W
RITTEN BYE
DT
EIXEIRAC
OVERA
RT BYP
AULK
IMET
ABLE OF
C
ONTENTS
1.0
P
ROLOGUE1
2.0
I
NTRODUCTION1
2.1 Word of Advice 13.0
Y
OURR
OLE1
4.0
N
EEDED TOP
LAY1
5.0
T
HED
ICE1
5.1 Passing Dice 1 5.2 Counting Successes 2 5.3 Possibilities 25.4 Reading and Adding the Dice 2
5.5 1/2d6 2
5.6 How Many d6 2
6.0
F
IGURES ANDT
ERRAIN2
6.1 Basing Figures 2
6.2 Defining Facing 2
6.2.1 Twisting Torso 3
7.0
T
ABLES3
8.0
Y
OURM
ECH3
9.0
D
EFINING THEP
ILOT3
9.1 Stars and Grunts 3
9.1.1 Stars 3
9.1.2 Grunts 4
9.1.3 Why Use Stars? 4
9.2 Star Advantages 4
9.2.1 Star Power 4
9.2.2 Larger Than Life (LTL) 4
9.2.3 Cheating Death 4 9.2.4 Free Will 4 9.3 Faction 4 9.3.1 Faction Pilots 4 9.4 Reputation 5 9.4.1 Maximum Rep 5 9.4.2 Reputation by Faction 5
9.5 Pilot Personal Weapon 5
9.6 Attributes 5 9.6.1 Stars 5 9.6.2 Grunts 5 9.6.3 Racial Attributes 5 9.6.4 Random Attributes 5
10.0 D
EFININGM
ECHS6
10.1 Class 6 10.2 Armor 7 10.3 Weight Capacity 7 10.4 Weapons 710.4.1 Beam, Heavy, Medium or Light 7
10.4.2 Flamer 8
10.4.3 Gun – Auto, Medium or Heavy 8
10.4.4 Melee Weapon 8
10.4.5 Plasma – Particle Gun 8 10.4.6 Rocket Launcher – 2 or 3 8
10.5 Mounting Weapons 8
10.6 Miscellaneous Items 8
10.6.1 Jump Jets 8
10.6.2 Electronic Warfare System 8
10.7 Speed 9
10.8 Faction Lists 9
10.8.1 Free Company 9
10.8.2 Hishen 9
10.8.3 PDF 9
10.8.4 Star Army & ISS 9
10.8.5 Zhuh-Zhuh 9
10.9 Unit Record Sheet 9
10.10 Your First Mech 9
11.0 F
ORMATIONS9
11.0 Mech Organization 912.0 L
EADERS10
12.1 Using Leaders 10 12.2 Command Radius 1013.0 G
ROUPS10
13.1 Forming and Splitting Groups 10
13.2 Group Cohesion 11
13.3 Large Groups 11
14.0 T
URNS
EQUENCE11
14.1 Many Turns into One 12
15.0 A
CTIONS12
15.1 Firing 12 15.2 Movement 12 15.2.1 Voluntary Movement 12 15.2.2 Reversing Directions 12 15.2.3 Going Prone 12 15.2.4 Involuntary Movement 12 15.2.4.1 Duck Back 1315.2.4.2 Leave the Battlefield 13
15.2.4.3 Fire 13
15.2.4.4 Rush Shot 13
16.0 R
EACTIONS
YSTEM13
16.1 In Sight 13
16.1.1 In Sight or Out of Sight 13 16.1.2 Triggering an In Sight Test 13 16.1.3 Taking the In Sight Test 14 16.1.4 Resolving In Sight Actions 14 16.1.5 Adding to Ongoing In Sights 14
16.1.6 Completed In Sights 14
16.2 Reaction Tests 15
16.2.1 How to Take a Reaction Test 15
16.2.2 Multiple Results 15
16.2.3 Completing Reactions 15
16.3 Status and Actions 15
16.3.1 Carry On 15
16.3.2 Duck Back 15
16.3.3 Leave the Battlefield 16
17.0 R
ANGEDC
OMBAT16
17.1 Line of Sight 16
17.2 Cover & Concealment 16
17.2.1 Protected 16 17.3 Target Selection 16 17.4 Shooting 17 17.4.1 Hit Location 17 17.4.2 Determining Damage 17 17.4.3 Critical Hit 17 17.4.3.1 Pilot Test 17 17.5 Outgunned 17
18.0 M
ELEE18
18.1 Using Melee Weapons 18
18.2 Charge into Melee Test 18
18.2.1 How to Charge into Melee 18
18.3 Melee Combat 18
18.3.1 Melee Combat Hit Location 19 18.3.2 Determining Melee Damage 19
18.3.3 Critical Hit 19
18.3.4 Multiple Mech Melees 19
19.0 T
ERRAIN20
19.1 Setting Up the Table 20
19.2 Generating Terrain 20
19.3 Types of Terrain 20
19.3.1 How Many Pieces of Terrain? 20
19.4 Buildings 21 19.4.1 Building Size 21 19.4.2 Building Armor 21 19.5 Clear 21 19.6 Hill 21 19.7 Water 21 19.7.1 Deep Water 21 19.8 Road 21 19.9 Rough Terrain 21 19.10 Woods 21
20.0 PEF
S22
20.1 PEFS and Buildings 22
20.2 PEF Movement 22
20.2.1 Special PEF Movement 22
20.3 Resolving PEFs 22
20.4 What Are They? 22
20.4.1 Loading Up PEFs 22
21.0 P
LAY THEG
AME23
21.1 Building Your Force 23
21.2 Using Your Mechs 23
21.3 How Many Mechs? 23
21.4 Balanced Game 23
22.0 T
HEM
ISSIONS24
22.1 Patrol 24 22.1.1 Objective 24 22.1.2 Forces 24 22.1.3 Terrain 24 22.1.4 Deployment 24 22.1.5 Special Instructions 24 22.1.6 NP Patrol Mission Tactics 2422.2 Attack 24 22.2.1 Objective 24 22.2.2 Forces 25 22.2.3 Terrain 25 22.2.4 Deployment 25 22.2.5 Special Instructions 25 22.2.6 NP Movement – Defend 25 22.3 Defend 25 22.3.1 Objective 25 22.3.2 Forces 25 22.3.3 Terrain 26 22.3.4 Deployment 26 22.3.5 Special Instructions 26 22.3.6 Pursuing the Objective 26 22.3.7 NP Movement – Attack 26
23.0 T
HEC
AMPAIGN27
23.1 Time in the Campaign 27
23.2 Starting Force 27
23.3 Campaign Morale 27
23.3.1 Ending the Campaign 27 23.4 Controlling or Contesting 27 23.5 Changing Morale 27 23.6 Next Mission 28 23.7 Inclement Weather 28 23.8 Escalating Battles 29 23.8.1 Reinforcements 29
23.8.2 Explaining the Reinforcements 30 23.8.3 When Reinforcements Arrive 30
23.8.4 Who Are They? 31
23.8.5 Where Reinforcements Arrive 31
23.9 Afterwards 31 23.9.1 Recovering Pilots 31 23.9.2 Increasing Rep 32 23.9.3 Decreasing Rep 32 23.9.4 Replacement Pilots 32 23.9.5 Repairing Mechs 32 23.9.6 Mech Replacements 33
24.0 S
TEP-B
Y-S
TEP33
25.0 T
HE5150
U
NIVERSE34
25.1 Free Companies 34 25.2 Hishen Empire 34 25.2.1 Grath 34 25.3 Gaea Prime 35 25.3.1 Planetary Militia 3525.3.2 Planetary Defense Force 35
25.3.3 Star Army 35
25.3.4 ISS 35
25.3.5 Rebels 35
25.4 Zhuh-Zhuh 36
26.0 C
URRENTE
VENTS36
26.1 Gaea Prime’s Place 36
26.2 The Hishen Threat 36
26.3 Upsetting the Balance 36
26.4 In Due Time 36
26.5 Freedom Fighters or Pawns? 37
26.6 The Future Is Yours 37
27.0 C
ESTUSV
37
27.1 Your Role 37 27.2 The Missions 37 27.3 Your Company 37 27.4 Terrain 38 27.5 Campaign Morale 38MISSION 1.0TRIP WIRE 38
MISSION 2.0THE TROLL 39 MISSION 3.0BREAKTHROUGH 41
MISSION 4.0KNOCK KNOCK 42
MISSION 5.0BREAKOUT 44
MISSION 6.0FIGHTING WITHDRAWAL 45 MISSION 7.0STONEWALL 47
MISSION 8.0PICK AND ROLL 48
MISSION 9.0LIGHTNING STRIKE 50
MISSION 10.0KNOCKOUT PUNCH 52
SPECIAL THANKS TO:
Paul Kime: For another great cover.Ken Hafer, Bob Minadeo and Ron "Baddawg" Strickland: For insisting that, "It's not just a gang warfare game."
