5150 Star Navy 2013 PDF
5150 Star Navy 2013 PDF
Guns (Guns) 6
Hangar (HG) 6
TABLE OF CONTENTS Life Support (LS) 6
Missile Launcher (ML) 6
INTRODUCTION 1 Shields (SH) 7
FREE COMPANIES 42
CURRENT EVENTS 42
Gaea Primes Place in the Universe 42
The Hishen Threat 42
Upsetting the Balance 43
Freedom Fighters or Pawns? 43
Zhuh-Zhuh The Enemy of My Enemy 43
Xeog Mercenary for Hire? 43
The Future is Yours 43
POINTS 43
Ship Point Cost by Class and Rep Table 43
FLEET LISTS 44
Free Companies 44
Gaea Prime PDF 45
Gaea Prime Rebels 46
Gaea Prime Star Navy 47
Hishen 48
Merchants 50
WORD OF ADVICE
INTRODUCTION Be sure to read the rules one section at a time and
follow the stop sign at the end of each section. If
"WITHOUT THE STAR NAVY THERE IS NO STAR you have a question about the rules, just keep
ARMY!" reading, as the answer will be coming along
"The Star Army motto is We take the war to the shortly.
enemy; one planet at a time. They do a fine job of But if you cant find the answer just check out the
it but we take them to those planets and we get them Two Hour Wargames Yahoo Group link below for
back. And unless we do our job they cant do their answers to questions and free downloads.
job. So listen up Cadet and Ill tell you how we do
http://games.groups.yahoo.com/group/twohourwargames/
it
With over 5500 members you can expect a
********************************
response within 24 hours. Now let's get started.
In 5150: Star Navy you can command a squadron
of ships or a fleet if you like. Your job is simple;
sweep the stars of the enemy. For you its not who
the enemies are but where they are. Your missions
will range from hunting pirates to flying the flag
NEEDED TO PLAY
and in between youll be fighting other Factions
and Races, all intent on seeing your ships turned You will need a few things to play 5150: Star Navy
into debris. In 5150: Star Navy youll find rules for They are:
ship-to-ship combat, fighter operations, boarding Six-sided dice, also known as d6. It is best
attempts, movement around asteroid belts and post- to have at least six of these and the more
battle aftermath. In, addition, we have details on you have, the quicker games will play.
how various factions respond during combat. One ruler or measuring device, ideally one
Finally, we've given you a campaign system for per player.
operating as a fleet commander from one of several Any combination of metal, plastic or paper
factions or even as a pirate. space ships in a consistent scale of your
**************************** choice.
Something to represent asteroids if you
No matter how many times youve done it before choose to use them.
you still feel the rush when you blink in. A 4'x6' flat surface, but you can play with
Scanners confirm what youve suspected, the enemy a larger or smaller one if desired.
is at hand. As the individual crews rush to battle
stations your ships advance in formation. The order
to engage is given and the battle is on. Everyone
must do their jobs and remember THE DICE
"WITHOUT THE STAR NAVY THERE IS NO STAR
During the game you will be required to roll dice in
ARMY!"
a variety of ways. They are:
Passing Dice.
Counting Successes.
Possibilities.
Reading and Adding the Dice.
Rolling 1/2d6.
STOP!
facing. Some ships may be deployed to the rear of
existing ships. Heres how we handle facings:
The front facing is defined as 90 degrees
5150: Star Navy uses six-sided dice called d6. You
to the left and right of the front of the ship.
will be asked to roll them in five different ways.
The rear facing is defined as 90 degrees to
the left and right of the rear of the ship. Passing Dice = Score equal or less than the Target
Number.
The following illustration helps to define the front
and rear facings. Counting Successes = A score of 1, 2 or 3.
Possibilities = Numbers in parenthesis providing a
chance of an occurrence.
Reading and Adding the Dice = Reading each die
score individually and in some cases add the scores
of 2d6 together.
1/2D6 = Used to get a result of from 1 to 3 cutting
the score in half and rounding up.
The game is played with ship models where one
model equals one ship, with the exception of
fighters, where one model equals one squadron of
five ships.
There are two facings: the front and rear, each 180
degrees wide.
Now lets move on to the Ship Basics.
SHIP CLASS
We further define ships by their Class based on
their size. Ships range from Class 3 to Class 6 with
6 being the largest. Here are the four ship Classes:
SHIP CLASS
TYPE CLASS
(1)
Dreadnought 6 Do not worry if your models do not reflect this
Battleship (1) 5 difference in such a dramatic way. Just be sure that
Cruiser 4 there is an obvious difference in size between
Destroyer 3 models. Be sure to let your opponent know the
(1) Only Class 5 or 6 ships can carry fighters. Class of each model before the battle.
Note that some Factions may have their own
peculiar names for these Ship Classes. CLASS 1 AND CLASS 2 SHIPS
You might be wondering why there are no Class 1
SHIP CLASS SPECIFICATIONS or Class 2 ships in 5150: Star Navy. That's because
these Class sizes represent individual fighters,
Each Class has different Specifications that further
drones, gunboats, attack shuttles and the like. At
define them. The Ship Class Specifications Table
the level of command of 5150: Star Navy, admirals
will tell you the following info:
are more concerned with the overall effects fighters
CLASS The Class of the ship. have on the enemy than on the details regarding
THRUST - This is the maximum number in those attack craft. Therefore we have folded
inches the ship can increase or decrease its movement and attacks for individual Class 1 and
speed (page 11). Class 2 vessels into the rules for fighter operations.
HULL - The Hull represents the actual ship For a more detailed look at fighters and other small
and the number of Hull points that must be spaceships, check out the upcoming 5150: Fringe
used to allocate to each System, usually Space and 5150: Fighter Command.
one or two.
SPACE STATIONS
SHIP CLASS SPECIFICATIONS
Players can choose to use space stations instead of
CLASS THRUST HULL ships. When doing so reduce the Thrust to 0 as
6 1 18 they are actually in orbit around a planet and never
change course.
5 2 12
4 3 8
3 4 4
SYSTEMS
BIGGER SHIP BIGGER CLASS For simplicity we use the term system to describe a
Going up by one Class represents a large jump in part of the ship that has a specific function. There
size. This picture can better describe the increase in are a wide variety of systems used in 5150: Star
size as ships go up in Classes. Navy. Each system costs one or two Hull points.
Heres a list of the types available:
Anti-Aircraft Batteries.
