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5150 Star Navy 2013 PDF

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0% found this document useful (1 vote)
390 views78 pages

5150 Star Navy 2013 PDF

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 78

WRITTEN BY MACK HARRISON AND ED TEIXEIRA

ARTWORK BY PAUL KIME


5150: STAR NAVY

Guns (Guns) 6
Hangar (HG) 6
TABLE OF CONTENTS Life Support (LS) 6
Missile Launcher (ML) 6
INTRODUCTION 1 Shields (SH) 7

NEEDED TO PLAY 1 SETTING UP TO PLAY 7


Factions 7
THE DICE 1 Free Company 7
Passing Dice 2 Hishen 7
Counting Successes 2 Planetary Defense Force 7
Possibilities 2 Star Navy 8
Reading & Adding the Dice 2 Xeog 8
D6 2 Zhuh-Zhuhs 8
How Many D6 2 Fleet Size 8
Building Your Fleet 8
Organize Your Fleet 8
SHIP MODELS 3 Laying Out the Table 9
Basing Models 3 Planets or Similar Large Masses 9
Defining Facing 3 Controlling or Contesting 9
Long Range Scan 9
TABLES 3 Long Range Scanning Capability 9
Why So Many? 3 Taking the Scan 9
Long Range Scan Table 10
How Far Apart 10
SHIP ORGANIZATION 4 Placing the Ships 10
Scale and Concepts 4 Entry Speed 11
Flagship 4 Adjusting Speed 11

DEFINING THE SHIPS 4 TURN SEQUENCE 11


REPUTATION 4 MOVEMENT 12
Rep 5 4 Speed Up or Slow Down 12
Rep 4 4 Turning 12
Rep 3 4 Class 3 and 4 12
Determining Reputation 4 Class 5 and 6 12
Stationary Ships 13
SHIP CLASS 5
Ship Class Table 5 COMBAT 13
Ship Class Specifications 5 Gunfire 13
Ships Class Specifications Table 5 Gunfire Table 13
Bigger Ship Bigger Class 5 Missiles 14
Class 1 and Class 2 Ships 5 AA Fire vs. Missiles Table 14
Space Stations 5 Evading Missiles 14
Evade Missile Table 14
SYSTEMS 5
Common Systems 6 DAMAGE 15
Designed Systems 6 Hit Location 15
Hangars 6 Hit Location Table 15
Systems Defined 6 Applying Damage 15
Anti-Aircraft Batteries (AA) 6 Damage Table 15
Bridge (BR) 6 Zero System Damage 15
Engine (EG) 6 Repairing Damage 15

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TOC
5150: STAR NAVY

BOARDING 16 Fight or Surrender 26


Fight 26
Boarding Table 16
Surrender 26
Successfully Boarding Results 16
Terms of Surrender Table 17
What About Pirates 17 CAMPAIGNS 27
Time in the Campaign 27
REACTION TESTS 17 The Enemy 27
Going to War Table 27
How to Test Reaction 17
Campaign Morale 27
Multiple Reaction Tests 18
Campaign Morale Table 27
Received Damage 18
Controlled or Contested 27
Friend Destroyed or
Campaign Map 28
Higher Class Friend Breaks Off 18
Coordinates 28
Bridge Hit 18
Map Movement 28
Life Support Hit 18
Minimum Ships 28
Engine Hit 18
Campaign Activation 28
BREAKING OFF 19
MISSIONS 29
Flagship Breaking Off 19
First Mission 29
Transferring the Flag 19
Patrol 29
Additional Penalties 19
Attack 29
Defend 30
MOVING AWAY 19 Hunt 31
Convoy 31
AFTER THE BATTLE 19
After the Battle Table 19 PEFS 32
Generating PEFs 32
FIGHTERS 20 Start of the Mission 32
Launching Fighters 20 During the Mission 32
Launch Fighters Table 20 PEF Rep 32
Fighter Movement 20 Moving PEFs 32
Fighter Missions 20 Moving Enemy Ships 32
Attack 21 Patrol PEF Movement Table 33
Interceptor 21 Attack PEF Movement Table 33
Fighter Intercept 21 Defend PEF Movement Table 33
Fighter Intercept Table 21 Hunt PEF Movement Table 33
Combat Air Patrol 22 Convoy PEF Movement Table 33
Fighters and AA Fire 22 Resolving PEFs 33
AA Fire vs. Fighters Table 22 Patrol PEF Resolution Table 33
Attack PEF Resolution Table 34
Defend PEF Resolution Table 34
ASTEROIDS 23
Hunt PEF Resolution Table 34
How Many Asteroids? 23 Convoy PEF Resolution Table 34
Placing Asteroids 23 Contact 34
Asteroid Movement 23 Patrol Contact Table 34
Asteroid Collisions 24 Attack Contact Table 34
Asteroid Evasion Table 24 Defend Contact Table 35
Hunt Contact Table 35
MERCHANT SHIPS 25 Convoy Contact Table 35
Cargo Bay Cost 25 Generating Enemies 35
Distress Call 25 What Are They Table 35
Help Is On the Way 25 What Type 35
Help Is On the Way Table 26
Merchant Gunnery 26
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
TOC
5150: STAR NAVY

AFTER THE MISSION 36 Pirates 51


Xeog 51
Campaign Morale Table 36
Zhuh-Zhuh 52
Rep Adjustment 36
New Arrivals 36
New Arrivals Table 37 FLEET ROSTER 54
Ending the Campaign 37
Next Mission Table 37 CAMPAIGN MAP 55

PIRATES 37 MONTHLY TIME LINE 55


Contact 38
Contact Ring 1 Table 38 QUICK REFERENCE SHEETS 56
Contact Ring 2 Table 39
Contact Ring 3 Table 39
Contact Ring 4 Table 39
Contact Ring 5 Table 39 SPECIAL THANKS TO:
Contact Ring 6 Table 39 Paul Kime: For another smashing cover.
What Now? 40 Ken Hafer, Bob Minadeo and Ron "Baddawg"
Controlling Faction 40 Strickland: For insisting that, "It's not just a gang
Moving Between Rings 40 warfare game."
Recruiting Pirates 40 Mack: For providing the needed knowledge and
Recruitment Table 41 info.
Mack would like to thank his wonderful wife,
CARGO 41 Monica, for supporting his gaming endeavors.
Commodities 41 The THW Yahoo Group: For continued support
Goods 41 and ideas. 5600 members and still growing!
Rarities 41 And Lil
Contraband 41
What Type of Cargo 41
Cargo Table 42
Selling the Cargo 42

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

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


TOC
5150: STAR NAVY

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.

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5150: STAR NAVY

PASSING DICE READING & ADDING THE DICE


This way to use the dice is to roll a number of d6 And sometimes you simply read the result as rolled.
and compare each die score individually to the When rolling 2d6 you add the scores together to get
Target Number. The Target Number can be a total.
Reputation (page, 4), Thrust (page, 5) or something
entirely different. Example On the Hit Location Table (page 15) I
roll a 3 and an 8 for a total of 8. The target has
If the score is equal or less than the Target taken damage to its Hull.
Number, then the d6 has passed.
If the score is higher than the Target
Number, then the d6 has not passed. Isnt 1/2 D6
this the same as failing the d6? Occasionally you will be asked to roll 1/2d6. Here's
You can pass 2, 1, or 0d6 when the dice how we do it:
are rolled in this manner. 0d6, isnt that
like failing 2d6? No, as we are counting Roll 1d6.
how many d6 are passed. Divide the score in half.
Round up to the nearest whole number.
Example The Zhuh-Zhuh Gunboat(Rep 4) with
four guns declares it will fire on its Hishen
counterpart. The Target Number for the test is its Example There is a chance of 1/2d6 Class 4
Reputation (4). It rolls 2d6 and scores a 1 and a 5. Cruisers arriving to help in the battle. I roll 1d6
As the 1 is equal or lower than the Rep of 4, 1d6 and scores a 3. This means 2 Class 4 Cruisers have
has been passed. It has hit the target, but with only arrived.
half of its guns, two.
HOW MANY D6
COUNTING SUCCESSES How many d6 do you roll? This is found by looking
Another way to use the dice is by rolling them and in the upper left corner of each table. There will be
counting successes. a number that tells you how many d6 should be
rolled. This will usually be 2 or 1 or maybe a word
A score of 1, 2, or 3 is a success. like Rep. That means roll 2d6, 1d6 or 1d6 for each
A score of 4, 5, or 6 is a failure. point of whatever word.
Example: The Free Company squadron must roll Example A Star Navy Class 5 Carrier (Rep 5)
on the Long Range Scan Table (page 9). They are wants to launch fighters. Looking on the Launch
Contesting the planet so roll 3d6. They score a 1, 2 Fighters Table (page 20) we see the number 2 in
and 5. This translates into two successes (1 and 2) the upper left corner so I toss 2d6 versus the crew
and one failure (5). Rep to see if fighters can be launched. I roll 2d6
versus the Rep of 5 and pass 2d6. Fighters are
immediately launched.
POSSIBILITIES
A Pirate ship (Rep 4) has intercepted a Merchant
At times you may see numbers in parenthesis such
ship (Rep 3) and wishes to board, send some of the
as (1-2). This means that there is a chance of that
pirate crew onto the Merchant ship for hand to
event happening based on a 1d6 roll.
hand combat. I see the word Rep in the upper left
Example The Gaea Prime registered Merchant hand corner. Each ship will roll 1d6 for each point
ship has come under fire from a pirate ship. The of crew Rep looking for successes. The Pirate will
Merchant ship sends out a distress signal and roll 4d6 while the Merchant will roll 3d6.
scores a result of pass 1d6 on the Help Is On the
Way Table (page 26). He has a chance of 1/2d6
Class 3 vessels (1) arriving to help. He rolls 1d6
and scores a 1. Help is on the way!

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5150: STAR NAVY

SHIP MODELS TABLES


Literally hundreds of ship models can be used with Wherever possible, all the tables that you will
5150: Star Navy. There arent any official figures, usually use during the game have been grouped
so play with whatever you already have. Just be together in the back of the book on the Quick
sure to use them in a consistent scale for both sides. Reference Sheets, also called the QRS. When
reading a section it is recommended that you
review the table in question.
BASING MODELS
Ship models will usually come with a flight stand
of some sort. In any case, just remember that one
WHY SO MANY?
model represents one ship with the exceptions of Your 5150: Star Navy games can be as simple or as
fighters. While a stand may hold from one to six detailed as you like. For those who want a quick
fighters, in Star Navy one stand of fighters pickup game, just use the basic Reaction Tables. If
represents a squadron of five or more small ships you want a realistic campaign then use the
that move, attack and defend together. numerous tables that are provided. 5150: Star Navy
is like a toolbox. You may not need all the tools
DEFINING FACING but they are there if you do!
Some weapons can only be fired from the front

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.

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3
5150: STAR NAVY

SHIP ORGANIZATION REPUTATION


In 5150: Star Navy, you are in control of multiple Reputation, or Rep, is a numeric value assigned to
ships. We organize ships in the following fashion: the overall quality of the ship and its ability to
perform under fire. Reputation takes into account
SQUADRON Three to five ships crew training and morale, ship design and its ability
commanded by a Squadron Commander. to function while sustaining damage. Here are the
TASK FORCE Three or more squadrons three Reps used in 5150: Star Navy.
(nine to fifteen ships) commanded by a
Task Force Commander.
FLEET Three or more Task Forces REP 5
(twenty seven or more ships) commanded Rep 5 is reserved for the best and brightest of ships.
by an Admiral. These ships and their crews will perform
Regardless of how you organize your ships, there exceptionally on a consistent basis. These are the
cannot be more than one Class 6 ship. Okay, if you elites of their faction.
want, you can use more than one but we do not
recommend it. Whatever you decide, the Flagship
(page 4) will always be the largest ship on the table.
REP 4
Rep 4 is applied to the majority of ships found in
5150: Star Navy. These ships and their crews will
SCALE AND CONCEPTS perform well on a consistent basis. These are the
Because we are playing at a large scale with large backbone of their faction.
numbers of ships we have taken some liberties with
facings and other items to make the game playable
in a reasonable amount of time. Because we have
REP 3
done the work at the ship level you can assume the Rep 3 is given to ships and crews that perform on
role of the overall commander and not the captain an inconsistent basis. These can be ill-trained or
of each ship. unmotivated ships. Many pirate, mercenary, and
merchant crews, and a few other factions fall into
this category.
FLAGSHIP
The ship with the highest Class is the Flagship.
When there is more than one ship of the same Class
DETERMINING REPUTATION
the ship with the highest Rep will be the Flagship. Players must determine the Rep of each ship under
In cases of a tie the player can choose his flagship. their command. Reputation is determined in the
You must declare which ship is your Flagship at the following way:
start of the game. Choose what Faction (page 7) you want to
The player is always assumed to be on the flagship. play.
Roll 1d6 and consult the appropriate table
for each ship Class for that Faction.
Dont worry about the Reputation of your force
DEFINING THE SHIPS commander as its not needed.
If you are the force commander you can
5150: Star Navy is played with individual ships that choose which ship you will be on and the
are defined in the following ways. Rep of that ship will dictate its reactions.
What is the crew Reputation? If the force commander is a non-player as
What Class is it? when you are playing solo or same-side it
will behave as previously outlined. Note
What type of Systems does it have?
that the non-player commander is always
on the largest Class ship with the highest
Rep.

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4
5150: STAR NAVY

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

Life Support. ANTI-AIRCRAFT BATTERIES (AA)


Missile Launcher. Still referred to by the archaic term anti-aircraft
Shields. batteries, these automated defensive systems are
used to destroy any incoming missiles or fighters.
COMMON SYSTEMS When Anti-Aircraft batteries are damaged the ship
takes the Received Damage Reaction Test (page
Each ship has the following systems. These systems 18).
do not count against the number of available Hull
locations.
BRIDGE (BR)
BRIDGE This is the area of the ship This is the nerve center of every ship. When the
where the ships command center is Bridge takes damage, bad things can happen. When
located. the Bridge is damaged the ship takes the Bridge Hit
ENGINE This is the area of the ship that Reaction Test (page 18).
provides the power to operate the ship.
Note that the Bridge does not appear on the Ship
LIFE SUPPORT This is the area that
Roster as tracking it is unnecessary.
contains the system that allows the crew to
survive in space while aboard the ship.
ENGINE (EG)
The engine allows for the ship to increase or
DESIGNED SYSTEMS decrease its thrust or speed. When the Engine is
Players can choose the number and types of damaged the ship takes the Engine Hit Reaction
systems for each of their ships in addition to the Test (page 18).
Common Systems. Each ship can add the following
Note that the Engine does not appear on the Ship
systems, on a one-for-one basis, up to its maximum
Roster.
Hull points.
Anti-Aircraft Batteries. GUNS (GUNS)
Guns. This represents direct fire energy weapons. When
Missile Launchers. Guns are damaged the ship takes the Received
Shields. Damage Reaction Test (page 18).

