[5150] The Hungry: Combined Arms Free Company Mercenaries and Extended Rules For Cross-THW-5150-System Integration
- 1 Order of Battle: Combined Force Battalion
- 2 Rules Addenda and Mechanics Notes
- End Matter
- Footnotes
1 Order of Battle: Combined Force Battalion
The Hungry is a reinforced battalion-scale combined-arms, largely ground-focused combat organization whose Free Company affiliation provides the opportunity to be involved in conflicts ranging across the totality of Gaea Prime’s reach and sometimes beyond–for the right price. Larger than most of the Free Company mercenary organizations (as suggested by the name itself), the whole of The Hungry seldom is hired on for a single job, often sending detachments for combat duty on transports as organic marine protection in case of pirate attack or companies for private colonies out in Ring 3.
Rumors of operations on behalf of the Zhuh-Zhuh Hapflorean Federation remain only that, rumors. Any suggestion of contact with the Cephalods1 in Ring 6 would be counter to Gaea Prime law and therefore certainly not be true.
Aerospace support is, in the main, not organic to The Hungry’s organization. While the battalion does have a lightweight task force which can transport a single company and provide some degree of orbital control, such force projection has to be contracted separately by most buyers from another source. Aerospace assets are too delicate and costly to maintain for a dedicated mercenary ground force.
The Hungry operates as a combined arms battalion when deployed in toto, making use of a core field base of fire provided by mecha, supported in movement by vehicles and infantry. The Headquarters and Services Company beyond the core staff is largely focused on C4I22, maintaining communications and intelligence to coordinate ground operations.
1.1 Command Organization
There is a significant amount of difference between the 5150 systems when it comes to how the command organization at every level of the hierarchy is expressed. For The Hungry, the following rough guide suffices. Remember that platoon and company-level assets can differ between Star Army, Platoon Leader, Battalion Commander, and No Quarter.3
1.1.1 Full Order of Battle
- The Hungry
- Battalion HQ Company
- HQ Section: Optik C&C
- Battalion Commander
- XO
- Comms
- Observer
- Battalion Orbital Operations Section
- HQ Section: Optik C&C
- OOSec Commander
- XO
- Observer
- Launcher Operations Platoon
- 3x Mobile Launcher Platform Squads: Hierarch High-Mobility Satellite Insertion and Tracking Vehicle
- Hierarch Officer
- 6x Hierarch Insertion and Recovery Specialist
- 3x Mobile Launcher Platform Squads: Hierarch High-Mobility Satellite Insertion and Tracking Vehicle
- HQ Section: Optik C&C
- Communications/Intelligence Platoon
- HQ Section: Optik C&C
- Comm/Intel Coordination Officer
- XO
- Observer
- 3x Comm/Intel HQ Squads: Growler APC
- 10x Comm/Intel Specialist
- HQ Section: Optik C&C
- HQ Section: Optik C&C
- Battalion Logistics Section
- HQ Section: Optik C&C
- Logistics Officer
- XO
- Comms
- Observer
- Maintenance Platoon
- HQ Section
- Maint. Platoon Commander
- XO
- Comms
- 5x Maintenance Squad
- 2x Maintenance Team
- Maintenance Leader
- 4x Maintenance Specialist
- 2x Maintenance Team
- HQ Section
- Combat Engineer Platoon
- HQ Section
- Combat Eng. Platoon Commander
- XO
- 2x Comms
- 3x Combat Eng. Squad
- 2x Combat Eng. Team
- Engineer Leader (SMG)
- 3x Engineers (Assault Rifle)
- 2x Combat Eng. Team
- HQ Section
- Motor Transport Platoon4
- Motor Transport HQ
- Motor Transport Platoon Commander
- XO
- 2x Comms
- 3x Motor Transport Squad
- 3x Motor Transport Team