The THW Guys on the Group and Forum: For the constant support.
1.0
P
ROLOGUE
Mechs or Vehicles? There’s always been that debate since day one. Well, not really. As a Mech Pilot I know that Vehicles are no match for a Mech. We have the height advantage, mobility advantage, and pack more weapons than those “cans”.
Sure; some of them may be a little faster on a straight away, but that comes in handy only when you’re running away. Me? If I get into trouble, I can change direction easier than a “can” and can deal with all types of terrain while doing it. Besides, I do it all in my Mech. I don’t have to wait for someone to tell me when to open fire or reload – I can’t believe the “monkey boys” still use guns – or drive me around.
No, no doubt about it. I’ll take a Mech over a “can” any day. Oh, don’t get me wrong. Mechs aren’t for everybody. Only the smartest, quickest, fittest, and, in my case, the best looking, can pilot a Mech. For those other
guys…well, that’s why they make “cans”.
What? Is it dangerous? Let me put it this way; ever seen an old Mech Pilot?
Welcome to the world of 5150: No Quarter.
*******************************************2.0
I
NTRODUCTION
5150: No Quarter is a stand-alone set of Mech combat rules that can be played with any counters, models, or minis you may already have. It’s a more detailed Mech versus Mech combat game than found in 5150: Star Army. But, with a little tweaking it can be played with Star Army as well.
2.1
W
ORD
O
F
A
DVICE
Be sure to read the rules one section at a time and do the review and easy exercises in the Stop boxes. We’ve broken the rules down into smaller pieces to make it easier to learn. If you have a question about the rules just keep reading as the answer will be coming along shortly. But if you can’t find the answer check out the THW Forum, linked below for answers to questions and free downloads.
http://site.twohourwargames.com/forum/index.php You can expect a response within 24 hours.
3.0
Y
OUR
R
OLE
Your role in the game is up to you. Here are some suggestions:
You can play as a Mech Pilot with one Mech. You can play as a Team Leader (12.0) with three
Mechs.
You can play as a Squad Leader (12.0) with six Mechs.
Once you learn the rules you can play as a Platoon Leader (12.0) or even a Company Commander (12.0).
The bottom line is you can play it any way you like because it’s your game.
4.0
N
EEDED TO
P
LAY
You will need a few things to play 5150: No Quarter. They are:
Six-sided dice, also known as d6. It is best to have at least six of these and the more you have, the quicker games will play.
One ruler or measuring device, ideally one per player.
Any combination of metal, plastic or paper figures in a consistent scale of your choice. Something to represent buildings and other
terrain features.
A 3 x 3 foot flat surface, but you can play with a larger or smaller one if desired.
5.0
T
HE
D
ICE
During the game you will be required to roll dice in a variety of ways. They are:
Passing Dice. Counting Successes. Possibilities.
Reading and Adding the Dice. 1/2D6.
5.1
P
ASSING
D
ICE
To use the dice in this way, roll a number of d6 and compare each die score individually to the Target Number. The Target Number can be Reputation (9.4) or something entirely different.
If the d6 score is equal or less than the Target Number, the d6 has passed.
You can only pass 2, 1, or 0d6 regardless of the number you actually roll.
Example – A Zhuh-Zhuh Class 3 Mech comes under fire and must take a Fired On Reaction Test (16.2). The Target Number for the test is the Rep (4) of the Pilot. He rolls 2d6 and scores a 1 and a 5. As the 1 is equal or lower than the Rep of 4, 1d6 has been passed. Looking on the Fired On Reaction Test (Table 16.2) under the Pass 1d6 column we see that the Zhuh-Zhuh will return fire, counting the Rush Shot penalty, even though it must rotate its torso.
5.2
C
OUNTING
S
UCCESSES
Another way to use the dice is by rolling them and counting successes.
A score of 1, 2, or 3 is a success. A score of 4, 5, or 6 is a failure.
Example: The Rep 5 Mech Pilot must take an In Sight Test (16.1.3). He rolls 5d6 and scores a 1, 3, 3, 4, and 4. He has scored three successes (1, 3, and 3).
5.3
P
OSSIBILITIES
When you see numbers in parenthesis, such as (1 – 2), this means there is a chance of that event happening , based on a 1d6 roll.
Example – There is a Class 1(1 – 2), Class 3 (3 – 5), or Class 5 (6) Hishen Mech coming down the road. I roll 1d6 and score a 1, there is a Class 1 Mech coming down the road.
5.4
R
EADING AND
A
DDING THE
D
ICE
Sometimes you simply read the result as rolled. When rolling 2d6 you add the scores together to get a total. Example – On the Terrain Generator Table (Table 19.3.1) I roll 1d6 and score a 3.
5.5
1/2
D
6
When asked to roll a 1/2d6, here’s how we do it: Roll 1d6.
(1 – 2) = 1. (3 – 4) = 2. (5 – 6) = 3.
5.6
H
OW
M
ANY
D6
How many d6 do you roll? This is found by looking in the upper left-hand corner of each table. There will usually be a number, 1 or 2, telling you how many d6 to roll. In some cases there may be a word like Rep. That means 1d6 is rolled for each point of that word.
Example – A Hishen Mech Pilot (Rep 4) must roll an In Sight Test. Looking on the In Sight Test (Table 16.1.3) we see the word Rep in the upper left corner so I toss 4d6. Later he must take a Mech Down Reaction Test (Table 16.2) There is a 2 in the upper left-hand corner so I roll 2d6.
