5150 - Bugs No Retreat
5150 - Bugs No Retreat
GROUPS 8
TABLE OF CONTENTS
LEADERS 8
PROLOGUE 1 Leader Functions 8
Assuming Command 8
Permanent or Temporary Promotion 8
INTRODUCTION 1 Stop! 9
Play with Other Games 1
Word of Advice 1 HOW TO PLAY 9
Your Role in the Game 1
Tabletop Style 9
Fast Play RPG Style 9
NEEDED TO PLAY 1
The Dice 1 TABLETOP STYLE 9
Passing Dice 1
Reading and Adding the Dice 2 Generating Terrain 9
Possibilities 2 Terrain & Scenery 9
1/2d6 2 Clear 9
How Many d6 2 Hill 9
Counters 2 Urban 9
Wooded and Rough Terrain 9
TABLES 2
STRUCTURES 10
Why So Many? 2
Defining Structures 10
Type 10
FACTION LISTS 2 Size 10
How Many of Them? 5 Revealing Structures 10
Entering and Exiting 10
DEFINING CHARACTERS 5 Combat 10
Star or Grunt 5 Shooting From Structures 10
Star Advantages 5 Shooting at Occupants 10
Star Power 5 Shooting at Structures 11
Extraordinary Effort 6
Free Will 6 TABLETOP MOVEMENT 11
Involuntary Movement 12
REPUTATION 6
Decreasing Rep d6 6 PEFS 12
Recovering Lost Rep 6 PEF Movement 12
Resolving PEFs 12
ARMOR 7
Soft Body (SB) 7 TURN SEQUENCE 13
Hard Body (HB) 7 Stop! 13
Exo-Armor (Exo) 7
RPG STYLE 14
WEAPONS 7 Generating Terrain 14
Grenades 7 Terrain & Scenery 14
Stop! 7 Listen Up! 14
Structures 14
YOUR SQUAD 8
Forming Your Squad 8 RPG STYLE MOVEMENT 15
Platoons 8 Involuntary Movement 15
Platoon Leader Section 8
Grath and Symon 8 PEFS 15
PEF Movement 15
© 2018 Ed Teixeira – Two Hour Wargames 4/22/2018
TOC & INDEX
5150: BUGS – NO RETREAT
Resolving PEFs 15 BUGS 25
THE TUNNELS 16 DEFINING BUGS 25
Dead End Food 16
Dead End Egg 16 BUG GROUPS 25
Dead End 16
BUG LEADERS 25
RPG TURN SEQUENCE 16
Stop! 16 BUG RULES 26
Involuntary Movement 26
COMBAT SEQUENCE 17 Shooting 26
Active 17 Puker Plasma Blast
Psychic Blast 26
SHOOTING 17 Melee 26
Swoop Attack 26
Targeting 17 Battle Board Swoop Attack 27
Cover 18 Swarm Attack 27
When and How to Shoot 18
Shooting Damage 18
Duck Back 19 PLAYING BUGS 27
Return Fire 19 Bug Campaign Morale 27
Stop! 20 Bug Holes 27
Bug Holes – When Do They Appear 27
DAMAGE 20 Bug Holes – Where They Appear 27
How Many Bugs Per Hole 28
Obviously Dead 20 WTF? Bugs! 28
Check for Dead Test 20 Bug Placement 28
Out of the Fight 20 Stop! 28
-1 to Rep 20
Stacking Damage 21
Medics 21 CAMPAIGNS 29
Medics – Who Has Them? 21 Time in the Campaign 29
Recovering Out of the Fights 21 Campaign Morale 29
Auto-Kill or Capture 21 Controlled or Contested 29
Shifting Morale 29
MELEE 21 Ending the Campaign 30
Fight On 30
WILL TO FIGHT 22
CESTUS V 30
Leave the Fight 23
The Areas 30
RECOVERY 23
5150 UNIVERSE 41
GAEA PRIME 41
Planetary Militia 41
Planetary Defense Force 41
Star Army 41
ISS 41
Symons 41
Star Marines 41
REBELS 42
FREE COMPANY 42
HISHEN EMPIRE 42
Grath 42
Razors 43
BUGS 43
ZHUH-ZHUHS 43
CURRENT EVENTS 44
Gaea Prime’s Place 44
The Hishen Threat 44
Upsetting the Balance 44
Freedom Fighters or Pawns? 44
The Future is Yours to Choose 44
POSSIBILITIES
When you see numbers in parenthesis, such as (1 – 2), it
means there is a chance of that event happening based on a
1d6 roll.
Example – 1st Squad has found a Bug Hole. There is a chance
(1 – 2) that Worker Bugs are present. I roll 1d6 and score a
2.We have run into Worker Bugs
1/2 D6
Occasionally you will be asked to roll 1/2d6. Here's how we
TABLES
do it:
Wherever possible all the tables that you will usually use
• Roll 1d6. during the game have been grouped together in the back of the
• (1 – 2) = 1. book.
• (3 – 4) = 2.
• (5 – 6) = 3.
WHY SO MANY?
Example – I roll 1d6 and score a 3, this converts to a 1/2d6
Your 5150: Bugs – No Retreat games can be as simple or as
score of 2.
detailed as you like. For those that want a quick pickup game,
just use the basic rules. If you want a Campaign, use the
HOW MANY D6 numerous tables that are provided. Where many of the tables
How many d6 do you roll? This is found by looking in the will come into play is when you play solo or same side with
upper left-hand corner of each table. Here’s how we do it: everyone against the game. This is where the game shines as
unlike other games where you draw a card or “make the best
• When there is a number, roll that many d6. decision” for the non-player side, the game mechanics do the
• When there is a word, like Rep, roll 1d6 for each work for you, providing realistic results. However you choose
point of that word. to play the game, remember that 5150: Bugs – No Retreat is
• With certain applicable modifiers, the number of d6 like a toolbox, you may not need all the tools, but they are
rolled will be increased or decreased. there if you do!
Example – I see a 2 in the upper left-hand corner of the Action
Table (page 47) so will roll 2d6.
FACTION LISTS
This section will explain the Factions Lists that are used in
5150: Bugs – No Retreat. Note that the lists allow you to use
other Factions in your games. Maybe you want to play as a
Zhuh-Zhuh Squad. Or perhaps you choose to have the Star
Army fight the Hishen. The lists give you many options. The
following Lists are provided:
• Bugs.
• Civilians.
• Free Companies.
• Gaea Prime.
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5150: BUGS – NO RETREAT
• Planetary Militia.
• PDF – Planet Defense Force.
FREE COMPANIES
• Rebels. # TYPE REP ARMOR WEAPON
• Star Army. 1 Leader 4 (1 – 3) 5(4 – 6) HB AR – 3
• Star Army Rangers. 2 Grunt 4 HB AR – 3
• Star Marines. 3 Grunt 4 HB AR – 3
• Symons. 4 Grunt 4 SB SAW – 4
• Hishen. 5 Grunt 3 SB CB – 2
• Grath. 6 Grunt 3 SB CB – 2
• Infantry. 7+ Grunt 3 SB CB – 2
• Marines.
• Zhuh-Zhuh.
• Assault Troops. GAEA PRIME: PLANET MILITIA
• Infantry. # TYPE REP ARMOR WEAPON
• Marines.
