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5150 - Bugs No Retreat

5150: Bugs – No Retreat is a tabletop role-playing game where players assume the role of a Squad Leader in a futuristic setting, leading their squad against alien races and bugs. The game is designed to be easy to learn and play, suitable for casual gamers, and includes various mechanics such as dice rolling, character definitions, and mission scenarios. It features detailed rules for combat, movement, and campaign management, allowing for both quick games and more complex campaigns.

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madbowlonline
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
14 views54 pages

5150 - Bugs No Retreat

5150: Bugs – No Retreat is a tabletop role-playing game where players assume the role of a Squad Leader in a futuristic setting, leading their squad against alien races and bugs. The game is designed to be easy to learn and play, suitable for casual gamers, and includes various mechanics such as dice rolling, character definitions, and mission scenarios. It features detailed rules for combat, movement, and campaign management, allowing for both quick games and more complex campaigns.

Uploaded by

madbowlonline
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/ 54

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

AFTER THE MISSION 23


Replacements 24
Replacing Leaders 24
Stop! 24

© 2018 Ed Teixeira – Two Hour Wargames 4/22/2018


TOC & INDEX
5150: BUGS – NO RETREAT
MISSION 1 – PATROL 31 INDEX OF TABLES
MISSION 2 – PATROL 31 Action, 17, 47
Bugs – Who’s Who, 25
Campaign Morale, 29
MISSION 3 – ESCORT – TUNNELS 32 Check for Dead, 20, 48
Evac ETA, 39
MISSION 4 – ATTACK 33 How Many Bugs, 28
Medic, 21, 48
MISSION 5 – DEFEND 34 Melee, 22, 48
Next Mission, 30
MISSION 6 – ESCORT 34 PEF Movement, 12, 46
Psychic Blast, 26, 46
Psychic Submission, 33
MISSION 7 – PATROL – TUNNELS 35 Recovery, 23, 48
Replacements, 24
MISSION 8 – ESCORT 36 Roster, 43
Shooting, 18, 47
MISSION 9 – DEFEND – SURROUNDED 37 Shooting Damage, 19, 47
Structure Shooting Damage, 11, 47
MISSION 10 – EVAC 39 Structures, 10
Tunnel, 16, 46
Weapons, 7, 47
MAPS 40 Will to Fight, 23, 48

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

© 2018 Ed Teixeira – Two Hour Wargames 4/22/2018


TOC & INDEX
5150: BUGS – NO RETREAT

© 2018 Ed Teixeira – Two Hour Wargames 4/22/2018


TOC & INDEX
5150: BUGS – NO RETREAT
WORD OF ADVICE
PROLOGUE We recommend using the Stop Boxes located in the book.
These will review what you have learned and may have short
exercises as well.
SURROUNDED? SO WHAT.
“Word’s come down from the top. The Bugs are on a roll and If you have a question about the rules, just keep reading, as the
moving fast towards us. We’re cut off from any support so we answer will be coming along shortly.
need to pull back to Fort 373. Once there, we hold the fort and However, if you can’t find the answer check out the THW
buy HQ some time to regroup. With any luck, they’ll send Forum link below for answers to questions and free
someone to pick us up, but don’t count on it. Doesn’t matter downloads.
anyway, we just have to do our job. Do…your…job!”
http://site.twohourwargames.com/forum/index.php
You can expect a response within 24 hours.
INTRODUCTION
YOUR ROLE IN THE GAME
5150: Bugs – No Retreat is a self-contained game that lets you Your role is simple. It’s a Bug war and you’re responsible for
take on the role of a Squad Leader in the far future. Lead your killing Bugs and succeeding in your Missions.
Squad into combat against Alien Races, Rebels and the ever
dangerous Bugs
It’s an easy game to play. This makes it easy to learn and easy
to teach. It’s easy, but it’s also fun. It’s easy, but also a NEEDED TO PLAY
challenge. It’s perfect for when you want to spend less time
setting up the game than actually playing it. You will need a few things to play 5150: Bugs – No Retreat.
5150: Bugs – No Retreat is aimed at the casual or new gamer They are:
with little or no experience, but don’t underestimate it. It’s
• Six-sided dice, also known as d6. It is best to have at
perfect for playing solo or on the same side with your friends.
least six of these and the more you have, the quicker
It doesn’t take much time to learn yet is difficult to master. No
games will play.
two games will ever play out the same.
• We’ve provided counters, but you can also play with
We’ve made the game simple by using only a few things to any combination of metal, plastic or paper figures in
define the Characters. Easy to use and memorized tables, with a consistent scale of your choice.
only a handful of modifiers, make game play fast. • A flat bit of table space – 3 feet x 3 feet maximum..
Played THW games before?
THE DICE
PLAY WITH OTHER GAMES During the game, you will be asked to roll dice in a variety of
ways. They are:
In 5150: Bugs – No Retreat you may find rules that aren’t
used in the game. This is because they may appear in the • Passing Dice.
upcoming 5150: Bugs rules series. • Reading and Adding the Dice.
With little effort, 5150: Bugs – No Retreat is compatible with • Possibilities.
other 5150 titles. You can use any of the games listed below to • 1/2d6.
take your Star into other adventures. Here’s a list:
PASSING DICE
MILITARY: GROUND COMBAT To pass dice roll a number of d6 and compare each die score
• 5150 Star Army 2nd Tour. individually to the Target Number. The Target Number can be
• 5150 Bugs – Into the Tunnels. Reputation (page #) or something entirely different.
• 5150: Star Marine. • If the score is equal or less than the Target Number,
For more information, check out our website. the d6 has been passed.
• If the score is higher than the Target Number, the d6
http://www.twohourwargames.com/5150scifirules.html has not been passed.
Now let’s get started! • You can pass 2, 1, or 0d6 when the dice are rolled in
this manner.
© 2018 Two Hour Wargames 4/22/2018
1
5150: BUGS – NO RETREAT
Example – I need to roll 2d6 on the Will to Fight Table (page COUNTERS
48) versus the Leader’s Rep of 4. I score a 2 and 6, passing
1d6, the 2. We’ve added some simple counters that you can use, make as
many of them as you want. Each counter has the following
information:
READING AND ADDING THE DICE
Sometimes you simply read the result as rolled. When rolling
2d6 you add the scores together to get a total.

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.
© 2018 Two Hour Wargames 4/22/2018
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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

© 2018 Two Hour Wargames 4/22/2018


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5150: BUGS – NO RETREAT
GAEA PRIME: STAR ARMY HISHEN EMPIRE: GRATH
# TYPE REP ARMOR WEAPON # TYPE REP ARMOR (1) WEAPON
1 Leader 5 HB LR– 1 1 Leader 4 Exo BA – 3
2 Grunt 4 (1 – 2) 5 (3 – 6) HB RFL – 3 2 Grunt 4 Exo GL – 5
3 Grunt 4 (1 – 4) 5 (5 – 6) HB GL – 5 3 Grunt 4 Exo BA – 3
4 Grunt 4 HB LR– 1 4 Grunt 4 Exo BA – 3
5 Grunt 4 HB LR– 1 5 Grunt 4 Exo BA – 3
6 Grunt 3 (1 – 5) 4(6) HB LR– 1 6 Grunt 4 Exo BA – 3
7+ Grunt 3 HB LR– 1 7+ Grunt 4 Exo BA – 3
(1) Natural Grath Armor similar to Exo-Armor.

GAEA PRIME: SA RANGERS


# TYPE REP ARMOR WEAPON
HISHEN EMPIRE: INFANTRY
# TYPE REP ARMOR WEAPON
1 Leader 5 Exo LR– 1
2 Grunt 5 Exo RFL – 3 1 Leader 4 SB AR – 3
3 Grunt 4 (1 – 3) 5 (4 – 6) Exo GL – 5 2 Grunt 4 SB GL – 5
4 Grunt 4 Exo LR– 1 3 Grunt 4 SB AR – 3
5 Grunt 4 Exo LR– 1 4 Grunt 4 SB AR – 3
6 Grunt 3 (1) 4(2 – 6) Exo LR– 1 5 Grunt 4 SB AR – 3
7+ Grunt 3 (1) 4(2 – 6) Exo LR– 1 6 Grunt 4 SB AR – 3
7+ Grunt 4 SB AR – 3
GAEA PRIME: STAR MARINES
# TYPE REP ARMOR WEAPON
HISHEN EMPIRE: MARINES
# TYPE REP ARMOR WEAPON
1 Leader 5 Exo CB – 2
2 Grunt 5 Exo SAW – 4 1 Leader 4 HB AR – 3
3 Grunt 4 (1 – 3) 5(4 – 6) Exo CB – 2 2 Grunt 4 HB GL – 5
4 Grunt 4 Exo CB – 2 3 Grunt 4 HB AR – 3
5 Grunt 4 Exo CB – 2 4 Grunt 4 HB AR – 3
6 Grunt 3 (1) 4(2 – 6) Exo CB – 2 5 Grunt 4 HB AR – 3
7+ Grunt 3 (1) 4(2 – 6) Exo CB – 2 6 Grunt 4 HB AR – 3
7+ Grunt 4 HB AR – 3
GAEA PRIME: SYMONS
# TYPE REP ARMOR WEAPON
ZHUH-ZHUH: ASSAULT TROOPS
# TYPE REP ARMOR WEAPON
1 Leader 4 Exo RFL – 3
2 Grunt 4 Exo RFL – 3 1 Leader 5 HB AR – 3
3 Grunt 4 Exo RFL – 3 2 Grunt 4 (1 – 2) 5 (3 – 6) HB GL – 5
4 Grunt 4 Exo RFL – 3 3 Grunt 4 (1 – 4) 5 (5 – 6) HB AR – 3
5 Grunt 4 Exo RFL – 3 4 Grunt 4 HB AR – 3
6 Grunt 4 Exo RFL – 3 5 Grunt 4 HB AR – 3
7+ Grunt 4 Exo RFL – 3 6 Grunt 3 (1 – 5) 4(6) HB AR – 3
7+ Grunt 3 HB AR – 3

© 2018 Two Hour Wargames 4/22/2018


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5150: BUGS – NO RETREAT
ZHUH-ZHUH: INFANTRY
# TYPE REP ARMOR WEAPON
DEFINING CHARACTERS
1 Leader 5 HB AR – 3 The words Character, counter and figure are used interchangeably.
2 Grunt 4 (1 – 4) 5 (5 – 6) HB GL – 5
3 Grunt 4 SB AR – 3 5150: Bugs – No Retreat is played with individual Characters
4 Grunt 4 SB AR – 3 that are defined in the following ways.
5 Grunt 3 (1 – 5) 4(6) SB AR – 3 • Is it a Star or a Grunt?
6 Grunt 3 SB AR – 3 • What is its Reputation?
7+ Grunt 3 SB AR – 3 • What kind of Armor is it wearing?
• What kind of Weapon does it have?
ZHUH-ZHUH: MARINES
# TYPE REP ARMOR WEAPON STAR OR GRUNT
We use two types of Characters, called Stars and Grunts.
1 Leader 5 HB AR – 3
2 Grunt 5 HB SAW – 4 • STAR – This Character represents you, the player. We
3 Grunt 4 (1 – 4) 5(5 – 6) HB AR – 3 suggest your Star begin with a Reputation of 5.
4 Grunt 4 HB AR – 3 • GRUNTS – Also known as Non-Player Characters
5 Grunt 4 HB AR – 3 (NPCs). These Characters do not represent a player.
6 Grunt 3 (1) 4(2 – 6) HB AR – 3 They may be friends or foes and are controlled by the
7+ Grunt 3 HB AR – 3 game mechanics. Yes, even the Bugs are Grunts!