6.0
F
IGURES AND
T
ERRAIN
Literally hundreds of figures can be used with 5150: No Quarter. There aren’t any official figures so play with whatever you already have.
You can choose from metal, plastic, or even paper counters. The best part is that you can use any of them and still play 5150: No Quarter. If you don’t already have figures, you can find them in gaming stores, at
conventions, or online.
Finding terrain can be handled the same way or you can build it from scratch. Some very nice paper terrain is available online that will work just fine. I use eBay as one source for terrain; it is also a good way to find painted figures.
Perhaps the best form of guidance will come from joining the THW Forum and asking your questions there.
http://site.twohourwargames.com/forum/index.php
6.1
B
ASING
M
ECHS
Each model represents one Mech. Models are usually based, but if they aren’t, use the smallest base possible. Models based for other rule sets will work perfectly in 5150: No Quarter.
6.2
D
EFINING
F
ACING
Charging or shooting to the rear of an enemy depends upon the physical location of the attacker. To qualify as a rear attack the attacker must begin and end its movement behind the front facing of the target.
The front facing is defined as 180 degrees to the front of the figure.
The rear facing is defined as 180 degrees to the back of the figure.
The following illustration defines the front and rear facings.
6.2.1
T
WISTINGT
ORSOSlight twisting of the torso is already accounted for in the 180 degree front facing. If desired, a Mech may make an upper torso twist while keeping its feet facing to the front. This is also allowed when directed to fire by a Fired On Reaction Test result. Here’s how we do it:
When doing so the front facing for firing turns 90 degrees to the direction of the twist.
In the above picture the feet remain to the front, but the torso has twisted to the left changing the arc of fire by 90 degrees.
7.0
T
ABLES
Wherever possible all the tables that you will usually use during the game have been grouped together in the back of the book. When reading a section it is recommended that you review the table in question. 5150: No Quarter is like a toolbox. You may not need all the tools, but they are there if you do!
S
TOP
!
5150: No Quarter is played with six-sided dice called d6. You can play in any scale, with models or counters. You can play with as many or as few models as desired. Passing dice is when you roll a d6 and compare it to a Target Number like Rep. Score equal or less and you have passed; score greater than the Target Number and you have not. You can pass 2d6, 1d6 or 0d6.
A success is a score of 1, 2 or 3.
Possibilities are the numbers in parenthesis next to an event. Scoring that number means the event has happened.
If you roll a 1/2d6 and score a 5, what does it convert to?
8.0
Y
OUR
M
ECH
Each Mech consists of both the Pilot and the Mech. Players will usually start with one Mech and work their way up to larger numbers. No matter what size formation you decide to use, the basic starting point is the individual Pilot and Mech.
9.0
D
EFINING
T
HE
P
ILOT
If you choose, you can use your Pilot in other 5150 games like Star Army or Urban Renewal.
Each Mech is piloted by one character, the Pilot. Let’s go over what defines each Pilot. Here’s how we do it:
Is he a Star or a Grunt?
Which Faction does he belong to? What is his Reputation?
What type of Personal Weapon does he have? Does he have any Attributes?
9.1
S
TARS
A
ND
G
RUNTS
There are two types of Pilots called Stars and Grunts.9.1.1
S
TARSThis represents you, the player. We suggest starting with a Reputation of 5.
9.1.2
G
RUNTSThese are the Pilots that do not represent a player. They may be friends or foes and will come and go as the game progresses. Grunts are controlled by the game mechanics.
9.1.3
W
HYU
SES
TARS?
One question that may be asked is why do we use Stars in THW? It's to give the player personal control over his character.
All Grunts are controlled by the Reaction Tests (16.2). They will behave according to their quality and training, but more importantly will respond to the situations that you put them in. Grunts will behave in a realistic manner that balances a desire to stay alive with the desire to do their job.
But Stars? That's you. You will see that you have much more freedom, as in real life, to do what you want, as well as some distinct advantages that separate you from the Grunts.
9.2
S
TAR
A
DVANTAGES
As a Star in 5150: No Quarteryou have four important advantages. These are:
Star Power. Larger Than Life. Cheating Death. Free Will.
9.2.1
S
TARP
OWERStar Power is not used in 5150 No Quarter, but your character has this ability when playing with a set of rules that uses it, such as Urban Renewal.
9.2.2
L
ARGERT
HANL
IFE(LTL)
Larger Than Life is not used in 5150 No Quarter, but your character has this ability when playing with a set of rules that uses it, such as Urban Renewal.9.2.3
C
HEATINGD
EATHGood news, we do use the Cheating Death Star Advantage in 5150 No Quarter. Here’s how we do it:
A Star can be killed when his Mech explodes. When this occurs, the Star may declare that he is
cheating death. He is immediately removed from the table and whisked to safety.
When a Star chooses to cheat death his Rep is immediately reduced by one level, but can be increased in the normal way (23.9.2). Example – Billy Pink comes under fire and his Mech takes a head hit. Rolling on the Ranged Combat Damage the Hishen player passes 2d6 versus the Impact of 3 for his Medium Beam Weapon. This brings the Armor in the Head down to “0”. The Head is destroyed and Billy should be dead.
Billy declares he is Cheating Death and is whisked from the table to safety. He is still alive, but is now reduced to Rep 4.
9.2.4
F
REEW
ILLThe last Star Advantage is Free Will. Here’s how we do it:
Stars will take Reaction Tests just like Grunts. Instead of rolling any d6 the Star can choose to
pass 2, 1 or 0d6.
This applies when taking the Fired On, Mech Down and Takes Damage Reaction Tests (16.2). Example – During his next Mission Billy Pink (now Rep 4) has his Mech shot at by the enemy. He is a Star so can choose his reaction on the Fired On Test. He chooses to pass 2d6 and returns fire.
9.3
F
ACTION
The 5150 Universe is widespread over nine Rings, with each Ring containing numerous planets. For a little background on the universe see the section called 5150 Universe (25.0).
Players can choose to play any of the following six Factions. Note that the PDF and ISS are parts of the Gaea Prime Star Army.
Free Company (25.1). Hishen (25.2). ISS (25.3.4). PDF (25.3.2). Star Army (25.3.3). Zhuh-Zhuh (25.4).
9.3.1
F
ACTIONP
ILOTSDifferent Factions will have different Pilots. This is reflected by their Reputations (9.4) and Attributes (9.6).
9.4
R
EPUTATION
Reputation or Rep represents a combination of training, experience, morale and motivation. Rep is an expression of a Pilot’s overall fighting quality. Both Stars and Grunts use Rep. There are three possible starting levels of Reputation.
REP 5 - These are veterans of numerous successful combat Missions.
REP 4- These are reliable Pilots of some experience. These Pilots make up the bulk of most Mech forces.
REP 3-These are Pilots of unknown quality that have seen little or no action. This includes both newly trained Pilots and 2nd tier troops. Remember, Stars always start with a Rep of 5.
9.4.1
M
AXIMUMR
EPThe maximum Rep of a Pilot is unlimited as it can be increased by successful Missions (23.9.2).