HANGARS HANGAR (HG)


These areas house storage and launch facilities for These areas house a squadron of five fighters, their
fighters, their needed maintenance equipment, fuel needed maintenance equipment, fuel and weapons,
and weapons, as well as their pilots. Each Hangar as well as their pilots. Each Hangar costs two Hull
can launch a single fighter squadron per turn and points. When Hangars are damaged the ship takes
costs two Hull points. When Hangars are damaged the Received Damage Reaction Test (page 18).
the ship takes the Received Damage Reaction Test
(page 18).
LIFE SUPPORT (LS)
Example I have a Class 4 Cruiser with 8 Hull Life Support provides the necessary atmosphere,
points. It automatically comes with a Bridge, water, or whatever the crew needs to survive. When
Engine, and Life Support system. I then add 3 the Life Support System is damaged the ship takes
Shields, 3 Guns and 2 Missile Launchers using its 8 the Life Support Hit Reaction Test (page 18).
Hull points.
Note that the Life Support does not appear on the
Ship Roster as tracking it is unnecessary.
SYSTEMS DEFINED
Now lets go over each system in detail and in MISSILE LAUNCHER (ML)
alphabetical order. For eased of play weve added These weapons fire a self-propelled and guided
the abbreviation for each system as it is found on projectile. The term missile refers not to only one
the Ship Roster. missile but numerous missiles of various strengths.
When Missile Launchers are damaged the ship
Note that the number of each systems do not reflect
how many but instead how effective they are.
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
6
5150: STAR NAVY

takes the Received Damage Reaction Test (page


18). SETTING UP TO PLAY
SHIELDS (SH)
In this section we cover what you need to do to set
Shields are energy powered force fields used to up a game. Heres how we do it:
defend against gunfire. They do not protect against
missiles or fighters. One shield eliminates one roll Choose a Faction (page 7).
on the Hit Location Table (page 15). Shields are Build your Fleet and fill out a Ship Roster
always functioning unless lost due to damage. for each ship (page 54).
When Shields are damaged the ship takes the Organize your Fleet (page 8).
Received Damage Reaction Test (page 18). Lay out the table and place any Planets or
Asteroids (page 9).
Decide who will be the Controlling and
STOP!
Contesting side.
Perform a Long Range Scan.
In 5150: Star Navy each player will command a Determine the Distance between the
Squadron, Task Force or Fleet depending upon how opposing ships.
large of a game they wish to play. Place the ships.
Set the Entry Speed.
The Flagship is the ship with the highest Class that
has the highest Rep for its Class. Now lets go over each step in more detail.
All ships are defined by the following three
characteristics: FACTIONS
Reputation: The overall quality of the ship and its A Faction in 5150: Star Navy can be a Race,
crew. How many Rep are used in 5150: Star Navy Political Group, or Nationality that differentiates it
and what are they? from other Factions. We use the following six
Factions based on the 5150 Universe (page 42) but
Class: The size of the ship. How many Classes are you can use any Faction from any universe with
used in 5150: Star Navy and what are they? these rules. Future Star Navy supplements will
Systems: Systems are used to represent specific include additional factions for your games.
functions of a ship. Each system costs one Hull FREE COMPANY Free Company actually
point except for Hangars which cost how many? includes a variety of smaller Factions. Use
Take a Class 3 Cruiser. How many Hull points does the Free Company Faction for Pirates and
it have? Choose the type and number of systems Rebels against Gaea Prime as well as
you want to add to the ship. Fill out the following Mercenaries. When encountered Free
Ship Roster for the Cruiser. Companies will usually be grouped into
Squadrons (1-5) and rarely in a Task Force
When you have finished move on to the next (6).
section, Setting Up to Play. HISHEN - Inhabitants of the middle Rings
NAME CLASS SPEED THRUST REP of the 5150 Universe, the Hishen are the
most technologically advanced of all the
clone races. They also prize order above
HULL SH GUNS ML HG AA all else but order under their control.
Slightly less than human size these gray
skinned beings are the bane of freedom,
their slaver fleets spreading terror
throughout the Rings.
PLANETARY DEFENSE FORCE - The PDF
are regular Gaea Prime forces equipped
with second rate Star Navy ships. The
crews of PDF ships are not recruited from
the planet they are assigned to protect.
They routinely rotate out to other planets

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7
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.

FLEET SIZE ORGANIZE YOUR FLEET


You can play as small or as large of a game as you Now its time to divide your Fleet into different
like. We recommend starting with 3 ships per side
Squadrons. This can range from 3 to 6 ships. Ships
then growing as large as you can comfortably
in the same squadron must remain within 4 of
handle. As you play more games the larger the another ship in the same Squadron. If a ship finds
forces you can easily play. itself over 4 between another ship it will move to
close the distance and rejoin the Squadron unless
BUILDING YOUR FLEET under attack.
If using the 5150 Universe, use the ship types that Squadrons may be grouped into Task Forces (page
are available to your Faction (page 44). If not, take 4) but these are more book keeping than combat
a look at them to give you some ideas. formations. Ships remain in the same squadron but
Squadrons are routinely shifted from Task Forces
Once you have decided on your ships fill out a Ship or Fleets.
Roster for each. Going from left to right, heres
how we do it:
TASK FORCE Write in a name or number to be
used to differentiate one Task Force from another.
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5150: STAR NAVY

LAYING OUT THE TABLE X LONG RANGE SCANNING CAPABILITY


Now lets lay out the table. Heres how we do it:
CONTROLLING CONTESTING
Clear out a 4x6 foot area. You can cover FACTION PLANET PLANET
this with a cloth or commercially available Free Companies 3 3
space mat as can be found at Hotz Art GP PDF 3 na
Works. See them here GP - Rebellion na 2
http://www.hotzmats.com/mat_1-deep_space.html GP - Star Navy 5 3
Next decide which table edge the Hishen 4 4
Contesting side will enter from and which Xeog 4 4
edge the Controlling side will set up on. Zhuh-Zhuh 4 3
Lastly place any Asteroids (page 23) if
you choose to use them. Example The Hishen Faction is Contesting a
Zhuh-Zhuh Controlled planet. This means the
PLANETS OR SIMILAR LARGE MASSES Hishen roll 4d6 while the Zhuh-Zhuhs roll 4d6.
What about planets? This is totally a matter of
personal taste. I prefer to think that the planet is TAKING THE SCAN
behind the Controlling sides short table edge and if
Heres how we take the Long Range Scan
the Contesting side drives off the defenders they are
able to invade or bombard the planet as desired. But Each Faction rolls their d6 counting
if you choose you can place a planet on the table successes (scores of 1, 2 or 3).
anywhere you want and as big as you want. It really The Controlling Faction adds one success
is your game. to their total.
Be sure to remember the total number of
CONTROLLING OR CONTESTING successes both sides scored.
This will tell which side is the attacker and
Determine which side is Controlling (owns) the which is the defender.
nearest planer or is Contesting (does not own) the Consult the Long Range Scan Table and
nearest planet. This will determine which table set up the fleets as described.
edge each player will use.

LONG RANGE SCAN


Before the game begins each side must determine
their Long Range Scanning ability. This represents
the Factions ability to detect enemy ships prior to
battle. Think high tech radar. Heres how we do it:
Determine if the Faction is Controlling
(owns) the planet or is Contesting (does
not own) the planet.
Consult the Long Range Scanning
Capability Table.
Go down the Faction column to the
appropriate row.
Go across to the appropriate column
depending if the faction is Controlling or
Contesting the planet. This tells you how
many d6 to roll on the Long Range Scan
Table.
In the rare cases where both sides are
Contesting, in the case of Pirates for
example, the side moving into contact is
considered to be the Contesting side.

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5150: STAR NAVY

X LONG RANGE SCAN HOW FAR APART


Once you have determined how the Factions will
# OF CONTROLLING CONTESTING
contact each other by rolling on the Long Range
SUCCESSES PLANET
PLANET Scan Table we must determine how far apart they
are from each other. Heres how we do it:
2 or more The Controlling The Contesting
successes ships are the ships are the Set up the defending ships on one short
than attackers. attackers. edge of the table no more than 12 from
opponent Controlling ships Contesting ships the edge.
contact at 45 contact at 180 Count the total number of successes scored
degrees to the degrees to the by both sides. Set the attacking ships this
front of the rear of the many feet from the defending ships but
Contesting ships. Controlling never closer than two feet or farther than
Controlling ships ships. Activation six feet away.
move first with rolled normally. The first ship placed by the defender
all of their ships establishes the maximum distance from
counting as the defenders edge of the table that its
active. Activation ships can be placed. The distance between
is then rolled the opposing fleets is measured from this
normally. ship.
1 more The Contesting The Contesting
success ships are the ships are the Example The Zhuh-Zhuh player places a Class 3
than attackers. attackers. Gunboat 8 from his short table edge. The total
opponent Contesting ships Contesting ships number of successes scored by both players was 4.
contact head on. come in at 45 The Hishen player cannot place any ships closer
Activation rolled degrees to the than 4 feet from the Zhuh-Zhuh ship, 56 from the
normally. front of the Zhuh-Zhuh short table edge.
Controlling Example The attacking Hishen scored 3 successes
ships. Activation while the defending Zhuh-Zhuhs scored 1 success.
rolled normally. The Zhuh-Zhuhs place ships first and place 3 ships
Same The Contesting The Contesting 8 from their short table edge. The Hishen now
number of ships are the ships are the place 1 ship no closer than 48 from the closest
successes attackers. attackers. Zhuh-Zhuh ship. The Zhuh-Zhuhs now place 3 more
as Contesting ships Contesting ships ships followed by the Hishen placing 1 ship. The
opponent contact head on. come in head on. process continues until all the Zhuh-Zhuh ships
Activation rolled Activation rolled have been placed. The Hishen then place their
normally. normally. remaining ships on the table.

Example The Hishen score 3 successes while a PLACING THE SHIPS


Free Company Faction, Controlling a planet,
scores 1 success. Looking on the Long Range Scan After distance apart has been determined we must
Table we see that the Hishen are the attacking side. see who will set up their ships first. Heres how we
The defending Free Company ships are placed on do it:
the table 12 from the edge. The attacking Hishen The defender places a number of ships on
ships are placed 48 from the Free Company ships. the table equal to the number of successes
As the Hishen are attacking at 180 degrees to the scored by the attacker on its Long Range
rear of the Free Company the Free Company Scan.
ships are turned around and will not face the The attacker then places a number of ships
Hishen. on the table equal to the number of
successes scored by the defender on its
Long Range Scan.
The two sides alternate until one side has
placed all its ships on the table.

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10
5150: STAR NAVY

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.

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11
5150: STAR NAVY

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.

Example The Xeog Carrack starts the turn at a


speed setting of 8, its Entry Speed. It moves 8. It
now can adjust its speed up or down by its Thrust of
4. The Carrack increases its speed by 3 to 11.
The next turn it moves 11. It then decreases its
speed by the maximum Thrust down to 7. On the
next turn it will move 7.

Ships will move in a straight line in the current


direction that they are facing. This is either the Example The Zhuh-Zhuh Missile Boat has a
direction they were placed when entering the table speed of 8. It moves 4 then turns up to 45
or the direction that they were facing during the degrees. It then moves its remaining 4 and makes
previous turn. Ships can change their direction another turn.
during the movement portion of their turn. This is
done by Turning.
CLASS 5AND 6
Must move their current speed.
SPEED UP OR SLOW DOWN May change direction up to 45 degrees at
At the end of its movement a ship can increase or the end of their move.
decrease its speed in the following way:
A ship can decrease its speed up to its
current Thrust in inches.
A ship can increase its speed up to its
current Thrust in inches.
Be sure to note the change of speed at the end of
movement and before firing as per the Turn
Sequence.
Increasing or decreasing speed takes effect on the
following turn.

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5150: STAR NAVY

STATIONARY SHIPS GUNFIRE


Ships moving at 0 speed can turn in place as
Gunfire is the most common way to inflict damage
outlined previously, but up to 90 degrees per turn.
on the enemy. It is affected by Shields but not by
Anti-Aircraft fire. Heres how we do it:

STOP!
Start with the Rep of the firing ship.
Declare how many guns are firing at the
target.
5150: Star Navy can last an unlimited or set number Measure the distance from the shooter to
of turns but each turn follows a strict sequence. the target.
How do you determine which side activates first? Consult the Gunfire Table.
Modify the Rep of the firing ship if
Ships are activated (move, fire etc.) from right to applicable.
left. Roll 2d6 versus the modified Rep of the
When do you increase or decrease a ships speed? firing ship.
What is used to increase or decrease the speed of a Determine how many d6 are passed.
ship? Check the Gunfire Table and carry out the
result.
How many and when can a Class 3 ship turn? Determine how many guns have hit the
How about a Class 5? target.
Subtract one hit for each functioning
When you feel comfortable with the rules you have
Shield (page 7).
learned, move on to the next section, Combat.
Roll once on the Hit Location Table (page
15) for each remaining hit scored.

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.

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13
5150: STAR NAVY

Example A PDF Rep 4 Class 4 Cruiser fires 4 EVADING MISSILES


guns at a Hishen Patroller. The range is 43 so the After all AA firing is resolved the target ship, if it
Rep is reduced by 1. I roll 2d6 versus the modified did not fire any AA, can attempt to evade each
Rep of 3 and score a 4 and 2, passing 1d6. This missile. Heres how we do it:
means only half the guns (2) have hit with effect.
The Hishen Patroller has 1 Shield which reduces The firing player rolls 2d6 versus the
the number of hits by 1. The Hishen Patroller takes current Thrust, not speed, of the ship.
1 hit. Consult the Evade Missile Table.