HOW MANY OF THEM? STAR ADVANTAGES


We’ll tell you how to use the tables later on, but let’s go over As a Star in 5150: Bugs - No Retreat you have three important
it while they’re fresh in your mind. You know who you’ve advantages – Star Power, Extraordinary Effort and Free Will.
met by the Mission (page 31), but how many of them have you
met? Here’s how we do it: STAR POWER
• Start with the number of figures in your Squad, Star Power is the ability of a Character to ignore damage.
including yourself. Here’s how we do it:
• Roll 1/2d6 and add that to the number of figures in • Stars start each Mission (game) with 1d6 of Star
your Squad. Power for each point of Rep. So a Rep 5 Star starts
• Roll 1/2d6 and subtract it from the new total. with 5d6 Star Power.
• That’s how many you’ve met. • Whenever a Star takes damage, it rolls its current
• Go to the appropriate List and take the number of Star Power d6. Read each d6 as rolled.
NPCs you need, starting at the top and going down in • Any result of 1, 2, or 3 reduces the damage by
order. one level.
Example – Sgt. Billy Pink has run into Free Company NPCs. • Any result of 4 or 5 means the damage stays and
He rolls 1/2d6 and scores a 2. Added to his Squad of 6 the the d6 is retained for future use.
total is 8. He now rolls 1/2d6 and scores a 3. Subtracted from • Any result of 6 means the damage stays, but the
his current total he has met 5 Free Company Squaddies. I go d6 is removed from the Character’s Star Power
to the Free Company List (page 3) and use the first 5 Free for the rest of the Mission.
Company Squaddies – numbers 1 through 5. Damage is reduced in the following ways:
Once you’ve chosen your Faction, it’s time to generate your • An Obviously Dead result becomes an Out of the
Characters. Fight result.
• An Out of the Fight result from shooting becomes a
Duck Back result, the lowest you can score when
being shot.
• An Out of the Fight result in Melee becomes a -1 Rep
result, the lowest you can score when in melee.

© 2018 Two Hour Wargames 4/22/2018


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5150: BUGS – NO RETREAT
It is possible to reduce damage by multiple levels if you roll
several results of 1, 2, or 3. REPUTATION
Example: A Star with a Rep of 5 is hit by gunfire. He takes
one Obviously Dead result. The player rolls one d6 per point Reputation or Rep represents a combination of experience,
of the Star’s Rep or 5d6 in this case. morale and motivation. Rep is an expression of a Character’s
• The results are 2, 2, 3, 5, and 6. overall quality. Both Stars and Grunts use Rep. There are three
• One “2” reduces the Obviously Dead result to an Out of possible starting levels of Reputation:
the Fight result. • REP 5 – These are confident Characters of numerous
• The other “2” reduces the Out of the Fight result to a successful Missions.
Duck Back. • REP 4 – These are experienced Characters that have
• The “3” has no effect as the lowest result from being shot performed well in previous Missions.
at is Duck Back. • REP 3 – These are inexperienced Characters with
• The 5 has no effect, but is retained for future use. little experience, training, or desire.
• The 6 has no effect, but is discarded for the remainder of
the Mission. Stars start with a Rep of 5.

EXTRAORDINARY EFFORT DECREASING REP D6


An Extraordinary Effort is something a Star can do in difficult
As a Rep 5 Star you are at the top of your game. Your goal is
situations. Anytime the Star rolls d6 it can choose to use an
to keep it there. When things go badly for you, your Rep could
Extraordinary Effort and roll a bonus d6. Here’s how we do it:
go down. Here’s how your Rep could go down:
• When the Star rolls d6 he can choose to roll another
• If you received a result of Out of the Fight (page 20),
d6 and add the result.
you gain 1 Decreasing Rep d6.
• This can be when he is rolling the d6 or after they
• If you scored one or more results of Leave the Fight
have been rolled.
on the Will to Fight Test during the Mission you
• The Star is allowed only one Extraordinary Effort per receive 1 Decreasing Rep d6.
Mission.
• If you used one or more Star Power d6 you receive 1
Example – Sgt. Billy Pink (Rep 5) is in lethal melee with a Bug Decreasing Rep d6.
(Rep 4). He will roll 2d6 and the Bug 3d6 as it has the Rage At the end of any Mission (page 31), the Character rolls all of
Attribute. Billy rolls 2d6 and passes 2d6. The Bug rolls 3d6 its Decreasing Rep d6.
and passes 1d6!
• If the score is one or more “1’s”, your Rep will go
Billy now chooses to use his Extraordinary Effort and rolls down one level regardless of its current level. This
another 1d6 and passes. Added to the originally passed 2d6, can be attributed to stress, illness, or anything else
he has passed a total of 3d6, 2d6 more than the Bug. Billy has you decide it to be.
killed the Bug. • You can never have a Rep lower than “3”.
• Any other result and you are fine.
FREE WILL
The Star can choose to stay, leave or have his side Leave the RECOVERING LOST REP
Fight when taking the Will to Fight Test (page 48) without Can you recover any point of Rep that you lost? Yes you can
rolling any dice. and it’s easy. At the end of any Mission where you did not
gain any Decreasing Rep d6, your Rep increases by one point,
up to your maximum of 5.

© 2018 Two Hour Wargames 4/22/2018


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5150: BUGS – NO RETREAT
GRENADES
ARMOR Using grenades is optional.
You want them you got them. Here’s how we do it:
Armor is used to reduce the damage the wearer will take and
is factored into the Shooting Damage and Melee Tables (pages • When Active, one member of a Squad can toss a
47 & 48). Heavier Armor increases the chance of the wearer Grenade, but cannot shoot.
surviving. • Roll 2d6 on the Shooting Table.
Armor is also a reflection of the natural composition of some • Pass 2d6 = All targets within the blast are hit.
creatures, especially Bugs and Grath. Roll Shooting Damage for each.
• Pass 1d6 = All targets except Exo-Armored
within the blast will Duck Back. Exo-Armored
SOFT BODY (SB) will Return Fire. If they have already returned
Soft Body Armor is used for unarmored Characters and those fire, they will Duck Back instead.
Characters wearing minimal lightweight body armor. • Pass 0d6 = No chance to toss the grenade.

HARD BODY (HB)


Hard Body Armor is rigid body armor. STOP!
You can play the game with figures or counters.
EXO-ARMOR (EXO) To pass a d6 you must roll a score result equal or lower than
Exo-Armor is military grade body armor with internal the Target Number, such as Rep.
modifications that enhance the natural abilities of the wearer Numbers in parenthesis are the results, if rolled, of a thing
while greatly reducing the chance of damage to the wearer. happening.
Also functions as a Spacesuit.
Review how the counters work (page 2).

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

Example – I have three Infantry Characters. One is an NCO


with a SAW – 4 (4 shots) and the other two have an AR – 3 (3
shots).

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5150: BUGS – NO RETREAT
YOUR SQUAD GROUPS
In 5150: Bugs – No Retreat the game revolves around you and All Characters in the same Squad must be no more than 1”
the other Characters that make up your Squad. Let's define the away from another Character in the Squad at all times.
Squad:
Squads from the same Platoon can be grouped together using
• Each Squad consists of 6 Characters, in 2 three-man the previous 1” rule and the Squads can act at the same time
Sections. under the Platoon Leader or Senior Squad Leader, from 1st to
• Each Squad has one Sergeant – the Leader of the 3rd.
Squad and one of the Sections.
• Each Squad has one Corporal – the Leader of the 2nd
Section. LEADERS
• The rest of the Squads are Privates (1 – 5) or Privates
1st Class (6). There are four Leaders used in 5150: Bugs – No Retreat:
You are the Squad Leader, Sarge. • PLATOON LEADER – The Leader of a Platoon of 3
Squads and a Platoon Section.
FORMING YOUR SQUAD • SQUAD LEADER – The Leader of a Squad.
• SECTION LEADER – The 2nd in command of a Squad
Now it’s time to generate your Squad. Here’s how we do it: and Leader of a 3-man Section.
• Consult the appropriate Faction List (page 2). • TEMPORARY LEADER – The Character with the
• Go down the left-hand column to the 2nd row and highest Rep in the Squad or Section when none of the
down to the 6th row. This tells you your Squad above Leaders are attached and functioning.
members.
• Don’t use the 1st row, as you are the Leader.
• You may have to roll 1d6 again for a Squad LEADER FUNCTIONS
member’s Rep. Leaders have two functions; rolling on the Action (page 47)
• Assign the highest Rep scored as your Corporal. and Will to Fight Tables (page 48).
Example – I’ll be the Squad Leader for a Gaea Prime Star
Army Squad. I’m a Rep 5 and it’s time to generate the rest of ASSUMING COMMAND
my Squad.
If a Leader goes Out of the Fight or worse, someone will
I see I have to roll 1d6 three times to get the Rep of there of assume command during the fight. Here’s how we do it:
the Squaddies. In order, I score a 4, 1 and 1 so generate a Rep
• The 1st Squad Leader replaces the Platoon Leader.
5, 4 and 3 Squaddie. I make the Rep 5 soldier my Corporal.
• The 2nd Section Leader replaces the Squad Leader.
• The Private 1st Class or Private with the highest Rep
PLATOONS replaces the Section Leader.
You start the Campaign as a Squad Leader with one Squad,
but there’s more if you want it. Three Squads are grouped PERMANENT OR TEMPORARY PROMOTION
together to form a Platoon commanded by a Platoon Leader. If a Character assumes command and completes the Mission
successfully and did not acquire any Decreasing Rep d6, he is
PLATOON LEADER SECTION promoted to the new position with one exception. When a
Squad Leader or Corporal is lost the newly promoted will be
Each Platoon has one Section of four soldiers. This represents
transferred to the lowest Squad available.
the Platoon Leader and three other soldiers – a Grenade
Launcher, a Rocket Launcher, and two Rapid Fire Lasers. Example – Pvt. 1st Class Gnarr takes over for the Corporal in
1st Squad when he goes down. After Recovery is rolled, the
GRATH AND SYMONS Corporal recovers and returns to the Squad.
When the Platoon is together there is a chance (1 – 2) your 3rd Next Mission, he isn’t so lucky and goes Obviously Dead,
Squad will be composed of Symons. For Hishen troops this Gnarr taking over for him. The Mission is a success and
would be Grath. Gnarr is promoted. She goes to 3rd Squad and the other
Corporals are moved up.