9.4.2
R
EPUTATION BYF
ACTIONDifferent factions will have Pilots with different Reps. You will need to generate the Reps of all the Grunts you run into, friend or foe. Here’s how we do it:
Consult the Pilot Rep Table (Table 9.4.2). Roll 1d6 and read the result as rolled.
Go down the left-hand column to the appropriate row for the Faction and across to the appropriate column to determine the Rep of the Pilot.
9.4.2
P
ILOTR
EP1
P
ILOTR
EP(Read the result as rolled)
FACTION 1 2 3 4 5 6 Free Company 3 4 4 4 5 5 Hishen 3 3 4 4 4 4 ISS 4 5 5 5 5 5 PDF 3 4 4 4 4 5 Star Army 4 4 4 5 5 5 Xeog (1) 4 4 4 5 5 5 Zhuh-Zhuh 3 4 4 4 4 5
(1) Xeogs may only be found in Free Companies. These are exclusively the blue Rogue females. More information on Xeogs can be found in the 5150 Urban Renewal rules.
9.5
P
ILOT
P
ERSONAL
W
EAPON
Usually when a Pilot bails out it is removed from the table. But if you wish to continue the fight you can do so by using Star Army, Urban Renewal or our free
introductory rules, Chain Reaction, found on our website. Here’s how we do it:
Non – Star Army Grunt Pilots will be armed with a Machine Pistol (1 – 4) or Submachine Gun (5 – 6). Star Army Pilots will have Laser Pistol (1 – 2) or a Rapid Fire Laser (3 – 6). (1) (1) This is a smaller version of the bone found in 5150 Star Army, but with the same stats.
9.6
A
TTRIBUTES
Attributes are used to further define Pilots. Using them will really make the Pilots unique, but if you desire a more vanilla game simply don’t use them. I use them only for my personal Pilot and for his Teammates.
9.6.1
S
TARSStars receive two Attributes. Roll for the first one and choose the second.
9.6.2
G
RUNTSGrunts only get one Attribute, rolled randomly.
9.6.3
R
ACIALA
TTRIBUTESEach race has its own specific Attribute. Assign each Pilot their Racial Attribute before its Random Attributes.
9.6.3
R
ACIALA
TTRIBUTES RACE ATTRIBUTEBasics (1) None: Allowed to roll twice for its Random Attribute, keeping the best result. Hishen Slight: Counts a -1d6 when in melee.
Xeog Wary: Takes the In Sight Test with a +1d6 bonus.
Zhuh-Zhuh Rage: Counts a +2d6 when in melee. (1) Basic are Humans –Gaea Prime being the primary example.
9.6.4
R
ANDOMA
TTRIBUTESRacial Attributes are assigned, Random Attributes are rolled for. Here’s how we do it:
Roll 1d6, read the result and go to the appropriate Attribute Table (Table 9.6).
Roll a second 1d6, read the result and go down the left-hand column to the appropriate row. This is the Attribute that the Pilot has.
9.6.4
T
ABLE1
OR2
# ATTRIBUTE
1 Agile: Counts a +1 to Rep when taking the Pilot Test.
2 Brawler: Counts a +1d6 bonus when rolling on the Melee Table.
3 Coward: Treats a result of Duck Back as Leave the Battlefield when taking the Fired On Test.
4 Crack Shot: Ignores the Fast Move penalty for the shooter and target when rolling on the Ranged Combat Table.
5 Dumbass: Counts Rep one point lower for Activation purposes (14.0).
6 Hard as Nails: Once during his life the Pilot can use the Cheating Death Star Advantage. Re-roll the Attribute if a Star.
9.6.4
T
ABLE3
OR4
# ATTRIBUTE
1 Initiative: Counts one Rep higher for Activation purposes (14.0) when operating alone.
2 Marksman: Can roll twice for each Hit Location, taking the best result.
3 Near Sighted: Counts a -1 to Rep when rolling on the Ranged Combat Table.
4 Nerves of Steel: Treat Duck Back as if Carry On and never outgunned.
5 Lucky: This crewmember can re-roll any result once per Mission.
6 Quick Reflexes: Counts a +1d6 bonus when taking the In Sight Test.
9.6.4
T
ABLE5
OR6
# ATTRIBUTE
1 Resilient: Once during each Mission the Pilot ignores his 1st Rep reduction for a failed Pilot Test. 2 Slow: Counts a -1 to Rep when taking the Pilot Test. 3 Slow to React: Counts a -1d6 when taking the In
Sight Test.
4 Weakling: Will count a -1d6 when rolling on the Melee Table.
5 Wussy: Will only roll 1d6 when taking the Fired On Test.
6 Choice: The Pilot can choose his Attribute.
S
TOP
!
Let’s build your first character. It is a Rep 5 Star. What two Star Advantages does it have?
Gaea Prime has three Factions called Star Army, ISS, and PDF. You can be any of those three or one of the others. Pick a Faction.
Roll for your character’s Personal Weapon. You may not need it in No Quarter, but if his Mech is shot out from under him, you can play it out with one of our other rule sets.
You will have two Attributes, the 1st you roll for and the 2nd you choose. Remember that all Pilots have Racial Attributes as well.
That’s it. Be sure to write down the information – you should use a Unit Record Sheet (Table 10.9).
If you like, roll up two Grunts. Together you form a Team (12.0). Remember that Grunts only get one Attribute and that it is rolled at random. Now let’s get you a Mech.
10.0
D
EFINING
M
ECHS
Mechs can come in a variety of sizes and shapes and with different types of weapons, but they share the following factors: Class. Armor. Weight Capacity. Weapons. Miscellaneous Items. Speed.
Let’s go over each one individually.
10.1
C
LASS
Mechs are divided into five Classes based on their size and weight. Each is assigned a numeric value with the lower the number the larger the Mech. Here’s how we do it:
1STC
LASS –These are the largest of the Mechs. Used to spearhead attacks and bolster defenses. Mechs with 31 – 36 Armor Points.
2NDC
LASS –Large Mechs form the main battle line of armies. Mechs with 25 – 30 Armor Points.
3RDCLASS –
Medium sized Mechs that can be pressed into the battle line if needed, but nimble enough to go on patrol. Mechs with 19 – 24 Armor Points.
4THCLASS –Small Mechs normally used for patrols and scouting Missions. Mechs with 13 – 18 Armor Points.
5THC
LASS –The smallest of Mechs designed for speed and for recon and crowd control in some cities. Mechs with 7 – 12 Armor Points.
10.2
A
RMOR
The Armor of the Mech represents its overall ability to withstand damage and to mount weapons. The higher the Armor of the Mech the harder it will be to destroy. Here’s how we do it:
Players will assign the Armor Points of the Mech between the seven locations on the Mech, but must have a minimum of 1 point in each location.
10.3
W
EIGHT
C
APACITY
Weight Capacity represents the maximum total weight in Weapons and other Items that can be added to the Mech. Each Weapon and Item has a specific Weight Value (WV) representing its weight and bulk. Here’s how we do it:
Consult the Weight Capacity Table (Table 10.3). Go down the left-hand column to the appropriate
row for the Armor Points of the Mech. Go across to see the Class of the Mech and
further across to see its Weight Capacity – the total Weight Value of any added Weapons or Items.