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.

Example A Hishen Slaver fires 2 Missiles at a


Star Navy Heavy Cruiser with 1 AA battery. The
Rep 5 Star Navy Cruiser fires at the oncoming
missile and scores a pass 1d6. One Missile is shot
down. The other Missile continues towards the
target and hits.

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5150: STAR NAVY

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).

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15
5150: STAR NAVY

STOP! REP BOARDING


(Looking for successes)
Guns have a 360 degree firing arc and unlimited
range. Firing Guns at what range causes a -1 to CIRCUMSTANCE MODIFIER
Rep?
Each point of Class of ship +1d6
What is Missile range? What is its firing arc? Military (1) +2d6
Missiles can be shot down by Anti-Aircraft fire. Merchants. -1d6
How else can Missiles be stopped? Can AA fire Resisting Hishen boarders. +1d6
come from ships beside the target ship?
# OF BOARDERS DEFENDERS
How do Shields work? SUCCESSES
I score a hit with a ship of higher Class than the Score more Boarders win. Defenders win.
target. How is that different than scoring damage than Go to Terms of Boarders return
with a ship of the same Class as the target? opponent Surrender. to ship and
As a System takes damage adjust it in its box on the reduce Rep by 1.
Ship Roster. Score same Standoff. Both Standoff. Both
as sides lose 1d6 sides lose 1d6
opponent from current d6 from current d6
total and total and
BOARDING Immediately re-
take the test.
Immediately re-
take the test.
(1) Pirates and Rebels are neither Military nor
There may come a time during the battle when a Merchants. All others are Military.
player wishes to board and capture an enemy ship.
This is a risky proposition. Heres how we do it: Attempting to board or defending against boarding
takes nearly all the resources of a ship's crew. To
The boarding ship must move to within 1 reflect this we use the following rules:
inch of its target and then match course by Ships involved in a boarding action cannot
traveling at the same Speed and in the fire Guns or Missiles, launch Fighters, or
same direction as the opposing ship. evade Missiles, but they can use AA.
Once the ship is in position the boarding While boarding, a ship uses its Shields to
attempt is made. disrupt the Shields of the target. This
Both vessels start with 1d6 for each point means that for the ships taking part in a
of Rep. boarding action, neither ship's shields are
working.
Modify the number of d6 by any Because the ships are so close to each
applicable Circumstances. other, Guns, Missiles, and Fighter attacks
Each vessel rolls the modified number of on either ship in a boarding will hit both
d6 counting the number of successes ships (determine damage as normal).
scored.
Compare the difference of successes SUCCESSFULLY BOARDING RESULTS
between the two vessels and consult the
A newly captured ship cannot change course, fire
Boarding Table.
weapons, or launch fighters for two turns. After
Immediately carry out the result. that, the boarding player takes control of the
captured ship, but a captured carrier cannot launch
fighters.
If the boarding is successful, go to the Terms of
Surrender to find out what happens to the captured
ship's passengers and crew. Heres how we do it:
The boarding ship starts with 2d6.
Modify this for any applicable
Circumstances.
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5150: STAR NAVY


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.

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5150: STAR NAVY

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.
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5150: STAR NAVY

BREAKING OFF AFTER THE BATTLE


Breaking off the fight means the ship is using all After each battle all ships that were not destroyed
resources and systems to leave the battle. Heres in the fighting must roll to see if repairs can be
how we do it: made in a timely manner and returned to service.
This applies even to ships that did not get hit during
A ship can choose to break off from the the battle, as combat maneuvers put stress on all
fight at the start of its turn in lieu of vessels involved. Heres how we do it:
moving. This can even be before the battle
begins if the player desires. Check one ship at a time.
A ship may be forced to break off from the Start with 3d6.
fight by a Reaction Test result. Modify this number by any applicable
Ships that break off the fight are circumstance.
immediately removed from the table. This Roll the remaining number of d6 versus
may save them from taking additional the current Rep of the ship.
damage. Determine how many d6 were passed.
Ships that break off the fight are still Immediately remove the ship or return it to
subject to the After the Battle Test (page the fleet as directed. \
19).

FLAGSHIP BREAKING OFF 3 AFTER THE BATTLE


When the Flagship breaks off the fight or is (Taken versus current Rep)
destroyed every ship in the Fleet will take the
CIRCUMSTANCE MODIFIER
Friend Destroyed or Higher Class Friend Breaks
Off Test. There is a -1 to Rep penalty for the If Thrust was reduced -1d6
Original Flagship lost. Merchant Ship -1d6

TRANSFERRING THE FLAG # D6 RESULTS


If any ships remain on the table after all tests are PASSED
taken a new Flagship is assigned following the 2+ Undamaged ships are available for next
normal rule (highest Class and highest Rep). Mission.

ADDITIONAL PENALTIES Damaged ships fully repaired and


The -1 to Rep penalty will also apply to: available for next Mission.

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.
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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

Merchant vessel surrenders and boarded. 2 LAUNCH FIGHTERS


Go to Terms of Surrender.
(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP

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.
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5150: STAR NAVY

ATTACK After all fighters are paired off extra


In the attack mission fighters are attacking ships. fighters may double or even triple up on
Heres how we do it: the enemy.
Each squadron rolls 1d6 versus its Rep
Fighters move into contact or start the turn modified by -1 to Rep for each additional
in contact with the target ship. opponent it is fighting. If fighting multiple
If the target is protected by fighters flying opponents roll 1d6 against each one.
CAP the two sides go into combat using Opposing squadrons determine how many
the Fighter Intercept Table. d6 are passed.
Surviving attacking fighters are now Consult the Fighter Intercept Table.
subject to AA fire from the target ship and Go down the left column to the row that
any others within 2 of the ship. reflects the d6 passed.
Surviving attacking fighters will now Go across to the appropriate column and
make their attack on the target and always carry out the results.
score one hit. Roll on the Hit Location
Table (page 15) to see what was hit then
roll 1d6 to see how much damage was 1 FIGHTER INTERCEPT
done.
(Taken versus Rep)
Example Three Star Navy fighter squadrons
attack a Hishen Slaver. One Hishen fighter CIRCUMSTANCE MODIFIER TO REP
squadron is flying CAP and drives off one Star Each additional opponent -1
Navy squadron. The two surviving fighters now
come under AA fire from the Hishen ship. One
#D6 INTERCEPTOR INTERCEPTED
additional squadron is driven off. The surviving
PASSES
squadron now makes its attack. It rolls 2d6 and
scores a 5. Looking on the Hit Location Table we Pass 1 Intercepted Intercepted
see that it has hit the Shields. It now rolls 1d6 for more than fighters driven fighters remain on
the extent of damage and scores a 4. The Hishen opponent off and removed table.
player reduces its Shields by 4 in the appropriate from table. Intercepting
box on the Ship Roster. Intercepting fighters driven off
fighters remain and removed from
INTERCEPTOR on table. table.
Fighters are defined by their current mission as the
Pass same Intercepted Intercepted
Interceptor or the Intercepted. Heres how we do it:
as fighters driven fighters driven off
Active fighters moving into contact and opponent off and removed and removed from
attacking enemy Fighters are the from table. table.
Interceptors. Intercepting Intercepting
Inactive Fighters flying CAP (defending fighters remain fighters remain on
friendly ships) are the Interceptors. on table. table.

FIGHTER INTERCEPT Example Three squadrons of Rep 4 Hishen


In the Fighter Intercept mission fighters are fighters are active and move into contact (intercept)
attacking enemy fighters. This can happen when with two squadrons of Rep 5 Star Navy fighters.
they are active and move into contact with the One Hishen squadron is paired off with each Star
enemy fighters or if they are inactive and the enemy Navy squadron. After this is done the third
fighters move into contact with them. Heres how squadron doubles up on one of the Star Navy
we do it: squadrons. The order of combat is chosen by the
active player. The one on one fight is resolved first.
The active fighters move into contact with
The Hishen player rolls a 5 passing 0d6. The Star
the inactive fighters.
Navy player rolls a 4 passing 1d6. As the Star Navy
Pair off the fighters against each other on a squadron (intercepted) passed 1d6 more than the
one to one basis. Hishen (interceptor) the Hishen squadron is
removed from the table.
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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.

AA fire can come from the ship being


attacked and any other ship within 2,
measured from base to base, next to the
target ship. These ships firing their AA in
defense of the target cannot use their AA

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5150: STAR NAVY

STOP! HOW MANY ASTEROIDS?


Now that we know asteroids are present. Heres
Each Hangar may attempt to launch one fighter how we do it:
squadron per turn using the Launch Fighters Table.
Roll 3d6 and add the scores together.
Each Hangar has an unlimited number of fighters. To this total add 6. This is the number of
asteroids present.
Fighters can move up to 24 when active.
Fighters can attack other fighters using the Fighter
Intercept Table. PLACING ASTEROIDS
Once we know how many asteroids are present we
Fighters can defend friendly ships using the Fighter
must place them using the following procedure.
Intercept Table. This is called flying CAP.
Fighters are subject to AA fire before attacking Divide the table into six numbered
enemy ships. sections and roll a d6. This score indicates
which section of the area contains
Each fighter that successfully defeats enemy CAP asteroids.
and AA fire will score one hit on the target doing The Controlling player places one asteroid
1d6 points of damage on one location. in that section, no closer than six inches to
Take one Carrier per side, set them 48 apart and the edge of the table.
fight a battle. The other player rolls 1/2d6 and places
another asteroid that many inches away
from the asteroid thats on the table.
The players take turns placing asteroids
ASTEROIDS within 1/2d6 inches of any asteroid thats
already on the table, until all the asteroids
are placed.
Using Asteroids is optional. In a Campaign (page 27)
situation where asteroids are used there is a chance (1)
that they will be present. This chance increases (1-2) if ASTEROID MOVEMENT
Pirates are present.
Once placed, we have to determine how the
It is possible that there could be asteroids and other asteroids move. Heres how we do it:
floating debris on the table top. Heres how we do
it: The Controlling player rolls 2d6 on the
table.
If the battle takes place near a planet, there If doubles are rolled the asteroids will not
will not be any asteroids unless the move.
scenario calls for them. If the numbers are different, trace a line
If the battle takes place in an asteroid belt, from the higher die roll to the lower die
there will automatically be asteroids. roll. That's the direction of travel.
If the battle takes place away from a planet Take the difference between the two
or an asteroid belt, roll 2d6 and add the numbers rolled. That's the number of
scores together. If a 7 is rolled asteroids inches the asteroids will move in that
are present. direction when they must move.
All asteroids will move in the same
direction at the same speed.
Asteroids move after each side has
completed their turn. This means the
asteroids will move twice in one turn!

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5150: STAR NAVY

2 ASTEROID EVASION TEST


(Taken versus Thrust)

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.

ASTEROID COLLISIONS Example - A Xeog Class 4 Galleon is being pursued


by three Hishen Overseers. The Xeog player takes
There is a chance that asteroids and ships could the ship into an asteroid belt and comes within 1
collide. Heres how we do it: of an asteroid, actually making contact. The current
A collision with a spacecraft will not harm speed is 5, not twice the current Thrust of 3. The
an asteroid or alter its course. Xeog player rolls 2d6 versus the Thrust of 3 and
If a ship moves to one inch or closer to an passes 1d6. The asteroid glances off the ship. I roll
asteroid, or if an asteroid moves to one 2d6 for the Hit Location and score a 5. The Shields
inch or closer to a ship, that ship must take are hit and reduced by 1. Continuing on the
an Evasion Test to avoid a collision. Galleon passes within 1 of another asteroid and
Start with 2d6. the test is taken again. This time the Xeog passes
Subtract 1d6 if the ships current Speed is 0d6 and has been hit by an asteroid counting as a
twice or more than the ships current Class 5 ship. I roll for location and score an 8. The
Thrust. Xeog ship now takes 5 Hull point hits.
Roll the modified number of d6 versus the
ships current Thrust, not Speed.
Determine the number of d6 passed and
consult the Evasion Table.
Because of their maneuverability, fighters
do not need to take an evasion test.

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5150: STAR NAVY

STOP! Example In the above Ship Roster the total


Systems exceed the Hull points by 2. This is
Roll 2d6. Draw a line from the higher die to the because the Thrust was reduced from 3 to 2 and 2
lower die to determine the course of the asteroid. extra Cargo Bays were added.
Determine how many asteroids are to be placed by
roll 3d6 and adding 6 to the total. DISTRESS CALL
Divide the table into six sections numbered from 1 May Day! May Day! This is the Merchant Ship
to 6. Hercules. We are under attack!
Roll 1d6 and place the first asteroid. Anytime during a battle after a Merchant Ship has
Continue to place the remaining asteroids 1/2d6 been fired upon it can send out a distress call in
inches apart. hopes of attracting a patrol ship or similar law
enforcement vessel. Heres how we do it:
Take a Hishen Patroller and move through the
asteroids at speed 6. The Merchant has been fired on.
When next active, the signal is sent. Go to
Take the Evasion Test when coming within 1 of an the Help Is On The Way Table.
asteroid. The distress call can be repeated on
Do the same but at speed 10. Did you remember to subsequent turns as desired, even if help
subtract 1d6 from the Evasion Test for doubling has already arrived!
your current Thrust (4)?
Move on to the last section, Merchant Ships. HELP IS ON THE WAY!
Once a distress signal has sent there is a chance that
MERCHANT SHIPS help may arrive. Heres how we do it:
Roll 2d6 versus the current Campaign
Morale (page 27) of the closest controlling
The use of Merchant ships are optional and scenario
faction. Its important to know in whose
driven.
space you are traveling! If you are playing
Merchant ships are designed to carry cargo from a one off battle then use 3 instead.
point A to point B. Lots of cargo. To reflect this, Determine how many d6 are passed.
only Merchant ships can use Cargo Bays. Any hit Consult the Help Is On The Way Table.
on a Hanger location becomes a Cargo Bay instead. Arriving ships will enter the table on the
following Merchant activation.
CARGO BAY COST
Cargo Bays cost one Hull point.
In addition, only Merchant ships can trade out
Thrust points for Cargo Bays at the rate of 1 Thrust
value for 2 Cargo Bay. These additional Cargo Bay
can allow the ship to exceed its total Hull points but
does not increase it.
Here is a Ship Roster for a Merchant Ship reflecting
these rules.