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5150: BUGS – NO RETREAT
• Divide the table into nine roughly equal sections.
STOP! See the following illustration that shows the
corresponding number for each section.
Each Squad consists of 6 Characters. Pick the Faction List you
want and build your Squad. Remember that you are a Rep 5
Star and the rest are Grunts. Fill out a Squad Roster (page 46)
as you do.
If you roll a 4 then a 3 on the 4th row of the Gaea Prime:
Militia List, what is the Rep of the Character? What weapon
does he have? Be sure to see how we arrived at these results.
Three Squads equals a Platoon. You command a Squad. How
can you get promoted? Promotions during a fight can be
permanent, but only if the Mission was a success.

HOW TO PLAY • There will be terrain in 3+1/2d6 sections.


• The Contesting side (page 29) chooses how the
You can play your 5150: Bugs – No Retreat games in two terrain will be set up.
ways all depending upon which style you prefer. • The Controlling side (page 29) chooses which side of
the table they will start on.
TABLETOP STYLE
In this style you will play on tabletop, usually with terrain TERRAIN & SCENERY
pieces and figures. Although traditionally these games are This section describes terrain and what effects it may have on
played with rulers or other measuring devices, you won’t need your units.
them in our game.
CLEAR
FAST PLAY RPG STYLE These open, empty areas do not provide Cover.
In this style we borrow some RPG elements (Role-Playing
Games) and blend them with the traditional tabletop style. HILL
Let’s cover each in more detail, starting with the Tabletop These elevations slope down in two directions and block Line
Style. of Sight between units on opposite sides of its crest or
ridgeline.

TABLETOP STYLE Units are always placed within 1” of the crest or
ridgeline of the hill and are considered to be in
Cover.
In this section we’re showing you how to use 5150: Bugs – No
Retreat with the traditional THW tabletop rules using a 3’ x 3’ URBAN
table. These are sections of the table containing Structures. We
First, start with a 3’x3’ flat space. recommend that they be at least 2” apart from each other.
Structures provide Cover (page 18) for those inside and block
Line of Sight between figures.
GENERATING TERRAIN
Unless previously determined by the scenario, players should WOODED AND ROUGH TERRAIN
use the following system to generate terrain for the battlefield. These include woods and areas of rough terrain. Being inside
We recommend setting up the terrain as desired using this terrain provides Cover.
whatever you have. Here’s how we do it:
• Units are always placed within 1” of the edge of the
woods and are considered to be in Cover.

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5150: BUGS – NO RETREAT
STRUCTURES 1 STRUCTURES
(Read the result as rolled)

Structures may vary greatly in size and materials, from # SIZE


reinforced concrete bunkers to lightweight above ground
1 Small Bunker.
buildings. The rules for Structures are intentionally abstracted
2 Small Building.
to allow for a wide variety of types without having to model
3 Small Building.
each, or pack more figures into them than will fit.
4 Medium Bunker.
5 Medium Building.
DEFINING STRUCTURES 6 Large Building.
Just like our Characters we also define Structures. Define the
Structures that you choose to use before the game. Here’s how ENTERING AND EXITING
we do it:
The following rules for entering and exiting structures apply:
• What Type is it?
• What is its Size? • Entering or exiting a Structure is done at no reduction
in movement.
• A Structure can be entered or exited from any side.
TYPE
For game purposes, Structures are divided into two types:
bunkers and buildings. COMBAT
• BUNKERS – Military constructs built to protect and Combat from and into Structures is handled a bit differently.
defend military assets. Let’s go over each in detail.
• BUILDINGS – Non-military structures used to house
everything else. SHOOTING FROM STRUCTURES
Occupants of a structure can fire out of Structures. Here’s how
SIZE we do it:
Structures come in three sizes: • Infantry can fire out in any directions of any area of
• SMALL – Small Structures have one area and can the Structure.
hold one Squad.
• MEDIUM – Medium Structures have two areas and SHOOTING AT OCCUPANTS
can hold two Squads, one in each area. Shooting at occupants inside Structures is done normally with
• LARGE– Large Structures have three areas and can the target counting as being in Cover.
hold three Squads, one in each area.

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.

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5150: BUGS – NO RETREAT
SHOOTING AT STRUCTURES needed turn the enemy to face. Place them about 6”
from the enemy; no measuring needed, just eyeball it.
Firing at Structures with a Rocket Launcher or Plasma is done
Then go to the Action Table (page 47).
a little differently. Here’s how we do it:
• Fire at the Structure using the Shooting Table (page Example – My Squad activates and I decide to move from
47). section 7 into section 4. I move my Squad and occupy a
Building inside the section.
• Any result of pass 2d6 or 1d6 scores a hit.
• Roll 1d6 on the Structure Shooting Damage Table for In the following example we show how movement occurs on
each hit scored. the tabletop. Do not be concerned about things like PEFs in
• Go down the left-hand column to the appropriate row the example as they will be explained latter when needed.
and read the result.
• Immediately carry out the result.

1 STRUCTURE SHOOTING DAMAGE


(Read the result as rolled)

# 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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5150: BUGS – NO RETREAT
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.
© 2018 Two Hour Wargames 4/22/2018
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5150: BUGS – NO RETREAT
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.

Or an area map like this one. STRUCTURES


Structures are handled as previously outlined (page 10).

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5150: BUGS – NO RETREAT
RPG STYLE MOVEMENT PEFS
Again, here’s where we differ from traditional Tabletop Style We still use PEFs when using a detailed map. Use the same
gaming. Instead of measuring movement distances with a rules as previously outlined. When using an area map we use
ruler, we use the following procedures: the following changes.
• All Infantry and Bugs move one area, from one
connected area to the next. PEF MOVEMENT
• Vehicles can move two areas, from one connected PEFs move as previously outlined if using a detailed map. If
area to the next. using an area map, they do not move. Instead they are resolved
• Flyers can move as many connected areas as desired. when the player enters an area or if playing a Defend Mission,
• Workers, the Brian and the Queen Bug do not move when the PEFs enter the area.
as they are confined to the Tunnels..
• When entering an enemy unoccupied area the unit Example – Billy Pink’s Squad is on Patrol. I move from the
can be placed anywhere in the section. This includes City to the Water Works. Once there, I resolve 3 PEFs, one
inside Structures, behind Hills, or any other terrain. after the other.
• When entering an enemy occupied section go to the Later, the Bugs attack the Water Works. Three PEFs will enter
Action Table (page 47). the area with Billy on a Defend Mission. The fight takes place
Example – My Squad activates and I decide to move from area on the Battle Board.
5, the Water Works, into area 4, the City. I move my Squad
and occupy a Building inside the section. RESOLVING PEFS
When a player unit and a PEF occupy the same section, it's
INVOLUNTARY MOVEMENT time to resolve the PEF. You’ll know who you’ve met by the
There may be times when a Character is forced into Mission (page 31), but how many of them have you met?
involuntary movement by a Will to Fight (page 48) result. Here’s how we do it:
Here’s how we do it: • Start with the number of figures in your Squad,
• DUCK BACK – The Character remains on the Battle including yourself.
Board. Turn it around so its bottom edge is facing the • Roll 1/2d6 and add that to the number of figures in
enemy if using counters or its back facing the enemy your Squad.
if using figures. When Ducked Back it cannot see or • Roll 1/2d6 and subtract it from the new total.
be seen. • That’s how many you’ve met.
• LEAVE THE FIGHT – Remove the Character from the • Go to the appropriate List and take the number of
Battle Board and Mission. NPCs you need, starting at the top and going down in
order.
• Once it has been resolved, the PEF is removed from
play.
• After the fight, resolve the next PEF until all are done
or the player leaves the Fight – ending the Mission.

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5150: BUGS – NO RETREAT
DEAD END EGG
THE TUNNELS This result ends the Tunnel system.

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.

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5150: BUGS – NO RETREAT
Example – Sgt. Billy Pink (Rep 5) leads his Squad of Star
COMBAT SEQUENCE Marines and resolves a PEF as Hishen. After rolling to see
how many of them they have met, the fight is on!

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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5150: BUGS – NO RETREAT
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.

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5150: BUGS – NO RETREAT
Example – Sgt. Char fires her AR – 3 at three Zhuh-Zhuh DUCK BACK
Infantry. She passes 2d6 and hits with all three shots. I toll a
2, 6, and 4. The 1st Target receives the 6, the 2nd the 4 and the The Character seeks Cover. Here’s how we do it:
3rd the 2. • The Character remains in place. Turn it around so its
bottom edge is facing the enemy if using counters or
its back is facing the enemy if using figures. When
1 SHOOTING DAMAGE Ducked Back it cannot see or be seen.
• When a Character scores a result of Duck Back and
(Read the result as rolled) Return Fire, it cannot Return Fire.
• When next Active, it pops back up, counting as being
CIRCUMSTANCE MODIFIER
in Cover. It can only pop up into sight and cannot
BA Assault Rifle. +1 charge or shoot until next Active.
Exo Armor. Special. • If called upon to return fire from the Shooting Table,
Plasma. +1 it can.
Rocket Launcher. +1

# 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.

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5150: BUGS – NO RETREAT
• If more than one Character moves to within 1” of the
STOP! downed enemy Character only the closest Character
takes the test.
When combat starts roll 1d6 on the Action Table. Score a 1, 2
or 3 and you have the Advantage while a 4, 5 or 6 give the 2 CHECK FOR DEAD
opposing side the Advantage. Roll 2d6 versus the Rep of the
Leader. (Taken vs. the Rep of the checking Character)

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.