- 4x Motor Transport Specialist
- 3x Motor Transport Team
- Motor Transport HQ
- Health Services Platoon5
- HQ Section: Optik C&C
- Health Services Platoon Commander
- XO
- 2x Comms
- 3x Health Services Squad
- 2x Health Services Team6
- Health Services Team Leader
- 3x Corpsman
- 2x Health Services Team6
- HQ Section: Optik C&C
- HQ Section: Optik C&C
- Infantry Company
- HQ Section: Optik C&C
- Company Commander
- XO
- Comms
- Observer
- Company Asset (1x, as available; AA Launcher, AP Mine, AT Mine, OOSec Observer Team, or OOSec Drone Team)
- 2x Infantry Platoon
- HQ Section
- Platoon Commander
- XO
- Comms
- Observer
- Platoon Asset (2x, as available; Flame Thrower, HMG, Rocket Launcher, or Satchel Charge)
- 3x Line Squad
- SAW Team
- Fireteam Leader (AR)
- Line Infantryman (AR)
- SAW Gunner (SAW)
- AR Team
- Fireteam Leader (SMG)
- 2x Line Infantryman (AR)
- SAW Team
- HQ Section
- HQ Section: Optik C&C
- Mechanical Company7
- HQ Section
- Mech Company Commander: Bullhorn
- XO : Bullhorn
- Comms: Optik C&C
- Driver: Optik C&C
- Company Asset (1x, as available: AA Launcher, AP Mine, AT Mine)
- Artillery Platoon
- HQ Section
- Arty Commander: Bullhorn
- XO: Raucous
- Comms: Optik C&C
- Spotter Optik C&C
- Driver: Optik C&C
- Platoon Asset (2x, as available; Flame Thrower, HMG, Rocket Launcher, or Satchel Charge)
- 2x Artillery Squad
- Arty Leader: Raucous
- 2x Arty Mech: Raucous
- HQ Section
- Assault Platoon
- HQ Section
- Assault Commander: Disturbance
- XO: Discord
- Comms: Optik C&C
- Platoon Asset (2x, as available; Flame Thrower, HMG, Rocket Launcher, or Satchel Charge)
- Heavy Assault Squad
- Heavy Assault Leader: Discord
- 2x Heavy Assault Mech: Discord
- Assault Squad
- Assault Leader: Bullhorn
- 2x Assault Mech: Disturbance
- Recon Squad8
- Recon Leader: Noize
- 2x Recon Mech: Clamour
- HQ Section
- HQ Section
- Battalion HQ Company
1.1.2 Specialist Deployments
Sometimes the whole battalion is simply more than needed to fulfil a contract. The maxim “the least force for the most effect” is aggressively adhered to in the Free Companies, as losses are so much harder to replenish without entire global populations to feed your war machine. As such, smaller task forces are often deployed to fulfil contracts whenever possible.
1.1.2.1 Shipside Marine Detachments
Those interested in more detailed focus on ship-board Marine detachments may wish to consult 5150: Star Marine which focuses on this kind of excursion in much greater detail than any other text in the line.
Ship detachments typically involve two squads from the infantry platoon pool. These are frequently rotated between contracts, putting two squads from the same platoon on-contract and one in training or on leave.
The Hungry is reluctant to send part of its limited infantry force to serve shipside unless there are no better contracts to pursue. Because mechanized operations require infantry support to take and hold positions, and shipside MARDET contracts typically run for six months at the least while paying less, there are good economic reasons for this thinking.
- Command
- HQ Squad XO, Comms, or Observer9
- 2x Marine Detachments
- SAW Team
- Fireteam Leader (AR)
- Line Infantryman (AR)
- SAW Gunner (SAW)
- AR Team
- Fireteam Leader (SMG)
- 2x Line Infantryman (AR)
- SAW Team
1.1.2.2 Supported Infantry Platoon Assault Task Force
Sometimes nothing will do but a full infantry drop, putting boots on the ground with enough mechanized support to counter the inevitable relatively heavy counter-push. A single platoon of well-trained infantry is an effective tool for many purposes and many are willing to pay for a small piece of their larger whole.
