FREE COMPANY Outgunned: Duck Back. Outgunned: Duck Back. All: Leave Battlefield.
+1d6 if in cover If in range: Fire. If in range: Rush Shot.
+1 d6 if Star Army Out of range or cannot Out of range or cannot fire:
fire: Carry On. Duck Back.
HISHEN Outgunned: Carry On. Outgunned: Carry On. All: Duck Back.
If in range: Fire. If in range: Fire.
Out of range or cannot Out of range or cannot fire:
fire: Carry On. Carry On.
PDF Outgunned: Duck Back. Outgunned: Leave Battle. All: Leave Battlefield.
If in range: Fire. If in range: Duck Back.
Out of range or cannot Out of range or cannot fire:
fire: Carry On. Duck Back.
Star Army Outgunned: Carry On. Outgunned: Carry On. All: Duck Back.
If in range: Fire. If in range: Fire.
Out of range or cannot Out of range or cannot fire:
fire: Carry On. Carry On.
Zhuh-Zhuh Outgunned: Carry On. Outgunned: Carry On. All: Duck Back.
If in range: Fire. If in range: Rush Shot.
Out of range or cannot Out of range or cannot fire:
fire: Carry On. Duck Back.
REASON FACTION PASS 2D6 PASS 1D6 PASS 0D6
TAKES DAMAGE Free Company All: Carry On. All: Carry On, -1 to Rep. All: Leave Battlefield.
Hishen All: Carry On. All: Carry On. All: Leave Battlefield.
PDF All: Carry On. All: Duck Back, -1 to Rep. All: Leave Battlefield.
Star Army All: Carry On. All: Carry On, -1 to Rep. All: Leave Battlefield.
Zhuh-Zhuh All: Carry On. All: Carry On, -1 to Rep. All: Leave Battlefield.
REASON PASS 2D6 PASS 1D6 PASS 0D6
M ECH DOWN Free Company All: Carry On. All: Duck Back. All: Leave Battlefield.
(LDR)
+1d6 if in cover

Hishen All: Carry On. All: Carry On. If damaged: Leave


Battlefield.
Otherwise: Duck Back.
PDF All: Carry On. All: Duck Back. All: Leave Battlefield.
Star Army All: Carry On. All: Carry On. If damaged: Leave
Battlefield.
Otherwise: Duck Back.
Zhuh-Zhuh All: Carry On. All: Carry On. If damaged: Leave
Battlefield.
Otherwise: Duck Back.

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20.4 NP ENEMY MECHS
20.2 PEF MOVEMENT
1 NP ENEMY MECHS
2 PEF MOVEMENT (Read the result as rolled)
(Taken versus the Rep of 4)
CIRCUMSTANCE MODIFIER
#D6 RESULT
Each point of Enemy Campaign Morale. (1) +1
PASSED
If they are on an Attack Mission. +1
2 The PEF moves 8” directly towards the If they are on a Patrol Mission. -1
closest player group ending in cover if (1) If not playing a Campaign, count the Enemy Campaign
possible. morale as 3.
1 The PEF moves 4” directly towards the # FREE HISHEN PDF STAR ZHUH
closest player group ending in cover if
possible. 1 Class 5 Class 5 Class 5 Class 5 Class 5
0 PEF does not move. 2 Class 5 Class 5 Class 5 Class 5 Class 5
3 Class 5 Class 4 Class 5 Class 4 Class 4
20.3 PEF RESOLUTION 4 Class 4 Class4 Class 4 Class 4 Class 4
5 Class 3 Class 3 Class 3 Class 3 Class 3
2 PEF RESOLUTION 6 Class 3 Class 3 Class 3 Class 3 Class 3
7 Class 3 Class 2 Class 3 Class 2 Class 2
(Taken versus PEF Rep of 4) 8 Class 2 Class 2 Class 2 Class 2 Class 2
# D6 9 Class 2 Class 1 Class 2 Class 1 Class 1
PASSED RESULT 10 Class 2 Class 1 Class 2 Class 1 Class 1
11 Class 1 Class 1 Class 1 Class 1 Class 1
2 Contact! You have run into enemy. Roll 1d6: 12 Class 1 Class 1 Class 1 Class 1 Class 1
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. NP ENEMY MECHS
Can never run into less than one enemy.
1 Something’s out there! Resolve the next PEF
with 3d6 counting the lowest two scores.
0 False alarm! Just a case of nerves. If this is
the last PEF and no enemy has been
contacted, count as if passed 2d6.