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5150: BUGS – NO RETREAT
• The Character being charged can fire once if it has a
Weapon, unless it has fired and forced the target to
charge. The Character is limited to its normal number
of shots regardless of the number of chargers. Note
that any Returning Fire on the target of charge is
resolved first, before the melee.
• After all shots have been taken, consult the Melee
Table.
• Each Character rolls 2d6; 3d6 if it has the Rage
Attribute (a Bug), versus its Rep. This is the only
table where both sides roll against each other! Example – A Bug charges a Star Marine, who can fire. He
• If fighting more than one Character, all Characters rolls 2d6 on the Shooting Table versus his Rep of 5 and scores
roll at the same time and the defender applies his a 5 and 6, passes 1d6, and has missed the charging Bug. The
scores to all of the attackers separately. Bug moves into contact and melee begins.
• Determine how many d6 each Character passes.
The Marine rolls 2d6 and scores a 1 and 5, passing 2d6. The
• Go down the left-hand column to the appropriate
Bug rolls 3d6 and scores a 3, 5 and 5, passing 1d6. Looking
row. One Character could pass more d6 than the
on the Melee Table under pass 1d6 more, we see that the Bug
other or the two Characters could pass the same
suffers a result of -1 to Rep. Another round of melee is
number of d6.
immediately fought.
• Immediately carry out the results.
The Bug wins the next round of melee by passing 2d6 more
(actually he passed 3d6 more)than the Marine!
2 MELEE The Marine is Obviously Dead and the Bug’s Rep returns to 4.
(Taken versus Rep)
Score of “6” is always a failure.

TYPE MODIFIER WILL TO FIGHT


Queen Bug. +1d6
Warrior Bugs. +1d6 After one side finishes all of its shooting and melees, both
sides must see if they remain in the fight. Here’s how we do it:
Worker Bugs – Attack one target counting a Special
+1d6 for each Worker Bug over the 1st. • Consult the Will to Fight Table.
• Roll 2d6 versus the Rep of the Leader and determine
how many d6 are passed.
#D6 RESULTS
• Go down the left-hand column to the appropriate row
PASSED and across to see the results. This may result in none,
Pass 2d6 All – Obviously Dead. one or all of the Characters leaving the Mission. It’s
more even possible that both sides could Leave the Fight at
the same time!
Pass 1d6 Bug – Fight another round of melee and suffer -1
more to Rep. • Stars can use Free Will.
Grath – Fight another round of melee and suffer -1
to Rep.
Exo-Armor – Roll 1d6 versus Rep:
• Pass 1d6 = Fight another round of melee and
suffer -1 to Rep.
• Pass 0d6 = Out of the Fight.
All Others – Roll 1d6 versus Rep:
• Pass 1d6 = Fight another round of melee and
suffer -1 to Rep.
• Pass 0d6 = Obviously Dead.
Pass All – Fight another round of melee and both suffer
same -1 to Rep.

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5150: BUGS – NO RETREAT
Hishen, Free Companies, and Zhuh-Zhuh count as Star Army
while Planetary Militia and Rebels count as Planetary
Defense Force
RECOVERY
2 WILL TO FIGHT Before taking the Recovery Test, players can choose to use the Medic
Table (page 48) on an Out of the Fight Character if they have not
(Taken versus Leader Rep) already done so.
Score of “6” is always a failure. If you are keeping the same Characters to use in a Campaign
(page 29), you must see if the Out of the Fight and those that
#D6 RESULTS Left the Fight will return after the Mission is over. Here’s how
PASSED we do it:

2 Bugs – Carry On. • Consult the Recovery Table.


Star Army, Star Marine or Planetary Defense Force • Roll 2d6 versus the Rep of each qualifying Character.
– If 50% or more Out of the Fight, Obviously Determine how many d6 each Character passed.
Dead, or Left the Fight, count as passing 1d6. • Go down the left-hand column to the appropriate row
Otherwise, Carry On. and determine the results.
1 Bugs – Brain/Puker Leaves the Table. • Immediately carry out the results.
Warriors, Queen and Flyers will Carry On.
Star Army or Star Marine – One Character Leaves 2 RECOVERY
the Fight. Duck Backs will go first.
Lowest Rep will leave next, if tied then random. (Taken vs. Rep)
Planetary Defense Force – Two Character Leave # D6 RESULT
the Fight. Duck Backs will go first. PASSED
Lowest Rep will leave next, if tied then random.
0 All – Whole side Leaves the Fight. If both sides 2 Character returns to the Squad.
reach this result at the same time, both count as 1 Recovered Out of the Fight Characters will
passing 1d6. return to the Squad.
Those not ordered to, but Left the Fight will
not return.
0 Character does not return.

Example – One Planetary Militiaman (Rep 4) Left the Fight


and another (Rep 3) went Out of the Fight. Lucky for him, his
side won the fight and they recovered him. I roll 2d6 versus
the Rep 4 Militiaman and score a 1 and 6. Passing 1d6, I see
that the Militiaman that left, never returns.
I roll 2d6 versus the Rep 3 Militiaman and score the same
Example – After all shooting, return fires and melees have results – passing 1d6. I see that the Out of the Fight
been completed it’s time for both sides to take the Will to Militiaman returns and is ready for the next Mission.
Fight Test.
The Hishen roll 2d6 versus the Leader Rep of 4 and passes
1d6. One Character will Leave the Fight. The Duck Back (#4)
goes first.
AFTER THE MISSION
The Marines roll 2d6 versus the Leader Rep of 5 and pass Once you’ve played your Mission to a conclusion and taken
2d6. They remain on the table. all necessary Recovery Tests, take the following actions. You
can choose to do this for only your Star or your whole Squad:
LEAVE THE FIGHT • Total up and apply any Decreasing Rep d6 (page 6).
Any Character that suffers a result of Leave the Fight is • Roll for Replacements (page 24).
removed from the table and Mission. • If running your own Campaign, test to see what the
Next Mission (page 30) will be.
• If fighting the included Campaign, just play each
Mission in order.
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5150: BUGS – NO RETREAT
REPLACEMENTS REPLACING LEADERS
Leaders lost during the Mission are covered in the section
After all Recovery Tests are taken it's time to see if the Squad
called Assuming Command (page 8). Leaders lost during the
will receive any Replacements. Here's how we do it:
Mission will leave openings for new Leaders.
• Roll 1d6 versus the Rep of the Squad Leader. If the All current Leaders of Rank will move up if there is an
Leader was a casualty roll versus the number 4. opening and the lowest Leaders are always the ones that are
• Roll 1d6 versus the current Campaign Morale (page replaced. Replacements are rolled normally from the Faction
29) of your force. Lists (page 2).
• Determine how many d6 were passed between both
rolls. Example – The 2nd Squad lost its Corporal and the Mission
• Consult the Replacements Table and immediately was a failure. As there are no promotable Leaders, I roll for a
apply the results. new one on the Star Marine Faction List. I roll a 3 and then a
• Replacements are gathered from the Faction Lists, 2; the Corporal is a Rep 4.
from row 2 down..
Example – After the Mission, the Squad was reduced to 4
figures. I roll 1d6 versus the Squad Leader’s Rep of 4 and
STOP!
pass 1d6. I roll 1d6 versus the current Campaign Morale The worse damage is Obviously Dead while the least is Duck
(page 29) of 3 and pass 0d6. Back when fired at or -1 to Rep when in melee. -1 to Rep is
cumulative only during the melee. Once melee is over, your
Adding the results the Squad has passed 1d6. This gives them Rep returns to normal.
zero Replacements as the Squad is over 1/2 strength.
Roll 1d6 versus the Rep of the Medic and the Rep of Out of
the Fight Character to see if they recover. When can you use
1/1 REPLACEMENTS the Medic?
(Taken vs. the Rep of the Squad Leader & Campaign Morale) Review how to recover Out of the Fight Characters.
# D6 RESULT Pass 2d6 more than the opponent in Melee kills him; passing
PASSED the same means you both lose one point of melee. What
happens if you pass 1d6 more?
2 Squads over 1/2 strength will receive one
Replacement. Only the Leaders take the Will to Fight Test and it is taken
after each side has finished its actions. Both sides take the test.
Squads at or below 1/2 strength will receive What of both sides pass 0d6 at the same time?
Replacements to bring the Squad back up to
paper strength. Leaving the Fight means you also leave the Mission.
1 Squads over 1/2 strength will receive zero How is the Recovery Table different for those going Out of
Replacements. the Fight and those that Left the Fight? Hint; check the pass
1d6 row.
Squads at or below 1/2 strength will receive one
Replacement. You had one Rep 4 Character go Out of the Fight from your
Squad of six. There was also a Rep 3 Out of the Fight and Rep
0 Squads over 1/2 strength will not receive any 3 Left the Fight. Roll to recover them with a Campaign
Replacements. Morale of 3. Now roll for Replacements and remember, you’re
Squads at or below 1/2 strength will not be a Rep 5 Star!
available for any Missions next month.
Available the following month and at full paper
strength.

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5150: BUGS – NO RETREAT
WARRIOR BUGS
BUGS These are the building blocks of the Bug Empire. They are
fast, extremely vicious in melee combat and relentless. Shoot
Mention Bugs and all Sci Fi gamers know what you’re really to kill as they have Rage – counting a +1d6 bonus when in
talking about. Bugs are giant-sized multi-legged ugly creatures melee. They are found above ground and also in tunnels.
that want to slice and dice you into pink mist. Bugs are a
radically different Faction to play. Here's all you need to know WORKER
about what it takes. Note that you can play them or let the The Workers are undersize Bugs that spend their lives digging
game mechanics do it. the tunnels. Not overly aggressive and slow on the uptake.
They are only found in tunnels.
DEFINING BUGS
Four things define each Bug:
BUG GROUPS
• What Type is it?
Bugs do not form up into Squads, Platoons, or Companies, but
• What is its Reputation?
they do group together. All Bugs must be no more than 1”
• What type of Armor does it have? away from another Bug in the group, at all times. Here’s how
• What type of Weapon does it have? we do it:
The following Bugs – Who’s Who tells you all this. • Warrior Bugs will always join the closest larger
group of Bugs. They will make a new, larger, group
BUGS – WHO’S WHO of up to a maximum of six figures. Any Bugs over
six will break off and form another group.
TYPE REP ARMOR WEAPON • Flyers always operate alone due to their ability to
Brain 4 Soft Body Psychic Blast – 4 Swoop Attack (page 26). When a PEF is resolved as
Flyer 4 Soft Body Melee Bugs roll 1d6 for each Bug generated. Any result of a
Puker 4 Soft Body Plasma – 6 “1” means the Bug is a Flyer.
Queen 5 Exo-Armor 3d6 in Melee • Pukers prefer to remain apart from other Pukers as
Warrior 4 Hard Body 3d6 in Melee only one Puker can exit a Bug Hole (page 27).
Worker 3 Soft Body Swarm • Brain Bugs will always be found alone.
• Queen Bugs will always be found alone.
• Workers will always be in one group.
BRAIN
All brain and no brawn, the Brain Bug acts as a psychic
“relay” allowing the Bugs to be in control and act as one. Hint.
Kill the Brain and the Bugs don’t function. There is only one
Brain Bug on the planet. It is only found in tunnels.
LEADERS
There aren’t any Bug Leaders. Instead, they are psychically
FLYERS linked together and controlled by the Brain Bug. There is
Flyers are fast moving scouts and raiders that locate the enemy always only one Brain Bug; you just have to find it. Bugs will
for the Warriors. Flyers specialize in the Swoop Attack (page always act in a specific order. Here's how we do it:
#). They are only found above ground.
• Once placed, Pukers activate first. Carry out all Puker
attacks (page 26).
PUKERS
• Carry out all Swoop Attacks (page 26).
Puker Bugs are used to support the Warriors by spewing • After all Flyers have exited the section, the Warrior
plasma like debris on their targets. They are only found above Bugs will attack.
ground.
Now let’s go over the rules you learned in the previous
QUEEN sections and see how they apply to Bugs.
Queen Bugs produce eggs. There will only be one Queen Bug.
Like the Warrior Bug they have the +1d6 Rage Bonus in
melee. They are only found in tunnels.