1 Leader 4 (1 – 4) 5(5 – 6) SB AR – 3
2 Grunt 4 (1 – 5) 5(6) SB AR – 3
BUGS – WARRIORS 3 Grunt 4 SB SAW – 4
# TYPE REP ARMOR WEAPON 4 Grunt 3 (1 – 5) 4(6) SB AR – 3
5 Grunt 3 SB AR – 3
1 Grunt 4 HB 3d6 Melee 6 Grunt 3 SB AR – 3
2 Grunt 4 HB 3d6 Melee 7+ Grunt 3 SB AR – 3
3 Grunt 4 HB 3d6 Melee
4 Grunt 4 HB 3d6 Melee
5 Grunt 4 HB 3d6 Melee GAEA PRIME: PDF
6 Grunt 4 HB 3d6 Melee # TYPE REP ARMOR WEAPON
7+ Grunt 4 HB 3d6 Melee
1 Leader 4 (1 – 3) 5(4 – 6) HB AR – 3
2 Grunt 4 (1 – 3) 5(5 – 6) HB GL – 5
BUGS – SPECIALISTS 3 Grunt 4 HB SAW – 4
# TYPE REP ARMOR WEAPON 4 Grunt 4 SB AR – 3
5 Grunt 4 SB AR – 3
(1)
Brain 4 SB PB – 4 6 Grunt 3 (1 – 5) 4(6) SB AR – 3
(2)
Flyer 4 SB Melee 7+ Grunt 3 SB AR – 3
(3)
Puker 4 SB PL – 6
(4)
Queen 5 Exo 3d6 Melee
(5)
Worker 3 SB Swarm GAEA PRIME: REBELS
(1) There is a chance (1) of the Brain being found in a Dead End # TYPE REP ARMOR WEAPON
Food Chamber. (2) There is a chance (1) of a Flyer being generated
when a Bug group is generated. (3) One Puker per Bug Hole. 1 Leader 4 (1 – 4) 5(5 – 6) HB AR – 3
(4)There is a chance (1 - 2) of the Queen being found in a Dead End 2 Grunt 4 (1 – 5) 5(6) HB AR – 3
Egg Chamber. (5) Workers are the diggers of the Bugs. 3 Grunt 4 SB SAW – 4
4 Grunt 4 SB AR – 3
CIVILIANS 5 Grunt 3 (1 – 5) 4(6) SB AR – 3
6 Grunt 3 SB AR – 3
# TYPE REP ARMOR WEAPON 7+ Grunt 3 SB AR – 3
1 Leader 3 (1 – 2) 4 (3 – 6) SB AR – 3
2 Grunt 3 (1 – 4) 4 (5 – 6) SB P–1
3 Grunt 3 (1 – 4) 4 (5 – 6) SB P–1
4 Grunt 3 (1 – 4) 4 (5 – 6) SB Unarmed
5 Grunt 3 SB Unarmed
6 Grunt 3 SB Unarmed
7+ Grunt 3 SB Unarmed
WEAPONS Stars have Star Power and Free Will. What happens when you
roll a “6” when using Star Power?
Rep 5 is the maximum Rep. Your job is to keep your Rep at 5.
Most Characters will have a Weapon. Some such as Civilians
Review how to accumulate Decreasing Rep d6 (page 6), how
may not. Civilians? Yes, we have Civilians in some of the
to use them and how to recover your lost Rep.
Missions. Here is a list of the weapons used in the game.
Soft Body Armor is the worse and Exo-Armor the best.
• WEAPON – The name of the weapon.
• SPECS – The abbreviation of the weapon and number The number of shots per weapon allows you to shoot at that
of shots it can fire. many targets. So an AR – 3 lets you shoot at 3 different
targets.
WEAPON SPECS
Who and when can you throw a grenade?
Assault Rifle AR – 3
BA Assault Rifle BA – 3
Carbine CB – 2
Grenade Launcher GL – 5
Laser Rifle LR – 1
Pistol P–1
Psychic Blast PB – 4
Plasma PL – 6
Rapid Fire Laser RFL – 3
Rocket Launcher RL – 5
Squad Automatic Weapon SAW – 4
REVEALING STRUCTURES
Structures are placed on the table before the game starts.
However, the actual Size and Type of Structure is revealed
only when entering the table section where it is. When a
Structure is revealed, we must determine its specifications.
Here's how we do it:
• Consult the Structures Table.
• Roll 1d6 and read the result as rolled.
• Go down the left-hand column to the appropriate
row.
• Go across to see the Size and Type of Structure.
# RESULT
1 All – Area destroyed, all inside Obviously Dead.
Area no longer provides Cover.
2 Building – Area destroyed, all inside Obviously
Dead. Area no longer provides Cover.
Bunker – Area destroyed, all inside roll on Shooting
Damage Table. Area no longer provides Cover.
3 Building – Area destroyed, all inside roll on
Shooting Damage Table. Area no longer provides In this picture I have started the game by moving onto the table into
Cover. section 8. The three PEFs (page 12) are placed randomly in sections
Bunker – Area unharmed, all inside Duck Back. 2, 3 and 4.
4 All – Area unharmed, all inside Duck Back.
5 All – Area unharmed, all inside Duck Back.
6 All – Area unharmed, all inside Duck Back.
TABLETOP MOVEMENT
Here’s where we differ from traditional Tabletop Style
gaming. Instead of measuring movement distances with a
ruler, we use the following procedures:
•
All Infantry and Warrior Bugs move one table
section at a time.
• Pukers do not move and stay in the section they are
spawned.
• The Brain, Workers and the Queen Bug do not move
I won the Activation roll (13) so moved first and into section 5. I
as they are only found in the Tunnels. place my Squad in the woods, giving me Cover. How I am facing
• Vehicles can move two table sections at a time. does not matter.
• Flyers can move onto the table, then over three
sections, the off of the table.
• Movement can be vertically, horizontally or even
diagonally.
• When entering an enemy unoccupied section the unit
can be placed anywhere in the section. This includes
inside Structures, behind Hills, or any other terrain.
• When entering an enemy occupied section place the
units in front of and in sight of the enemy or if
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5150: BUGS – NO RETREAT
• PEFs have a Rep of 4.
PEF MOVEMENT
PEFs move as if they are enemy units. Here's how we do it:
• Consult the PEF Movement Table.
• When the enemy is active, start with the PEF farthest
from any player unit.
• Roll 2d6 and compare the scores versus the PEF Rep
of 4.
• Determine how many d6 were passed.
The PEFs now move and PEF 1 moves into section 5 and resolved as • Go down the left-hand column to the appropriate row
7 Bugs. They are placed about 6” from my Squad and I turn to face and across to see the results.
them. Movement in the section is simplified in this manner. • If the PEF enters an enemy occupied section, it must
be resolved. If it does not, then it will occupy the
INVOLUNTARY MOVEMENT Cover in the section. They can see and be seen from
the Cover.
There may be times when a Character is forced into • Any contact that the PEF causes must be resolved
involuntary movement by a Will to Fight (page 48) result. prior to moving the next PEF, the next one farthest
Here’s how we do it: from any player unit.
• DUCK BACK – The Character remains in place. Turn it
around so its bottom edge is facing the enemy if 2 PEF MOVEMENT
using counters or its back facing the enemy if using
(Taken versus the Rep of 4)
figures. When Ducked Back it cannot see or be seen.
• LEAVE THE FIGHT – Remove the Character from the #D6 RESULT
table and Mission. PASSED
2 PEF moves one section directly towards nearest
enemy, staying in Cover at all times. If no Cover,
PEFS will end move to center of section.
1 PEF doesn’t move.
PEF stands for Possible Enemy Force. We use PEFs to limit 0 PEF moves one section directly away from
the intelligence the player has before and during the Mission. nearest enemy, staying in Cover at all times. If no
By using PEFs, we create an uncertainty as to the size of the Cover, will end move in center of section.
enemy force, its composition and location. Here's how we do
it: If movement would put the PEF off the table, it
will not move instead.