10.3
W
EIGHTC
APACITY ARMOR POINTS CLASS WEIGHT CAPACITY STAR ARMY ARMOR 35 – 36 1 18 BTA 33 – 34 1 17 BTA 31 – 32 1 16 BTA 29 – 30 2 15 BTA 27 – 28 2 14 BTA 25 – 26 2 13 BTA 23 – 24 3 12 Exo 21 – 22 3 11 Exo 19 – 20 3 10 Exo 17 – 18 4 9 HB 15 – 16 4 8 HB 13 – 14 4 7 HB 11 – 12 5 6 HB 9 – 10 5 5 HB 7 - 8 5 4 HB10.4
W
EAPONS
Mechs can mount a variety of weapons. Each weapon is defined on the Weapon Table (Table 10.4) in the following ways:
WEAPON TYPE – This is the name and type of weapon. If a weapon does not appear on the Weapons Table use the type that most reflects that weapon.
WEIGHT VALUE (WV)– The weight and bulk of the weapon that is subtracted from the Weight Capacity of the Mech.
RANGE – The effective range of the weapon where the shooter deems he has a reasonable chance of hitting the target.
TARGET – The number of “shots” that the weapon can fire on at one time. The Mech rolls only once to hit the target, but each “shot” rolls its own Hit Location.
IMPACT – A number assigned to the damage that the weapon can inflict when fired. Also the number of Armor Points subtracted from a location when passing 2d6 on the Ranged Damage Table (Table 17.4.2).
10.4
W
EAPONST
ABLETYPE WV RANGE TARGET IMPACT
Beam, Heavy 3 24 1 4 Beam, Medium 2 24 1 2 Beam, Light 1 24 1 1 Flamer 1 6 1 3 Gun, Auto 2 24 3 1 Gun, Medium 3 24 1 3 Gun, Heavy 4 18 1 4 Melee Weapon 1 – 5 x 1 1 – 5 PPG 6 24 1 5 Rkt. Launcher 2 2 36 2 2 Rkt. Launcher 3 3 36 3 2
10.4.1
B
EAM,
H
EAVY,
M
EDIUM ORL
IGHT The beam weapon fires energy in a coherent beam with heavier beams doing more damage over a longer range than the lighter ones.10.4.2
F
LAMERThe flamer is capable of firing flammable liquid over short distances. Here’s how we do it:
When firing the flamer lay a 1” wide path the length of the shot, ending in a 2" circle of flame. Flame remains on the table the remainder of the
game.
Crossing it causes the Mech to roll on the Ranged Damage Table (Table 17.4.2). The flamer can only fire once per turn – when
active or in reaction.
10.4.3
G
UN–A
UTO,
M
EDIUM ORH
EAVY Projectile weapons, referred to as guns, fire good old-fashioned explosive shells. The auto – cannon fires a smaller shell, but at a higher rate than the others. This requires rolling on the Ranged Combat Table only once; but each shell rolls for its own Hit Location.10.4.4
M
ELEEW
EAPONThe Mech melee weapon is attached to the Arm and is used in melee. The weapon will increase the Armor of the Arm only when rolling on the Melee Damage Table. Example – The Class 3 Mech has 3 Armor Points on its Right Arm. I add a 3 WV Melee Weapon to the right arm. When passing 2d6 on the Melee Combat Damage Table (Table 18.3.2) the Right Arm can inflict 6 Armor Points of damage.
Later the Mech receives 3 Armor Points of damage to the Right Arm. It is blown off; the Melee Weapon flying away with it.
10.4.5
P
LASMA–P
ARTICLEG
UNA weapon that fires plasma charged particles at extremely high speeds.
10.4.6
R
OCKETL
AUNCHER–
2
OR3
The Rocket Launcher is capable of delivering 2 or 3 large charges of explosives. This requires rolling on the Ranged Combat Table only once; but each rocket rolls for its own Hit Location.10.5
M
OUNTINGW
EAPONSRanged Weapons and Misc. Items can be mounted on any location on the Mech with the following restrictions:
The total Weight Value mounted onto the body part cannot exceed twice the Weight value of the body part.
10.6
M
ISCELLANEOUS
I
TEMS
There are two Non-Weapon Items that can be added to a Mech. They are:
Jump Jets.
Electronic Warfare System (EWS).
10.6
M
ISC.
I
TEMST
ABLE ITEM TYPE WEIGHT VALUE NOTES Jump Jets Equal to 6 minus the Class.Allows the Mech to jump over obstacles up to 3 x its height.
EWS 2 2 Count a 2 success bonus on
the In Sight Test.
EWS 1 1 Count a 1 success bonus on
the In Sight Test.
10.6.1
J
UMPJ
ETSMechs can be equipped with Jump Jets. Here’s how we do it:
Jump Jets have a Weight Value equal to 6 minus the Class of the Mech.
Jump Jets do not increase the movement of the Mech, but does allow it to leap over intervening obstacles up to three times its height.
Mechs can jump at any time during their movement whether active or in reaction. Mechs will land the way that they were facing
prior to the jump.
Mechs can jump into Melee – called a Jump Attack – only if they pass more d6 than the target on the Charge into Melee Test (Table 18.2.1).
10.6.2
E
LECTRONICW
ARFARES
YSTEM The Electronic Warfare System (EWS) allows for the Mech to decrease the time needed to identify and respond to opposing Mechs. Here’s how we do it: Mechs can only have one EWS.
EWS come in two types called EWS 1 and EWS 2. Only ISS, PDF, and Star Army Mechs can have EWS 2.
Each point of EWS allows the Mech to count one additional success when rolling on the In Sight Test (16.1.3).
10.7
S
PEED
How fast can a Mech move? Here’s how we do it: Consult the Mech Speed Table (Table 10.7). Go down the left-hand column to the appropriate
row then across to the appropriate column to see the Mech’s Speed.
10.7 M
ECHS
PEED ARMOR SPEED 33 – 36 4 29 – 32 6 25 – 28 8 21 – 24 10 17 – 20 12 13 – 16 14 7 – 12 1610.8
F
ACTION
L
ISTS
We’ve provided some pre-generated Mechs for each Faction (Table 10.8.1). We encourage you to build additional Mechs.
10.8.1
F
REEC
OMPANYThese are independently owned and operated Mech companies that will fight for the highest bidder. Free Companies may be composed of Basics (1 – 3), Zhuh-Zhuhs (4 – 5) or Xeogs (6). There is chance (1 – 2) that a Free Company may be composed of two (1 – 4) or three (5 – 6) races. Free Companies do not use PPGs (10.4.5). Free Company Mechs can mount Guns (1 – 4), or Beams (5 – 6), but not both.
10.8.2
H
ISHENThe Hishen are the main opponent of the Gaea Prime systems. Hishen do not use Guns (10.4.3).
10.8.3
The planet bound military defense force stationed on secondary Gaea Prime planets and her colonies. PDF do not use PPGs (10.4.5) or Guns (10.4.3).