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5150: BUGS – NO RETREAT
PSYCHIC BLAST
BUG RULES When you enter a Tunnel Section with a Brain (they are never
outside the tunnels) non-Bugs can be attacked by a Psychic
Bugs follow the rules as outlined previously with a few Blast. Here’s how we do it:
exceptions. Let’s cover these in detail. • The Brain will always attack up to 4 targets just like a
weapon shooting.
• The Blast is resolved by rolling on the Psychic Blast
INVOLUNTARY MOVEMENT Table.
Different Bugs move in different ways. • Targets do not count any benefit for being in Cover.
• Brains may fire in the three ways just like when
BRAIN BUG shooting.
If required to Halt in Place, it will forfeit its next turn of
Activation.
2 PSYCHIC BLAST
(Taken versus Rep)
FLYERS Score of “6” is always a failure.
Flyers treat Halt in Place and Duck Back results as Leave the
Fight. #D6 RESULT
PASSED
QUEEN 2 Full power blast! All targets roll for Shooting
If required to Halt in Place, it will forfeit its next turn of Damage.
Activation 1 Weakened blast! All targets roll for Shooting
Damage counting the d6 result at 1 lower than
actual.
PUKERS 0 Disaster! Brain suffers backlash. Roll 2d6 versus
If required to Halt in Place, it will forfeit its next turn of Rep:
Activation. • Pass 2d6 = Brain cannot blast again until next
Active.
WARRIOR BUGS • Pass 1d6 = Brain goes Out of the Fight.
If required to Halt in Place, it will forfeit its next turn of • Pass 0d6 = Brain goes Obviously Dead.
Activation.
MELEE
WORKERS
Different Bugs will melee in different styles. Here’s how we
Workers treat the Halt in Place as a Leave the Fight result.
do it:
• Brain Bugs do not roll d6 in melee and instead count
SHOOTING as passing 1d6 in melee.
Puker Bugs and the Brain Bug are the only Bugs that can • Flyers use the Swoop Attack.
shoot. • Puker Bugs do not roll d6 in melee and instead count
as passing 1d6 in melee.
PUKER PLASMA BLAST • Queen will melee normally.
Pukers fire a blast of Plasma. Here’s how we do it: • Warrior Bugs will melee normally.
• Workers will Swarm.
• Puker Bugs can fire in any direction up to two table
sections.
SWOOP ATTACK
• Pukers cannot fire at targets in the section they
occupy. The Swoop Attack is used by Bug Flyers. Bug Flyers can fly
• Puker Bugs can fire into any table section containing along the table at high speeds, able to strike from a variety of
one or more Warrior Bugs. directions. Here’s how we do it:
• Puker Bugs can fire over friendly intervening Bugs as • Each Flyer rolls 1d6 individually.
their plasma arcs over the battlefield. • 1 – The Flyer moves through sections 2, 5 and 8.
• Puker Bugs will always fire at the closest target. • 2 – The Flyer moves through sections 9, 5 and 1.
• Puker Bugs use the Shooting and Shooting Damage • 3 –The Flyer moves through sections 3, 5 and 7.
Tables.
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5150: BUGS – NO RETREAT
• 4 – The Flyer moves through sections 7, 5 and 2.
• 5 – The Flyer moves through sections 2, 5 and 6.
• 6 – The Flyer moves through sections 8, 5 and 4.
PLAYING BUGS
• The Flyer will charge one Character in the 1st section.
In 5150: Bugs – No Retreat the Bugs are usually played by the
• If win the melee, proceed to the next section and
game mechanics. It is not necessary for someone to run the
repeat until passing through all three sections.
Bugs, but if a player decides to do so, they most certainly can.
• After hit all three sections will move off the table and
What follows are all the rules you’ll need to do it!
return when next Active.
• Flyers can Swoop Attack every time they are Active.
Example – The Bugs score a 4 and Activate. After the Puker
BUG CAMPAIGN MORALE
Bug fires, the Flyers do their Swoop Attacks. I roll 1d6 for the At the start of every game, the Bug Campaign Morale (page
1st one and score a 3.The Flyer moves into section 3 and 29) must be determined. The higher the Campaign Morale, the
charges. The Star Army soldier fires, but misses. The Flyer is more invested the Bugs are. Higher Campaign Morale means
moved into melee. The Flyer knocks the Star Army soldier Out more Bugs! When playing a Campaign, refer to the Campaign
of the Fight. It now moves into section 5 and repeats the Morale Table (page 29), while in a pickup game just use "3"
process. This time it kills the soldier. On to the third section, as their Campaign Morale.
number 7. This time the soldier fires and scores a hit, resulting
in a Duck Back, which converts to a Leave the Fight result. BUG HOLES
When playing in Tabletop Style we can use Bug Holes. It is
BATTLE BOARD SWOOP ATTACK totally up to the players.
As the fighting is on one Battle Board allow the Flyer to attack
1/2d6 targets following the previous melee rules. Bugs live underground and enter the table by exiting from
holes in the planet's surface. Let's go into detail of the how and
what of the Bug Hole.
SWARM ATTACK
Workers will use the Swarm attack when in melee. Here’s
BUG HOLES – WHEN DO THEY APPEAR
how we do it:
During the Tabletop Style game, there is a chance that a Bug
• Workers will always attack one target, the closest Hole has been generated. Here's how we do it:
one.
• The Workers start with 2d6 and add an additional d6 • Every time the Activation d6 total 7 and the Bugs roll
for each additional Worker in the melee. the higher score, there is a chance of a Bug Hole
• They all suffer the same result if losing the melee. opening.
• If the Bug Activation score is equal or less than the
Example – Sgt. Billy Pink leads his Squad into a Tunnel Bug Campaign Morale, a Bug Hole has appeared!
Section. They run into 5 Workers. As Workers can never win
on the Action Table (page 47), the Squad fires and takes out 2 HOW MANY BUG HOLES
Workers. The other three attack the closest soldier to them.
During the Mission, there can only be one Bug Hole per point
The Workers roll 4d6 (2+1+1) versus their Rep and pass 3d6!
of Bug Campaign Morale.
The soldier passes 1d6 and is killed.
Example: Planet Cestus V has a Bug Campaign Morale of 3.
This means that the players will only face a maximum of three
Bug Holes. However, if the Morale goes up or down at the
start of the next Mission, so can the number of Bug Holes!

BUG HOLES – WHERE THEY APPEAR


Bug Holes will appear at random on the table. To determine
where the Bug Hole is generated we use the following
procedure.
• Once a Bug Hole is generated, roll 1d6 for each
section of the table with the highest score being
where the Bug Hole appears. Re-roll any ties.
• Be sure to place it in the center of the section.

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5150: BUGS – NO RETREAT
Example – During the Mission, I roll 7 on the Activation Dice, BUG PLACEMENT
a Bug 5 and Hishen 2. The Bug Campaign Morale is 4 so a
Bug Hole appears. The Warrior Bugs are placed normally when a PEF is resolved
whether on the tabletop or Battle Board. If a Bug Hole occurs,
I now roll 1d6 for each section of the table and the highest they will immediately exit the hole. Here’s how we do it:
score scored by section 4. I place the Bug Hole in the center of
the section. Right in the middle of the Hishen Platoon! • When Active, Warrior Bugs move one section away
from the hole towards the nearest enemy. If a Bug
HOW MANY BUGS PER HOLE Hole appears when the Bugs are Inactive, no Bugs
exit that turn.
So you understand that there will potentially be one Bug Hole • Flyers arrive as outlined in the section called Swoop
per point of Bug Campaign Morale, but how many Bugs will Attack (page 26).
there be? Here's how we do it: • Pukers are placed in contact with the rear of the hole,
• Roll 1d6, add the result to the Bug Campaign Morale, farthest away from the enemy.
and consult the How Many Bugs Table to determine
how many Bugs are expelled from the hole or
resolved as a PEF.

1 HOW MANY BUGS


(Add the result to the Bug Campaign Morale)
STOP!
Bugs are usually played by the game but you can play the
# NUMBER OF BUGS IN THE HOLE Bugs if you want. What are the six types of Bugs? Brain Bugs,
Queen Bugs and Workers are never found above ground.
5 or less 1/2 as many Warrior Bugs as the number of
Which are never found in tunnels and which can be found
enemy figures on the table, plus one Flyer.
above ground and below?
6 or 7 As many Warrior Bugs as the number of enemy
figures on the table, plus 1/2d6 Flyers. Worker Bugs are Rep 3, Queens Rep 5 and the others are Rep
8 or 9 Twice as many Warrior Bugs as the number of 4. Review the section on Bug Groups as different Bugs can be
enemy figures on the table, plus two Flyers per in different groups.
point of Bug Campaign Morale. There is a
The Brain Bug runs all the Bugs; kill the Brain and all other
chance (1 – 3) that a Puker appears.
Bugs are Out of the Fight.
10+ Three times as many Warrior Bugs as the number
of enemy figures on the table, plus three Flyers Puker attacks are resolve first, then Swoop Attacks by Flyers
per point of Bug Campaign Morale. There is a and finally the Warriors will melee.
chance (1 – 5) that a Puker appears.
Pukers can fire into any table section occupied by a Warrior
Bug except the one that they are in.
Be sure to count all enemy figures on the table when
consulting the Bug Generation Table including civilians or in Review Brain Bug attacks and the Swoop Attack by Flyers.
some cases forces that may be in battle with each other (1). Both can attack more than one Character during their turn,
Players can substitute Warrior Bugs for Flyers and six When the Activation dice come up “7” and the Bug score is
Warriors for a Puker. higher, a Bug Hole could be generated. There can be one Bug
Hole per point of Bug Campaign Morale. Bugs arrive above
(1)There may be times when two opposing forces may be fighting
each other and a previously unknown Bug Hole opens.
ground via a Bug Hole. Review how they are placed and how
many of them there can be.
WTF? BUGS!
If desired, players can choose to have the possibility of Bugs
attacking while two factions are already fighting. Here’s how
we do it:
• Add a 3rd off-color d6 to the Activation Dice.
• If the Activation Dice come up trips – three of the
same number – Bugs have arrived and a Bug Hole
automatically appears.