• The player will always start the Mission by entering
the table through sections 7, 8 and/or 9 and will
always set up for defense in sections 7, 8, and/or 9. RESOLVING PEFS
• After the player has entered or set up on the table, it’s
time to place the PEFs. When a player unit and a PEF occupy the same section, it's
• Roll 1d6. The score indicates which numbered time to resolve the PEF. You’ll know who you’ve met by the
section of the table will contain a Possible Enemy Mission (page 31), but how many of them have you met?
Force or PEF. Here’s how we do it:
• Place an enemy figure or marker of any type in this • Start with the number of figures in your Squad,
section of the board to represent the PEF. including yourself.
• PEFs are always placed in Cover if it is available. • Roll 1/2d6 and add that to the number of figures in
They can see and be seen from this Cover. your Squad.
• Unless directed differently by the scenario, repeat • Roll 1/2d6 and subtract it from the new total.
this process until you have three PEFs placed on the • That’s how many you’ve met.
table. • Go to the appropriate List and take the number of
• It is possible to have more than one PEF in the same NPCs you need, starting at the top and going down in
section. order.
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Example – Sgt. Billy Pink has run into Free Company NPCs.
He rolls 1/2d6 and scores a 2. Added to his Squad of 6 the
total is 8. He now rolls 1/2d6 and scores a 3. Subtracted from
STOP!
his current total he has met 5 Free Company Squaddies. I go There are two ways to play 5150; Bugs – No Retreat. With
to the Free Company List (page 3) and use the first 5 Free Tabletop Style you use terrain pieces on the table. The table is
Company Squaddies – numbers 1 through 5. divided into 9 sections. Review the section on Terrain &
Scenery.
We divide Structures into Buildings and Bunkers. There are
TURN SEQUENCE three sizes of Structures with each area of the structure (1 to 3)
able to hold one Squad.
You can only shoot at the occupants of Structures unless you
Both styles of play use a similar Turn Sequence. Let’s cover
are using what two weapons, which can destroy a Structure.
the one for Tabletop Style. After both sides are placed on the
table, the game is played. Here’s how we do it: Roll on the Structures Table (page 10) to generate a Building.
Now destroy it.
• Before the game begins, each side chooses a d6 of
different colors. How do Flyers move? Pukers? The Brain Bug, Workers and
Queen do not move as they stay inside the Tunnels.
Example - I choose a blue d6 and Jim Bob Joe chooses yellow.
When you Duck Back on the table you stay in the section and
• At the start of the turn both dice are rolled. This is adjust the facing of the counter or figure. How is it done?
called rolling for Activation. When you Leave the Fight the Character is removed from the
• If doubles are rolled – re-roll them table and the Mission.
• If the die scores are not doubles read each die
Unless dictated otherwise by the Mission, there will be 3 PEFs
individually. The higher score determines which side
for each Mission. How are they placed at the start? PEFs have
will activate its groups first.
a Rep of 4 and this is used on the PEF Movement Table (page
Example - The two dice are rolled and a Blue 5 and a Yellow 46) by rolling 2d6 and counting the number of passed d6. How
3 are rolled. I scored higher so I can activate my groups first. do you pass d6?
• Only groups with a Leader whose Rep is equal to or Each turn begins by rolling Activation Dice. The higher side is
higher than their Activation die score can be Active and only its groups led by a Leader equal or lower than
activated. Groups are activated from highest to the activation score can move.
lowest Reps with ties activating in the order the Once enemies enter the same section, combat occurs – go to
player desires. the Action Table (page 47).
Example: A Blue 5 and a Yellow 3 were rolled. The Blue side
scored higher so I activate first. I can activate only groups
(Squads or Platoon) that are led by a Rep 5 or higher Leader.
• After the first group has completed all its actions and
any reactions it may have caused have been resolved,
the Active side is allowed to proceed to its next
group.
• After all of one side’s groups have been activated, the
other side can activate one group at a time based on
the result of its Activation die roll.
Example: A Blue 5 and a Yellow 3 were rolled. I have finished
activating all the groups I wanted to. It is now the Yellow sides
turn. Yellow can activate only groups that are led by a Rep 3
or higher Leader – i.e., all of them!
• After both sides have activated all of their eligible
groups and all reactions have taken place the turn is
over and Activation dice are rolled again.
• When enemies enter the same section of the table
combat can begin.
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It’s up to you. Now let’s go over how they are used.
RPG STYLE • The Contesting side (page 29) chooses how the
terrain will be set up.
In this section we’re showing you how to use 5150: Bugs – No • The Controlling side (page 29) chooses which side of
Retreat with the RPG Style rules instead of using a 3’ x 3’ the map they will start on.
table.
First, start with a 12” x 12” flat space. This space is called the TERRAIN & SCENERY
Battle Board, where all combat will occur. That’s all you’ll Terrain is handled normally when using a detailed map, but
need. what happens when we use the area map?
• Simple, the side already in an area is considered to be
GENERATING TERRAIN in Cover while the moving side is not when rolling
Instead of setting up a table with terrain, we use a paper map. on the Action Table (page 47).
This can be a detailed map with terrain on it.
LISTEN UP!
I’ll tell you later how this works again, but let’s go over it now
as it’s very important! When opposing sides roll on the Action
Table and the shooting starts, the moving side is not in Cover
until after the first round of shooting, regardless of who’s
doing it!
Example – Sergeant Billy Pink (Rep 5) leads his Squad into
the Water Works (area 5 on the Cestus V map). As they are
moving, they are not in Cover. The Hishen Squads already in
the area are in Cover. We roll on the Action Table and Bill
wins so can now act. The Squad opens fire, and will now count
as being in Cover.
Later, a Hishen Squad moves into the Water Works. They are
not in Cover as they are moving. We roll on the Action Table
and Billy wins. The Squad opens fire on the Hishen, who are
out in the open. After the Squad finishes its round of fire – the
first – the Hishen are considered to be in Cover.
We’ve covered the above ground fights; now let’s cover the When a Dead End Egg result is rolled, it is a Dead End section
underground fights. This is covered in more detail in 5150: with Bug Eggs in it. There is a chance (1 – 2) that it also has
Bugs – Into the Tunnels. As No Retreat primarily covers above the Queen Bug.
ground fighting, we use a simplified system. Here’s how we
do it: DEAD END
• You will be sent into the Tunnels on a Mission (page This result ends the Tunnel system.
31).
In addition to ending the Tunnel system the Dead End result
• Activation Dice (page 13) are not used in the
could be a trap. Here’s how we do it:
Tunnels.
• If “doubles” (5, 5) are rolled it could be a trap.
• Consult the Tunnel Table.
• Roll one more time on the Tunnel Table, ignoring
• Your first Tunnel section is the Entrance.
any result of 10, 11, or 12.
• Roll 2d6, add the results and go down the left-hand
• If a result of 5 through 9 is rolled, roll for Warrior
column to the appropriate row, then across to see the
Bugs normally.
next Tunnel section you will enter.
• Go further across to see what type of Bugs you have Example – Sgt. Billy Pink’s Squad has rolled a result of 10 –
met, if any. To determine if you have roll 1d6 and double 5s – meaning it could be a trap. I roll 1d6 and score a
read the result as rolled. If it matches a number in 1. They have met Warrior Bugs and I generate them normally.
parenthesis, you have met that type of Bug.