Bridge.
Engine.
Guns.
Hangar.
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
5
5150: STAR NAVY
so as not to develop an affinity for their SQUADRON Write in a name or number to be used
current assignment. to differentiate one Squadron from another.
STAR NAVY The Star Navy of Gaea
NAME Write in a name or number to be used to
Prime consist of first line well-trained
differentiate one ship model from another.
crews with the best ships possible. While
Gaea Prime PDF is a purely defensive CLASS Write in the Class of the ship.
force the Star Navy is used on the offense.
THRUST Write in the Thrust of the ship. Change
Star Navy ships are used to invade hostile
this during the game if the Thrust decreases.
worlds, suppress rebellions and insure the
expansion of Gaea Prime influence. SPEED Write in the Entry Speed (page 11) of the
XEOG The Xeog lineage can be traced ship. Change this during the game as the speed
back thousands of years to the ancient increases or decreases.
Shikar Empire. Most Xeog are part of a
HULL Write in the Hull points of the ship. Change
devout religious order whose sole purpose
this during the game if the Hull points decrease. If
is the return of the Shikar Empire. Those
the Hull points are reduced to zero the ship
are not the ones you're likely to run into.
explodes, killing all aboard.
The ones youll meet are Smugglers,
Mercenaries, and Pirates. Consequently SH Write in the number of Shields the ship has.
when encountered, Xeogs will usually be Change this during the game if the Shields
grouped into four (1-5) and occasionally decrease.
six ship (6) Squadrons.
GUNS Write in the number of Guns the ship has.
ZHUH-ZHUHS - Zhuh-Zhuhs own and
Change this during the game as Guns are destroyed.
occupy a large number of planets and are
aggressive in their desire to expand. ML Write in the number of Missile Launchers the
Constant contact in Gaea Prime space has ship has. Change this during the game as Missile
earned them the status of Gaea Prime Launchers are destroyed.
trusted alien (1). Unfortunately, this has
HG Write in the number of Hangars the ship has.
done little to offset the hostility that
Change this during the game as Hangars are
sometimes exists between Gaea Prime and
destroyed.
Zhuh-Zhuh. Witness the derogatory term
monkey boy as applied to Zhuh-Zhuhs. AA Write in the number of Anti-Aircraft
(1) Trusted alien status means different things to different
Batteries that the ship has. Change this during the
people. To some it means advancement towards Citizen game as AA Batteries are destroyed.
Status, although there are no Zhuh-Zhuh GP Citizens, REP Write in the Rep of the ship. Change this
while to others, it represents a sell out to Gaea Prime.
during the game if the Rep decreases.
The other side then places the remainder Example The Hishen declare their entry speed
of their ships. and the Zhuh-Zhuh player wants to increase his
entry speed. The Hishen rolls 5d6 as its Flagship
has a Rep of 5. He scores 2 successes. The Zhuh-
ENTRY SPEED Zhuh has a Flagship Rep of 4 so rolls 4d6. He
Now that we know who the attacker and defender scores 3 successes, more than the attacker, so
are, and how far apart they start, we need to increases the speed of his ships by their individual
determine their Entry Speeds. This is the speed that Thrust or 2, whichever is smaller.
the ships will move each turn unless altered. Heres
how we do it:
The attacker writes down the Entry Speed,
in inches, of each attacking ship. These
speeds can vary.
STOP!
The minimum attacking speed is 1. We have included Factions from the 5150 Universe
but you can use these rules with others found in
The maximum attacking speed is equal to
fiction.
twice the Thrust of the ship with the
highest Thrust value. Each ship must have a filled out Ship Roster.
The defender then declares the speeds of
Squadrons consist of from 3 to 6 ships.
all their ships.
The minimum defending speed is 0. The Controlling player owns the planet while the
The maximum defending speed is equal to Contesting player does not. Controlling and
the Thrust of the ship with the highest Contesting is not the same as attack and defender.
Thrust value.
Each Faction has a Long Range Scan value that
Ships can set their speed at the maximum determines how many d6 they will roll. The LRS
regardless of their actual Thrust. determines the attacking side, where it starts and
how far apart the ships start. It also plays a role in
how may ships each side places on the table and in
Example The Hishen write down their entry what order.
speeds. The ship with the highest Thrust (4) is a
Class 3 Patroller. This makes their maximum entry The attacker writes down its Entry Speed and the
speed 8. The Hishen decide to set their Patrollers defender can attempt to change its speed if desired.
at entry speed 8 and their remaining ships at 4.
The Zhuh-Zhuh player declares their entry speed is
2 for all their ships.
TURN SEQUENCE
ADJUSTING SPEED
The defender has a chance to adjust their speed if After the ships have been placed the battle can
they choose to do so. Heres how we do it: begin. The battle may last a set or unlimited
The attacker reveals its speed. number of turns based on the scenario but each turn
follows a strict Turn Sequence. The only exception
The defender can attempt to adjust its
is at the very start of the battle when we must
speed.
determine which side will activate first. Heres how
Each player rolls 1d6 for each point of Rep
we do it:
their Flagship has looking for successes
(score of 1, 2 or 3). Each side rolls 1d6 per each success that it
If the defender scores more successes than scored on the Long Range Scan.
the attacker it can increase or decrease the Add the scores of each d6.
speed of its ships by their individual The higher total will activate first.
Thrust value. Any ties result in the defender activating
If the defender scores an equal or less first.
number of successes than the attacker it After determining which side activates
cannot adjust its speed. first activation is alternated between sides
The battle can now start. the rest of the game.
When active the player will move and attack in this Example My current speed is 12. I move 12
order: this turn. My Thrust is 4. I want to decrease my
1. Move ships, in order, from right to left. speed and can do it up to 4. I use my maximum
2. Adjust speed for the following turn. Thrust and set my new speed to 8. I will move this
3. Launch fighters from right to left. distance on my next turn.
4. Move fighters from right to left.
5. Carry out fighter attacks from right to left. TURNING
6. Fire each ship one at a time from right to
left. Ships will move in the direction that they are
7. Asteroids (page 23), if being used, are now facing. During its movement a ship can make one
moved. or more turns depending upon its Class.
CLASS 3 AND 4
Must move half their current speed.
MOVEMENT Then may change direction up to 45
degrees.
Must move the rest of their current speed.
Ships will move at their current speed. This is
either their Entry Speed (page, 11) or the speed that Then may change direction up to 45
they were moving during the previous turn unless it degrees even if they have turned
was adjusted up or down during that turn. previously during their move.