10.8.4
S
TARA
RMY&
ISS
The Star Army is the back bone of the Gaea Prime military forces. This Faction includes the elite branch of the Gaea Prime military, ISS. Star Army and ISS do not use Guns (10.4.3).
10.8.5
Z
HUH-Z
HUHSometimes the opponents of Gaea Prime, sometimes its allies, the Zhuh-Zhuh are always the enemy of the Hishen. The Zhuh-Zhuh do not use Guns (10.4.3) or PPGs (10.4.5).
10.9
U
NIT
R
ECORD
S
HEET
We’ve provided a generic Unit Record Sheet (Table 10.9) for your use. Each sheet has room for a full Team of three Mechs.
10.10
Y
OUR
F
IRST
M
ECH
Feel free to choose any Mech you desire to play from the appropriate Faction List (10.8.1) or build your own from the information in this section.
11.0
F
ORMATIONS
After centuries of warfare the combatants have settled upon similar organization when it comes to Mechs. Even the Hishen realized that having larger units wasn’t as effective as having more units. Consequently, all Mech Teams – the smallest operational unit – consist of three Mechs. Where it does get slightly different is in the higher formations. Here’s how we do it:
Consult the Mech Organization Table (Table 11.0).
Go down the left-hand column to the appropriate Faction, then across to see their Squad, Platoon, and Company strengths.
11.0 M
ECHO
RGANIZATIONX
M
ECHO
RGANIZATIONFACTION SQUAD PLATOON COMPANY
Free Company 2 Teams 2 Squads 2 Platoons Hishen 2 Teams 3 Squads 2 Platoons
PDF 2 Teams 2 Squads 2 Platoons
Star Army 2 Teams 3 Squads 2 Platoons Zhuh – Zhuh 2 Teams 3 Squads 2 Platoons
Example – I choose to play a full Squad of Zhuh-Zhuhs. Looking down the Faction column to the Zhuh-Zhuh row and across to the Squad column I see that there will be two Teams of Mechs – or six Mechs. Now it’s time to find out who’s in charge.
12.0
L
EADERS
In No Quarter we have four types of Leaders. They are, from lowest to highest rank; Team Leader, Squad Leader, Platoon Leader, and Company Commander. Here’s how we do it:
The highest Ranking Leader on the table will be in overall command of the Faction. This can vary during the Mission (22.0) as Leaders enter the battle or are eliminated.
Each Team Leader controls one Team of three Mechs, regardless of the Faction. When the Team Leader is no longer functioning, the highest Rep Mech Pilot in the Team will take command. Each Squad Leader controls two Teams regardless
of the Faction. When the Squad Leader is no longer functioning, the highest Rep Team Leader in the Squad will take command.
Each Platoon Leader controls two or three Squads depending upon the Faction. When the Platoon Leader is no longer functioning, the 1st Squad Leader in the Platoon will take command. Followed by the 2nd and finally the 3rd Squad Leader.
Each Company Commander controls two Platoons regardless of the Faction. When the Company Commander is no longer functioning, the 1st
Platoon Leader in the Company will take command. Followed by the 2nd Platoon Leader if necessary.
Example – 1st Hishen Team of Class 3 Mechs has
contacted the enemy. The Team Leader is in control of the Faction.
Later the 2nd Team arrives with the Squad Leader, completing the Squad. The Squad Leader is now in charge.
Next turn the Platoon Leader arrives with the remaining two Squads from the Platoon. The Platoon Leader is now in overall control.
Still later the Platoon Leader is killed. Command passes to the highest ranking Squad Leader – from 1st to 3rd Squad.
12.1
U
SING
L
EADERS
Leaders are used in the following ways:
The Team Leader determines when the Team Activates (14.0).
The Squad Leader determines when the Squad Activates.
The Platoon Leader determines when the Platoon Activates.
The Company Commander determines when the Company Activates.
12.2
C
OMMAND
R
ADIUS
All Mechs are Com-Linked together. This allows for Leaders to Activate Mechs under their command. Here’s how we do it:
Any Mech within Line of Sight (17.1) and 8” of the Leader is in command radius and can activate with that Leader.
Leaders can choose to have Formations activate individually.
Example – 1st Team is on the battlefield when their Platoon Leader and the rest of the Platoon arrive on the field. The next turn, because 1st Team is within Line of Sight and 8” of the Platoon Leader, it activates when the Platoon Leader does.
Later on the Platoon Leader (Rep 4) decides to let 1st Team activate when their Team Leader (Rep 5) can activate.
13.0
G
ROUPS
A group differs from a Formation in that groups are created and disbanded on an ad hoc basis, while Formations are permanent organizational structures also called units. While units have a specific number of Mechs, groups can range in size from one Mech to an unlimited number of Mechs.
13.1
F
ORMING AND
S
PLITTING
G
ROUPS
Groups are not permanent. You can form up or break apart your group into larger or smaller groups at any time during the turn when you are active or when forced to by a reaction. This could be a Company splitting into two or more groups.
13.2
G
ROUP
C
OHESION
A group consists of one or more Mechs with one being the group Leader. To qualify as a group the following two requirements must be met.
Remain within 8" of one or more Mechs in the group.
Have a Line of Sight (LOS) to one or more Mechs in the group and/or be in LOS of one or more Mechs in the group.
In the picture on the left we see the Mechs are all within LOS and 8” of another 0HFKD in the group. In the picture on the right we see that Mech #5 is no longer functioning. As the distance between #4 and #3 is over 8”, they are now in two groups and will activate separately.
13.3
L
ARGE
G
ROUPS
You can make large groups of multiple Mechs from different units, as when multiple Squads group together to form a Platoon. Just follow the same requirements as outlined previously.
In the picture above we see two Squads acting in two groups.
In the picture above the second Squad activated and moved to within 8” and LOS of 1st Squad to its front. They are now one
large group. 1st Squad can now activate while 2nd squad can continue its normal move.
Remember that a group differs from a unit in that groups are created and disbanded as desired, while units are permanent organizational structures.
14.0
T
URN
S
EQUENCE
5150: No Quarter is played in turns, with one phase of Activation per side. Although your games, called
Missions, can last an unlimited number of turns, each turn follows a strict sequence.
Before the game begins each side chooses a d6 of different colors.
Example - I choose a blue d6 and Jim Bob Joe chooses yellow.
At the start of each turn the dice are rolled. This is called rolling for Activation.
If the dice come up doubles, roll again. If the die scores are not doubles read each die
individually. The higher score determines which side will activate its groups first.
Example - The two dice are rolled and a Blue 5 and a Yellow 4 are rolled. I scored higher so I can activate my groups first.
Only groups with a Leader whose Rep is equal to or higher than their Activation die score can be activated.
Example: A Blue 5 and a Yellow 4 were rolled. My side scored higher so I activate first. I can activate only groups that are led by a Rep 5 or higher Leader.
Groups are activated from highest to lowest Reps with ties activating in the order the player desires.
After the first group has completed all its actions and any reactions it may have caused have been
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 4 were rolled. I went first and have finished activating all the groups I wanted to. It is now Jim Bob Joe’s turn. He can activate only groups that are led by a Rep 4 or higher Leader.
After both sides have activated all of the eligible groups they desire and all reactions have taken place the turn is over and Activation dice are rolled again.