MERCHANT
NAME CLASS SPEED THRUST REP
Hercules 4 4 2 4
HULL SH GUNS ML CB AA
12 2 2 10

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5150: STAR NAVY

2 HELP IS ON THE WAY SURRENDER


Surrender can be voluntary anytime the Merchant is
(Taken versus the current Campaign Morale) active or surrender is automatic if a Reaction Test
CIRCUMSTANCE RESULTS result of Surrender is scored.

If just left or entering orbit(1)


+1d6 When the attackers are next active, after the
Merchant has surrendered, the Terms of Surrender
Location is 1st or 2nd Ring. +1d6
Test is taken. Heres how we do it:
If help is on the way but has not +1d6
arrived. Start with 2d6.
If help already arrived this -1d6 Modify this by any applicable
Encounter Circumstance.
Roll the modified number of d6 versus the
# D6 RESULTS Rep of the attacker.
PASSED Determine how many d6 are passed.
2 Good news! Help arrives from the Consult the Terms of Surrender Table
Controlling planet. Roll 1d6: (page 65) and carry out the result.
1: One Class 4 Merchants that surrender voluntarily or
automatically as a result of a Reaction Test
2: 1/2d6 Class 3
get the did not resist boarding modifier.
3-4: One Class 3
5-6: 1/2d6+1 fighters
Help will enter from a randomly
determined table edge at an entry speed
STOP!
of 12 for ships and 24 for fighters. Fight a battle between one Rep 3 Class 4 Merchant
1 Help on the way! Contact made. Resend ship and a Rep 5 Class 3 Pirate Marauder.
Distress Call when next active.
Be sure to subtract one from the Merchant ship Rep
0 Is anybody out there? No luck.
when firing its guns.
(1) To see if this has occurred roll 1d6 versus the current
Campaign Morale of the planet or 3 if playing a one- Send out a distress call when given the first chance.
off game. If the score is higher the ship has been
attacked, while entering or leaving orbit around the Roll on the Help Is On The Way Table as needed.
planet. If using the Campaign Map (page 28) any ships in
Thats it, thats all the rules. What follows are the
or adjacent to the gray squares are entering/leaving
orbit. Campaign rules and Missions.

MERCHANT SHIP GUNNERY


Merchant ships are slower ships with non-military
crews who rarely fire their weapons. To reflect this
they always count a -1 to their Rep when firing
their guns.

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.

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5150: STAR NAVY

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

As you succeed or fail in your Missions your


1 GOING TO WAR Campaign Morale will go up or down. The same
applies for your enemy as well.
(Read the result as rolled)
There isnt a maximum Campaign Morale.
FACTION 1 2 3 4 5 6
Free Companies HS HS PD RB XE ZZ CONTROLLED OR CONTESTED
GP - PDF HS HS HS FC PI RB Now you must determine which side controls the
GP - Rebellion SN SN FC PI PD PD planet (owns) and which side is contesting it
GP Star Navy HS HS HS XE ZZ RB (attacking). Here's how it's done:
Hishen SN SN SN PD XE ZZ
Xeog HS HS HS SN ZZ FC Decide which Factions will be opposing
Zhuh-Zhuh HS HS PI SN XE FC each other.
Each side now rolls 1d6 and adds their
score to their Campaign Morale.
EXPLAINING THE GOING TO WAR TABLE
The side with the higher total is the
FC = Free Companies contesting force. Note that the PDF is
PD = GP - PDF always controlling and Rebels are always
PI = Pirates Contesting.
RB = GP - Rebellion Re-roll all ties.
SN = GP Star Navy
HS = Hishen Example - I am playing Star Navy versus Hishen. I
XE = Xeog roll 1d6 for the Star Navy. I score a 3 and add it to
ZZ = Zhuh-Zhuh the Campaign Morale of 4 for a total of 7. I roll
1d6 for the Hishen. I score a 5 and add it to the
Example I decide to play the Xeog Faction. I roll Campaign Morale of 4 for a total of 9. The Hishen
1d6 and score a 3. My enemy is the Hishen. are contesting the planet while the Star Navy is
controlling it.

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5150: STAR NAVY

When you have less than three ships remaining they


CAMPAIGN MAP must operate together.
We use the following Campaign Map, a six by six
grid with the planet represented by the black circle
in the lower right hand corner.
CAMPAIGN ACTIVATION
When using the Campaign Map, both player and
Because we have done all the work, you can use
non-player forces, whether PEFS or actual ships,
this two-dimensional map to track campaign
will move on the Campaign Map. Heres how we
movement in the three-dimensional space
do it:
surrounding a world. The four shaded squares
represent close orbits around the planet. The five Before the game begins both sides choose
squares next to them represent distant orbits around a d6 of different colors.
the planet. If an encounter takes place in any of
these nine orbital squares in the lower right Example - I choose a blue d6 for my side and a red
quadrant of the map, the ships are entering or one for the other.
leaving orbit.
At the start of the Campaign Map
COORDINATES movement turn both dice are rolled. This is
called rolling for activation.
Each section of the map corresponds to a 2d6 roll.
If the die scores are the same (doubles)
Heres how we do it:
neither side will activate.
Choose 2d6 of opposite colors. If the die scores are not doubles then read
Nominate one as the horizontal columns each die individually. The higher score
and the other as the vertical rows. determines which side will activate its
Roll the 2d6, read each score individually groups first.
to determine the section.
Example - The two dice are rolled and a blue 5 and
Example I nominate a red d6 as the horizontal die a red 4 are rolled. I scored higher so I can activate
and a white one as the vertical die. I roll a red 5 my forces first.
and a white 5. This is the upper left gray section on
the map. Only PEFs or ships with a Flagship with
Rep equal to or higher than its activation
MAP MOVEMENT die score can be activated.
Movement on the Campaign Map is from section to
Example I scored a 5 for activation. I have two
section. Movement is from one section to the
forces. One has a Flagship with a Rep of 5 and the
adjacent section even if diagonally.
other has a Flagship of 4. Only the Force with the
Rep 5 Flagship can move.
After I have finished moving all of my
eligible forces it is the other sides turn. It
will move their Forces based on their
activation score.
Example I have finished moving my Forces. The red
side can now move based on its activation score of
4. It has two PEFs with Reps of 3 and 5 and a
Force of ships with a Flagship of 4. The Rep 3 PEF
cannot move. The Rep 5 PEF can move and does so
using the appropriate PEF Movement Table (page
33). The Force with a Flagship of Rep 4 moves,
using the appropriate PEF Movement Table as
MINIMUM SHIPS well.
When forming a force for moving on the Campaign
Map the minimum number of ships that can operate
as an independent force is three.
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5150: STAR NAVY

section results. It is possible to have more


MISSIONS
than one PEF in the same section.
Whenever doubles are scored when rolling
for campaign movement and they are
You are in charge of a Fleet of a Faction of your equal or less than the Enemy Morale
choice. You can send as few or as many as you like another PEF is generated and placed as
on a Mission. previously outlined.
Your objective is to reduce the Enemy Campaign Roll activation.
Morale to zero, winning the Campaign. If the enemy activates first then go to the
PEF Movement Table (page 33).
The campaign in 5150: Star Navy revolves around When active move your forces one section
how your Fleet carries out its Missions. The per turn.
Missions are interlocking and the results of one can When any of your ships enter a section
affect the results of the next. This is determined by containing a PEF or any PEF enters a
the Campaign Morale Table (page 36). section containing your forces the PEF is
resolved (page 33).
FIRST MISSION When enemies are contacted a tabletop
battle is fought and all campaign map
Your first Mission will be a Patrol. Subsequent movement stops until the battle is
Missions will depend upon your success or failure completed.
in the Mission (page 29).
Play continues normally until all PEFs
have been resolved, the player has been
PATROL defeated or any PEF enters the planet
section.
OBJECTIVE
Your objective is to patrol the map and ATTACK
then to return to your planet. To be a
success you must resolve all PEFs. OBJECTIVE
When no PEFs are left on the map the Your objective is to bombard the enemy
Mission is over. planet. To be a success you bombard the
enemy planet.
FORCES
You will patrol with a squadron. FORCES
Decide which Faction the enemy will use. You may choose up to as many ships as
Do not worry about gathering their force desired but not less than six. We
as all enemy forces, if any, are determined recommend at least one Task Force.
in the Special Instructions section. Be sure to bring at least one Class 5 or
Class 6 ship to be used for bombarding the
DEPLOYMENT planet.
PEFs are generated and deployed as Decide which Faction the enemy will use.
outlined in the PEF section (page 32). Do not worry about gathering their force
Deploy your force in any of the gray as all enemy forces, if any, are determined
shaded sections of the map. After the game in the Special Instructions section.
starts you can divide your force if desired.
DEPLOYMENT
SPECIAL INSTRUCTIONS PEFs are generated as outlined in the PEF
Establish your Campaign Morale, (page, section (page 32) and are deployed as per
27). the Special Instructions.
Establish the Enemy Campaign Morale, Deploy your force in section 1-1. After the
(page 27). game starts you can divide your force if
Generate and place 3 PEFs on the map but desired.
not in the gray sections. Re-roll any gray

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5150: STAR NAVY

SPECIAL INSTRUCTIONS: DEFEND


Establish your Campaign Morale (page,
27). OBJECTIVE
Establish the Enemy Campaign Morale
(page 27). In this Mission your objective is to prevent
Generate and place 3 PEFs on the map but the enemy from bombarding your planet.
not in the gray sections. Re-roll any gray To be a success the enemy must not be
section results. It is possible to have more allowed to bombard the planet.
than one PEF in the same section.
Place one PEF on the planet. FORCES
Roll activation. You may choose up to as many ships as
If the enemy activates first then go to the desired but not less than six. We
PEF Movement Table (page 33). recommend at least one Task Force.
When active move your forces one section Decide which Faction the enemy will use.
per turn. Do not worry about gathering their force
When any of your ships enter a section as all enemy forces, if any, are determined
containing a PEF or any PEF enters a in the Special Instructions section.
section containing your forces the PEF is
resolved (page 33). DEPLOYMENT
When enemies are contacted a tabletop
PEFs are generated as outlined in the PEF
battle is fought and all campaign map
section (page 32) and are deployed as per
movement stops until the battle is
the Special Instructions.
completed.
Deploy your force in any of the gray
Play continues normally until the planet
shaded sections of the map. After the game
has been bombarded or the player has been
starts you can divide your force if desired.
defeated or cannot bombard the planet.
SPECIAL INSTRUCTIONS
BOMBARDING
Establish your Campaign Morale (page,
Bombarding the planet can only occur if a Class 5
27).
or Class 6 ship spends three turns of activation in
the planet section. If you find yourself without a Establish the Enemy Campaign Morale
Class 5 or Class 6 ship you have failed this (page 27).
Mission. Generate and place 3 PEFs on the map but
not in the gray sections. Re-roll any gray
section results. It is possible to have more
than one PEF in the same section.
Roll activation.
If the enemy activates first then go to the
PEF Movement Table (page 33).
When active move your forces one section
per turn.
When any of your ships enter a section
containing a PEF or any PEF enters a
section containing your forces the PEF is
resolved (page 33).
When enemies are contacted a tabletop
battle is fought and all campaign map
movement stops until the battle is
completed.
Play continues normally until the planet
has been bombarded or the enemy forces
have been destroyed.

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5150: STAR NAVY

BOMBARDING When any of your ships enter a section


The enemy can bombard the planet with any Class containing a PEF or any PEF enters a
5 or higher ship. section containing your forces the PEF is
resolved (page 33).
When enemies are contacted a tabletop
HUNT battle is fought and all campaign map
movement stops until the battle is
OBJECTIVE completed.
Play continues normally until all Pirate
In this Mission your objective is to hunt ships have been destroyed or driven off or
down and destroy any Pirates in the area. the player has been defeated.
To be a success all PEFs must be resolved
and all Pirate ships destroyed or driven off
the map.
CONVOY
FORCES
You may choose up to as many ships as OBJECTIVE
desired but not less than six. We In this Mission your objective escort a
recommend at least one Task Force. convoy of six Merchant ships. To be a
The enemy will be Pirates, using the Free success you must escort the Merchant
Company QRS. Do not worry about ships from the planet to section 1-1 and
gathering their force as all enemy forces, if back.
any, are determined in the Special
Instructions section. FORCES
You may choose up to as many ships as
DEPLOYMENT desired but not less than six. We
PEFs are generated as outlined in the PEF recommend at least one Task Force.
section (page 32) and are deployed as per Decide which Faction the enemy will use.
the Special Instructions. Do not worry about gathering their force
Deploy your force in any of the gray as all enemy forces, if any, are determined
shaded sections of the map. After the game in the Special Instructions section.
starts you can divide your force if desired.
DEPLOYMENT
SPECIAL INSTRUCTIONS: PEFs are generated as outlined in the PEF
Establish your Campaign Morale (page, section (page 32) and are deployed as per
27). the Special Instructions.
Establish the Enemy Campaign Morale Deploy your force in any of the gray
(page 27). shaded sections of the map. After the game
Generate and place 3 PEFs on the map but starts you can divide your force if desired.
not in the gray sections. Re-roll any gray
section results. It is possible to have more SPECIAL INSTRUCTIONS:
than one PEF in the same section.
Establish your Campaign Morale (page,
Whenever doubles are scored when rolling
27).
for campaign movement and they are
equal or less than the Enemy Morale Establish the Enemy Campaign Morale
another PEF is generated and placed as (page 27).
previously outlined. Generate and place 3 PEFs on the map but
Roll activation. not in the gray sections. Re-roll any gray
section results. It is possible to have more
If the enemy activates first then go to the
than one PEF in the same section.
PEF Movement Table (page 33).
Whenever doubles are scored when rolling
When active move your forces one section
for campaign movement and they are
per turn.
equal or less than the Enemy Morale

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5150: STAR NAVY

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.