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5150: BUGS – NO RETREAT
• Note that the PDF and Planetary Militia are always
CAMPAIGNS •
controlling and Rebels always contesting.
Re-roll all ties.

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.

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5150: BUGS – NO RETREAT
• You must resolve 1 PEF.
MISSION 1 • Move your force onto section 7, 8, and 9 or any
combination of those sections if you choose to split
your force.
“Listen up! You want the good news or the bad news? Since • After you have entered the table, place the PEFs.
our recent success, Gaea Prime has decided it’s time for us to • Your side activates first.
pull out. That’s the good news. The bad news is we’re
• When the enemy activates go the PEF Movement
scheduled to be the last unit out of this dump. Let’s keep our
Table (page 46).
eyes open for what “few Bugs” there may still be out there.
• Resolve PEFs (page 12) as needed.
Yeah right, Bugs.”
• Play continues until the player has accomplished his
Mission, been destroyed, or Leaves the Fight.
PATROL
You are the eyes and ears of your army and not the tip of the
spear. Keep that in mind! MISSION 2
OBJECTIVE
“Intel has some Bug activity in the Agro Area. Kind of odd,
• Your objective is to recon the table. but must be a few leftovers from before. What? Bugs can’t
• To be successful you must spend one turn of exist without a Brain Bug? Yeah, I thought so too, but hey, we
activation within 6" of the edge of the table in do what we got to do. Probably some excuse by the locals to
sections 1, 2, and 3. Once you have accomplished keep us here. We’re good for the economy you know, LOL!”
this you must report back by exiting the table from
the edge that you entered.
PATROL
FORCES You are the eyes and ears of your army and not the tip of the
• You will Patrol with a Squad. spear. Keep that in mind!
• Resolve each PEF as follows:
• Start with the number of figures in your Squad, OBJECTIVE
including yourself. • Your objective is to recon the table.
• Roll 1/2d6 and add that to the number of figures • To be successful you must spend one turn of
in your Squad. activation within 6" of the edge of the table in
• Roll 1/2d6 and subtract it from the new total. sections 1, 2, and 3. Once you have accomplished
• That’s how many you’ve met. this you must report back by exiting the table from
• Go to the appropriate List and take the number of the edge that you entered.
NPCs you need, starting at the top and going down in
order. FORCES
• You will Patrol with a Squad.
TERRAIN • Resolve each PEF as follows:
• Divide the board into nine sections and generate • Start with the number of figures in your Squad,
Terrain (page 9) normally or use one of the maps including yourself.
we’ve included (page 40). • Roll 1/2d6 and add that to the number of figures
in your Squad.
DEPLOYMENT • Roll 1/2d6 and subtract it from the new total.
• Your force will enter the board from the edge • That’s how many you’ve met.
bordering sections 7, 8, and 9. • Go to the appropriate List and take the number of
• PEFs (page 12) are generated and deployed as NPCs you need, starting at the top and going down in
outlined in the PEF section. order.

SPECIAL INSTRUCTIONS TERRAIN


• You are in the Town Area. • Divide the board into nine sections and generate
• Your Campaign Morale is 3. Terrain (page 9) normally or use one of the maps
• The Bug Campaign Morale is 2. we’ve included (page 40).

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5150: BUGS – NO RETREAT
DEPLOYMENT • That’s how many you’ve met. Repeat for each Squad
that is resolving the PEF.
• Your force will enter the board from the edge
bordering sections 7, 8, and 9. • Go to the appropriate List and take the number of
NPCs you need, starting at the top and going down in
• PEFs (page 12) are generated and deployed as
order.
outlined in the PEF section.

SPECIAL INSTRUCTIONS TERRAIN


• Use the Tunnel Table (page 16) for this Mission.
• You are in the Agro Area.
• Your Campaign Morale is 3.
• The Bug Campaign Morale is 2. DEPLOYMENT
• You must resolve 1 PEF. • You enter the Tunnels through the Entrance Section.
• Move your force onto section 7, 8, and 9 or any
combination of those sections if you choose to split SPECIAL INSTRUCTIONS
your force. • You are in the Mining Facility Area.
• After you have entered the table, place the PEFs. • Your Campaign Morale is 3.
• Your side activates first. • The Bug Campaign Morale is 2.
• When the enemy activates go to the PEF Movement • You must find a Brian Bug, if there is one, capturing
Table (page 46). or killing it.
• Resolve PEFs (page 12) as needed. • Each turn you will move into a new Tunnel Section,
• Play continues until the player has accomplished his resolve a PEF, and then follow the normal procedure,
Mission, been destroyed, or Leaves the Fight. Action Table, etc.
• Play continues until the player has accomplished his
Mission, been destroyed, or Leaves the Fight.
MISSION 3
BRAIN SUBMISSION
“The higher ups have sent that Specialist back here. This If you can find a Brain and get the Specialist, who has Psychic
Specialist is the same guy that took out that Brain Bug a while abilities, into the Tunnel Section where it is located, the
back. We’re going back to the Mining Facility and into the Specialist can attempt to subdue it. Here’s how we do it:
tunnels. Be careful, something’s not right.”
• When the Specialist is Active it can attempt to
subdue the Brain Bug.
ESCORT – TUNNELS • Consult the Psychic Submission Table.
In the Escort Mission, you are trying to escort non-military • Both the Specialist and the Brain Bug roll 2d6 versus
people safely to a specific destination. their Rep.
• Determine how many d6 the Specialist passed versus
OBJECTIVE: the number of d6 passed by the Brain Bug.
• Go down the left-hand column to the appropriate
• You must resolve all of the PEFs – exiting the row, then across to see the results.
Tunnels with the Specialist intact. • Immediately carry out the result.
• Your secondary objective is to find a Brain and let
the Specialist subdue it. There may or may not be one
in the tunnel!

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.

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5150: BUGS – NO RETREAT
• PEFs are generated and deployed as outlined in the
MISSION 5 PEF section (page 12).

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.

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5150: BUGS – NO RETREAT
TERRAIN
• Divide the board into nine sections and generate MISSION 7
Terrain (page 9) normally or use one of the maps
we’ve included (page 40). “Still no reinforcements from above and I can’t say when they
may show up. It doesn’t matter, we have a job to do so let’s do
DEPLOYMENT it. You know the routine; we’re doing a Patrol in the City
• Your force will enter the board from the edge Area. Be alert!”
bordering sections 7, 8, and 9.
• PEFs are generated and deployed as outlined in the PATROL – TUNNELS
PEF section (page 12).
You are the eyes and ears of your army and not the tip of the
spear. Keep that in mind!
SPECIAL INSTRUCTIONS
• You are in the Water Works Area. OBJECTIVE:
• Your Campaign Morale is 3.
• The Bug Campaign Morale is 4. • The Patrol is to explore the whole tunnel system
• You must resolve 3 PEFs. under the City Area. In this case you must explore six
• Move your force onto section 7, 8, and 9 or any Tunnel Sections, which could be over multiple
combination of those sections if you choose to split Tunnels!
your force.
• After you have set up your force, place the PEFs. FORCES
• The opposing side activates first. • You will have a full Squad.
• When the enemy activates go to the PEF Movement • Resolve each PEF as follows:
Table (page 46). • Start with the number of figures in your Squad,
• Resolve PEFs (page 12) as needed. including yourself.
• Gain 1 Decreasing Rep d6 for each Civilian that goes • Roll 1/2d6 and add that to the number of figures
Obviously Dead. in your Squad.
• Play continues until the player has accomplished his • Roll 1/2d6 and subtract it from the new total.
Mission, been destroyed, or Leaves the Fight. • That’s how many you’ve met.
• Go to the appropriate List and take the number of
NPCs you need, starting at the top and going down in
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.

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5150: BUGS – NO RETREAT
• Move your force onto section 7, 8, and 9 or any
MISSION 8 combination of those sections if you choose to split
your force.
• After you have set up your force, place the PEFs.
“Some of our guys weren’t as lucky as we were. Intel says we • The opposing side activates first.
may be pulling out of this damn planet, so we have to get back • When the enemy activates go to the PEF Movement
to the Space Port Area and take our wounded with us. Nothing Table (page 46).
more needs to be said, good luck!”
• Resolve PEFs (page 12) as needed.
• Gain 1 Decreasing Rep d6 for each Wounded Soldier
ESCORT that goes Obviously Dead.
• Play continues until the player has accomplished his
In the Escort Mission, you are trying to escort wounded
Mission, been destroyed, or Leaves the Fight.
soldiers safely to a specific destination.

OBJECTIVE ARE THEY WALKING WOUNDED OR WORSE?


Once you have determined how many wounded soldiers you
• You must enter the table and exit on the opposite must escort, roll 1d6 for each and read the result as rolled:
edge with the soldiers being unharmed.
• (1, 2, or 3) = Walking Wounded. The soldier is armed
and can move on his own, but counts as a Rep 3.
FORCES
• (4, 5 or 6) = Out of the Fight. The soldier needs to be
• You will use up to a Platoon at maximum. Use the carried around.
following procedure to see how many wounded
soldiers you are escorting as well as how many Bugs CARRYING THE WOUNDED
there are. Out of the Fights must be carried by another soldier. Here’s
• Resolve each PEF as follows: how we do it:
• Start with the number of figures in your Squad,
including yourself. • One soldier can carry one Out of the Fight Character.
• Roll 1/2d6 and add that to the number of figures • Shooting while carrying an Out of the Fight soldier
in your Squad. reduces the shooter’s Rep by 1 point.
• Roll 1/2d6 and subtract it from the new total. • If shot at and hit while carrying an Out of the Fight
• That’s how many you’ve met. Repeat for each Squad soldier roll 1d6.
that is resolving the PEF. • (1, 2 or 3) = Wounded soldier hit instead.
• Go to the appropriate List and take the number of • (4, 5 or 6) = Soldier carrying the Out of the Fight
NPCs you need, starting at the top and going down in is hit.
order.

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.

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5150: BUGS – NO RETREAT
• Play continues until the player has accomplished his
MISSION 9 Mission, been destroyed, or Leaves the Fight.

“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.

DUCK BACK MOVEMENT


When the Bugs are next Active, they move into contact with the walls
When Characters score a result of Duck Back on the Will to of the Fort.
Fight Test they can move into another area as outlined above.
Example – Sgt. Billy Pink’s Squad is on the Ramp Up when
they take the Will to Fight Test. One Squaddie must Duck
Back, he moves up to the Firing Line.