This system will mean that many times lower Rep Mechs will not be able to activate. This reflects the Pilot’s lack of confidence and hesitancy to engage the enemy. It also stresses the importance of higher Rep Leaders!
14.1
M
ANY
T
URNS INTO
O
NE
With the Reaction System – allowing players to react to what the other player does when it isn’t their turn – we are combining traditional game turns into longer ones. This means:
No artificial stopping of action. Longer turns, but shorter games.
You’re always involved in the turn, no waiting for the other player to finish his turn.
Now that you know the turn sequence we will explain the rules in the order that they will occur during the game turn. This may be different than traditional rules, but is much more effective.
Let’s start with actions.
S
TOP
!
There are a variety of Mech Formations. What is the smallest Formation?
Groups can be formed and split up as desired or by a Reaction Test (16.2). Units cannot. There is no maximum group size as long as all Mechs qualify. How does a Mech qualify to be part of a group?
Activation dice are rolled at the start of each turn. Only groups with a Leader whose Rep is equal or higher than their Activation die score can activate.
15.0
A
CTIONS
When a Mech is active it may voluntarily do one of the following actions.
Move up to full distance.
Stay in place, changing the way it is faced if desired, or only twisting its torso.
Charge into Melee (Table 18.2.1).
15.1
F
IRING
In addition to the previous actions, Mechs can fire during the turn at the following times:
Once when active, called Active Fire. Each time called upon by any Reaction or
Charge into Melee Test.
As mentioned previously, by combing multiple traditional turns, your Mechs can fire more than once per turn.
15.2
M
OVEMENT
There are two types of Mech movement, voluntary, when the Mech is active, and involuntary when caused by a Reaction Test.
15.2.1V
OLUNTARYM
OVEMENTWhen active, a Mech may move up to its maximum speed as specified on the appropriate Mech List (10.8.1) and Mech Speed Table (Table 10.7).
15.2.2
R
EVERSINGD
IRECTION Mechs can move in reverse. Here’s how we do it: Anytime a Mech wishes to move in reverse, it may do so at up to ¼ of its normal movement – taking the whole turn.
The Mech must have come to a stop prior to moving in reverse.
15.2.3
G
OINGP
RONEMechs cannot voluntarily go prone, but can be knocked down due to a Critical Hit (17.4.3).
15.2.4
I
NVOLUNTARYM
OVEMENTMechs may be forced to perform involuntary actions and movement as a result of a Reaction Test. The possible involuntary actions and moves are as follows.
15.2.4.1DUCK BACK
The Mech is seeking cover and safety. Here’s how we do it:
The Mech moves to the nearest cover or concealment within 6” or its maximum move, whichever is shorter. This can be in any direction, even forward.
If no cover or concealment is available within 6” the Mech will move as far as possible away from the threat. It will have its back to the cause of the test and end its activation if it was active. It may not fire until active or caused to fire by a
subsequent Reaction Test.
Mechs ducking back into cover cannot see or be seen by the cause of the test, but those that do not reach cover can.
15.2.4.2LEAVE THE BATTLEFIELD
Move to the nearest table edge away from the enemy and continue until exit the table. Will not fire and if charged will melee at a -3d6 penalty.
15.2.4.3FIRE
The Mech will fire at the cause of the test, even if needing to twist its torso.
15.2.4.4RUSH SHOT
The Mech will fire at the cause of the test counting the Rush Shot penalty, even if needing to twist its torso.
S
TOP
!
When Active, a Mech can move up to its full distance, stay in place, changing the way it is faced if desired, or only twisting its torso. What else can it do?
The Armor of the Mech determines how fast it can move. What effect do Jump Jets have (10.6.1)?
Mechs can also fire when Active and in Reaction. What is Active Fire?
Involuntary movement is done when caused by a Reaction Test result.
16.0
R
EACTION
S
YSTEM
This section covers the heart of Two Hour Wargames. It’s called the Reaction System. Reaction Tests reflect how a Mech Pilot will perform when under physical, mental, or emotional stress during the Mission.
Reaction Tests represent immediate unthinking reactions to certain events. Here's a real life example. You're in the kitchen and grab a pot. It’s hot and you immediately let go of it. That's a reaction. Next you grab a towel and then grab the pot. That's an action.
Mech Pilots take Reaction Tests during the game when called upon. Let's look closer at each Reaction Test.
16.1
I
N
S
IGHT
The In Sight Test is taken differently than the Fired On, Takes Damage, and Mech Down Reaction Tests (16.2). First let's explain the difference between being In Sight and Out of Sight.
16.1.1
I
NS
IGHT ORO
UT OFS
IGHT Mechs are always in sight or out of sight A Mech is in sight when: An enemy Mech can trace a Line of Sight (17.1) to that Mech. This still applies even if that Mech is in cover, concealed, or both.
A Mech is out of sight when:
It cannot be seen because of intervening terrain. It cannot be seen due to any other Mech in the
way.
16.1.2
T
RIGGERING ANI
NS
IGHTT
EST Here's how an In Sight Test is triggered: Whenever a group has an opposing group enter into its Line of Sight (LOS), and the opposing group was not seen previously during this Activation phase (14.0), the In Sight Test has been triggered. Note that not all figures in the group will qualify to take the In Sight Test.
In this picture the white side cannot be seen by “1” or “2”. The In Sight Test is triggered as soon as any
Mech in a moving group comes into sight.
In the second picture white activates and Mechs “A” and “B” move forward. “A” comes into sight of “1” triggering the In Sight Test.
Once the test is triggered the triggering force is allowed to move all of its Mechs (whether they triggered the In Sight or not) up to two free additional inches. This movement could result in the triggering Mech going out of sight.
The In Sight is triggered and the Mechs in the triggering force are allowed to move two additional inches, before the test is taken. Mech “A” moves closer to “1” while “B” moves to the edge of the building so “B” can see “1”; also putting “B” into sight of “1”.
16.1.3
T
AKING THEI
NS
IGHTT
EST After the triggering force has moved up to two free additional inches all Mechs in sight of an enemy Mech or having the enemy in sight will take the test. Here's how we do it: The Leader of each group takes the In Sight for the whole group. This is the highest ranking Leader in the group that has LOS, thereby qualifying for the In Sight.
Consult the In Sight Table (Table 16.1.3). Each Leader starts with1d6 per point of Rep. Modify the number of d6 each Leader rolls, by
any applicable Circumstance or Attribute if used. The Leaders roll their modified d6 total looking
for successes, a score of 1, 2 or 3.
Only one side can win the In Sight Test. The non-moving side wins the In Sight only if the moving side scores more successes.
If the number of successes is equal, the non-moving side wins the In Sight.
Place a d6 with the number of successes scored, facing up, next to each Mech in the winning group involved in the test. This is for ease of play. When each Mech has resolved its action, remove the d6.
With multiple In Sights at the same time, it’s not if you win, but if you lose. So if you beat one group, but lose to another, you lost the In Sight and can only react. After all In Sight actions are done, you react.
16.1.4
R
ESOLVINGI
NS
IGHTA
CTIONS The side that won the In Sight will now act from highest Rep to lowest and in a set order. Here’s how we do it: Fire – may twist torso up to 90 degrees.