PEFS MOVING PEFS


Until it is resolved the enemy will be in the form of
PEF stands for Possible Enemy Force. We use PEFs. Heres how PEFs move:
PEFs to limit the intelligence the player has. By When active, based on their Rep and the
using PEFs we create an uncertainty as to size of campaign movement activation score the
the enemy force, its composition and location. PEFs PEF will move.
are used in every Mission. Here's how we use PEFs. Go to the appropriate PEF Movement
Table based on the Mission that the player
GENERATING PEFS is on.
Roll 2d6 versus the current Enemy Morale
PEFs are generated in two ways, at the start of the and determine how many d6 were passed.
Mission and during the Mission. Move the PEF as directed.

START OF THE MISSION MOVING ENEMY SHIPS


After the player has deployed on the campaign map Once the PEF has been resolved and replaced with
we must generate the starting PEFs ships, there comes a time when these ships must
Unless instructed differently by the move. Instead of using the Rep of the PEF, replace
Mission, roll 2d6 as outlined in the it with the Rep of the Flagship (page 4). Use the
Coordinates section (page 28). appropriate PEF Movement Table based on the
Mission that the player is on.
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5150: STAR NAVY

2 PATROL PEF MOVEMENT 2 CONVOY PEF MOVEMENT


(Taken versus Enemy Morale) (Taken versus Enemy Morale)

#D6 RESULT #D6 RESULT


PASSED PASSED
2 PEF moves one section towards the 2 PEF moves one section towards the
planet. convoy.
1 PEF moves one section towards the 1 PEF moves one section towards the
closest player force. convoy or nearest PEF, whichever is
0 PEF does not move. closest.
0 PEF does not move.
2 ATTACK PEF MOVEMENT
(Taken versus Enemy Morale) RESOLVING PEFS
#D6 RESULT When a PEF enters a section containing a player
PASSED force or a player force enters a section containing a
2 PEF moves one section towards the PERF the PEF is resolved. Heres how we do it:
nearest player force. Roll 2d6 versus the current Enemy Morale
1 PEF moves one section towards the and consult the appropriate PEF
nearest player force or nearest PEF, Resolution Table based on the Mission
whichever is closest. that the player is on.
0 PEF does not move. Determine how many d6 are passed and
carry out the result.
Remove the PEF and replace it with ships
2 DEFEND PEF MOVEMENT
if called for.
(Taken versus Enemy Morale)

#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.

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2 ATTACK PEF RESOLUTION 2 CONVOY PEF RESOLUTION


(Taken versus Enemy Morale) (Taken versus Enemy Morale)

#D6 RESULT #D6 RESULT


PASSED PASSED
2 Major Contact! Go to the Contact 2 Major Contact! Go to the Contact
Table. Roll 2d6 and add the Enemy Table. Roll 2d6 and add the Enemy
Morale to the score. Morale to the score.
1 Contact! Go to the Contact Table. 1 Contact! Go to the Contact Table.
Roll 1d6 and add the Enemy Morale Roll 1d6 and add the Enemy Morale
to the score. to the score.
0 Nothing but empty space! Remove 0 Nothing but empty space! Remove
the PEF. the PEF.

2 DEFEND PEF RESOLUTION CONTACT!


(Taken versus Enemy Morale) When PEFs are resolved it could be empty space or
enemy ships. If the result is Contact then roll on the
#D6 RESULT appropriate Contact Table based on the Mission that
PASSED the player is on. Note that there is a minimum of
2 Major Contact! Go to the Contact one ship regardless of what the Contact Table may
Table. Roll 2d6 and add the Enemy say.
Morale to the score.
1 Contact! Go to the Contact Table. 2/1 PATROL CONTACT
Roll 1d6 and add the Enemy Morale
to the score. (Read the results as rolled)
0 Nothing but empty space! Remove CIRCUMSTANCE MODIFIER
the PEF.
Encountered a Navy patrol +5

2 HUNT PEF RESOLUTION # RESULT


(Taken versus Enemy Morale) 4 or less 3 ships less than your total.
#D6 RESULT 5 or 6 2 ships less than your total.
PASSED 7 1 ship less than your total.
8 Ships equal to your total.
2 Contact! Go to the Contact Table. 9 1 ship more than your total.
Roll 1d6 and add the Enemy Morale 10 or 11 2 ships more than your total.
to the score. 12 or more 3 ships more than your total.
1 Contact! Go to the Contact Table.
Roll 1/2d6 and add the Enemy Morale
to the score.
0 Nothing but empty space! Remove
2/1 ATTACK CONTACT
the PEF. (Read the results as rolled)

# 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.

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5150: STAR NAVY

Go down to the total and across to the


2/1 DEFEND CONTACT appropriate column for your highest Class.
(Read the results as rolled) This tells you the Class of the ship you
have met.
# RESULT Do this for each enemy ship you have met.
4 or less 2 ships less than your total. Example I have a fleet of 6 ships with the biggest
5 or 6 1 ship less than your total. Class being a 5. I roll a 10 on the Attack Contact
7 Ships equal to your total. Table. The enemy will have 2 more ships than me
8 2 ships more than your total. or 8. I will now roll 1d6 8 times on the 5 column. I
9 3 ships more than your total. roll a 3. Looking on the 5 column I have met a
10 or 11 50% more ships than your total. Class 4 ship.
12 or more Twice your number of ships.

2/1 HUNT CONTACT 1 WHAT ARE THEY


(Read the results as rolled) (Read result as rolled)
# RESULT # 3 4 5 6
4 or less 50% less ships than your total. 1 3 3 3 3
5 or 6 25% less ships than your total
2 3 3 3 4
7 3 ships less than your total.
8 2 ships less than your total.
3 3 3 4 5*
9 1 ship less than your total. 4 3 4 4 5*
10 or 11 Ships equal to your total. 5 4 4 5* 6*
12 or more 1 ship more than your total. 6 4 5* 6* 6*

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.

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5150: STAR NAVY

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

# OF YOU THE ENEMY NEW ARRIVALS


SUCCESSES After each Mission there is a chance that you will
2+ more Your Campaign Your Campaign receive more ships or lose some of the ones in your
successes Morale increased Morale reduced Fleet. Heres how we do it:
than by one. by one. Roll 2d6 versus your current Campaign
opponent Enemy Enemy Morale.
Campaign Campaign Determine how many d6 you have passed
Morale reduced Morale increased and consult the New Arrivals Table.
by one. by one. Carry out the results. Any new ships are
1 more Enemy Your Campaign available for the next Mission. Any
success Campaign Morale reduced transferred ships are removed from your
than Morale reduced by one. force.
opponent by one.
Same No changes to No changes to
number of either Campaign either Campaign
successes Morale Morale
as
opponent

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5150: STAR NAVY

This is your next Mission.


2 NEW ARRIVALS
(Taken versus current Campaign Morale)

# 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.
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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.

CONTACT 2 CONTACT RING 1


Pirates on Patrol will use the same procedure to (Add the results together)
resolve PEFs but will go to the Contact Ring
Table after going to the Patrol Contact Table and CIRCUMSTANCE MODIFIER
What Are They Tables. Heres how we do it:
Each time attacking Merchant ships -2
Go to the Patrol Contact Table (page
34). # RESULT
If contact was made go to the What Are
2 Star Navy Patrol
They Table (page 35).
3 Star Navy Patrol
Next go to the appropriate Contact Ring
Table. 4 Gaea Prime Merchant
Roll 2d6 and add the scores together. 5 Gaea Prime Merchant
6 Gaea Prime Merchant
Modify the total by -1 or -2 for each time
you have attacked one or more Merchant 7 Gaea Prime Merchant
ships, in that Ring, up to a maximum of 3 8 Gaea Prime Merchant
times. 9 Gaea Prime Merchant
Read the result down the left column and 10 Gaea Prime Merchant
go across to determine what Race you 11 Gaea Prime Merchant
have encountered. 12 Gaea Prime Merchant
Go to the appropriate Fleet List (page 44)
and see what types of ships are involved.

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5150: STAR NAVY

2 CONTACT RING 2 2 CONTACT RING 4


(Add the results together) (Add the results together)

CIRCUMSTANCE MODIFIER # RESULT


Each time attacking Merchant ships -1 2 PDF Patrol
3 Zhuh-Zhuh Patrol
# RESULT 4 Gaea Prime Merchant
5 Zhuh-Zhuh Merchant
2 Star Navy Patrol
6 Zhuh-Zhuh Merchant
3 Star Navy Patrol
7 Zhuh-Zhuh Navy
4 PDF Patrol
8 Gaea Prime Pirates
5 PDF Patrol
9 Hishen Navy
6 Gaea Prime Merchant
10 Zhuh-Zhuh Pirates
7 Gaea Prime Merchant
11 Xeog Pirates
8 Gaea Prime Merchant
12 Zhuh-Zhuh Pirates
9 Gaea Prime Merchant
10 Gaea Prime Merchant
11 Gaea Prime Merchant 2 CONTACT RING 5
12 Gaea Prime Merchant
(Add the results together)

2 CONTACT RING 3 # RESULT

(Add the results together)


2 Gaea Prime Merchant
3 Zhuh-Zhuh Pirates
CIRCUMSTANCE MODIFIER 4 Gaea Prime Pirates
5 Gaea Prime Merchant
Each time attacking Merchant ships -1
6 Hishen Merchant
7 Hishen Navy
# RESULT
8 Hishen Navy
2 PDF Patrol 9 Hishen Navy
3 Zhuh-Zhuh Patrol 10 Zhuh-Zhuh Merchant
4 Zhuh-Zhuh Merchant 11 Xeog Pirates
5 Zhuh-Zhuh Merchant 12 Zhuh-Zhuh Pirates
6 Gaea Prime Merchant
7 Gaea Prime Merchant
8 Gaea Prime Merchant 2 CONTACT RING 6
9 Gaea Prime Merchant (Add the results together)
10 Gaea Prime Pirates
11 Zhuh-Zhuh Pirates # RESULT
12 Gaea Prime Pirates 2 Gaea Prime Merchant
3 Zhuh-Zhuh Pirates
4 Gaea Prime Merchant
5 Gaea Prime Pirates
6 Zhuh-Zhuh Merchant
7 Hishen Merchant
8 Hishen Navy
9 Hishen Merchant
10 Zhuh-Zhuh Pirates
11 Xeog Pirates
12 Zhuh-Zhuh Pirates

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5150: STAR NAVY

WHAT NOW? CONTROLLING FACTION


This depends upon what you have encountered. When you encounter opponents you must
Lets explain the options. determine who counts as the Controlling side.
Heres how we do it:
Merchants When you have met
Merchants you can choose to attack them In the 1st Ring Gaea Prime is the
or leave them alone and simply continue to Controlling side. This is where their Home
move on the map. World, Gaea Prime, is located.
Patrol When you meet a Patrol In the 2nd Ring Gaea Prime is the
immediately roll 2d6. If doubles are scored Controlling side.
they will insist on boarding your ship. If In the 3rd Ring Gaea Prime is the
you agree go to the Terms of Surrender Controlling side.
Table. If you refuse, fight the battle as In the 4th Ring Zhuh-Zhuh and the Xeog
normal. Patrols, if you have attacked their are both Controlling sides. This is where
Merchant ships in this Campaign will their respective Home Worlds are located.
attack you regardless of number. If In the 5th Ring Zhuh-Zhuh and the Hishen
doubles were not rolled or you did not are both Controlling sides. This is where
attack their Merchant ships they will the Hishen Home World is located.
ignore you. In the 6th Ring the Hishen are the
Navy When you meet Navy ships Controlling side.
immediately roll 2d6. If doubles are scored
they will insist on boarding your ship. If Pirates are always Contesting. This is important
you agree go to the Terms of Surrender when taking the After the Battle Test.
Table. If you refuse, fight the battle as
normal. Navy ships, if you have attacked MOVING BETWEEN RINGS
their Merchant ships in this Campaign will
attack you regardless of number. If Pirates may decide that it is getting too dangerous
doubles were not rolled or you did not to continue their activities in the current Ring. This
attack their Merchant ships they will may mean its time to leave. Heres how we do it:
ignore you. The Navy will not accept any At the start of the Campaign month roll
surrender if you refused to allow them to 1/2d6. It will take this many months to
board. BTW When you run into Navy arrive in an adjacent Ring. You can go on
ships add 5 to your total when rolling on a Patrol Mission the following month.
the Patrol Contact Table (page 34). When you leave a Ring your Campaign
Pirates When you meet Pirates you must Morale reverts back to its starting value.
determine if they are enemies or friends. Once you leave a Ring you can return to it
Heres how we do it: in 1/2d6 months. When you do you count
If you are of the same Faction you are as not having attacked any Merchant ships.
automatically friends and can ignore
or attack them.
If they are of another Faction RECRUITING PIRATES
determine the Class total of each fleet. As Pirates are independent sorts there isnt a Home
This is done by adding the Class of World that will send them replacement ships or
each ship to arrive at a total. Each side transfer them from their Fleet. Instead we use the
then rolls 1d6 and adds the result to Recruitment Table. Heres how we do it:
their total. If the opposing Faction
total is greater than your total they Each time a Pirate captures 200 points of
will attack. If your total is equal or Cargo Value it is allowed to roll on the
higher you can choose to ignore or Recruitment Table.
attack them. Roll 2d6 versus the current Campaign
Morale of the Pirate.
Determine how many d6 are passed.
Consult the Recruitment Table and carry
out the results.

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5150: STAR NAVY

2 RECRUITMENT
CARGO
(Taken versus current Campaign Morale)

# D6 RESULT Heres a quick and easy way to handle Cargo in


PASSED 5150: Star Navy. There are four types of cargo.
They are:
2 Your Fame precedes you! Roll 1d6
and see what has been recruited to Commodities Non-refined or non-
your fleet. finished bulk goods needed by industrial
(1-3) One Class 3 ship from worlds, including common minerals, raw
your Fleet List. materials and basic foodstuffs.
Commodities have a Cargo Value modifier
(4-5) One Class 4 ship from of 1.
your Fleet List.
Goods - These are manufactured or
(6) A Pirate of a different processed items for sale on all worlds such
Race joins you. Re-roll for as clothing, machinery, prepackaged meals
Class. and electronics. Goods have a Cargo
Value modifier of 3.
1 No one takes note. No recruitments Rarities - Items such as antiques, high-end
are available. consumer items, specialized devices, rare
0 Take the money and run! Roll 1d6 for foods, Enhancements and precious metals
each of your ships, starting with the that are valued by the wealthy on rich
highest Class. If a 6 is scored the planets and even not-so-well-off worlds,.
ship has taken its share of the loot and Rarities have a Cargo Value modifier of 5.
deserted from your force and can no Contraband - These are items that are
longer be used. illegally traded within and between Rings.
Weapons, restricted tech, certain narcotics,
dangerous Xenoforms, Turing AIs or even
slaves are examples of Contraband.
Contraband has a Cargo Value modifier of
10.