COMBAT 2 GUNFIRE
Ranged combat is done subject to firing arc and (Taken versus Rep)
distance. Ranged combat, whether Gunfire or CIRCUMSTANCE MODIFIER TO REP
Missiles, is carried out in the following way:
Original Flagship lost -1
An active ship may fire at any ship in its Firing at over 36 from -1
firing arc and if in range. target
It may fire at multiple ships if there are Firer is a Merchant Ship -1
enough weapon systems to do so.
Ships may fire through enemy and friendly # D6 RESULTS
ships as desired. PASSED
Asteroids block ranged attacks. When
firing Guns or Missiles past an asteroid, 2 All weapons hit and are effective.
trace a line between the center of the firing Subtract one hit for each functioning
ship and the center of the target ship. If shield on the Target.
the line passes across the asteroid (or, if Roll once on the Hit Location Table for
players agree, across the base on which the each hit scored.
asteroid sits), the Gunfire or Missile 1 Half the number of weapons fired,
misses. rounded down, hit and are effective.
Guns have a 360 degree firing arc and Subtract one hit for each functioning
unlimited range. However, firing at targets shield on the Target.
over 36 away is done at a -1 to Rep Roll once on the Hit Location Table for
penalty. each hit scored.
Missiles have a 180 degree arc to the front 0 Weapons are not effective.
of the shooter and a range of 12.
MISSILES
Missiles are not as common as Guns. They are not
2 EVADE MISSILE
affected by Shields but are subject to Anti-Aircraft (Taken versus Thrust)
(AA) fire. Heres how we do it:
# D6 RESULTS
Missiles have a 180 degree firing arc and a PASSED
range of 12.
Missiles automatically move directly to 2 Missile is evaded. If another target past
the target. the original target within 6 and 3 arc
they are now targeted.
The firing player announces the number of
missiles and the target. 1 Missile hits. Roll once on the Hit
Location Table.
If the target ship has AA on it or if there
are other ships with AA within 2 of the 0 Missile hits. Roll once on the Hit
target ship the player can allocate these Location Table.
AA batteries to fire at the missiles coming
in on the target ship.
Roll 1d6 versus the Rep of each AA Example A Hishen Slaver fires 2 Missiles at a
battery firing. Star Navy Heavy Cruiser with 1 AA battery. The
Consult the AA Fire vs. Missiles Table Rep 5 Star Navy Cruiser chooses to evade instead
and carry out the results. of firing its AA. It has a Thrust of 3. It rolls 2d6
versus its Thrust for each incoming Missile and
scores a 2 and 3 for the first. The Missile has been
evaded and it continues on attacking any enemy
1 AA FIRE VS. MISSILES target within 6 and within 3 of its original path.
(Taken versus Rep) The next 2d6 roll scores a 2 and 6, the Missile hits,
and damage is rolled for.
CIRCUMSTANCE MODIFIER TO REP
Original Flagship lost -1
(AA) only
# D6 RESULTS
PASSED
1 Missile is shot down.
0 Missile hits. Roll once on the Hit
Location Table.
DAMAGE X DAMAGE
(Applied for each hit)
Damage consists of two parts. The first is where did COMPARE CLASSES OF RESULT
the damage occur? The second is how bad was the SHIPS
damage? Lets start with Hit Location.
Firer is higher Class than Scores damage equal
the target to Class of firer.
HIT LOCATION Firer equal or lower Class Scores one point of
than the target damage.
Once a target is hit by Gunfire or by a Missile,
where the target was hit must be determined. Heres
how we do it: Example One Missile makes it through the AA fire
Roll 2d6, adding the results together, for of the Star Navy Heavy Cruiser, hitting the Hull.
each hit scored. The firing ship was a Class 4 Hishen Slaver. The
Consult the Hit Location Table to Star Navy Cruiser is Class is 4 as well. As the firing
determine what was hit. ship is equal in Class to the target ship one point of
damage is scored and the Hull is reduced by one.
Mark it off on the Ship Roster.
2 HIT LOCATION Later the Heavy Cruiser scores a hit on a Hishen
Class 3 Patroller. As the Heavy Cruiser has a
(Add the scores together)
higher Class (4) it scores damage equal to its Class
# RESULT on the location. The location was the Hull so the
Hishen Patroller takes 4 Hull hits, reducing it to
2 Bridge! Take Bridge Hit Test. 0. The ship explodes!
3 Engine! Take Engine Hit Test.
4 Shield! Go to Damage Table.
5 Shield! Go to Damage Table. ZERO SYSTEM DAMAGE
6 Hull! Go to Damage Table. If a hit is scored on a location that isnt on the ship
7 Hull! Go to Damage Table. or has already been eliminated (reduced to zero) do
8 Hull! Go to Damage Table. not re-roll for location but the ship still takes the
9 Guns (1-4) AA (5-6)! Go to Damage Table. Received Damage Test (page 18).
10 Missiles! Go to Damage Table.
11 Hangars! Go to Damage Table. Example A Hishen Class 5 Mother Ship with 4
Shields is hit by gunfire from a Rep 5 Class 6 Star
12 Life Support! Take Life Support Hit Test.
Navy Dreadnought. The Dreadnought passes 2d6
and hits with all 8 guns. The Hishen reduces
Example One Missile makes it through the AA fire damage to 4 hits due to its 4 Shields. The
of the Star Navy Heavy Cruiser. I now roll 2d6 and Dreadnought now rolls for four Hit Locations, one
score a total of 7. The Hull of the Heavy Cruiser is per hit. I roll a 4 and hit the Hishen in the Shields.
hit. As the Dreadnought firer is a higher Class than the
Hishen target it does damage equal to its Class.
APPLYING DAMAGE The Hishen marks off 6 Shields. As it only has 4 the
additional damage is not counted. Another 4 is
Once the Hit Location has been determined we rolled on the Hit Location Table. As there are no
must see how bad the damage was. Heres how we Shields left no additional damage is taken.
do it:
Consult the Damage Table. REPAIRING DAMAGE
Compare the Class of the firing ship to the
target. Systems damaged cannot be repaired during the
battle. To find out whether a ship can be repaired
for the next Mission, see After the Battle (page 19).
STOP!
Roll the modified total versus the original
Rep of the ship.