BUG MOVEMENT IN AND AROUND THE FORT


When Bugs enter section 5 of the tabletop they can attack the
Fort when next Active. Bugs move in and around the Fort in
the following ways:
• When Active and inside the Fort, Bugs move like
normal Characters from area to area.
• When outside the Fort they can go over the wall in
the following way:
• When Active move into contact with the wall.
• When next Active move onto the Firing Line.
The Squaddies Activate and open fire.

In the above picture the Bugs have entered section 5.


The Bugs Activate again and come over the wall charging into melee.

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5150: BUGS – NO RETREAT
• Move your force onto section 7, 8, and 9 or any
MISSION 10 combination of those sections if you choose to split
your force.
• After you have set up your force, place the PEFs.
“Get up! You’re alive and if you want to stay alive… get… up! • The opposing side activates first.
Forget what happened at 373, look to the future! There’s a • When the enemy activates go to the PEF Movement
Drop Ship coming in at oh-two-hundred hours and we might Table (page 46).
have enough time to get there if we … get... up! Move it, move
• Resolve PEFs (page 12) as needed.
it, move it!”
• Repeat the process a second time.
• Play continues until the player has accomplished his
EVAC Mission, been destroyed, or Leaves the Fight.
The higher ups are sending in a Drop Ship to pick you up and
get you to safety… if you can get to the rendezvous point in EVAC ETA
time.
There’s a Drop Ship in the Area and it will be at the
rendezvous point at oh-two-hundred hours. It will leave there
OBJECTIVE: five minutes after it lands, with or without you. Here’s how we
• You must enter the table from one side (sections 7, 8 do it:
or 9), exit on the opposite side (sections 1, 2 or 3), • When you reach section 5 on the table, the second
then, re-enter the table through sections 7, 8, or 9 and time you have entered, roll 1/2d6. This tells you the
meet the Drop Ship that will land in section 1, 2 or 3. section where the Dropship will land. You can now
try to Evac or wait until later.
FORCES • Consult the Evac ETA Table.
• You will have eight soldiers including yourself. • Start with 3d6.
• Resolve each PEF as follows: • Modify the number of d6 by any applicable
• Start with the number of figures in your Squad, Circumstance.
including yourself. • Roll the modified number of d6 looking for successes
• Roll 1/2d6 and add that to the number of figures – score of 1, 2 or 3.
in your Squad. • Go down the left-hand column to the appropriate row
• Roll 1/2d6 and subtract it from the new total. for the number of successes scored then across to see
• That’s how many you’ve met. the results.
• Go to the appropriate List and take the number of • Immediately carry out the results.
NPCs you need, starting at the top and going down in • Place the Dropship on the appropriate section when it
order. is supposed to arrive.
• When next Active the Squad is loaded.
TERRAIN • When next Active the Dropship is removed.
• Divide the board into nine sections and generate
Terrain (page 9) normally or use one of the maps
3 EVAC ETA
we’ve included (page 40). (Looking for successes – score 1, 2, or 3)

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.

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5150: BUGS – NO RETREAT
Example – Sgt. Billy Pink and his Squad enter section 5. I roll
1/2d6 and score a 3. The Dropship rendezvous point will be in
section 3. There’s a PEF in section 5 and section 1. The
Squaddies and the Bugs in Section 5 enter combat and after a
fight, the Bugs are destroyed. Billy now rolls on the Evac ETA.
Billy starts with 3d6. As there is a PEF in section 3 I roll only
2d6. I score a 1 and 5 – 1 success. The Dropship will arrive in
1/2d6 + 1 turns. I score a 2 so that means 3 more turns before
the Dropship arrives.

BUGS AND THE DROPSHIP


If the Bugs enter the section where the Dropship is located
they will attack the Dropship. Here’s how we do it:
• Roll on the Action Table with the pilot Rep being
2+1/2d6.
• The Dropship is armed with Twin SAWs.
• If the Bugs contact the Dropship they will melee it
with a Swarm attack (page 27).
• If they win, roll for damage on the Structure Shooting
Damage Table (page 47) counting the Dropship as a
Bunker.

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.

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5150: BUGS – NO RETREAT
STAR ARMY
THE 5150 UNIVERSE One of the benefits of serving in the Star Army is that Gaea Prime
Citizenship is guaranteed after 12 years of service and an honorable
We've saved this section for last, as it's informative and not discharge. Consequently, many Star Army soldiers come from outside
part of the rules. of the 3 Rings that make up Gaea Prime space.

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.”

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5150: BUGS – NO RETREAT
known to rise to power in the Empire the lowest Drone is still
REBELS of higher rank than the highest slave and any Drone may kill
any slave without any repercussions. Consequently, turnover
is great.
Most Citizens of Gaea Prime are content with their life. They
gladly receive her benefits and embrace the duties that come Hishen slave fleets routinely search out new races to feed the
with Gaea Prime rule. Some misguided souls do not. They call insatiable demands of the Empire. It is customary that these
themselves by a variety of names, but collectively they are fleets are manned partly by Hishen Drones and partly by
known as Rebels. Rebels are semi-organized and depend upon trusted slaves. The Hishen will use any means available to
captured military equipment. Rebels are usually planet bound capture others including seduction, force, and even purchasing
and are rarely encountered outside of their Home World. from others of a like kind. Where one encounters Hishen slave
Often supplementing and just as often opposing these Rebels raiders, their battle fleets are sure to follow.
are mercenaries known as Free Companies. The bulk of the Hishen army is made up of Drones with the
remainder fleshed out with large numbers of Grath units to
stiffen their resolve on the battlefield.
FREE COMPANY Interestingly the Hishen will always attempt to capture
disabled enemy, but never bother to retrieve their own
casualties. In fact, it is quite common for a disabled Hishen to
It may not be the oldest profession in the universe, but it’s explode a grenade killing itself in hopes of disabling more
pretty darn close. Mercenaries are people willing to do a job, enemy.
usually dirty, for pay. In the 5150 Universe, there are two
types of mercenaries, but all are called Free Companies.
One type is the salvage company where their livelihood
GRATH
depends upon recovering abandoned property and selling it off The Grath are definitely Xenoforms and according to the
to the highest bidder. This second type is the one we are Alien Studies Institute (ASI) located on Gaea Prime, they are
dealing with. truly unique. The Grath is not a single living organism, but is
composed of literally thousands of organisms. The control and
“You got the “cause”; we got the guns.” Yes, they will fight function membrane that runs through the interdependent
for your cause, but only as long as the money lasts. “When do system that comprises the Grath keeps these organisms
I get paid?” and “How do I stay alive?” These are the only together. Due to this unique arrangement, the Grath can
things concerning the mercenary. Mercenaries will fight for regenerate itself almost instantly. This makes killing a Grath
you, but usually not to the death. Okay, make that never to the very difficult and best done by removing the head which if
death; at least on purpose. done instantaneously will provide a terminal system shock.
There is a chance (1 – 3) that a Free Company has Needing only basic fluids to survive, the Grath have the
interplanetary capabilities. Those that don’t are at the whim of ability to convert most fluids into necessary nourishment.
their employer for transportation and there are many stories of Combine this ability with the knowledge that they do not care
Companies being left behind after a fight has ended badly. where they obtain this fluid makes the Grath a terrifying
enemy.
The Grath is the perfect warrior. Grath will fight anyone
HISHEN EMPIRE (including each other), any place, anytime, and are in constant
demand as mercenaries throughout the 5150 Universe. Only in
Gaea Prime controlled areas, are the Grath not used. In fact,
Inhabitants of the middle Rings (4th – 6th), the Hishen are the Grath are always destroyed and never captured if found within
most technologically advanced of all the clone races. They the 3 Rings.
prize order above all else, but order under their control.
Slightly less than human size, these gray-skinned beings are They have no need for sleep or concept of imagination and are
the bane of freedom. The sole purpose of the Hishen Empire is basic in their intellect. Grath are extremely loyal to their
to expand their domain and subjugate all races they meet. employers and it is common for a Grath to know only one
employer or their heirs during their lifetime. This can be a
The Hishen Empire consists of many millions of Hishen very, very, long time as there is no known natural cause of
Drones and a very small ruling class. It is estimated that for death for a Grath, just death from combat.
every one Drone there are at least 100 slaves coming from a
wide variety of races. These slaves perform a variety of
functions from menial chores up to participation in
governmental administration. Although slaves have been

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5150: BUGS – NO RETREAT
Bugs live in colonies referred to as havens. These colonies
RAZORS range in size from dozens, when acting as advanced scouts, to
Even though Razors are not found in 5150: Bugs – No Retreat; no thousands when a full-scale invasion occurs.
discussion of the 5150 Universe would be complete without
mentioning them.
Razors are usually encountered as Leaders of Hishen
mercenaries or Hishen Slaver spaceships. However, Razors ZHUH-ZHUHS
have been working more and more with Basics as well as
working independently. The Razors have a complex sensory Zhuh-Zhuh is the common term for members of the infraorder
system that allows them to process info and react at an Suprasimiiformes. When ASI research expeditions had first
amazing speed. Think of the chess player of antiquity that contact with the Zhuh-Zhuhs they were assumed to be evolved
could see ten moves ahead. They appear to be self-sufficient cousins of the infraorder Simiiformes or the higher primates
and need little to sustain life. Unsubstantiated rumours link that populate many worlds in one form or another. This was
Razors to cannibalism. incorrect as proven centuries later with data that supports that
Witnesses report the ability of the Razors to focus a mental these Suprasimiiformes pre-date there higher primates.
blast that can cause severe pain and even death in some cases. Further evidence suggests that the Zhuh-Zhuhs have more in
common with the average Basic than what is loosely termed a
monkey. Unfortunately, this evidence has done little to offset
BUGS the hostility that sometimes exists between Basic and Zhuh-
Zhuh. Witness the derogatory term monkey boy as applied to
Zhuh-Zhuhs.
Xenoform is the generic term used for all non-humanoid alien Zhuh-Zhuhs or Zhuhs come in all shapes, colors and sizes
life forms. There are currently 53 catalogued Xenoforms ranging from smaller three-foot tall types, Muggie Zhuh-
according to the Alien Studies Institute (ASI) located on Gaea Zhuhs, to those close to seven feet in height.
Prime. Xenoforms are considered any alien species that share
less than five of the major DNA codes that define humanoids. Zhuh-Zhuhs own and occupy a large number of planets and
Not all Xenoforms are hostile or should be considered are commonplace on many Gaea Prime worlds. Constant
dangerous. contact with the large number of Zhuh-Zhuhs in Gaea Prime
space, has earned them the status of trusted alien (1). This
Bugs are and should be. status allows them to hold a variety of Professions including
Bugs come in a wide variety of shapes with the most common some in Law Enforcement.
ones being arachnid like. Don’t be confused, no matter what Do not underestimate Zhuh-Zhuhs. They are intelligent and
they look like they are big. When first encountered it was very physically domineering and should be treated with
thought that these creatures were simply killing machines bent utmost respect and care.
on destruction. Recent contact with some species of Bugs has
made the ASI rethink this. It appears that these creatures have (1) Trusted Alien is not the equivalent of Citizen. For a Zhuh-Zhuh to
the ability to communicate with non-Bug Races and are become a Citizen they have to have served in the Star Army.
actively doing so. The purpose of this has yet to be
determined, but many Bug victims are being captured instead
of killed.
Bugs are not planet bound being capable of interplanetary
travel at a slow rate. This is done via organic ships resembling
cocoons in appearance. As the cocoons are defenseless,
attacking the Bugs in transit is the easiest way to destroy them.
There is speculation that there is a Bug planet of origin, but as
to its location, nothing is known. For simplicity, the ASI refers
to this unknown world as Migune.
First contact with the Bugs was on resurrected worlds, but
now the Bugs appear to be on the offensive having been
confirmed as close as the 7th Ring. Rumors place them in the
6th Ring as well, but as of yet this is unsubstantiated.