WHAT TYPE OF CARGO


Once you have captures a Merchant ship you must
determine the type of cargo in each Cargo Bay. If
desired you can roll once and count the result for all
of the Cargo Bays. Heres how we do it:
Consult the Cargo Table.
Tankers and Supertankers will roll 1d6.
All other Merchants will roll 2d6.
Modify the total for any applicable
Circumstance
Go down the to the modified dice total to
see what is the ships cargo.

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5150: STAR NAVY

2/1 CARGO FREE COMPANIES


(Add the results together or read the result as rolled)

CIRCUMSTANCE MODIFIER Players can choose to be a Free Company instead of


a military Faction. Free Companies can only fight
Runner +4 in Rings 4, 5 or 6 and must choose one of the
Grand Freighter -1 Factions found on the appropriate Contact Ring
Table (page 38).
# RESULT
Free Companies behave as military forces in all
5 or less Commodities other ways.
6-8 Goods
9 - 10 Rarities
11 or more Contraband
CURRENT EVENTS
SELLING THE CARGO
This section is informative and not part of the rules.
Cargo does not have to be sold. Instead we use an
abstract system where the Pirate gains the benefits The history of Gaea Prime, let alone the 5150
of selling the cargo without having to actually go universe, would fill volumes of books and take a
through it. It eliminates lots of book keeping and lifetime to digest. But to get a better understanding
moves the story. Heres how we do it: of current events we have provided a quick
overview of the known universe.
When a Pirate captures Cargo from
another ship immediately calculate the GAEA PRIME'S PLACE IN THE UNIVERSE
Cargo Value of the ship.
Start with the Class of the ship that the The known universe consists of Nine Rings or
Cargo was taken from. Bands of Life. Each Ring contains numerous
planets, from Class 1 to Class 3, as well as
Multiply that number by the Cargo Value
inhabited smaller planetary Colonies and
modifier.
innumerable smaller clusters called Rocks.
This the Cargo Value of the Cargo for that
Cargo Bay. All Cargo Bays are assumed to Gaea Prime considers her proper place to be in the
be full so be sure to figure the Cargo center of the First Ring, the center of the universe.
Value for each bay!
Such is the dominance of Gaea Prime that no other
Be sure to keep a running total that the
independent Home Worlds can be found in the first
Pirate takes and remember 200 points of
three Rings. It isnt until you reach the Fourth Ring
Cargo Points allows a roll on the
that you find another Home World. This is the
Recruitment Table.
Home World of the Zhuh-Zhuh, the largest planet
in the six planet confederation known as the
Example I capture a Class 5 Grand Freighter. Hapflorean Federation of Worlds (HFW) (1)
Rolling on the Cargo Table, the first Cargo Bay is Although Gaea Prime dominance is confined to the
filled with Goods. The Cargo Value would be first Three Rings their influence has spread out as
5x3, or 15 for that Cargo Bay. I then repeat this far out as the Fifth Ring with diplomatic overtures
process for the remaining Cargo Bays, gaining a and explorers reaching to the Rings far beyond (2).
total of 150 C.V. points from the Grand Freighter.
I add this to the 60 C.V. points I already have,
giving me 210 points. I spend 200 to roll once the
THE HISHEN THREAT
Recruitment Table and have 10 C.V. left over. Gaea Prime dominance is threatened by the Hishen
Empire. Currently no official war has been declared
but both sides acknowledge a high rate of
incidental military contact occurring between the
two. As the Hishen Home World is in the Fifth
Ring much of this contact occurs in the Fourth Ring
(3).
As long as Gaea Prime and the Hishen Empire
effectively counteract each other the 5150 universe
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42
5150: STAR NAVY

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
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5150: STAR NAVY

FREE COMPANY BATTLESHIP


FLEET LISTS CLASS THRUST HULL SH GUNS AA
5 2 12 4 6 2
In this section you find the Fleet Lists for all the
5150 Factions used in the rules. This will list the
FREE COMPANY FAST ATTACK CARRIER
type of ships for each Class, how to randomly
determine a ship and its Rep, and a sample Fleet. CLASS THRUST HULL SH GUNS HG
Players can choose to use as little or as much of the 5 2 12 2 2 3
Fleet information as desired for their games and AA
campaigns.
2
FREE COMPANIES FREE COMPANY HEAVY CRUISER
CLASS TYPE CLASS THRUST HULL SH GUNS AA
5 Battleship 4 3 8 3 3 2
5 Fast Attack Carrier
4 Heavy Cruiser FREE COMPANY LIGHT CRUISER
4 Light Cruiser
CLASS THRUST HULL SH GUNS ML
3 Frigate
3 Destroyer 4 3 8 3 2 2
AA
3 SHIP SQUADRONS 1
# CLASS 3 REP
1 Frigate 5
FREE COMPANY FRIGATE
2 Frigate 4 CLASS THRUST HULL SH GUNS ML
3 Frigate 4 3 4 4 2 1 1
4 Destroyer 5
5 Destroyer 4 FREE COMPANY DESTROYER
6 Destroyer 3
CLASS THRUST HULL SH GUNS
# CLASS 4 REP
3 4 4 2 2
1 Heavy Cruiser 5
2 Heavy Cruiser 4
3 Light Cruiser 5
4 Light Cruiser 4
5 Light Cruiser 4
6 Light Cruiser 3
# CLASS 5 REP
1 Battleship 5
2 Battleship 4
3 Battleship 4
4 Fast Attack Carrier 5
5 Fast Attack Carrier 5
6 Fast Attack Carrier 4

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5150: STAR NAVY

FREE COMPANY CONTRACT FLEET GAEA PRIME PDF


(54 ships total):
CLASS TYPE
COMMAND SQUADRON (1):
5 Battleship
Fast Attack Carrier
5 Fast Attack Carrier
Battleship
4 Heavy Cruiser
Battleship
TASK FORCE (3): 3 Destroyer

Able Squadron: 3 SHIP SQUADRONS


Heavy Cruiser # CLASS 3 REP
Light Cruiser
Light Cruiser 1 Destroyer 5
Baker Squadron: 2 Destroyer 5
Light Cruiser 3 Destroyer 4
Destroyer 4 Destroyer 4
Destroyer 5 Destroyer 4
Charlie Squadron: 6 Destroyer 3
# CLASS 4 REP
Destroyer
Frigate 1 Heavy Cruiser 5
Frigate 2 Heavy Cruiser 4
LOGISTICS CONVOY (4): 3 Heavy Cruiser 4
1 Tanker 4 Heavy Cruiser 4
3 Freighters 5 Heavy Cruiser 4
2 Runners 6 Heavy Cruiser 3
# CLASS 5 REP
1 Battleship 5
2 Battleship 4
3 Battleship 4
4 Fast Attack Carrier 5
5 Fast Attack Carrier 4
6 Fast Attack Carrier 4

PDF BATTLESHIP
CLASS THRUST HULL SH GUNS AA
5 2 12 3 6 3

PDF FAST ATTACK CARRIER


CLASS THRUST HULL HG AA
5 2 12 4 4

PDF HEAVY CRUISER


CLASS THRUST HULL SH GUNS AA
4 3 8 3 4 1

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5150: STAR NAVY

PDF DESTROYER # CLASS 4 REP


CLASS THRUST HULL SH GUNS ML 1 Heavy Cruiser 4
3 4 4 1 1 2 2 Heavy Cruiser 4
3 Heavy Cruiser 4
4 Heavy Cruiser 4
PDF HOME DEFENSE FLEET 5 Heavy Cruiser 4
(57 ships total): 6 Heavy Cruiser 3

HEADQUARTERS SQUADRON (1):


REBELLION HEAVY CRUISER
Battleship CLASS THRUST HULL SH GUNS AA
Heavy Cruiser
Heavy Cruiser 4 3 8 3 4 1
TASK FORCE (4):
Strike Squadron: REBELLION DESTROYER
CLASS THRUST HULL SH GUNS ML
Fast Attack Carrier
Light Cruiser 3 4 4 1 1 2
Light Cruiser
Intercept Squadron: REBEL LIBERATION FLEET
Heavy Cruiser (43 ships total):
Light Cruiser
GROUP LEADER (1):
Light Cruiser
Patrol Squadron: Heavy Cruiser
TASK FORCE (3):
Light Cruiser
Destroyer Assault Team
Destroyer
Heavy Cruiser
Patrol Squadron:
Heavy Cruiser
Light Cruiser Strike Team
Destroyer
Heavy Cruiser
Destroyer
Destroyer
RESUPPLY CONVOY (1):
Strike Team
5 Tankers
Heavy Cruiser
1 Freighter
Destroyer
Scout Team
Destroyer
GAEA PRIME REBELS Destroyer
CLASS TYPE Scout Team

4 Heavy Cruiser Destroyer


3 Destroyer Destroyer
SUPPLY CONVOY (2)
2 SHIP TEAMS 1 Freighter
5 Runners
# CLASS 3 REP
1 Destroyer 4
2 Destroyer 4
3 Destroyer 4
4 Destroyer 4
5 Destroyer 3
6 Destroyer 3
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5150: STAR NAVY

GAEA PRIME STAR NAVY STAR NAVY DREADNOUGHT


CLASS THRUST HULL SH GUNS AA
CLASS TYPE
6 1 18 6 8 4
6 Dreadnought
6 Carrier
STAR NAVY CARRIER
5 Battleship
5 Fast Attack Carrier CLASS THRUST HULL SH HG AA
4 Heavy Cruiser 6 1 18 3 6 3
4 Light Cruiser
3 Frigate STAR NAVY BATTLESHIP
3 Destroyer CLASS THRUST HULL SH GUNS AA

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

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5150: STAR NAVY

STAR NAVY PATROL FLEET HISHEN


(93 ships total):
CLASS TYPE
FLAG SQUADRON (1):
6 Planetary Conquest Ship
Dreadnought or Carrier
5 Capital Ship
Battleship
5 Mother Ship
Battleship
TASK FORCE (4): 4 Overseer
4 Slaver
Alpha Squadron 3 Monitor
Fast Attack Carrier 3 Patroller
Light Cruiser
Light Cruiser 5 SHIP SQUADRONS
Beta Squadron
# CLASS 3 REP
Battleship
Heavy Cruiser 1 Monitor 5
Heavy Cruiser 2 Monitor 4
Gamma Squadron 3 Monitor 3
4 Patroller 4
Heavy Cruiser
Destroyer 5 Patroller 4
Destroyer 6 Patroller 3
Delta Squadron # CLASS 4 REP
Light Cruiser 1 Overseer 5
Frigate 2 Overseer 4
Frigate 3 Slaver 3
Epsilon Squadron 4 Slaver 4
Light Cruiser 5 Slaver 4
Frigate 6 Slaver 3
Frigate # CLASS 5 REP
SUPPORT CONVOY (5):
1 Capital Ship 5
1 Tanker 2 Capital Ship 4
1 Grand Freighter 3 Capital Ship 3
4 Freighters
4 Mother Ship 5
5 Mother Ship 4
6 Mother Ship 4
# CLASS 6 REP
1 Planetary Conquest Ship 5
2 Planetary Conquest Ship 5
3 Planetary Conquest Ship 5
4 Planetary Conquest Ship 4
5 Planetary Conquest Ship 4
6 Planetary Conquest Ship 4

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5150: STAR NAVY

HISHEN PLANETARY CONQUEST SHIP HISHEN CONQUEST FLEET


CLASS THRUST HULL SH GUNS AA (120 ships total):

6 1 18 6 10 2 OVERLORD SQUADRON (1):


Planetary Conquest Ship
HISHEN CAPITAL SHIP Capital Ship
CLASS THRUST HULL SH GUNS AA Mother Ship
Overseer
5 2 12 4 6 2 Overseer
CONQUEST GROUP (3):
HISHEN MOTHER SHIP Liege Squadron
CLASS THRUST HULL HG AA
Capital Ship
5 2 12 4 4 Capital Ship
Mother Ship
HISHEN OVERSEER Overseer
Overseer
CLASS THRUST HULL SH GUNS AA Reprisal Squadron
4 3 8 3 4 1 Capital Ship
Overseer
HISHEN SLAVER Overseer
CLASS THRUST HULL SH GUNS ML Overseer
Slaver
4 3 8 2 2 2 Reprisal Squadron
AA
Capital Ship
2 Overseer
Overseer
HISHEN MONITOR Overseer
CLASS THRUST HULL SH GUNS ML Slaver
Appraisal Squadron
3 4 4 1 1 2
Slaver
Monitor
HISHEN PATROLLER Monitor
CLASS THRUST HULL SH GUNS ML Patroller
Patroller
3 4 4 1 2 1 Appraisal Squadron
Slaver
Monitor
Monitor
Patroller
Patroller
REPLENISHMENT CONVOY (8):
1 Supertanker
3 Grand Freighters
1 Freighter

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5150: STAR NAVY

MERCHANTS MERCHANT SUPERTANKER


CLASS THRUST HULL SH GUNS CB
CLASS TYPE
6 1 18 1 1 16
6 Supertanker
5 Grand Freighter
MERCHANT GRAND FREIGHTER
4 Tanker
3 Freighter CLASS THRUST HULL SH GUNS CB
3 Runner 5 1 12 2 2 10