Determine how many d6 are passed and
consult the Terms of Surrender Merchant Ships may attempt to board if they reach 1 from
or Military. the target ship and match its course and Speed.
The boarding attempt occurs immediately when the
2 TERMS OF SURRENDER ships are in position.
(Taken versus winners Rep) Boarding takes place using the Boarding Table.
Losing boarders will always return to their ship.
CIRCUMSTANCE MODIFIER
When boarding, Shields on both ships do not work.
Opponent resisted boarding. -1d6 If either ship is hit by Gunfire, Missiles or Fighters
Opponent did not resist boarding. +1d6 both ships are hit.
Military ship. +1d6
Hishen always count as if pass 0d6. na Determine the results of a successful boarding
action by rolling on the Terms of Surrender. What
#D6 RESULT are the dangers of resisting boarders? How do
PASSED Hishen behave differently after successfully
boarding enemy ships?
2 or more Merchants: Take all cargo and
valuables but crew and passengers are After reviewing the section on Boarding, move on
left alive. All allowed to leave on the to the Reaction Tests section: the core of the THW
ship. gaming system.
Military: Ship captured, crew set adrift
in Life Pods.
1 Merchants: Seize ship and take all
cargo and valuables. Capture any
REACTION TESTS
passengers that can be ransomed and
drop the rest in Life Pods at the next During the battle certain circumstances may arise
inhabited planet. that are considered critical to the welfare of the
Military: Ship captured, crew taken as ship and its crew. At these times Reaction Tests
prisoners of war. must be taken to determine what the ship will do.
0 Merchants: Take all cargo and
Reaction Tests are taken after all attacks from the
valuables. Kill all that resisted and
same ship have been resolved on the testing ship.
capture the rest. Ship destroyed!
Military: Ship captured, crew killed or
enslaved. HOW TO TEST REACTION
Players will be called upon to take a Reaction Test
for a variety of reasons. Heres how we do it:
WHAT ABOUT PIRATES?
Pirates are neither Military nor Merchants so they When called upon to take a test roll 2d6
are handled a bit differently on the Terms of versus the current Rep of the ship taking
Surrender Table. Heres how we do it: the test.
Read the two d6 individually.
Pirates count as Military unless they were You will pass 2d6, 1d6, or 0d6.
captured by Pirates. In this case they count Consult the Reaction Test using the
as Merchants. appropriate column and immediately carry
out the result.
Example The Rep 4 Hishen Capital Ship takes If the testing ship is a higher Class than the
damage from the Star Navy Dreadnought. After all cause ship the test is not taken.
fire from the Dreadnought is resolved the Hishen If there is a friendly ship of a higher Class
ship must take any applicable Reaction Tests. In than the cause ship within 2 of the testing
this case it is the Received Damage Test. I roll a 3 ship the test is not taken.
and 4, pass 2d6, and looking at the test under the
Pass 2d6 column I see that the result is Continue Example A Class 3 Zhuh-Zhuh Gunboat explodes.
the fight. A Class 4 Zhuh-Zhuh Interdictor is 5 away. It
does not take the test. Two inches from the
Interdictor is a Class 3 Gunboat. It also does not
MULTIPLE REACTION TESTS take the test. Four inches from the Interdictor is
When a ship must take multiple Reaction Tests it another Class 4 Gunboat. It has to take the test.
will roll each test individually, taking the worse
result. When rolling multiple tests always go from
the top to the bottom of the list of tests. BRIDGE HIT
Anytime a ship receives damage to its Bridge it
Example A Rep 4 Class 3 Rebel Destroyer is hit
must take this test. A Bridge hit does not cause a
by a Rep 4 Class 4 PDF Cruiser. The Destroyer
Received Damage Test.
takes damage to its Hull and an Engine hit. The
Hull hit causes the Received Damage Reaction Test Optional Rule Anytime a ship takes a Bridge hit
to be taken. I roll 2d6 and score a 2 and 5, pass the owning player must grab the bottom of his chair
1d6, and this reduces its Rep by 1 as the firer was a and sway left and right signifying a hit was made.
higher Class (4) than the target (3). The Engine Hit Hey, cmon, relax a little.
needs to be taken next but against a Rep of 3. I
score a 2 and 3, pass 2d6, and reduce the
Destroyers Thrust by 1. Refer to the Free LIFE SUPPORT HIT
Company QRS to see how the results were arrived Anytime a ship receives damage to its Life Support
at. it must take this test. A Life Support hit does not
cause a Received Damage Test.
RECEIVED DAMAGE
Anytime a ship receives a hit to its weapons, ENGINE HIT
shields, hull or hangars, it must take this test, even Anytime a ship takes an Engine hit it must take this
if that system has already been reduced to zero. test. An Engine hit does not cause a Received
The target ship will take only one Received Damage Test.
Damage Test and only after all firing from the
shooting ship has been resolved.
A ship must take the Received Damage Test first,
and apply the results, before taking any other
STOP!
Reaction Test caused by other hits from the Taking a Reaction Test is done by rolling 2d6
shooting ship. versus the current Rep of the ship. You will pass
2d6, 1d6 or 0d6.
FRIEND DESTROYED OR Be sure to use the appropriate Reaction Test and the
correct column based on the number of d6 passed.
HIGHER CLASS FRIEND Multiple tests are taken from top to bottom of the
BREAKS OFF appropriate Quick Reference Sheet found in the
rear of the book.
Anytime a ship is destroyed or if a ship of a higher
Class breaks off the fight (page 19) all friendly Bridge, Engine and Life Support hits have their
ships within 6 of that ship must take this test. own unique tests and do not cause a Received
There are a few exceptions. They are: Damage Test.
If there is all or part of a friendly ship
between the testing and cause ships the
test is not taken.
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
18
5150: STAR NAVY
All subsequent Reaction Tests. All Merchant ships available for next
The Gunfire Table. Mission.
The Launch Fighters Table. 1 Undamaged ships are available for next
The AA Fire vs. Fighters Table. Mission.
The AA Fire vs. Missiles Table.
Damaged ships that were Controlling the
planet fully repaired and available for
next Mission.
MOVING AWAY
Damaged ships that were Contesting the
planet fully repaired but unavailable for
There is no edge of the world in space. If a ship
next Mission. Returns to Fleet on the
voluntarily moves ships off the table all the ships
following month
are moved in relation to that ship so all ships are on
the table.
All Merchant ships caught and boarded.
Go to Boarding Table. Use enemy
Flagship as opponent for Boarding Table.