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5150: BUGS – NO RETREAT
UPSETTING THE BALANCE
CURRENT EVENTS The two other powerful forces are the Bugs and Zhuh-Zhuhs.
With reports of Bug incursions in the 6th Ring, Hishen
This section is informative and not part of the rules. resources are being drawn away from Gaea Prime and towards
The history of Gaea Prime, let alone the 5150 Universe, would the Bugs. This allows Gaea Prime to step up diplomatic
fill volumes of books and a lifetime to digest. To get a better pressure on other Races such as the Zhuh-Zhuh.
understanding of current events we have provided a quick While the Zhuh-Zhuh wouldn’t normally ally with the Hishen,
overview of the known universe. they consider Gaea Prime to be a common enemy. The Zhuh-
Zhuh Home World is in the 4th Ring, right in the middle of the
conflict. Many Zhuh-Zhuh Free Companies can be found on
GAEA PRIME'S PLACE both sides and there is a “quiet war” going on between Zhuh-
The known universe consists of Nine Rings or Bands of Life. Zhuh and Gaea Prime forces – something both sides
Each Ring contains numerous planets, from Class 1 to Class 3, vehemently deny, for different reasons.
as well as inhabited smaller planetary Colonies and
innumerable smaller clusters called Rocks.
FREEDOM FIGHTERS OR PAWNS?
Gaea Prime considers her proper place to be in the center of
the First Ring, the center of the universe. More war means more demands on the Gaea Prime Citizens.
A wave of independence has hit the smaller planetary
Such is the dominance of Gaea Prime that no other Home Colonies and Rocks in the 3rd Ring (1). Some Gaea Prime
Worlds can be found in the first three Rings. It isn’t until you possessions are expressing their displeasure and this takes a
reach the 4th Ring that you find another Home World. This is variety of forms from slowing down production of much
the Home World of the Zhuh-Zhuh, the largest planet in the needed exports to armed aggression and open declarations of
six-planet confederation known as the Hapflorean Federation independence. While these Rebels insist that they are self-
of Worlds (HFW) (1) sufficient freedom fighters, many Gaea Prime officials fear
these malcontents are actually propped up by Hishen and
Although Gaea Prime dominance is confined to the first Three
Zhuh-Zhuh aid. This aid takes the form of non-military
Rings, their influence has spread out as far out as the 5th Ring
supplies as well as footing the bill for the numerous Free
with diplomatic overtures and explorers reaching to the Rings
Companies that often supplement the Rebel forces.
far beyond (2).
(1)All of the conflicts between Gaea Prime and these Rebels take
(1) Note that the HFW was first erroneously reported to be located in
place in the Third Ring.
the 5th Ring, but is actually in the 4th. (2) The current Gaea Prime
government has authorized ISS pre-emptive strikes on “Bug
controlled” worlds in the 6th and 7th Rings. This has caused THE FUTURE IS YOURS TO CHOOSE
numerous protests from the inhabitants of these Rings. Some view
these raids as illegal and a precedent for invasion. This is the 5150 Universe as it currently is. Choose your sides,
fight well and affect the future as best you can.
THE HISHEN THREAT
What started as incidental military contact has escalated into a
full-blown war occurring between the two Races. The Hishen
Home World is in the 5th Ring and all of the current conflicts
between Gaea Prime and the Hishen Empire are taking place
in the 4th Ring.
As long as Gaea Prime and the Hishen Empire effectively
counteract each other, the 5150 Universe is stable. However,
the involvement of other powerful forces threatens this
delicate balance.

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5150: BUGS – NO RETREAT

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5150: BUGS – NO RETREAT
1ST PLATOON 2 PEF MOVEMENT
PLATOON REP ARMOR WEAPON (Taken versus the Rep of 4)
# SECTION
#D6 RESULT
PASSED
2 PEF moves one section directly towards nearest
enemy, staying in Cover at all times. If no Cover,
will end move to center of section.
1 PEF doesn’t move.
0 PEF moves one section directly away from
nearest enemy, staying in Cover at all times. If no
# 1ST SQUAD REP ARMOR WEAPON Cover, will end move in center of section.
If movement would put the PEF off the table, it
will not move instead.

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.

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5150: BUGS – NO RETREAT
2 ACTION 2 SHOOTING
(Taken versus Leader Rep) (Taken versus Rep)
Score of “6” is always a failure. Score of “6” is always a failure.
1, 2 or 3 You gain Advantage, 4, 5, or 6 They do. #D6 RESULT
Worker Bugs can never have the Advantage. PASSED

#D6 RESULT 2 Hit all targets.


PASSED 1 Miss:
• If being charged. Chargers continue. Star
More d6 The side that passed more d6 can act: Army and Star Marine shooters will score a
• Those that can will shoot. hit instead.
• Bugs and those with Melee Weapons only • If the target is in Cover. Targets return fire. If
will charge. Target has already returned fire, will Duck
• Duck Backs Recover. Back instead. Bugs will charge.
• Leave the Fight. • If the 2nd or higher target. Targets return fire.
Same # Side with the Advantage counts as passing more If Target has already returned fire, will Duck
of d6 d6. Back instead. Bugs will charge.
• Otherwise, Hit – roll for Shooting Damage.
0 Miss all targets:
WEAPONS • Chargers continue into contact.
WEAPON SPECS • Targets return fire. If Target has already
returned fire, will Duck Back instead. Bugs
Assault Rifle AR – 3 will charge.
BA Assault Rifle BA – 3
Carbine CB – 2
Grenade Launcher GL – 5 1 SHOOTING DAMAGE
Laser Rifle LR – 1 (Read the result as rolled)
Pistol P–1
Psychic Blast PB – 4 CIRCUMSTANCE MODIFIER
Plasma PL – 6
BA Assault Rifle. +1
Rapid Fire Laser RFL – 3
Exo Armor. Special.
Rocket Launcher RL – 5
Plasma. +1
Squad Automatic Weapon SAW – 4
Rocket Launcher. +1

1 STRUCTURE SHOOTING DAMAGE # RESULT


(Read the result as rolled) “6” Target is Obviously Dead.
Higher than Rep, Grath and Exo-Armor Duck Back.
# RESULT but not a “6”. Soft Body is Obviously Dead.
1 All – Area destroyed, all inside Obviously Dead. Others go Out of the Fight.
Area no longer provides Cover. Rep Grath and Exo-Armor Duck Back.
2 Building – Area destroyed, all inside Obviously Others go Out of the Fight.
Dead. Area no longer provides Cover. Lower than Rep. Bugs Halt in Place.
Bunker – Area destroyed, all inside roll on Shooting Others will Duck Back.
Damage Table. Area no longer provides Cover.
3 Building – Area destroyed, all inside roll on
Shooting Damage Table. Area no longer provides
Cover.
Bunker – Area unharmed, all inside Duck Back.
4 All – Area unharmed, all inside Duck Back.
5 All – Area unharmed, all inside Duck Back.
6 All – Area unharmed, all inside Duck Back.

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5150: BUGS – NO RETREAT
2 CHECK FOR DEAD 1/1 MEDIC!
(Taken vs. the Rep of the checking Character) (Taken versus Rep of Medic & Out of Fight Character)
A result of "6" is always a failure # D6 RESULT
PASSED
# D6 RESULT
PASSED 2 Just a flesh wound. Character returns to the fight
at normal Rep when next Active.
2 Hishen is actually Obviously Dead or Out of the 1 Character remains Out of the Fight.
Fight. 0 Character becomes Obviously Dead.
1 The Hishen fires one last shot at the closest tester
before going Obviously Dead.
0 Hishen explodes a Grenade (page 7) before
2 WILL TO FIGHT
going Obviously Dead. (Taken versus Leader Rep)
Score of “6” is always a failure.
2 MELEE #D6 RESULTS
(Taken versus Rep)
PASSED
Score of “6” is always a failure.
2 Bugs – Carry On.
TYPE MODIFIER Star Army, Star Marine or Planetary Defense Force
– If 50% or more Out of the Fight, Obviously
Queen Bug. +1d6 Dead, or Left the Fight, count as passing 1d6.
Warrior Bugs. +1d6 Otherwise, Carry On.
Worker Bugs – Attack one target counting a Special 1 Bugs – Brain/Puker Leaves the Table.
+1d6 for each Worker Bug over the 1st. Warriors, Queen and Flyers will Carry On.
Star Army or Star Marine – One Character Leaves
#D6 RESULTS the Fight. Duck Backs will go first.
Lowest Rep will leave next, if tied then random.
PASSED Planetary Defense Force – Two Character Leave
Pass 2d6 All – Obviously Dead. the Fight. Duck Backs will go first.
more Lowest Rep will leave next, if tied then random.
Pass 1d6 Bug – Fight another round of melee and suffer -1 0 All – Whole side Leaves the Fight. If both sides
more to Rep. reach this result at the same time, both count as
Grath – Fight another round of melee and suffer -1 passing 1d6.
to Rep.
Exo-Armor – Roll 1d6 versus Rep: 2 RECOVERY
• Pass 1d6 = Fight another round of melee and
suffer -1 to Rep. (Taken vs. Rep)
• Pass 0d6 = Out of the Fight. # D6 RESULT
All Others – Roll 1d6 versus Rep: PASSED
• Pass 1d6 = Fight another round of melee and
suffer -1 to Rep. 2 Character returns to the Squad.
• Pass 0d6 = Obviously Dead. 1 Recovered Out of the Fight Characters will
Pass All – Fight another round of melee and both suffer return to the Squad.
same -1 to Rep. Those not ordered to, but Left the Fight will
not return.
Hishen, Free Companies, and Zhuh-Zhuh count as Star Army 0 Character does not return.
while Planetary Militia and Rebels count as Planetary
Defense Force.

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