• There can be 1 Brain, 1 Queen while Warriors After the fight is over, I roll 2d6 on the Tunnel Table again for
are generated normally. the trap possibility and score a 9. Rolling 1d6 I score a 3.
More Warrior Bugs!
2 TUNNEL!
(Adding the results together)
RPG TURN SEQUENCE
# RESULT BUGS When enemies enter the same Table Section, Tunnel section
2 Continue on. Nothing. or Map Area both sides are placed on the Battle Board and
3 Continue on. Nothing. combat begins. The Battle Board is a 12” x 12” section of the
4 Continue on. Nothing. table where the figures or counters are placed and combat is
carried out.
5 Continue on. Warriors (1)
6 Continue on. Warriors (1 – 2)
7
8
Continue on.
Continue on.
Warriors (1 – 3)
Warriors (1 – 4)
STOP!
9 Continue on. Warriors (1 – 5) With the RPG Style game we use a paper map and not the
10 Dead End. Warriors (1 – 3) Workers (4). tabletop. When opposing forces occupy the same section,
11 Dead End Food. Brain Bug (1) Warriors (2 – 3). combat takes place on a 12” x 12” Battle Board.
12 Dead End Egg. Queen (1 – 2) Warriors (3). Moving on an area map is like moving on the tabletop, by
sections. When you enter an unoccupied section you can place
DEAD END FOOD your forces in any terrain piece, even Structures.
This result ends the Tunnel system. Characters that Duck Back on the Battle Board remain on the
Battle Board. How is this shown?
When a Dead End Food Tunnel result is rolled, it is a Dead
End with humanoids wrapped in a cocoon. They are alive and Review the Tunnel Table. How is a trap sprung?
being held for use later either as food (1 – 5) or as a “host” (6).
There is a chance (1) that it also has the Brain Bug. If the
Brain Bug is killed, the planet is free of Bugs.
Now that the enemies are in contact it’s time to have combat. The Hishen are set up on one edge of the Battle Board and the
These rules are used with both the Tabletop Style and RPG Marines set up across from them on the opposite edge. Billy
Style games, just count the Battle Board and the table section and the Hishen Leader are lined up across from each other.
as the same thing! Here’s how we do it: I roll 1d6 to see who has the Advantage. I score a “4” – the
• Roll 1d6 to see who has the Advantage. Hishen have the Advantage. Billy now rolls 2d6 versus his Rep
• Score a 1, 2, or 3 and you have the Advantage. of 5 and passes 2d6. The Hishen Leader rolls 2d6 versus his
• Score a 4, 5, or 6 and they have the Advantage. Rep of 4 and passes 2d6 – the same number of d6. Looking on
the Action Table under the “same # of d6” row, I see that the
• The Leader of each side rolls 2d6 versus its Rep.
side with the Advantage (the Hishen) will act first. They open
• Determine how many d6 are passed by each Leader
fire.
and consult the Action Table (page 47). This
determines who is active and can act.
• After the active side has finished all of its actions and ACTIVE
any reactions have occurred and been resolved, both
When a side is active, each Character can do one of following
sides take the Will to Fight Test (page 48).
things:
• After the Will to Fight Tests are taken, if there are
any Characters left on the table, the inactive side now • Shoot – The Character will shoot its weapon.
becomes active and carries out its actions. • Charge – The Character charges the enemy.
• After the newly active side has finished all of its • Recover from Duck Back – Turn the Character
actions and any reactions have occurred and been around to face the enemy.
resolved, both sides take the Will to Fight Test (page • Leave the Fight – Voluntarily remove the Character
48). from the table.
• After the Will to Fight Tests are taken, if there are
any Characters left on the table, the inactive side now
becomes active and carries out their actions. Rolling
on the Action Table only occurs once, at the start of
SHOOTING
the fight.
A Character can shoot during the turn, often multiple times.
• Repeat the process until only one or no sides remain
in the section or on the Battle Board. No sides
remaining on the Battle Board? Yes, although rare, it TARGETING
could happen where both sides pass 0d6 and Leave
The active side matches up (targets) all of its Characters
the Fight.
against an opposing Character. After all Inactive Characters
have been targeted; the Active side can target one or more
2 ACTION opposing Characters multiple times. This is done whether the
(Taken versus Leader Rep) Active Characters will Shoot or Charge.
Score of “6” is always a failure.
1, 2 or 3 You gain Advantage, 4, 5, or 6 They do.
Worker Bugs can never have the Advantage.
#D6 RESULT
PASSED
More d6 The side that passed more d6 can act:
• Those that can will shoot. Example – The blue side has won on the Action Table. It is
• Bugs and those with Melee Weapons only now active. Character “A” targets Character 1, Character
will charge. “B” targets Character 2, Character “C” targets Character 3
• Duck Backs Recover. and Character “D” targets Character 4. As all of the
Characters on the opposing side have been targeted,
• Leave the Fight.
Character “E” can double up on Character 4.
Same # Side with the Advantage counts as passing more
of d6 d6.
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COVER 2 SHOOTING
Cover can stop a bullet or beam and being in Cover reduces (Taken versus Rep)
your chance of being hit when shot at. Here’s how we do it:
Score of “6” is always a failure.
• The stationary side is always considered to be in
Cover at the start of the fight. #D6 RESULT
• After the first side has fired once, and before any PASSED
return fire, all Characters are considered to be in 2 Hit all targets.
Cover. 1 Miss:
• If being charged. Chargers continue. Star
WHEN AND HOW TO SHOOT Army and Star Marine shooters will score a
hit instead.
Characters with weapons can fire multiple times, at the • If the target is in Cover. Targets return fire. If
following times: Target has already returned fire, will Duck
• When Active. Back instead. Bugs will charge.
• When directed to return fire by the Shooting Table. • If the 2nd or higher target. Targets return fire.
• The Character being charged can fire once if it has a If Target has already returned fire, will Duck
Weapon, unless it has fired and forced the target to Back instead. Bugs will charge.
charge. The Character is limited to its normal number Otherwise, Hit – roll for Shooting Damage.
of shots regardless of the number of chargers. 0 Miss all targets:
• Chargers continue into contact.
Here’s how we do it: • Targets return fire. If Target has already
• Characters can fire 1, 2, 3, 4, 5 or 6 shots depending returned fire, will Duck Back instead. Bugs
upon the Weapon they are carrying. will charge.
• If firing more than 1 shot, the shooter can choose
to target multiple targets. Example – Sgt. Billy Pink is armed with an AR – 3 and fires at
• The shooter must specify which is the 1st Target, 3 Hishen. Billy rolls 2d6 versus his Rep and scores a 3 and 6 –
2nd Target, etc. passing 1d6. The 1st Hishen is hit, but the 2nd and 3rd are
• The shooter declares how many shots are applied to missed and will return fire.
each Target, listing them from 1st to last if needed. Billy now rolls on the Shooting Damage Table for hitting the
• Consult the Shooting Table. Hishen. When the damage is resolved, the missed Hishen will
• The shooter rolls 2d6 versus its Rep and determines return fire.
how many d6 are passed. The shooter rolls once even
when firing more than one shot!
• Go down the left-hand column to the appropriate row SHOOTING DAMAGE
and across to see the results. When one or more hits are scored on the Shooting Table, the
• Immediately carry out the results. shooter rolls to see if any damage has occurred. Here’s how
we do it:
• Consult the Shooting Damage Table.
• The shooter rolls 1d6 for each hit scored, applying
any applicable modifier for Circumstance.
• Go down the left-hand column to the appropriate row
and across to the result.