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
19
5150: STAR NAVY
0 Undamaged ships malfunction and Fighters are launched when the player is
unavailable for next Mission. Returns to active and after all ships have moved and
Fleet on the following month. adjusted their speed.
Each Hangar can attempt to launch only
Any damaged ships rolling doubles one squadron of fighters every turn.
means ship was destroyed. Hangars launch additional fighters from
Carrier reserves or from returning
Damaged ships that were Controlling the squadrons; therefore there is no need to
planet fully repaired but unavailable for track the amount of fighters per Hangar.
next Mission. Returns to Fleet on the When launched the fighters can move up
following month to 24, their normal move per turn.
Fighters are launched by rolling 2d6
Damaged ships that were Contesting the versus the Rep of the ship, determining
planet fully repaired but unavailable for how many d6 are passed and consulting
next two Missions. Returns to Fleet on the Launch Fighters Table.
the subsequent month
STOP!
Original Flagship lost -1
# D6 RESULTS
Breaking Off means that the ship has voluntarily or PASSED
been forced by a Reaction Test to leave the battle.
2 Fighters immediately launch.
The Flag can be transferred to another ship but 1 If 1st time launching fighters, fighters
losing the original Flagship will result in penalties. immediately launch. If 2nd or later time
What are they? launching fighters, fighters do not
Now that you have learned the basic rules play a launch.
game or two starting with one Class 4 and two 0 Fighters do not launch.
Class 3 ships from any two Factions. After you
have familiarized yourself with the game
mechanics, move on to the next section, Fighters. FIGHTER MOVEMENT
Fighters can move 24 in any direction making as
many turns as desired. Fighters remain on the table
until driven off by opposing fighters or AA fire.
FIGHTERS
FIGHTER MISSIONS
Fighters are small one-crew ships that operate in Fighters can be used in three ways. They can:
squadrons of five ships. Fighters are usually
brought to the battle by Class 5 or Class 6 ships ATTACK - When they contact enemy ships
called Carriers. On some occasions they will be they will attack them.
planet or Space Station based. Fighters are used to FIGHTER INTERCEPT When they contact
attack opposing ships, opposing fighters or to enemy fighters they will attack them.
defend friendly ships. COMBAT AIR PATROL (CAP) The
fighters remain in contact with friendly
ships, defending them from enemy
LAUNCHING FIGHTERS fighters.
As fighters are based on a Carrier, Space Station or When carrying out missions, Fighters have the
planet they need to be launched into space. Heres same Rep as the ship that launched them. Lets
how we do it: cover each mission in more detail.
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
20
5150: STAR NAVY
The next combat begins. The same process is in their own defense if attacked at the
followed but the Star Navy squadron will count as same time.
one Rep lower for fighting one additional opponent.
Example A Hishen Mother Ship is being attacked
The Star Navy squadron will fight both opponents
by five Star Navy fighter squadrons. A Hishen
even if it loses against the first. The Star Navy
Slaver is also being attacked by two Star Navy
squadron chases off one opponent but loses to the
fighter squadrons. The Slaver is 2 from the
second. The Star Navy squadron is driven off. The
Mother Ship and declares it will use its 2 AA
remaining Hishen and Star Navy fighters, who did
batteries in defense of the Mother Ship instead of
not fight against each other, remain in place. When
itself.
one side or the other activates the active side can
move into a fight or move away. When fighting Each AA gun gets to shoot at one Fighter
multiple opponents it's not if you win, but if you during each attack regardless of the
lose, causing you to be driven off. number of separate attacks made.
Place the attacking fighters in contact with
COMBAT AIR PATROL the target ship. It does not matter on what
Fighters may choose to defend friendly ships. side of the ship they are placed as they are
Heres how we do it: assumed to be eligible AA targets
regardless of location.
When a fighter is defending a friendly Each side rolls 1d6 versus its Rep.
ship, or flying Combat Air Patrol (CAP), Each side determines how many d6 are
place it in contact with that ship. passed and consults the AA Fire vs.
Any active enemy fighters wishing to Fighters Table and immediately carry out
attack that ship must engage the defending the results.
fighters flying CAP using the Fighter
Intercept procedure (page 21).
Each CAP fighter is paired off against one 1 AA FIRE VS. FIGHTERS
attacking fighter. Any excess attacking
fighters can attack the ship without being (Taken versus Rep)
subjected to Fighter Intercept.
CIRCUMSTANCE MODIFIER TO REP
Fighters can only defend one ship at a
time. They can change the ship to be Original Flagship lost -1
defended only when active. (AA) only
They can choose to leave the ship and
move to attack enemy fighters instead. # D6 AA FIRE ATTACKING
PASSES FIGHTERS
Example Six Star Navy fighter squadrons are
attacking a Class 5 Hishen Mother Ship. There are Pass 1 Fighters Fighters attack ship
three Hishen fighters flying CAP. They are paired more than driven off and remain on the
against three opponents and Fighter Intercept is opponent and table. Each fighter
fought. One Star Navy fighter is driven off. The removed scores 1 hit. Roll for
other two continue on to the target giving the Star from the Hit Location. Then roll
Navy player five fighter squadrons to attack the table. 1d6 per hit to
target. They are now subject to AA fire. determine damage.
Pass same Fighters Fighters driven off and
as driven off removed from the
FIGHTERS AND AA FIRE opponent and table.
Once fighters have gotten past any defending removed
fighters they may still have to face AA fire. Heres from the
how we do it: table.
CIRCUMSTANCE MODIFIER
Ships current Speed is twice or more -1d6
than the ships current Thrust.
#D6 RESULT
PASSES
2 Asteroid passes harmlessly by.
Example In the previous picture 2d6 are rolled 1 Asteroid grazes the ship on the way by.
and they score a 5 and 1, landing in this position. A Roll once on the Hit Location Table
line is traced from the higher to the lower score (5 counting as if hit by a ship of equal or
to 1). This is the direction that the asteroids will lower Class.
travel each time they must move. Subtract the lower 0 Asteroid slams into the ship on the way
score from the higher. This is the number of inches by. Roll once on the Hit Location Table
(4 inches) each asteroid will travel each time they counting as if hit by a ship one Class
move. higher.
MERCHANT
NAME CLASS SPEED THRUST REP
Hercules 4 4 2 4
HULL SH GUNS ML CB AA
12 2 2 10
FIGHT OR SURRENDER
Merchant ships cannot voluntarily break off from
attackers. They have only two options. They can
choose to surrender when first fired upon or they
can hope the attackers are driven off the table.