PEFS

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22.1.6 NP PATROL REACTION 22.3.6 PURSUING THE OBJECTIVE
2 NP PATROL REACTION 2 NP PURSUING THE OBJECTIVE
(Taken versus Enemy Campaign Morale) (Taken versus Rep of each group Leader)

# D6 RESULT # D6 RESULT
PASSED PASSED
2 Patrol takes cover and converts to a Defend 2 Group attacks in accordance with its
Mission (22.3). If beat away the enemy will objective. Roll on the NP Movement –
revert to a Patrol Mission. Attack Table (Table 22.3.7).
1 Patrol takes cover and converts to a Defend 1 If enemy within 12" and on NP’s flank or
Mission (22.3). If beat away enemy will rear:
withdraw from the table back the way they  Group will attack nearest enemy
entered. target to the flank or rear. Roll on the
0 Will convert into a fighting withdrawal NP Movement – Attack Table (Table
moving from cover to cover until withdraw 22.3.7).
from the table back the way they entered. Otherwise -
 Group attacks in accordance with its
22.2.6 NP MOVEMENT - DEFEND objective. Roll on the NP Movement
Table (Table 22.3.7).
2 NP MOVEMENT - DEFEND 0 If enemy within 12":
 Group will attack nearest enemy
(Taken versus Rep) target to the flank or rear. Roll on the
NP Movement Table – Attack
# D6 RESULT
(22.3.7).
PASSED
Otherwise -
2 Those with LOS will fire while others will
 Group attacks in accordance with its
move full Speed to establish a LOS between
objective. Roll on the NP Movement
enemy and their own table edge, remaining in
Table – Attack (22.3.7).
cover if possible.
1 Those with LOS will fire while others will
move half Speed to establish a LOS between 22.3.7 NP MOVEMENT – ATTACK
enemy and own table edge, remaining in
cover if possible. 2 NP MOVEMENT - ATTACK
0 Those with LOS will fire while others will
(Taken versus Rep)
remain in place.
# D6 RESULT
PASSED
2 Those with LOS will fire while others will

NON-PLAYER INFO 1
move full speed towards nearest enemy.
Those with LOS will fire while others will
move half speed towards nearest enemy.
0 Those with LOS will fire while others will
remain in place.

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INDEX OF TABLES
Attributes, Racial, 9.63 5
Attributes, Random, 9.6.4 6
Campaign Morale – Current, 23.5 28
Campaign Morale, 23.3 27
Charge into Melee, 18.2.1 61
Cover or Concealment, 17.2 60
Critical Hit, 17.4.3 62
In Sight, 16.1.3 60
Inclement Weather, 23.7 28
Mechs – Misc. Items, 10.6 8
Mechs – Organization, 11.0 9
Mechs – Repairing, 23.9.5 33
Mechs – Replacements, 23.9.6 33
Mechs – Speed, 10.7 8
Mechs – Weapons, 10.4 60
Melee Combat Damage, 18.3.2 61
Melee Combat Hit Location, 18.3.1 61
Melee Combat, 18.3 61
Mission – Next, 23.6 28
NP Enemy Mechs, 20.4 64
NP Movement – Attack.22.3.7 65
NP Movement – Defend, 22.2.6 65
NP Patrol Reaction, 22.1.6 65
NP Pursuing the Objective, 22.3.6 65
PEF Movement, 20.2 64
PEF Resolution, 20.3 64
Pilots – After the Battle Recovery, 23.9.1 32
Pilots – Rep, 9.4.2 5
Ranged Combat Damage, 17.4.2 60
Ranged Combat Hit Location, 17.4.1 60
Ranged Combat, 17.4 60
Reaction Tests, 16.2 63
Reinforcement Entry, 23.8.3 31
Reinforcements, 23.8.1 29
Reinforcements, Free Company, 23.8.1.1 29
Reinforcements, Hishen, 23.8.1.2 29
Reinforcements, PDF, 23.8.1.3 30
Reinforcements, Star Army & ISS, 23.8.1.4 30
Reinforcements, Zhuh-Zhuh, 23.8.1.5 30
Terrain Generator, 19.3.1 20
Unit Record Sheet – Free Company, 10.8.1 55
Unit Record Sheet – Hishen, 10.8.2 56
Unit Record Sheet – PDF, 10.8.3 57
Unit Record Sheet – Star Army & ISS, 10.8.4 58
Unit Record Sheet – Universal, 10.9 54
Unit Record Sheet – Zhuh-Zhuh, 10.8.5 59
Weight Capacity, 10.3 7

© 2015 ED TEIXEIRA – TWO HOUR WARGAMES 7/29/2015

INDEX

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