• Immediately carry out the result.
• The highest result is always applied to the 1st Target
with the remaining d6 applied from high to low.
# RESULT
“6” Target is Obviously Dead.
Higher than Rep, Grath and Exo-Armor Duck Back.
but not a “6”. Soft Body is Obviously Dead.
Others go Out of the Fight.
Rep Grath and Exo-Armor Duck Back.
Others go Out of the Fight.
Lower than Rep. Bugs Halt in Place.
Others will Duck Back. Example – In this picture the Marines have opened fire.
Hishen 1 and 2 were missed so can return fire. Hishen 3 and 4
have suffered a result of Duck Back and are turned away from
Example – Billy scored a hit on one Hishen. The Hishen has a the shooters.
Rep of 4. Billy rolls 1d6 and scores a 5. As the Hishen has
Soft Body Armor and the total is equal or higher to the Rep of
the Hishen, but not a 6, it is Obviously Dead. RETURN FIRE
The Character is allowed to return fire on whoever shot at it
The two Hishen now return fire. One fires and misses – Billy
up to its maximum targets, provided it did not also suffer a
can Return Fire. The second Hishen scores a hit. He rolls 3
Duck Back result at the same time,
times for his AR – 3 and scores a 1, 3 and 4. All Duck Backs.
As Billy has suffered a Duck Back and Return Fire result, he
cannot Return Fire and instead must Duck Back.
Example – The two enemies that were missed now open fire.
Hishen 1 passes 2d6 and scores a hit, causing the Marine to
Duck Back, turned around.
Hishen 2 fires and scores a hit, causing the Marine to go Out
of the Fight. I lay the counter down sideways showing that the
Marine is Out of the Fight.
When active a Character can do one of four things. Shoot, A result of "6" is always a failure
Charge, Recover from Duck Back or what? # D6 RESULT
The stationary side is always considered to be in Cover at the PASSED
start of the fight. After the first side has fired once, all
Characters are considered to be in Cover. 2 Hishen is actually Obviously Dead or Out of the
Fight.
You can target one enemy for each shot you can fire, but roll
1 The Hishen fires one last shot at the closest tester
only 2d6 versus your Rep regardless of the number of shots.
before going Obviously Dead.
Roll 1d6 versus the Rep of the target on the Shooting Damage 0 Hishen explodes a Grenade before going
Table for reach hit scored. All d6 for hits are rolled at the Obviously Dead.
same time and applied highest to lowest result to the 1st
through last target. If you dispatch an Out of the Fight Hishen, no Check for Dead
Review how Duck Back is shown. test is required.
When you can Return Fire due to a result of being shot at, you
can only fire at the Character that fired at you, up to your OUT OF THE FIGHT
maximum shots. When can you not Return Fire? The Character has taken damage and cannot continue the
fight. Here’s how we do it:
• Lay the counter or figure sideways and face up.
DAMAGE • If an enemy Character Charges an Out of the Fight
Character, it can choose to automatically dispatch the
Character or capture it.
We use three types of damage in 5150: Bugs – No Retreat. • To capture the Character either remove both
From worse to least, we have: Characters off the table when next Active or be the
only side remaining on the table after the fight is
OBVIOUSLY DEAD over.
• When a Character reaches “0” Rep due to Melee, it is
The Character has taken so much damage that it is obvious the same as going Out of the Fight.
that it is dead. (1) When the Character is Obviously Dead, flip
the counter or figure face down.
(1) Hishen must be Checked for Dead.
-1 TO REP
During Melee, the Character can have its current Rep reduced
CHECK FOR DEAD TEST by1 point. Here’s how we do it:
This is used on all Hishen Out of the Fight or Obviously Dead • The -1 to Rep result is cumulative so it is possible for
Characters. a Character to have its Rep reduced drastically.
Even near death, there is chance that a Hishen enemy will • It is possible for a Character to suffer a -1 to Rep
make one last attempt to cause casualties. Non-Hishen troops more than once during the same round of melee – for
must check any Hishen Out of the Fight or Obviously Dead example if fighting two or more enemies at the same
figures to see if they are truly Out of the Fight or dead. Here's time.
how we do it: • If a Character reaches “0” Rep it is Out of the Fight.
• If opposing Characters reach “0” Rep at the same
• Move one Character to within 1" of the downed time, ignore the result and fight another round of
Hishen. melee.
• The Character rolls 2d6 vs. its Rep on the Check for • Continue until only one side is left.
Dead Table. • After a Character has completed all of its melees for
the turn, any lost Rep is recovered.
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5150: BUGS – NO RETREAT
Example – Pfc. 1st Class Sooze (Rep 4) is in melee with two MEDICS – WHO HAS THEM?
Hishen. She passes the same number of d6 with one Hishen Not all Factions have Medics and before the wounded start to
and her Rep drops to 3. She beats the other Hishen and he pile up, it’s time to find out who does. Here’s how we do it:
goes Out of the Fight. Another round of melee is immediately
fought and Sooze drops to Rep 2! Another round of melee is • Gaea Prime Forces, Rebel, Free Companies and
fought and Sooze kills the Hishen. As all of her melees for the Zhuh-Zhuh Squads have a chance (1 – 2) that their
turn are over, her Rep returns to 4. Platoon Medic is attached to their Squad. Check for
each Squad as it enters the table. When all three
Squads are on the table, the Medic will be there as
STACKING DAMAGE well.
Only -1 to Rep damage stack; the other two do not. So, three Example - Two Rebel Squads are on the table. I roll 1d6 for
results of Obviously Dead and four Out of the Fights would each and score a 1 and 5 – the Medic is present.
count as Obviously Dead. Isn’t dead, dead? Not always,
remember Star Power?
RECOVERING OUT OF THE FIGHTS
MEDICS Some Factions place a premium on the lives of their soldiers.
Medics do not shoot and will only enter melee if charged.
Some do not. Gaea Prime, Free Companies, Rebels and Zhuh-
Zhuh forces will try to recover their Out of the Fight soldiers,
These are Characters with limited medical training, but their Hishen, Grath, and Razor will not. Here’s how we do it:
presence on the field can be the difference between life and
death. Here’s how we do it: • Players can automatically recover Out of the Fight
Characters.
• When active, move the Medic to the Out of the Fight • When Active, simply remove one not Out of the
Character. Fight Character from the table with one Out of the
• Consult the Medic Table. Fight Character.
• Roll 1d6 on the Medic Table versus the Rep of the • Character cannot do anything else while recovering
Medic and 1d6 versus the Rep of the Out of the Fight the Out of the Fight Character.
Character. This may be only attempted once on an
Out of the Fight figure. Note that players can choose Example – Star Marine Sgt. Graham E. Adams (Rep 5)
not to attempt to use a Medic. decides to recover an Out of the Fight Marine. When Active, I
• Go down the left-hand column to the appropriate row remove them from the table.
and across to see the result based on the number of d6
passed. AUTO-KILL OR CAPTURE
If an Active enemy Character charges into contact with an Out
1/1 MEDIC! of the Fight Character, he can choose to automatically
dispatch or capture him. If captured, the Character can be
(Taken versus Rep of Medic & Out of Fight Character) removed from the table as if being Out of the Fight or the
enemy can choose to wait until after the battle.
# D6 RESULT
PASSED Example – Lance Corporal diNagian activates and runs up to
2 Just a flesh wound. Character returns to the fight the Out of the Fight Glitz and chooses to capture him. Both
at normal Rep when next Active. Characters are removed from the table.