FIGHT
If the Merchant Ship chooses to fight it will do so
until the attackers are driven off the table, they are
destroyed or the Merchants surrender.
CAMPAIGN MORALE
CAMPAIGNS Before the campaign starts we must establish your
local campaign morale. As a spacer you cannot
A Campaign is a series of battles where the result control who your government goes to war with.
of one affects the course of the next. Campaigns What you can control is the morale of your crew.
can be as simple or as detailed as you want. The How do you do this? Complete your Missions
choice is up to you. Feel free to use as little or as successfully!
much of the following rules as desired.
So what is your starting Campaign Morale and that
of your enemy? Looking at the Campaign Morale
TIME IN THE CAMPAIGN Table tells you this.
For simplicity we use the current calendar to track
months. Players will have two Missions per month
one early in the month and one later in the month. X CAMPAIGN MORALE
FACTION CAMPAIGN MORALE
THE ENEMY Free Companies 3
Each Campaign will have one Enemy Faction that GP - PDF 3
remains the enemy until one side or the other loses GP - Rebellion 3
the Campaign. Heres how we do it: GP Star Navy 4
Choose which Faction you want to play. Hishen 4
Roll 1d6 and consult the Going to War Xeog 3
Table to see who your opponent will be. Zhuh-Zhuh 4
another PEF is generated and placed as Place the PEF in that section. If it is in a
previously outlined. section occupied by a player force this will
Roll activation. be resolved after the other PEFs are
If the enemy activates first then go to the generated.
PEF Movement Table (page 33). Repeat this process until you have three
When active move your forces one section PEFs placed on the campaign map. It is
per turn. possible to have more than one PEF in the
When any of your ships enter a section same section.
containing a PEF or any PEF enters a
section containing your forces the PEF is DURING THE MISSION
resolved (page 33). The second way to generate PEFs is during the
When enemies are contacted a tabletop Mission. This applies only when on a Patrol, Hunt
battle is fought and all campaign map or Convoy Mission. Heres how we do it:
movement stops until the battle is
completed. Whenever doubles are scored when rolling
Play continues normally until the for campaign movement and they are
Merchant ships have completed their equal or less than the Enemy Morale,
journey. another PEF is generated and placed as
previously outlined.
VICTORY CONDITIONS
Victory is determined by the number of Merchant PEF REP
ships that complete their journey safely. Heres Just as ships have a Rep, so do PEFs. Heres how
how we do it: we do it:
Major Victory Five or six ships Roll 2d6 for each PEF.
complete the journey safely.
Read each result separately from the other.
Minor Victory Three or four ships
The higher score is the Rep of the PEF.
complete the journey safely.
Treat any result of 6 as 5.
Failure Two or less ships complete the
Use either d6 if doubles are rolled.
journey safely.
Once the PEF is resolved as ships the PEF
Rep is no longer needed.
#D6 RESULT
PASSED
2 PATROL PEF RESOLUTION
(Taken versus Enemy Morale)
2 PEF moves one section towards the
planet. #D6 RESULT
1 PEF moves one section towards the PASSED
planet or nearest PEF, whichever is
closest. 2 Contact! Go to the Contact Table.
0 PEF does not move. Roll 1d6 and add the Enemy Morale
to the score.
1 Contact! Go to the Contact Table.
2 HUNT PEF MOVEMENT Roll 1/2d6 and add the Enemy Morale
to the score.
(Taken versus Enemy Morale)
0 Nothing but empty space! Remove
#D6 RESULT the PEF.
PASSED
2 PEF moves one section away from
the nearest player force. If on the
edge of the map the PEF leaves the
map.
1 PEF moves one section towards the
planet.
0 PEF does not move.
# RESULT
4 or less 50% less ships than your total.
5 or 6 25% less ships than your total
7 2 ships less than your total.
8 1 ship less than your total.
9 Ships equal to your total.
10 or 11 2 ships more than your total.
12 or more 3 ships more than your total.
2/1 CONVOY CONTACT * If you have already rolled an enemy Class 6 ship,
or if enemy's fleet list does not contain Class 5 or
(Read the results as rolled) Class 6 ships, roll on that fleet's highest Class Table
instead and give the ship a Rep of 5.
# RESULT
4 or less 3 ships less than your total. WHAT TYPE
5 or 6 2 ships less than your total. Now that you know the Class you need to know the
7 1 ship less than your total. ship type. Heres how we do it:
8 Ships equal to your total.
9 1 ship more than your total. Go to the appropriate enemy Fleet List.
10 or 11 2 ships more than your total. Go to the appropriate ship Class.
12 or more 3 ships more than your total. Roll 1d6 and go down to the row on the
List that corresponds to the result.
Note - Merchant ships are not included in your This tells you the ship type and Rep.
total on the Convoy Contact Table.
GENERATING ENEMIES
Once you have rolled on the appropriate Contact
Table, you know the number of ships you have run
into but not the types. Heres how we do it:
Start with the highest Class ship in your
force.
Go to the What Are They Table.
Roll 1d6 for each enemy ship.
REP ADJUSTMENT
AFTER THE MISSION After each Mission there may be a chance of the
Rep of a ship increasing or decreasing. Heres how
After each Mission you will have been a success or we do it:
a failure. Let's see how your success or failure
affects the Campaign. Here's how it's done: Roll 1d6 versus the Rep of the ship prior
to the battle.
Each side starts with 2d6. Read the result as scored.
If they were successful they will add 1d6. If the result was higher than the Rep or a
Each side rolls their total d6 versus their 6 and the ship inflicted damage to an
respective current Campaign Morale. enemy, increase its Rep by one. This
Determine how many d6 each side passed. reflects the crew becoming more efficient
Compare the number of d6 passed by both and an overall feeling of satisfaction with
sides to each other and consult the their performance.
Campaign Morale Table. If the result was equal or less, the Rep
remains the same.
If the result is a 1 and the ship received
2 CAMPAIGN MORALE damage, reduce its Rep by one. This
reflects casualties, fatigue or an overall
(Taken versus Campaign Morale)
feeling of disappointment with their
A result of "6" is always a failure performance.
CIRCUMSTANCE MODIFIER Rep can go up and down many times during a
Campaign.