If the Mech cannot fire it will Charge into Melee if within 6”.
If the Mech cannot fire or Charge into Melee it will Duck Back if in ranged weapons range. Otherwise Carry On.
16.1.5
A
DDING TOO
NGOINGI
NS
IGHTS There may be a time when a Mech that was not involved in an In Sight, suddenly becomes involved in it. This triggers a new In Sight.16.1.6
C
OMPLETEDI
NS
IGHTS Once all Mechs that won the In Sight Test haveTests are taken and the active side continues its part of the turn.
S
TOP
!
Take four Mechs from opposing Factions and place them on the table, out of sight of each other.
Roll for activation. Did you roll doubles? Re-roll of it did. Move the Active Mechs into sight of the other. When was the In Sight triggered? Move the active mechs up to two additional inches. Take the In Sight Test. Remember that only the group Leader of each side takes the test.
16.2
R
EACTION
T
ESTS
The next three Reaction Tests are taken differently than the In Sight Test. Here’s how we do it:
FIRED ON – The Mech is Fired On and was missed.
TAKES DAMAGE – The Mech takes damage from shooting or melee.
MECH DOWN – The Mech is within 4” and LOS of a Mech that is destroyed or Leaves the Battlefield, but only if of equal or higher Class.
16.2.1
H
OW TOT
AKE AR
EACTIONT
EST During the turn, whether you’re active or not, you may be required to tale a Reaction Test. Here’s how we do it: Consult the Reaction Test Tables (Table 16.2). Determine what is causing the test; Fired On,
Takes Damage, Mech Down, or any combination of the three. If there’s more than one cause, you still take one test, but apply the worst result. Determine which Mech in the group must take
the test. Note that there will be times when some Mechs will take the test and others will not. Roll 2d6 for the group taking the test. This
means all eligible Mechs taking the same test, in the same group.
Modify the Rep of each Mech by any applicable Circumstance or Attribute if using them. Determine how many d6 were passed based on
the individual Rep of each Pilot taking the test. This may result in Mechs in the same group behaving in different ways.
Go down the left-hand column to the number of d6 passed, then across to see the result. Be sure to use the appropriate row for the Faction. Immediately carry out the results.
16.2.2
M
ULTIPLER
ESULTSThere may be times when a Mech qualifies for more than one Reaction Test and scores more than one result, sometimes conflicting. Here’s how we do it:
One set of d6 are rolled when taking the test. Apply the results to each cause of the test. Take the worst result.
See the Mech Status and Actions (16.3) section for more details.
16.2.3
C
OMPLETINGR
EACTIONS There may be times when a Mech is carrying out a Reaction Test and may be forced to take another test prior to completion of the first. When called for, the Mech immediately takes the second Reaction Test, cannot score better than the first result, but can score worse.16.3
S
TATUS AND
A
CTIONS
The Reaction Tests (16.2) can change the status of a Mech by forcing it to act in a certain way. Here we will explain the terms found on the Reaction Tests.
16.3.1
C
ARRYO
NThe Mech is in good order and can act and react as desired. A Mech is considered to be carrying on if it is not doing any of the following. We have ranked them from best to worse.
Ducked Back.
Leaving the Battlefield.
16.3.2
D
UCKB
ACKThe Mech is seeking cover and safety. Here’s how we do it:
The Mech moves to the nearest cover or concealment within 6” or its maximum move, whichever is shorter. This can be in any direction, even forward.
If no cover or concealment is available within 6” the Mech will move as far as possible away from the threat. It will have its back to the cause of the test and end its activation if it was active. It may not fire until active or caused to fire by a
subsequent Reaction Test.
Mechs ducking back into cover cannot see or be seen by the cause of the test, but those that do not reach cover can.
16.3.3
L
EAVE THEB
ATTLEFIELDMove to the nearest table edge away from the enemy and continue until exit the table. Will not fire and if charged will melee at a -3d6 penalty.
S
TOP
!
You take the Mech Reaction Test when you have been Fired On, Takes Damage, or see a Mech of equal or higher Class be destroyed or Leaving the Battlefield. When taking a Reaction Test one set of d6 is rolled and applied to each Mech in the group. Not all Mechs in the group may qualify for the same test.
Take two Mechs from opposing Factions and place them on the table, out of sight of each other.
Roll for activation. Did you roll doubles? Re-roll of it did. Move the Active Mech into sight of the other. Take the In Sight Test.
Assume that the winner of the In Sight has fired and missed the other Mech. What test is taken?
How is Duck Back different than Leave the Battlefield?
17.0
R
ANGED
C
OMBAT
There are two ways to inflict damage in 5150: No Quarter.. The first is through ranged weapons fire and the other is through melee (hand-to-hand combat). Trust me on this; melee should be considered a last resort.
17.1
L
INE
O
F
S
IGHT
To shoot something you must first be able to see it. A straight line from the shooter to the target is called a Line of Sight or LOS. Here’s how we do it:
Line of Sight extends across the whole table and is blocked only by friendly Mechs, terrain, buildings and sometimes weather.
LOS is to the front facing of the Mech up to a 180 degree arc.
In night time the LOS is reduced to 12” if the Mech does not have functioning EWS. However, targets in a well-lit area will count LOS as normal for those firing at them.
In woods or jungle LOS between Mechs inside woods is reduced to 12” in the daytime and 6” at night if the Mech does not have functioning EWS.
If at the edge of the woods (within 1”) the Mech can see and be seen from outside the woods as normal.
LOS in inclement weather such as fog, rain or snow, is reduced to 12” in the daytime and 6” at night if the Mech does not have functioning EWS.
17.2
C
OVER
&
C
ONCEALMENT
There will be times when a Mech will be in cover, concealment or both. Cover and concealment are different and handled differently. Here’s how we do it:
Concealment makes you harder to see. Concealment does not provide protection. Concealment comes into play when taking the In Sight Test (16.1.3).
Cover protects your Mech, so it makes it harder to be hit. Cover comes into play on the Ranged Combat Table (Table 17.4).
So how do you tell which is which? We've put together a short list that answers the question. Players should match the terrain on the table with the type that best resembles it on the Cover or Concealment Table (Table 17.2) before the game begins.
17.2.1
P
ROTECTEDA Mech counts as protected when a location is hit that has cover in front of it. Here are some examples:
A Mech that is behind a building or similar cover up to its Chest cannot be hit in the Gut or Legs. Any hit in those locations counts as no effect and a Fired On Test is taken instead.
A Mech that is within 1” of a hill crest (19.6) cannot be hit in the Gut or Legs. Any hit in those locations counts as no effect and a Fired On Test is taken instead.
A Mech firing from around a building or similar cover exposes only its Head, Chest, and Arm. Any hit to the Gut, Legs or other Arm counts as no effect and a Fired On Test is taken instead.
17.3
T
ARGET
S
ELECTION
Who do you fire at? Here’s how we do it:
Mechs in reaction will always target the Mech that shot or charged them.
When taking an Active Fire the Mech may choose his targets.
All Mechs must be targeted at least once before being targeted a second or third time.