6 SHIP CONVOYS MERCHANT TANKER


# CLASS 3 REP CLASS THRUST HULL SH GUNS CB
1 Freighter 4 4 2 8 1 1 8
2 Freighter 3
3 Freighter 3 MERCHANT FREIGHTER
4 Runner 4 CLASS THRUST HULL SH GUNS CB
5 Runner 4
3 2 4 1 1 6
6 Runner 3
# CLASS 4 REP
1 Tanker 4 MERCHANT RUNNER
2 Tanker 4 CLASS THRUST HULL SH GUNS ML
3 Tanker 4
4 Tanker 3 3 3 4 1 1 1
5 Tanker 3 CB
6 Tanker 3 3
# CLASS 5 REP
1 Grand Freighter 4
2 Grand Freighter 4
3 Grand Freighter 4
4 Grand Freighter 4
5 Grand Freighter 3
6 Grand Freighter 3
# CLASS 6 REP
1 Supertanker 5
2 Supertanker 4
3 Supertanker 4
4 Supertanker 4
5 Supertanker 4
6 Supertanker 3

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5150: STAR NAVY

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

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5150: STAR NAVY

XEOG EXPEDITION ZHUH-ZHUH


(89 ships total):
CLASS TYPE
FACILITATOR (1):
6 Command Assault Ship
Galleon
5 Assault Ship
DIVISION (4):
5 Interceptor Carrier
First Section 4 Interdictor
Galleon 4 Cutter
Galleon 3 Missile Boat
Carrack 3 Gunboat
Carrack
Carrack 4 SHIP SQUADRONS
Second Section
# CLASS 3 REP
Galleon
Galleon 1 Missile Boat 5
Carrack 2 Missile Boat 4
Carrack 3 Missile Boat 4
Carrack 4 Gunboat 5
Third Section 5 Gunboat 4
Galleon 6 Gunboat 3
Carrack # CLASS 4 REP
Carrack
1 Interdictor 5
Carrack
Carrack 2 Interdictor 4
Fourth Section 3 Cutter 5
4 Cutter 4
Galleon 5 Cutter 4
Carrack
6 Cutter 3
Carrack
Carrack # CLASS 5 REP
Carrack 1 Assault Ship 5
RESOURCES (4): 2 Assault Ship 5
1 Supertanker 3 Assault Ship 4
1 Grand Freighter 4 Interceptor Carrier 5
4 Runners 5 Interceptor Carrier 4
6 Interceptor Carrier 4
# CLASS 6 REP
1 Command Assault Ship 5
2 Command Assault Ship 5
3 Command Assault Ship 5
4 Command Assault Ship 4
5 Command Assault Ship 4
6 Command Assault Ship 4

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5150: STAR NAVY

ZHUH-ZHUH COMMAND ASSAULT SHIP ZHUH-ZHUH FLEET


CLASS THRUST HULL SH GUNS AA (76 ships total):

6 1 18 4 8 6 COMMAND SQUADRON (1):


Command Assault Ship
ZHUH-ZHUH ASSAULT SHIP Interceptor Carrier
CLASS THRUST HULL SH GUNS AA Interceptor Carrier
Assault Ship
5 2 12 3 6 3 TASK FORCE (3):
Squadron 1:
ZHUH-ZHUH INTERCEPTOR CARRIER
CLASS THRUST HULL SH HG AA Interceptor Carrier
Assault Ship
5 2 12 3 3 3 Interdictor
Cutter
ZHUH-ZHUH INTERDICTOR Squadron 2:
CLASS THRUST HULL SH GUNS AA Assault Ship
Interdictor
4 3 8 3 4 1 Cutter
Gunboat
ZHUH-ZHUH CUTTER Squadron 3:
CLASS THRUST HULL SH GUNS ML Cutter
4 3 8 3 2 2 Gunboat
AA Missile Boat
Missile Boat
1 Squadron 4:
Cutter
ZHUH-ZHUH MISSILE BOAT Gunboat
CLASS THRUST HULL SH ML Missile Boat
Missile Boat
3 4 4 1 3
SUPPLY UNIT (4):
ZHUH-ZHUH GUNBOAT 1 Supertanker
5 Freighters
CLASS THRUST HULL SH GUNS
3 4 4 1 3

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53
5150: STAR NAVY

FLEET NAME CAMPAIGN MORALE


TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

TF Sq Name Class Thrust Speed Hull Sh Guns ML Hg AA Rep

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


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5150: STAR NAVY

MONTHLY TIME LINE


MONTH CAMPAIGN MORALE MISSION RESULT NOTES
1 - Early
1 - Late
2 - Early
2 - Late
3 - Early
3 - Late
4 Early
4 - Late
5 - Early
5 - Late
Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013
55
5150: STAR NAVY

2 FREE COMPANY REACTION TESTS


(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost -1

REASON PASS 2D6 PASS 1D6 PASS 0D6


RECEIVED All: Firer was same or lower Reduce Rep by 1. If Rep
DAMAGE Continue the fight. class than target: reduced to 2 then break
Continue the fight. off the fight.
Firer was higher class than
target:
Reduce Rep by 1. If Rep
reduced to 2 then break
off the fight.
FRIEND If Friend was Flagship: If Friend was Flagship: All:
DESTROYED OR Break off the fight. Break off the fight. Break off the fight.
HIGHER CLASS Otherwise: Otherwise:
FRIEND B REAKS Continue the fight Destroyed friend was same
OFF or lower class than tester:
Taken if within 6 Continue the fight.
and no intervening Destroyed friend was
ship. Ignore if tester is higher class than tester:
higher Class ship or if Break off the fight.
a ship of higher Class
than the cause of the
test is within 2 of
tester.
B RIDGE HIT Firer was same or lower All: All:
class than target: Reduce Rep by 1. If Rep Break off the fight.
Continue the fight. reduced to 2 then break
Firer was higher class than off the fight.
target:
Reduce Rep by 1. If Rep
reduced to 2 then break
off the fight.
LIFE SUPPORT All: Firer was same or lower All:
HIT Continue the fight. class than target: Break off the fight.
Continue the fight.
Firer was higher class than
target:
Break off the fight.
ENGINE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Reduce Thrust by 1.
Continue the fight. Reduce Thrust by 1. Break off the fight
Firer was higher class than Firer was higher class than
target: target:
Reduce Thrust by 1. Break off the fight.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


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5150: STAR NAVY

2 HISHEN REACTION TESTS


(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost -1

REASON PASS 2D6 PASS 1D6 PASS 0D6


RECEIVED DAMAGE All: Firer was same or lower All:
Continue the fight. class than target: Reduce Rep by 1. If Rep
Continue the fight. reduced to 0 then break
Firer was higher class than off the fight.
target:
Reduce Rep by 1. If Rep
reduced to 0 then break
off the fight.
FRIEND DESTROYED OR If Friend was Flagship: If Friend was Flagship: All:
HIGHER CLASS FRIEND Break off the fight. Break off the fight. Break off the fight.
B REAKS OFF Otherwise: Otherwise:
Taken if within 6 and no Continue the fight Destroyed friend was same
intervening ship. Ignore if or lower class than tester:
tester is higher Class ship or if Continue the fight.
a ship of higher Class than the
Destroyed friend was
cause of the test is within 2 of
tester.
higher class than tester:
Break off the fight.
B RIDGE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Break off the fight.
Continue the fight. Continue the fight.
Firer was higher class than Firer was higher class than
target: target:
Reduce Rep by 1. If Rep Break off the fight.
reduced to 0 then break
off the fight.
LIFE SUPPORT HIT All: Firer was same or lower All:
Continue the fight. class than target: Break off the fight.
Continue the fight.
Firer was higher class than
target:
Break off the fight.
ENGINE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Reduce Thrust by 1.
Continue the fight. Reduce Thrust by 1. Break off the fight
Firer was higher class than Firer was higher class than
target: target:
Reduce Thrust by 1. Break off the fight.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


57
5150: STAR NAVY

2 MERCHANT REACTION TESTS


(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost -1

REASON PASS 2D6 PASS 1D6 PASS 0D6


RECEIVED DAMAGE All: Firer was same or lower All:
Continue the fight. class than target: Reduce Rep by 1. If
Continue the fight. fighting Hishen and Rep
Firer was higher class reduced to 0 or if not
than target: fighting Hishen and Rep
Reduce Rep by 1. If reduced to 2 then
fighting Hishen and Rep Surrender (1).
reduced to 0 or if not
fighting Hishen and Rep
reduced to 2 then
Surrender (1).
FRIEND DESTROYED OR If Friend was Flagship: If Friend was Flagship: All:
HIGHER CLASS FRIEND Surrender (1). Surrender (1). Surrender (1).
B REAKS OFF Otherwise: Otherwise:
Taken if within 6 and no Continue the fight Destroyed friend was same
intervening ship. Ignore if tester is or lower class than tester:
higher Class ship or if a ship of Continue the fight.
higher Class than the cause of the
Destroyed friend was
test is within 2 of tester.
higher class than tester:
Surrender (1).
B RIDGE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Surrender (1).
Continue the fight. Reduce Rep by 1. If
Firer was higher class fighting Hishen and Rep
than target: reduced to 0 or if not
Reduce Rep by 1. If fighting Hishen and Rep
fighting Hishen and Rep reduced to 2 then
reduced to 0 or if not Surrender (1).
fighting Hishen and Rep Firer was higher class
reduced to 2 then than target:
Surrender (1). Surrender (1).
LIFE SUPPORT HIT All: Firer was same or lower All:
Continue the fight. class than target: Surrender (1).
Continue the fight.
Firer was higher class
than target:
Surrender (1).
ENGINE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Reduce Thrust by 1.
Continue the fight. Reduce Thrust by 1. Surrender (1).
Firer was higher class Firer was higher class
than target: than target:
Reduce Thrust by 1. Surrender (1).
(1) Go to Terms of Surrender Table (page 65).

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


58
5150: STAR NAVY

2 PDF REACTION TESTS


(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost -1

REASON PASS 2D6 PASS 1D6 PASS 0D6


RECEIVED DAMAGE All: Firer was same or lower All:
Continue the fight. class than target: Reduce Rep by 1. If
Continue the fight. fighting Hishen and Rep
Firer was higher class than reduced to 0 then break
target: off the fight. If not fighting
Reduce Rep by 1. If Hishen and Rep reduced to
fighting Hishen and Rep 1 then break off the fight.
reduced to 0 then break
off the fight. If not fighting
Hishen and Rep reduced to
1 then break off the fight.
FRIEND DESTROYED OR If Friend was Flagship: If Friend was Flagship: All:
HIGHER CLASS FRIEND Break off the fight. Break off the fight. Break off the fight.
B REAKS OFF Otherwise: Otherwise:
Taken if within 6 and no Continue the fight Destroyed friend was same
intervening ship. Ignore if or lower class than tester:
tester is higher Class ship or if Continue the fight.
a ship of higher Class than the
Destroyed friend was
cause of the test is within 2 of
tester.
higher class than tester:
Break off the fight.
B RIDGE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Break off the fight.
Continue the fight. Reduce Rep by 1. If
Firer was higher class than fighting Hishen and Rep
target: reduced to 0 then break
Reduce Rep by 1. If off the fight. If not fighting
fighting Hishen and Rep Hishen and Rep reduced to
reduced to 0 then break 1 then break off the fight.
off the fight. If not fighting Firer was higher class than
Hishen and Rep reduced to target:
1 then break off the fight. Break off the fight.
LIFE SUPPORT HIT All: Firer was same or lower All:
Continue the fight. class than target: Break off the fight.
Continue the fight.
Firer was higher class than
target:
Break off the fight.
ENGINE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Reduce Thrust by 1.
Continue the fight. Reduce Thrust by 1. Break off the fight
Firer was higher class than Firer was higher class than
target: target:
Reduce Thrust by 1. Break off the fight.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


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5150: STAR NAVY

2 STAR NAVY REACTION TESTS


(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost -1

REASON PASS 2D6 PASS 1D6 PASS 0D6


RECEIVED DAMAGE All: Firer was same or lower All:
Continue the fight. class than target: Reduce Rep by 1. If
Continue the fight. contesting and Rep reduced
Firer was higher class than to 1 then break off the
target: fight. If controlling and Rep
Reduce Rep by 1. If reduced to 0 then break
contesting and Rep reduced off the fight.
to 1 then break off the
fight. If controlling and Rep
reduced to 0 then break
off the fight.
FRIEND DESTROYED OR If Friend was Flagship: If Friend was Flagship: All:
HIGHER CLASS FRIEND Break off the fight. Break off the fight. Break off the fight.
B REAKS OFF Otherwise: Otherwise:
Taken if within 6 and no Continue the fight Destroyed friend was same
intervening ship. Ignore if or lower class than tester:
tester is higher Class ship or if Continue the fight.
a ship of higher Class than the
Destroyed friend was
cause of the test is within 2 of
tester.
higher class than tester:
Break off the fight.
B RIDGE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Break off the fight.
Continue the fight. Reduce Rep by 1. If
Firer was higher class than contesting and Rep reduced
target: to 1 then break off the
Reduce Rep by 1. If fight. If controlling and Rep
contesting and Rep reduced reduced to 0 then break
to 1 then break off the off the fight.
fight. If controlling and Rep Firer was higher class than
reduced to 0 then break target:
off the fight. Break off the fight.
LIFE SUPPORT HIT All: Firer was same or lower All:
Continue the fight. class than target: Break off the fight.
Continue the fight.
Firer was higher class than
target:
Break off the fight.
ENGINE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Reduce Thrust by 1.
Continue the fight. Reduce Thrust by 1. Break off the fight
Firer was higher class than Firer was higher class than
target: target:
Reduce Thrust by 1. Break off the fight.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


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5150: STAR NAVY

2 XEOG REACTION TESTS


(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost na

REASON PASS 2D6 PASS 1D6 PASS 0D6


RECEIVED DAMAGE All: Firer was same or lower All:
Continue the fight. class than target: Reduce Rep by 1. If Rep
Continue the fight. reduced to 2 then break
Firer was higher class than off the fight.
target:
Reduce Rep by 1. If Rep
reduced to 1 then break
off the fight.
FRIEND DESTROYED OR All: If Friend was Flagship: All:
HIGHER CLASS FRIEND Continue the fight Break off the fight. Break off the fight.
B REAKS OFF Otherwise:
Taken if within 6 and no Destroyed friend was same
intervening ship. Ignore if or lower class than tester:
tester is higher Class ship or Continue the fight.
if a ship of higher Class Destroyed friend was
than the cause of the test is higher class than tester:
within 2 of tester. Break off the fight.
B RIDGE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Break off the fight.
Continue the fight. Reduce Rep by 1. If
Firer was higher class than contesting and Rep reduced
target: to 1 then break off the
Reduce Rep by 1. If fight. If controlling and Rep
contesting and Rep reduced reduced to 2 then break
to 1 then break off the off the fight.
fight. If controlling and Rep Firer was higher class than
reduced to 2 then break target:
off the fight. Break off the fight.
LIFE SUPPORT HIT All: Firer was same or lower All:
Continue the fight. class than target: Break off the fight.
Continue the fight.
Firer was higher class than
target:
Break off the fight.
ENGINE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Reduce Thrust by 1.
Continue the fight. Reduce Thrust by 1. Break off the fight
Firer was higher class than Firer was higher class than
target: target:
Reduce Thrust by 1. Break off the fight.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