Last Mission was a failure -1d6
# D6 RESULT
X NEXT MISSION
PASSED (Based on your last Mission)
2 Ah, times are good! Roll 1d6 and see LAST MISSION SUCCESS FAILURE
what has arrived from the home
world. Patrol (1-4) Hunt (1-4) Defend
(5-6) Attack (5-6) Convoy
(1-3) One Class 3 ship from
Attack (1-4) Attack (1-4) Patrol
your Fleet List.
(5-6) Hunt (5-6) Defend
(4-5) One Class 4 ship from Defend (1-4) Patrol (1-4) Defend
your Fleet List. (5-6) Hunt (5-6) Convoy
Hunt (1-4) Hunt (1-4) Patrol
(6) One Class 5 from your
(5-6) Attack (5-6) Convoy
Fleet List. If you do not have
Convoy (1-4) Patrol (1-4) Defend
a Class 5 then use a Class 4.
(5-6) Hunt (5-6) Convoy
1 No news is good news? No new
arrivals.
0 Things are going badly elsewhere!
Roll 1d6 for each of your ships, PIRATES
starting with the highest Class. If a
6 is scored the ship has been What good is having Merchant ships if you dont
transferred from your force and can have Pirates? While youll probably never get a
no longer be used. really big Fleet it still can be fun to play a Pirate.
Heres how we do it:
ENDING THE CAMPAIGN Choose what type of Pirate to be. This is
If the enemy's Campaign Morale is reduced to zero done by deciding which Ring you wish to
you have won and they have vacated the area: move in. The corresponding Pirate types
are listed on the corresponding Contact
You are a local hero and in your next Ring Table.
campaign your Campaign Morale is
increased by one. Example I want to be a Zhuh-Zhuh Pirate.
Looking at the Contact Ring Tables I can be in
If your Campaign Morale is reduced to zero you Ring 3, 4, 5 or 6. The Ring I choose will also
have lost the campaign and your side vacates the determine the type of prizes (Merchant ships) and
area: opposition I can encounter.
You have questions to answer and are
The sole exception is you can choose to be
regarded lightly by your superiors. In your
a Gaea Prime Pirate and cruise in Rings 1
next Campaign your Campaign Morale is
or 2. Good luck with that.
decreased by one.
As a Pirate you can only have one ship but
you can choose what type it will be. The
If you are still fighting after the Campaign Morale other ships in your fleet must be recruited
has been checked you have to determine your next (page 40).
Mission. This is based on the success or failure of When you are a Pirate you are limited to
your last Mission. Here's how it's done: the Patrol Mission. Regardless of the result
of your previous Mission, success or
Consult the Next Mission Table.
failure, you will always have a Patrol
Go down the Last Mission column to the
Mission.
type of Mission you have just completed.
When keeping track of your Campaign
Go across to either the Success or Failure
Morale it is handled differently than
column based on your last Mission
normal (page, 36). You do not track the
This may require a 1d6 roll.
enemy Campaign Morale but yours only.
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
37
5150: STAR NAVY
The enemy Campaign Morale is always a Example I am playing a Zhuh-Zhuh Pirate in the
3 regardless of who you may have 4th Ring and just resolved a PEF as contact.
encountered.
I roll on the Patrol Contact Table and score an 8.
Example I have just plundered a Gaea Prime This means there will be one ship less than what I
Merchant. I now take my Campaign Morale Test have in my Fleet. As I have 3 ships I have
and score a result of pass 2d6. (Your starting encountered 2 ships.
Campaign Morale is based upon your Race). The
I then go to the What Are They Table and roll for
GP result is a result of pass 0d6. This means I have
each of the 2 ships I have met. My highest Class
passed 2d6 more than the enemy. Looking on the
ship is a Class 4 Ravager so I will use the 4
Campaign Morale Table my morale is increased by
column. I roll a 3 and a 4. This gives me one Class
1. The enemy morale should have been reduced by
3 and one Class 4 opponent.
1 but is not, it will always remain at 3.
I next go to the Contact Ring 4 Table and score
an 8. I have attacked Merchant Ships 3 times
Pirates are limited to the ships types from previously. This means I must subtract 3 from my
the Pirate Fleet List regardless of Race. total so have a modified total of 5. Looking on the
Use the appropriate Race Fleet List to Contact Ring 4 Table I have contacted Zhuh-
generate their Rep. Zhuh Merchant ships. I now roll on the Zhuh-Zhuh
Example I choose to be a Xeog Pirate. I am Fleet List (page 52) to determine the Reps and on
allowed one ship and choose a Class 4 Ravager. I the Merchant Fleet List to determine the type of
then go to the Xeog Fleet List (page 51) and roll Class 3 and Class 4 ships.
1d6 on the Class 4 Table and score a 3. My initial
Rep is 5.
2 RECRUITMENT
CARGO
(Taken versus current Campaign Morale)
is pretty stable. However, the involvement of a afraid to use whatever wiles are at their disposal to
third equally powerful force threatens this delicate further their aims. Unfortunately, one would be
balance. hard pressed to understand these aims as they
appear to have an appetite for everything and are
UPSETTING THE BALANCE insatiable in many ways. Xeogs are often found
working in the intelligence field on many worlds.
The Bugs are that third force. With reports of Bug
Due to this they have earned the reputation of being
incursions in the Sixth Ring the Hishen find their
involved in the darkest of plots and subversion. ASI
resources being drawn away from Gaea Prime and
speculates it's a desire to be or be near the power. If
towards the Bugs. This allows for more aggressive
you run into a Xeog Mercenary Expedition theres
Gaea Prime behavior. This behavior is forcing
no telling what they may actually be up to.
many of the independent Races, such as the Zhuh-
Zhuhs and Xeogs, to be concerned about Gaea
Prime pressure. As long as the Hishen Empire THE FUTURE IS YOURS
remains powerful, Gaea Prime is held in check. The This is the current 5150 universe that you have
Bug intervention is threatening to disrupt this and been thrust into. Choose your side, fight well and
causing a ripple throughout the 5150 universe. affect the future as best you can.
Look for details on the Bugs and their interstellar (1) Note that the HFW was first erroneously reported to
capability in a future supplement to 5150: Star be located in the Fifth and Sixth Rings but are actually in
Navy. the Fourth. (2) The current GP government has
authorized ISS pre-emptive strikes on Bug controlled
worlds in the Sixth and Seventh Rings. This has caused
FREEDOM FIGHTERS OR PAWNS? numerous protests from the inhabitants of these Rings.