1 Character remains Out of the Fight.
0 Character becomes Obviously Dead.
MELEE
When Active, a Character can choose to charge. If called upon
by the Shooting Table a Character can be forced to charge.
Move it into contact with the opposing Character. Once
contact is made, the melee begins. Here’s how we do it:
• Up to three Characters can charge into melee with the
same Character.
While Missions are a single event, a Campaign can be as Example - I am playing Star Army versus Bugs. I roll 1d6 for
simple or as detailed as you want. Feel free to use as few of or the Star Army. I score a 3 and add it to the Campaign Morale
as many of the following rules as desired. In this part, you will of 4 for a 7. I roll 1d6 for the Bugs. I score a 5 and add it to
learn how to link your Missions together into a continuous the Campaign Morale of 5 for a 10. The Bugs are contesting
Campaign where the result of one affects the course of the the planet while the Star Army is controlling it.
next.
SHIFTING MORALE
TIME IN THE CAMPAIGN After each Mission, you will have been a success or a failure
For simplicity’s sake, we track time in the Campaign by the and this can affect the Campaign Morale of you and your
calendar month. You will have 2 Missions per month when On enemy. Here's how we do it:
Campaign. Officially, the Campaign starts in January 2520.
• Take this test only if you were on an Attack or Defend
In 5150: Bugs – No Retreat, we have generated a ten Mission Mission; skip this if you were on a Mission of any
Campaign for you. Be sure to play them in order. other type.
• Determine the current Campaign Morale for you and
CAMPAIGN MORALE your Enemy.
• Each side starts with 2d6.
Note that your and the Bugs Campaign Morale in the Cestus V • If successful, that side will add 1d6.
Campaign (page 30) is already figured out for you for each Mission.
• Each side rolls their modified number of d6 versus
Before the Campaign starts, we must establish your local their current Campaign Morale.
Campaign Morale. As a soldier, you cannot control whom • Determine how many d6 each side passed.
your government goes to war with. What you can control is • Consult the Campaign Morale Table.
the morale of your troops. How do you do this? Complete • Go down the left-hand side to the appropriate row for
your Missions successfully! the number of d6 you passed.
So what is your starting Campaign Morale and that of your • Go across to see the results.
enemy? Looking at the Campaign Morale Table tells you this. • Immediately adjust the Campaign Morales if needed.
X CAMPAIGN MORALE
2 CAMPAIGN MORALE
FACTION MORALE
(Taken versus Campaign Morale)
Bugs 5 A result of "6" is always a failure.
Free Company 3
Gaea Prime : Rebels 2 CIRCUMSTANCE MODIFIER
Gaea Prime: Planetary Defense Force 3
Last Mission was a success. +1d6
Gaea Prime: Planetary Militia 2
Gaea Prime: Star Army 4
# D6 RESULT
Gaea Prime: Star Marines 5
PASSED
Gaea Prime: Star Army Rangers 5
Hishen Empire 4 More than Enemy Campaign Morale reduced by one point.
Zhuh-Zhuh 4 Same Enemy and your Campaign Morale reduced by
number one point.
Less than Your Campaign Morale reduced by one point.
CONTROLLED OR CONTESTED
Now you must determine who controls the planet (defending)
and who is contesting it (attacking). Here's how it's done:
• Decide which armies will be opposing each other.
• Each side now rolls 1d6 and adds their score to their
Campaign Morale.
• The side with the higher total is the contesting army.
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5150: BUGS – NO RETREAT
ENDING THE CAMPAIGN
If the enemy's Campaign Morale reaches “0”, you have won
CESTUS V
and they have vacated the area:
This is a continuation of the Cestus V Campaign found in 5150: Bug
• You are a local hero and onto your next Campaign; – Into the Tunnels.
your starting Campaign Morale is 1 point higher than
listed. The Campaign takes place on Cestus V, a small planet in the
4th Ring claimed by Gaea Prime. Each Mission will take place
If your Campaign Morale reaches “0”, you have lost and your in one of the six Areas and some Areas will have multiple
side vacates the area: Missions. The map can be reused and if you need to generate a
random Area just roll 1d6.
• You have questions to answer. You are regarded
lightly by your superiors; in your next Campaign,
your Campaign Morale is 1 point lower than listed.
If you both reach “0” at the same time, the Campaign was
inconclusive and it’s time to fight a new one.
FIGHT ON
If you are still fighting after the Campaign Morale has been
checked you have to determine your next Mission. This is
based on the success or failure of your last Mission. If you are
doing the Cestus V Campaign just go on the next Mission.
Otherwise, here's how we do it:
• Consult the Next Mission Table.
• Go down the Last Mission column to the type of
Mission you have just completed.
• Go across to either the Success or the Failure column
based on your last Mission.
• This is your next Mission.
• If you were on a different Mission than the three
listed your next Mission will be a Patrol.
THE AREAS
X NEXT MISSION The six Areas are:
(Based on your last Mission) • SPACE PORT – Where spacecraft are allowed to
LAST MISSION SUCCESS FAILURE legally land.
• WATER WORKS – The processing plant where water
Patrol Attack: Defend: is stored and dispensed to the other Areas.
The enemy will be The enemy will be • CITY – The main urban Area.
on a Defend on an Attack • AGRO AREA – Where the food to sustain the
Mission. Mission. inhabitants is produced.
Attack Attack: Patrol: • TOWN – A very small community populated by the
The enemy will be The enemy will be miners, their dependents, and small businesses.
on a Defend on a Patrol Mission. • MINING FACILITY – The Area where raw materials
Mission. are mined for export off world.
Defend Patrol: Defend:
The enemy will be The enemy will be
on a Patrol Mission. on an Attack
Mission.
FORCES
• You will have a full Squad.
• You will be escorting a Rep 4 Specialist.
• Resolve each PEF as follows:
• Start with the number of figures in your Squad,
including yourself.
• Roll 1/2d6 and add that to the number of figures
in your Squad.
• Roll 1/2d6 and subtract it from the new total.
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5150: BUGS – NO RETREAT
2 PSYCHIC SUBMISSION FORCES
• You may choose to play as large of a force as
(Taken versus Rep) desired.
CIRCUMSTANCE MODIFIER • Resolve each PEF as follows:
• Start with the number of figures in your Squad,
Psychic connecting with non-Psychic subject. +1d6 including yourself.
• Roll 1/2d6 and add that to the number of figures
#D6 RESULT in your Squad.
PASSED • Roll 1/2d6 and subtract it from the new total.
Passed The Brain Bug submits and surrenders to the • That’s how many you’ve met. Repeat for each Squad
2+d6 more Specialist. that is resolving the PEF.
Passed 1d6 The Brain Bug submits and surrenders to the • Go to the appropriate List and take the number of
more Specialist. NPCs you need, starting at the top and going down in
Passed Both the Brain Bug and the Specialist reduce order.
same Rep by 1 and immediately re-take test.
Passed 1d6 Reduce the Specialist’s Rep by 1 and TERRAIN
less immediately re-take the test. • Divide the board into nine sections and generate
Passed Specialist goes Obviously Dead! Terrain (page 9) normally or use one of the maps
2+d6 less we’ve included (page 40).
Example – The Specialist (Rep 4) and the Brain Bug (Rep 4) DEPLOYMENT
are locked in a battle of Psychic ability. The Brain Bug scores
a 3 and 4 passing 2d6 while the Specialist scores a 2 and 5, • The attacker will enter the board from the edge
passing 1d6. The Specialist has its Rep reduced to 3. The test bordering sections 7, 8, and 9.
is taken again and the Brain Bug scores a 5 and 6, passing • PEFs are generated and deployed as outlined in the
0d6. The Specialist scores a 1 and 1, passed 2d6. The Brain PEF section (page 12).