- HQ Squad: Optik C&C APC
- Infantry Company Commander
- XO
- Comms
- Observer
- OOSec Informatics Support Squad: Hierarch High-Mobility Satellite Insertion and Tracking Vehicle
- Hierarch Officer
- 6x Hierarch Insertion and Recovery Specialist
- Company Asset (1x, as available: AA Launcher, AP Mine, AT Mine, OOSec Observer Team, or OOSec Drone Team)
- Infantry Platoon
- Platoon HQ: Optik C&C
- Platoon Commander
- XO
- Comms
- Observer
- Platoon Asset (2x, as available; Flame Thrower, HMG, Rocket Launcher, or Satchel Charge)
- 3x Line Squad: Growler APC10
- SAW Team
- Fireteam Leader (AR)
- Line Infantryman (AR)
- SAW Gunner (SAW)
- AR Team
- Fireteam Leader (SMG)
- 2x Line Infantryman (AR)
- SAW Team
- Platoon HQ: Optik C&C
- Mech Assault Platoon
- Mech Assault Commander: Disturbance
- Platoon Asset (1x, as available; Flame Thrower, HMG, Rocket Launcher, or Satchel Charge)
- Assault Squad
- Assault Leader: Bullhorn
- 2x Assault Mech: Disturbance
- Recon Squad
- Recon Leader: Noize
- 2x Recon Mech: Clamour
1.1.2.3 Mechanized Strike Task Force
The deployment of the iron fist outside of a velvet glove is necessary in the less law-abiding portions of the galaxy and there is often good coin to be made simply repeatedly punching a designated target right in the face until it falls down, never to rise again, whether it is a single enemy or an entire army.
The Hungry doesn’t shy from such assignments.
The most important aspect of such deployments is sheer, unadulterated firepower: big guns, hard-hitting mecha, and enough intelligence and to put it all together like a singular hammer blow.
- TF HQ Section
- Mech Company Commander (Captain): Bullhorn
- XO : Bullhorn
- Comms: Optik C&C
- Driver: Optik C&C
- OOSec Informatics Support Squad: Hierarch High-Mobility Satellite Insertion and Tracking Vehicle
- Hierarch Officer
- 6x Hierarch Insertion and Recovery Specialist
- Company Asset (1x, as available: AA Launcher, AP Mine, AT Mine, OOSec Observer Team, or OOSec Drone Team)
- Assault Platoon
- HQ Section
- Assault Commander: Disturbance
- XO: Discord
- Comms: Optik C&C
- Platoon Asset (2x, as available; Flame Thrower, HMG, Rocket Launcher, or Satchel Charge)
- Heavy Assault Squad
- Heavy Assault Leader: Discord
- 2x Heavy Assault Mech: Discord
- Assault Squad
- Assault Leader: Bullhorn
- 2x Assault Mech: Disturbance
- HQ Section
1.2 Ranks in The Hungry
- Squad
- Private
- Corporal (Section/Detachment and 2nd/XO)
- Sergeant (Squad Leaders, Platoon XO)
- Platoon
- Lieutenant (Platoon Leader, Company XO)
- Company
- Captain (Company Leader, Battalion XO)
- Battalion
- Colonel (Battalion Leader)
1.3 Characters and Squads of Note
Every organization is only as good as the men and women who make it up, and The Hungry is no different.
1.3.1 Battalion Command Section–Hungry Actual
1.3.1.1 Commander: Colonel Marcus Alexi “Hungry Actual” Teneb
Male Basic, REP 5 Star, HB armor, SMG
Skills: SAV 5, PEP 4, FIT 3
- Attributes:
Born Leader: When taking the Received Fire and Man Down Tests, any friendly character within 4” and LOS to the Born Leader will react as it does regardless of what their reaction would have actually been. Born Leaders also count a +1d6 bonus on the Keeping It Together Test.
Runt: Counts a -1d6 when taking the Charge into Melee Test.
- When piloting a mech, trade Runt for …
Lucky: This crewmember can re-roll any result once per Mission.
Notes: Teneb is a recent inheritor of command of The Hungry, having been picked from command staff after the “retirement” of the previous Colonel, William Tragula. There have been some rumors about the fact that Tragula’s XO Tik was not the immediate choices, though they’ve said nothing on the subject.
He is well-known to be a particular fan of mech combat and came up through the lower ranks of his youth in a Gaea Prime mech company. His favorite design was the Firefly, a particularly light-weight unit that focused on speed, agility, and incendiary weaponry to harass and dislodge enemy elements.
1.3.1.2 XO: Captain Uranth-Tik (“Tik”)
Male Zhuh-Zhuh Gorantha, REP 5, Star, HB armor, BA AR (R48, T2)
Skills: FIT 5, SAV 4, PER 3
- Attributes:
Rage: Counts a +1d6 when in melee. Roll +1d6 when charging on the Charge into Melee Test.