61
5150: STAR NAVY

2 ZHUH-ZHUH REACTION TESTS


(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost -1

REASON PASS 2D6 PASS 1D6 PASS 0D6


RECEIVED DAMAGE All: Firer was same or lower All:
Continue the fight. class than target: Reduce Rep by 1. If
Continue the fight. contesting and Rep
Firer was higher class reduced to 2 then break
than target: off the fight. If
Reduce Rep by 1. If controlling and Rep
contesting and Rep reduced to 0 then break
reduced to 2 then off the fight.
break off the fight. If
controlling and Rep
reduced to 0 then
break off the fight.
FRIEND DESTROYED OR If Friend was Flagship: If Friend was Flagship: All:
HIGHER CLASS FRIEND Break off the fight. Break off the fight. Break off the fight.
B REAKS OFF Otherwise: Otherwise:
Continue the fight Destroyed friend was
Taken if within 6 and no same or lower class than
intervening ship. Ignore if tester is tester:
higher Class ship or if a ship of Continue the fight.
higher Class than the cause of the
Destroyed friend was
test is within 2 of tester.
higher class than tester:
Break off the fight.
B RIDGE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Break off the fight.
Continue the fight. Reduce Rep by 1. If
Firer was higher class contesting and Rep
than target: reduced to 1 then break
Reduce Rep by 1. If off the fight. If
contesting and Rep controlling and Rep
reduced to 1 then break reduced to 2 then break
off the fight. If off the fight.
controlling and Rep Firer was higher class
reduced to 2 then break than target:
off the fight. Break off the fight.
LIFE SUPPORT HIT All: Firer was same or lower All:
Continue the fight. class than target: Break off the fight.
Continue the fight.
Firer was higher class
than target:
Break off the fight.
ENGINE HIT Firer was same or lower Firer was same or lower All:
class than target: class than target: Reduce Thrust by 1.
Continue the fight. Reduce Thrust by 1. Break off the fight.
Firer was higher class Firer was higher class
than target: than target:
Reduce Thrust by 1. Break off the fight.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


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5150: STAR NAVY

2 GUNFIRE 2 HIT LOCATION


(Taken versus Rep) (Add the scores together)

CIRCUMSTANCE MODIFIER TO REP # RESULT


Original Flagship lost -1 2 Bridge! Take Bridge Hit Test.
Firing at over 36 from -1 3 Engine! Take Engine Hit Test.
target 4 Shield! Go to Damage Table.
Firer is a Merchant Ship -1 5 Shield! Go to Damage Table.
6 Hull! Go to Damage Table.
# D6 RESULTS 7 Hull! Go to Damage Table.
PASSED 8 Hull! Go to Damage Table.
2 All weapons hit and are effective. 9 Guns (1-4) AA (5-6)! Go to Damage Table.
Subtract one hit for each functioning 10 Missiles! Go to Damage Table.
shield on the Target. 11 Hangars! Go to Damage Table.
Roll once on the Hit Location Table for 12 Life Support! Take Life Support Hit Test.
each hit scored.
1 Half the number of weapons fired,
rounded down, hit and are effective. X DAMAGE
Subtract one hit for each functioning (Applied for each hit)
shield on the Target.
Roll once on the Hit Location Table for COMPARE CLASSES OF RESULT
each hit scored. SHIPS
0 Weapons are not effective.
Firer is higher Class than Scores damage equal
the target to Class of firer.
1 AA FIRE VS. MISSILES Firer equal or lower Class Scores one point of
than the target damage.
(Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


Original Flagship lost -1
2 LAUNCH FIGHTERS
(AA) only (Taken versus Rep)

CIRCUMSTANCE MODIFIER TO REP


# D6 RESULTS
PASSED Original Flagship lost -1
1 Missile is shot down.
0 Missile hits. Roll once on the Hit
# D6 RESULTS
Location Table.
PASSED
2 Fighters immediately launch.
1 If 1st time launching fighters, fighters
2 EVADE MISSILE immediately launch. If 2nd or later time
(Taken versus Thrust) launching fighters, fighters do not
launch.
# D6 RESULTS 0 Fighters do not launch.
PASSED
2 Missile is evaded. If another target past
the original target within 6 and 3 arc
they are now targeted.
1 Missile hits. Roll once on the Hit
Location Table.
0 Missile hits. Roll once on the Hit
Location Table.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


63
5150: STAR NAVY

1 FIGHTER INTERCEPT 2 ASTEROID EVASION TEST


(Taken versus Rep) (Taken versus Thrust)

CIRCUMSTANCE MODIFIER TO REP CIRCUMSTANCE MODIFIER


Each additional opponent -1 Ships current Speed is twice or more -1d6
than the ships current Thrust.
#D6 INTERCEPTOR INTERCEPTED
PASSES #D6 RESULT
PASSES
Pass 1 Intercepted Intercepted
more than fighters driven fighters remain on 2 Asteroid passes harmlessly by.
opponent off and removed table. 1 Asteroid grazes the ship on the way by.
from table. Intercepting Roll once on the Hit Location Table
Intercepting fighters driven off counting as if hit by a ship of equal or
fighters remain and removed from lower Class.
on table. table. 0 Asteroid slams into the ship on the way
by. Roll once on the Hit Location Table
Pass same Intercepted Intercepted counting as if hit by a ship one Class
as fighters driven fighters driven off higher.
opponent off and removed and removed from
from table. table.
Intercepting Intercepting 2 HELP IS ON THE WAY
fighters remain fighters remain on
on table. table. (Taken versus the current Campaign Morale)

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.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


64
5150: STAR NAVY

REP BOARDING 2 TERMS OF SURRENDER


(Looking for successes) (Taken versus winners Rep)

CIRCUMSTANCE MODIFIER CIRCUMSTANCE MODIFIER


Each point of Class of ship +1d6 Opponent resisted boarding. -1d6
Military (1) +2d6 Opponent did not resist boarding. +1d6
Merchants. -1d6 Military ship. +1d6
Resisting Hishen boarders. +1d6 Hishen always count as if pass 0d6. na

# OF BOARDERS DEFENDERS #D6 RESULT


SUCCESSES PASSED
Score more Boarders win. Defenders win. 2 or more Merchants: Take all cargo and
than Go to Terms of Boarders return valuables but crew and passengers are
opponent Surrender. to ship and left alive. All allowed to leave on the
reduce Rep by 1. ship.
Score same Standoff. Both Standoff. Both Military: Ship captured, crew set adrift
as sides lose 1d6 sides lose 1d6 in Life Pods.
opponent from current d6 from current d6 1 Merchants: Seize ship and take all
total and total and cargo and valuables. Capture any
Immediately re- Immediately re- passengers that can be ransomed and
take the test. take the test. drop the rest in Life Pods at the next
(1) Pirates and Rebels are neither Military nor inhabited planet.
Merchants. All others are Military. Military: Ship captured, crew taken as
prisoners of war.
0 Merchants: Take all cargo and
valuables. Kill all that resisted and
capture the rest. Ship destroyed!
Military: Ship captured, crew killed or
enslaved.

WHAT ABOUT PIRATES?


Pirates are neither Military nor Merchants so they
are handled a bit differently on the Terms of
Surrender Table. Heres how we do it:
Pirates count as Military unless they were
captured by Pirates. In this case they count
as Merchants.

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


65
5150: STAR NAVY
Dice, How Many D6, 2
INDEX Dice, Passing Dice, 2
Dice, Possibilities, 2
Dice, Reading & Adding the Dice, 2
5150 Universe Current Events, 42 Distress Call, 25
After the Battle Table, 19 Ending the Campaign, 37
After the Battle, 19 Enemy, The, 27
After the Mission, 36 Engine (EG), 6
Anti-Aircraft Batteries (AA), 6 Evade Missile Table, 14
Asteroid Collisions, 24 Facing, Defining, 3
Asteroid Evasion Table, 24 Factions, 7
Asteroid Movement, 24 Fight, 26
Asteroids, 23 Fighter Mission, Attack, 21
Asteroids, How Many, 23 Fighter Mission, Combat Air Patrol, 22
Asteroids, Placing, 23 Fighter Mission, Fighter Intercept Table, 21
Basing Models, 3 Fighter Mission, Fighter Intercept, 21
Bigger Ship Bigger Class, 5 Fighter Missions, 20
Boarding Table, 16 Fighter Movement, 20
Boarding, 16 Fighters and AA Fire, 22
Boarding, Successfully Boarding Results, 16 Fighters, 20
Boarding, Terms of Surrender Table, 17 Fighters, AA Fire vs. Fighters Table, 22
Boarding, What About Pirates, 17 Fighters, Launch Table, 20
Breaking Off, 19 Fighters, Launching, 20
Bridge (BR), 6 Flagship Breaking Off, 19
Campaign Activation, 28 Flagship, 4
Campaign Map, 28 Fleet Lists, 44
Campaign Map, 55 Fleet Roster, 54
Campaign Morale Table, 27 Fleet Size, 8
Campaign Morale Table, 36 Fleet, Building Your Fleet, 8
Campaign Morale, 27 Fleet, Organize Your Fleet, 8
Campaigns, 27 Free Companies Fleet, 44
Cargo Bay Cost, 25 Free Companies, 42
Cargo Table, 42 Free Company, 7
Cargo, 41 Gaea Prime PDF Fleet, 45
Cargo, Selling the, 42 Gaea Prime Rebels Fleet, 46
Cargo, What Type of Cargo, 41 Gaea Prime Star Navy Fleet, 47
Combat, 13 Going to War Table, 27
Contact Tables, 34 Gunfire Table, 13
Contact, 34 Gunfire, 13
Contact, Generating Enemies, 35 Guns (Guns), 6
Contact, What Are They Table, 35 Hangar (HG), 6
Contact, What Type, 35 Help Is On the Way Table, 26
Controlled or Contested, 27 Help Is On the Way, 25
Controlling Faction, 40 Hishen Fleet, 48
Controlling or Contesting, 9 Hishen, 7
Coordinates, 28 Introduction, 1
Damage Table, 15 Laying Out the Table, 9
Damage, 15 Life Support (LS), 6
Damage, Applying Damage, 15 Long Range Scan Table, 10
Damage, Hit Location Table, 15 Long Range Scan, 9
Damage, Hit Location, 15 Long Range Scan, Taking the Scan, 9
Damage, Repairing Damage, 15 Long Range Scanning Capability, 9
Damage, Zero System Damage, 15 Map Movement, 28
Dice, D6, 2 Merchant Gunnery, 26
Dice, 1 Merchant Ships, 25
Dice, Counting Successes, 2 Merchants Fleet, 50

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


INDEX
5150: STAR NAVY
Minimum Ships, 28 Ship Class Specifications, 5
Missile Launcher (ML), 6 Ship Class Table, 5
Missiles, 14 Ship Class, 5
Missiles, AA Fire vs. Missiles Table, 14 Ship Models, 3
Missiles, Evading Missiles, 14 Ship Organization, 4
Mission, Attack, 29 Ships, Class 1 and Class 2, 5
Mission, Convoy, 31 Ships, Defining, 4
Mission, Defend, 30 Ships, Moving Enemy, 32
Mission, First, 29 Space Stations, 5
Mission, Hunt, 31 Speed Up or Slow Down, 12
Mission, Patrol, 29 Speed, Adjusting Speed, 11
Missions, 29 Speed, Entry Speed, 11
Monthly Time Line, 55 Star Navy, 8
Movement, 12 Surrender, 26
Moving Away, 19 Systems Defined, 6
Moving Between Rings, 40 Systems, 5
Needed to Play, 1 Systems, Common, 6
New Arrival, 36 Systems, Designed, 6
Next Mission Table, 37 Tables, 3
PEF Movement Tables, 33 Tables, Why So Many, 3?
PEF Rep, 32 Time in the Campaign, 27
PEF Resolution Tables, 33 Transferring the Flag, 19
PEF, Rep, 32 Turn Sequence, 11
PEFs, 32 Turning, 12
PEFs, Generating, 32 Turning, Class 3 and 4, 12
PEFs, Moving, 32 Turning, Class 5 and 6, 12
PEFs, Resolving , 33 Turning, Stationary Ships, 13
Pirates Fleet, 51 Xeog Fleet, 51
Pirates, 37 Xeog, 8
Pirates, Contact Ring Tables, 38 Zhuh-Zhuh Fleet, 52
Pirates, Contact, 38 Zhuh-Zhuhs, 8
Pirates, Contact, What Now?, 40
Pirates, Recruiting, 40
Placing the Ships, 10
Placing the Ships, How Far Apart, 10
Planetary Defense Force, 7
Planets or Similar Large Masses, 9
Points, 43
Points, Ship Point Cost by Class and Rep Table, 43
Quick Reference Sheets, 56
Reaction Tests, 17
Reaction Tests, Bridge Hit, 18
Reaction Tests, Engine Hit, 18
Reaction Tests, How to Test Reaction, 17
Reaction Tests, Life Support Hit, 18
Reaction Tests, Multiple Reaction Tests, 18
Reaction Tests, Received Damage, 18
Reaction Tests,Friend Destroyed or Higher Class
Friend Breaks Off , 18
Rep Adjustment, 36
Reputation, 4
Reputation, Determining ,4
Scale and Concepts, 4
Setting Up to Play, 7
Shields (SH), 7
Ship Class Specifications Table, 5

Mack Harrison/Ed Teixeira - Two Hour Wargames 1/23/2013


INDEX

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