Bug is subdued and the Specialist commands it to follow him
out of the Tunnel. SPECIAL INSTRUCTIONS
• You are in the Agro Area.
• Your Campaign Morale is 3.
•
MISSION 4 •
The Bug Campaign Morale is 3.
You must resolve 2 PEFs.
• Move your force onto section 7, 8, and 9 or any
“Somewhere things went wrong! There’s a Brain Bug on this combination of those sections if you choose to split
damn planet for sure, maybe more than one. Last night Bugs your force.
tore up the Agro Area and Intel says they are massing up for • After you have entered the table, place the PEFs.
more attacks. We need to hit them first. Let’s go! • Your side activates first.
• When the enemy activates go to the PEF Movement
ATTACK Table (page 46).
• Resolve PEFs (page 12) as needed.
In this Mission, you must push forward, engage and defeat the • Play continues until the player has accomplished his
enemy or reach your objective. Be sure to be clear on what Mission, been destroyed, or Leaves the Fight.
that objective is!
OBJECTIVE
• In this Mission you are to destroy as much of the
enemy as possible, driving them off the table in the
process. The Mission is a success when you have
chased off or destroyed all enemy forces and PEFs on
the table.
SPECIAL INSTRUCTIONS
“The Bugs are pushing hard in the Agro Area. HQ has sent
word to the higher ups off world that we need more troops. • You are in the Agro Area.
That ain’t happening at this moment so we need to make do • Your Campaign Morale is 3.
with what we have. We’re being deployed to strengthen the • The Bug Campaign Morale is 3.
line until reinforcements arrive. Nothing gets by us; nothing!” • You must resolve 2 PEFs.
• Move your force onto section 7, 8, and 9 or any
combination of those sections if you choose to split
DEFEND your force.
In this Mission, the enemy is attacking. You must prevent them • After you have set up your force, place the PEFs.
from accomplishing their objective, inflicting as many • The opposing side activates first.
casualties as possible. • When the enemy activates go to the PEF Movement
Table (page 46).
OBJECTIVE • Resolve PEFs (page 12) as needed.
• To be a success you must prevent the enemy from • Play continues until the player has accomplished his
accomplishing their objective. The Mission is over Mission, been destroyed, or Leaves the Fight.
when you have chased off or destroyed all enemy
forces and PEFs on the table.
• A Non-Player will determine its Attack Mission
objective prior to entering the table.
MISSION 6
• If their Campaign Morale is greater than
your Campaign Morale, their objective is to “Intel has a large concentration of Bugs heading for the City.
destroy as much of your force as they can. We have to gather up and escort some Civilians (page 3) from
• If their Campaign Morale is equal or less the Water Works Area back to the City before they get cut
than your Campaign Morale, their objective off.”
is to exit the table through sections 7, 8 or 9.
ESCORT
FORCES
In the Escort Mission, you are trying to escort non-military
• You may choose to play as large of a force as people safely to a specific destination.
desired.
• Resolve each PEF as follows:
• Start with the number of figures in your Squad,
OBJECTIVE
including yourself. • You must enter the table and exit on the opposite
• Roll 1/2d6 and add that to the number of figures edge with the Civilians being unharmed.
in your Squad.
• Roll 1/2d6 and subtract it from the new total. FORCES
• That’s how many you’ve met. Repeat for each Squad
• You will use up to a Platoon at maximum. Use the
that is resolving the PEF.
following procedure to see how many Civilians you
• Go to the appropriate List and take the number of are escorting as well as how many Bugs.
NPCs you need, starting at the top and going down in
• Resolve each PEF as follows:
order.
• Start with the number of figures in your Squad,
including yourself.
TERRAIN • Roll 1/2d6 and add that to the number of figures
• Divide the board into nine sections and generate in your Squad.
Terrain (page 9) normally or use one of the maps • Roll 1/2d6 and subtract it from the new total.
we’ve included (page 40). • That’s how many you’ve met. Repeat for each Squad
that is resolving the PEF.
DEPLOYMENT • Go to the appropriate List and take the number of
• You can set up anywhere you want in sections 7, 8 or NPCs you need, starting at the top and going down in
9. order.
TERRAIN
• Use the Tunnel Table (page 16) for this Mission.
DEPLOYMENT
• You enter the tunnels through the Entrance Section.
SPECIAL INSTRUCTIONS
• You are in the City Area.
• Your Campaign Morale is 3.
• The Bug Campaign Morale is 4.
• You must explore six total Tunnel Sections, which
could be over multiple Tunnels.
• If you find a Brain Bug, kill it!
• Each turn you will move into a new Tunnel Section,
resolve a PEF, and follow the normal procedure,
Action Table, etc.
• Play continues until the player has accomplished his
Mission, been destroyed, or Leaves the Fight.
TERRAIN
• Divide the board into nine sections and generate
Terrain (page 9) normally or use one of the maps
we’ve included (page 40).
DEPLOYMENT
• Your force will enter the board from the edge
bordering sections 7, 8, and 9.
• PEFs are generated and deployed as outlined in the
PEF section (page 12).
SPECIAL INSTRUCTIONS
• You are in the City Area.
• Your Campaign Morale is 3.
• The Bug Campaign Morale is 4.
• You must resolve 4 PEFs.
“Word’s come down from the top. The Bugs are on a roll and FORT 373
moving fast towards us. We’re cut off from any support so we Yeah the higher ups call it a Fort. It’s actually a simple
need to pull back to Fort 373. Once there, we hold the fort and reinforced Bunker grade outpost.
buy HQ some time to regroup. With any luck, they’ll send
someone to pick us up, but don’t count on it. Doesn’t matter We’ve provided a cardstock Fort 373. Feel free to use it or
anyway, we just have to do our job. Do…your…job!” substitute any other fort you may have.
DEFEND – SURROUNDED
In this Mission, the enemy is attacking. You must prevent them
from accomplishing their objective, inflicting as many
casualties as possible.
OBJECTIVE
• To be a success you must prevent the enemy from
accomplishing their objective. The Mission is over
when you have chased off or destroyed all enemy
forces and PEFs on the table.
FORCES
• You will use up to a Platoon at maximum.
• You must resolve 3 Bug Holes. Use the Bug Hole
procedure previously outlined (page 27).
FORT LAYOUT
TERRAIN The Fort is divided into five types of areas:
• Divide the board into nine sections and generate • THE ENTRANCE TO THE FORT (1) – Non-Bugs can
Terrain (page 9) normally with the exception that only enter the Fort through the Entrance.
section 5 is Fort 373. • RAMP UP (2) – The Ramp Up is used to go up to and
down from the Firing Line. Those on the Ramp Up
DEPLOYMENT can fire over those on the Fort Floor (5).
• FIRING LINE (3) – The Firing Line is used to fire at
• You will deploy in Fort 373. targets outside of the Fort. Those on the Firing Line
• Bug Holes will be generated as outlined previously can fire over those on the Ramp Up (2) and Fort
(page 27) and could even be generated inside Fort Floor (5).
373. • GUN TOWER (4) – The Gun Tower is used to fire
Tower Gun (twin SAWs) at targets inside or outside
SPECIAL INSTRUCTIONS the Fort. The firing arc of the Tower Gun is 180
• You are at Fort 373 – between the City and Space degrees. The gunner in the Gun Tower can fire over
Port Areas. those on the Ramp Up (2) and Fort Floor (5).