This ripple also threatens to upset the balance of Some view these raids as illegal and merely ruses to
power in another way. A wave of independence has intimidate. (3)All of the conflicts between Gaea Prime
hit the smaller planetary Colonies and Rocks in the and the Hishen Empire in 5150: Star Navy takes place in
Third Ring (4). Some Gaea Prime possessions are the Fourth Ring. (4)All of the conflicts between Gaea
Prime and these Rebels in 5150: Star Navy takes place in
expressing their displeasure and this takes a variety
the Third Ring.
of forms from slowing down production of much
needed exports to armed aggression and open
declarations of independence. While these Rebels
insist that they are self-sufficient freedom fighters
POINTS
many Gaea Prime officials fear these malcontents
are actually propped up by Hishen financial aid. Although most Two Hour Wargames don't use a
This aid takes the form of non-military aid as well points system, we have included one in Star Navy
as footing the bill for the numerous Free to give you an idea of the relative strength of each
Companies that supplement the Rebel forces. ship Class at each level of Rep. While we think the
sometimes unequal forces of the campaign system
ZHUH-ZHUH THE ENEMY OF MY ENEMY create more interesting battles that result in a better
story, we realize that sometimes players just want
While not overly friendly with Gaea Prime the to face off against an evenly matched opponent.
Zhuh-Zhuhs are not enemies. Relations between the Therefore, we've given you the tools to do so.
two are frosty due to trade conflicts in the Third After all, it is your game.
and Fourth Rings. There have been unconfirmed
reports of military clashes between the two Races
but these have been conveniently overlooked.
SHIP POINT COST BY CLASS AND REP
Thats because the larger problem for the Zhuh- CLASS REP 3 REP 4 REP 5
Zhuhs is Hishen expansion and open conflict. And
as the saying goesthe enemy of my enemy is my 6 140 188 236
friend. 5 36 48 60
4 9 12 16
XEOG MERCENARY FOR HIRE? 3 3 4 5
Xeog lineage can be traced back thousands of years Please note that there is no point cost associated
to the ancient Shikar Empire. With enhanced bio with Systems.
systems and strength, female Xeogs strike a
stunning pose. Tall and slender these divas are not
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
43
5150: STAR NAVY
PDF BATTLESHIP
CLASS THRUST HULL SH GUNS AA
5 2 12 3 6 3
3 SHIP SQUADRONS 5 2 12 4 6 2
# CLASS 3 REP
STAR NAVY FAST ATTACK CARRIER
1 Frigate 5 CLASS THRUST HULL SH HG AA
2 Frigate 5
5 2 12 3 3 3
3 Frigate 4
4 Destroyer 5
5 Destroyer 4 STAR NAVY HEAVY CRUISER
6 Destroyer 4 CLASS THRUST HULL SH GUNS AA
# CLASS 4 REP 4 3 8 3 4 1
1 Heavy Cruiser 5
2 Heavy Cruiser 4 STAR NAVY LIGHT CRUISER
3 Light Cruiser 5 CLASS THRUST HULL SH GUNS AA
4 Light Cruiser 5
4 3 8 3 2 3
5 Light Cruiser 4
6 Light Cruiser 4
STAR NAVY FRIGATE
# CLASS 5 REP
CLASS THRUST HULL SH GUNS
1 Battleship 5
3 4 4 2 2
2 Battleship 4
3 Fast Attack Carrier 5
4 Fast Attack Carrier 5 STAR NAVY DESTROYER
5 Fast Attack Carrier 5 CLASS THRUST HULL SH GUNS ML
6 Fast Attack Carrier 4 3 4 4 1 1 2
# CLASS 6 REP
1 Dreadnought 5
2 Dreadnought 5
3 Dreadnought 5
4 Carrier 5
5 Carrier 5
6 Carrier 4
PIRATES XEOG
CLASS TYPE CLASS TYPE
4 Ravager 4 Galleon
3 Raider 3 Carrack
3 Marauder
5 SHIP SQUADRONS
SHIPS # CLASS 3 REP
# CLASS 3 REP
1 Carrack 5
1 Marauder 4 2 Carrack 5
2 Marauder 4 3 Carrack 4
3 Marauder 3 4 Carrack 4
4 Raider 5 5 Carrack 4
5 Raider 4 6 Carrack 4
6 Raider 3 # CLASS 4 REP
# CLASS 4 REP
1 Galleon 5
1 Ravager 5 2 Galleon 5
2 Ravager 4 3 Galleon 5
3 Ravager 4 4 Galleon 4
4 Ravager 4 5 Galleon 4
5 Ravager 3 6 Galleon 4
6 Ravager 3
XEOG GALLEON
PIRATE RAVAGER CLASS THRUST HULL SH GUNS ML
CLASS THRUST HULL SH GUNS ML 4 3 8 2 2 2
4 3 8 3 2 2 AA
AA 2
1
XEOG CARRACK
PIRATE MARAUDER CLASS THRUST HULL SH GUNS ML
CLASS THRUST HULL SH GUNS ML 3 4 4 2 1 1
3 4 4 2 1 1
PIRATE RAIDER
CLASS THRUST HULL SH GUNS
3 4 4 2 2
CIRCUMSTANCE RESULTS
(1)
If just left or entering orbit +1d6
1 AA FIRE VS. FIGHTERS Location is 1st or 2nd Ring. +1d6
If help is on the way but has not +1d6
(Taken versus Rep) arrived.
CIRCUMSTANCE MODIFIER TO REP If help already arrived this -1d6
Encounter
Original Flagship lost -1
(AA) only # D6 RESULTS
PASSED
# D6 AA FIRE ATTACKING
PASSES FIGHTERS 2 Good news! Help arrives from the
Controlling planet. Roll 1d6:
Pass 1 Fighters Fighters attack ship 1: One Class 4
more than driven off and remain on the 2: 1/2d6 Class 3
opponent and table. Each fighter 3-4: One Class 3
removed scores 1 hit. Roll for 5-6: 1/2d6+1 fighters
from the Hit Location. Then roll Help will enter from a randomly
table. 1d6 per hit to determined table edge at an entry speed
determine damage. of 12 for ships and 24 for fighters.
Pass same Fighters Fighters driven off and 1 Help on the way! Contact made. Resend
as driven off removed from the Distress Call when next active.
opponent and table.
0 Is anybody out there? No luck.
removed
(1) See page 26 for more info.
from the
table.