Nerves of Steel: Treat Duck Back as a Carry On. Counts a +1d6 when taking the Charge into Melee Test.
Notes: Tik was Tragula’s XO when Colonel Teneb was promoted from command of the Mech Company over him to Hungry Actual. Despite his objections at the time, Tik has been surprisingly supportive, even eager, in the aftermath. Part of that may be because he sees the possibility of ascending to the head of The Hungry as significantly higher under Teneb’s stewardship.
On the battlefield, Tik has been known to exemplify the Zhuh-Zhuh machismo to the extreme, exhibiting no fear of incoming fire nor concern for his personal safety, especially when the opportunity to engage in straight-up hand-to-hand comes along. Because of his extensive bulk, he never was involved in mech operations. The infantry company loves Tik and is always fired up when he takes to the field on a contract with them.
1.3.1.3 Comms: Captain Jacynth “Jack” Dekkar
Female Basic, REP 5, Star, SB armor, AR
Skills: SAV 5, PER 4, FIT 3
- Attributes:
Hard as Nails: Once during each Mission the character will treat its first Obviously Dead result as a -1 to Rep if in melee and to Duck Back if being fired on.
Stone Cold: Will roll +1d6 when taking the Unit Casualty Test.
Notes: Jack fought her way up through an organization or two far harder than the Free Companies, first being a shady data-courier and “freelance systems penetration expert” for whoever could pay on New Hope11, picking up her signature neural implants along the way. When things became a little too warm for her, she shipped out on a deep-system free trader and took up smuggling for a while. Eventually, that, too, became a tad warm and she moved on to the one job anyone in the galaxy can find freedom in: being a mercenary.
While finding herself serving under another Zhuh-Zhuh Gorantha strikes Jack as a little strange, her usual response is to shrug and waggle out a minimalist hand-gesture. With her extensive contacts in the smuggling community, Jack is often a vital resource when it comes to arranging transport off the books or getting a deal on a few “extra” weapons.
1.3.1.4 Observer: Captain Mal “Hater” Dyne
Male Basic, REP 5, Star, SB armor, AR
Skills: SAV 5, PER 4, FIT 3
- Attributes:
Initiative: Counts one Rep higher for In Sight purposes when operating alone.
Unlucky: Anytime a friend within 3" of the character is hit by ranged weapon fire there is a chance (1 – 2) that the unlucky character will suffer the result instead.
Notes: Dyne is one of the “lucky” few to have been in Free Companies all his life. Born on Cestus IV just after the beginning of the rebellion, Free Company “Glory & Honour” adopted him at the grand old age of eight years when they were on a patrol sweep through a small town the rebels had just levelled as part of a scorched earth policy on their retreat. He grew up fast and mean, coached by some of the finest in the business, excelling at infiltration and reconnaissance, and seems to have a true understanding of time-to-impact and even field aerospace coordination.
“Hater” (unlike others, you probably shouldn’t use his call sign anywhere but the battlenet)12 would almost always rather be tucked away in a nice concealing bush or behind a crumbling wall in a partially collapsed building. Alone. Over two decades of losing friends one after another in the course of the job has taken a toll.
1.3.2 Inf / 2 / 3
Members of The Hungry’s infantry company are considered among the best of the best. However, often “the best” is a pretty low bar to hurdle in a Free Company. 2 / 3 are the low men (and women) on the totem pole, sometimes for good reason and other times through sheer bad luck.
1.3.2.1 SAW Team
The SAW Team is the solid foundation off of which all squad-level maneuvers are borne. Carrying a truly ridiculous amount of firepower, these grunts get the job done.
1.3.2.1.1 Squad Leader: Sergeant Aille “L-Train” Aois
Female Basic, REP 5, Star, HB armor, AR
Skills: FIT 5, SAV 4, PER 3
- Attributes:
- Rage: Counts a +1d6 when in melee. Roll +1d6 when charging on the Charge into Melee Test.
Notes: Not just excited to be here, “goddamned excited to be here, sir!” Possibly the most gung-ho mercenary in the entire battalion, which may be why she hasn’t been promoted out of the Inf / 3 / 2’s squad leader position, as Colonel Tragula supported the idea that whoever gets stuck with it should at least appear to enjoy it. Prospects should be looking up under Teneb, but wariness is still on the table.