• Your Campaign Morale is 2. • FORT FLOOR (5) – The Fort Floor is the lowest level
• The Bug Campaign Morale is 5. of the Fort. If you are unlucky enough to generate
• You must resolve 3 Bug Holes (page 27). Bug Hole (page 27) in section 5, the Bug Hole is
• After you have set up your force inside Fort 373, placed in the center of the Fort.
place and resolve the first Bug Hole – it cannot be in
section 5 of the table, other ones can!
• Subsequent Bug Holes are generated normally –
when the Activation Dice come up 7 and the Bugs
have the higher score.
• The opposing side activates first.
• Bugs will always move towards Fort 373.
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5150: BUGS – NO RETREAT
MOVEMENT IN THE FORT
Characters can move into and inside the Fort when Active and
when Inactive, one area at a time. Here’s how we do it:
• Move from outside of the Fort into the Entrance (1) if
the Entrance is open. The Entrance can be opened
when Active or closed when Active. The player
decides when this occurs.
• Move from the Entrance to the Fort Floor (5).
• Move from the Fort Floor to the Ramp Up (2).
• Move from the Ramp Up to the Firing Line (3).
• Movement from the Firing Line to the Gun Tower
(4).
Movement can be in reverse from area to area.
CIRCUMSTANCE MODIFIER
DEPLOYMENT
• Your force will enter the board from the edge PEF or Bugs – If there are PEFs or Bugs in -1d6
bordering sections 7, 8, and 9, twice. sections 1, 2, or 3.
• PEFs (page 12) are generated and deployed as
outlined in the Special section, twice. # OF RESULT
SUCCESSES
SPECIAL INSTRUCTIONS 2+ “Overhead now!” Drop ship is standing by and
• You are in the Space Port Area. will arrive next turn.
• Your Campaign Morale is 1. 1 “On our way!” Drop ship will arrive in 1/2d6 +
• The Bug Campaign Morale is 5. 1 turns.
• You must resolve 1/2d6 PEFs each time you enter the 0 “Sorry!” No assets are available this turn. May
table, deploying them normally (page 12). try again in 1/2d6 turns.
AFTERMATH
You made it to the Dropship and are leaving this hell hole of a
planet. Just when you think it couldn’t get any worse you
overhear the pilots talking to each other.
“New Hope isn’t even part of Gaea Prime space. Why are we
being sent there?”
“There are reports of Bugs on New Hope,” replied the co-
pilot.” And that’s getting too close to the 3rd Ring.”
Your heart stops as you shake your head in disbelief. It can’t
be true. Bugs; Bugs on your Home World?
MAPS
We’ve included some maps for you to use with 5150: Bugs –
No Retreat. You can recreate them with terrain on the tabletop
or use them with the RPG Style games.
In this section, we give you a peek behind the curtain that is The Star Army is a combined arms force with interplanetary
the 5150 Universe. Not an overwhelming amount of info just capabilities. Unlike the PDF, all Star Army regular units
enough to give reasons to your battles. We have more consist of first line, well-trained soldiers that have seen
supplements and scenarios in the pipeline and will go into combat at one level or the other. While the PDF is a purely
more detail at that time. defensive force, the Star Army is used on the offense and
defense. Star Army troops are used to invade hostile worlds,
suppress rebellions and insure the expansion of Gaea Prime
GAEA PRIME influence. “We take the war to the enemy; one planet at a
time.” On the cutting edge of the Star Army is the elite force
known as Interplanetary Special Services or ISS.
“Gaea Prime is Mother. From her good graces, the known
worlds were populated. We are all her children and from her
all that is good flows. Honor thy Mother.” ISS
So goes the mantra of Gaea Prime. From the randomness of The ISS is always at the front of any invasion deployed to step
Chaos, Gaea brought order and it is the duty of the children of on the throat of the enemy. They are the ones dispatched when
Gaea, to continue to bring order to all, they encounter. To this there is a Bug infestation. What qualifies as an infestation has
end, the Gaea Prime armed forces have evolved. recently been up for debate. This elite force is often referred to
as the Hand of Gaea. They are used to stabilize any situation
and turn it over to the Star Army. The ISS is a self-governing
PLANETARY MILITIA entity that has its own interplanetary travel capabilities, air
Bringing order from chaos requires a variety of forces. The support, armored fighting vehicles and supply centers. The
most common one is the Planetary Militia. All populated special units known as Symons work under ISS supervision
worlds that have progressed from resurrection to colonization even when attached to Star Army units. Only veterans with
have a Planetary Militia. These colonists live on the world and extensive Star Army experience are considered for placement
act as a defensive force. They are expected to keep order and in the ISS.
defend the planet from indigenous enemies. However, they are
not an organized military force and instead band together in
time of need. Although not directly linked to the Star Army all
SYMONS
Planetary Militia units fall under their jurisdiction. As the Symon is the familiar term used for the current generation of
population grows in size, additional military forces are sent Synthetic Humans. The Symon used by the Star Army are the
out from Gaea Prime. These are called the Planetary Defense pinnacle of Syn-Life technology and not found anywhere else
Forces or PDFs. in Gaea Prime space. The current version is the SYN-2. The
SYN-2 is not a mindless fighting machine and has built-in
survival instincts. They will fight and keep fighting long after
PLANETARY DEFENSE FORCE many humans would give up, but they will not fight to the
The PDF are regular, second line, Star Army units whose death unless necessary.
members are not recruited from the planet they are assigned to
guard. They routinely rotate out to other planets so as not to
develop an affinity for their current assignment. The PDF does
STAR MARINES
not replace the Planetary Militia, but instead supplements Part of the Star Navy, the Star Marines are an elite force of
them. Co-operation between the two will vary dependent upon soldiers. They do the tough jobs that the Star Army can’t do,
many factors. In a perfect world, the two work hand in hand, usually aboard Gaea Prime spaceships. To quote a Recruiter
but in reality their relationship can become strained, leading to from New Hope:
rebellion in some cases. The PDF, like the Planetary Militia, “Yeah, yeah, we know all about them. You got the Star Army
are planet bound. and you got the Interplanetary Special Services, but sometimes
you need something more. Combat in floating space hulks,
airless moons, and planets with an atmosphere so nasty you’ll
be dead if your suit is breached. That’s what I’m talking
about, the tough jobs. That’s what we do.”
2 TUNNEL!
(Adding the results together)
# RESULT BUGS
2 Continue on. Nothing.
3 Continue on. Nothing.
4 Continue on. Nothing.
# 2ND SQUAD REP ARMOR WEAPON 5 Continue on. Warriors (1)
6 Continue on. Warriors (1 – 2)
7 Continue on. Warriors (1 – 3)
8 Continue on. Warriors (1 – 4)
9 Continue on. Warriors (1 – 5)
10 Dead End. Warriors (1 – 3) Workers (4).
11 Dead End Food. Brain Bug (1) Warriors (2 – 3).
12 Dead End Egg. Queen (1 – 2) Warriors (3).
2 PSYCHIC BLAST
(Taken versus Rep)
# 3RD SQUAD REP ARMOR WEAPON
Score of “6” is always a failure.
#D6 RESULT
PASSED
2 Full power blast! All targets roll for Shooting
Damage.
1 Weakened blast! All targets roll for Shooting
Damage counting the d6 result at 1 lower than
actual.
0 Disaster! Brain suffers backlash. Roll 2d6 versus
Rep:
• Pass 2d6 = Brain cannot blast again until next
Active.
• Pass 1d6 = Brain goes Out of the Fight.
• Pass 0d6 = Brain goes Obviously Dead.