Secretly L-Train is mildly disgruntled at the perception of being held back and, in private and not in front of the troops, sometimes gives into bouts of uncontrolled anger. She balances this by focusing her frustration into enthusiasm and a love for getting close and snuggly with the enemy. Besides, if she were promoted out, who’d keep Private Porkbone in line?
1.3.2.1.2 Line Infantryman: Private Karenth-Il (“Iller”)
Female Zhuh-Zhuh Muggie, REP 4, Grunt, SB armor, AR
Skills: SAV 4, FIT 3, PER 2
- Attributes:
- None
Notes: There are very few Zhuh-Zhuh Muggies in any military outside the Hapflorean Federation of Worlds, and even there they have limited chances for advancement outside of the Star Navy and aerospace pilot positions. It’s even rarer for female Muggies to be found on the front lines, not for physical reasons (as the female Muggie is, on average, 30% bulkier than the male) but because of a significant protective instinct in the Zhuh-Zhuh culturally.13
Iller thinks that’s some bullshit.
When Colonel Teneb brought her onboard, Iller was thrilled at the opportunity. Sure it was in the last squad of second platoon, but it was a chance to shine and she intends to grab onto it with all four hands! As a result, the young Muggie is completely supportive of L-Train and hopes to be attached to her as they both progress up the ranks.
1.3.2.1.3 SAW Gunner: Private “Porkbone” Freeman
Male G’oll, REP 4, Grunt, HB armor, SAW
Skills: FIT 4, PER 3, SAV 2
- Attributes:
Dumbass: Counts Rep one point lower for In Sight.
Clumsy: When testing to Fast Move and fails with doubles will move half the dice total and fall prone, Carry On. Can get up when next active. (Race Trait)
Notes: The G’oll are a canine, barely humanoid race from the border worlds in Ring 4. On their homeworld, they live an anarchic, care-free existence, driving ram-shackle internal combustion vehicles across the rolling dunes and mountains of the habitable zone, warring with one another with gay abandon, like a post-apocalyptic fantasy without all the overhead of destroying a perfectly good civilization first. That they have been a Hishen slave race for millennia barely seems to register–to either party. The Hishen seem to be mildly ashamed of the G’oll, primarily breeding them for rote physical labor and the rare domestic servant. On occasion some make it off-world in the course of trade, kidnapping, shanghai, or purely by accident.
Porkbone is a fine example of his race: dumb as a stump, strong as a bull, and stupidly loyal. That’s why they let him carry the SAW. L-Train keeps him on a leash short enough to keep him from being all drooly, skipping around uncontrollably, and trying to run. That’s clearly a near-impossible task.
1.3.2.2 AR Team
The AR Team is intended to provide quick leapfrog motion and snap fire when the squad is moving as a group and is the primary maneuver element when split into teams.
1.3.2.2.1 Team Leader: Corporal Andril “Drill” DeVayne
Male Basic, REP 4, Grunt, HB armor, SMG
Skills: PER 4, FIT 3, SAV 2
- Attributes:
- Resilient: Once during each Mission the character counts the first Out of the Fight result as a -1 to Rep if in melee and as Duck Back if being fired on.
Notes: Drill doesn’t hate his job, per se, but being an infantry slogger in a Free Company isn’t really what he wanted to be doing with his life. He’d really rather be relaxing on a beach, sipping a cool drink, and not running from the law. In six systems. With a death sentence on his head.
It was just throwing a fight. No big deal, right? And that time in a bar with that kid, that was ugly. Someone else shot first, though.
And that’s how you end up on the ass-end of the galaxy with these two doofuses, fighting for someone else’s dime.
1.3.2.2.2 Line Infantryman: Private Grey “Blind” Quessasean
Female Basic, REP 4, Grunt, SB armor, AR
Skills: FIT 4, SAV 3, PER 2
- Attributes:
Sickly: Has the Slow Attribute and counts Rep at one less when taking the After the Battle Recovery Test.
Slow: Only counts 1d6 when taking the Fast Move Test. (Forced by Sickly.)
Notes: How does someone with Koban’s Syndrome end up a mercenary? Wrong place, wrong time, and gullible enough to buy that a backwater doctor had a cure and not just a bag-over-the-head shanghai team. Not for The Hungry, mind you, but other mercs aren’t necessarily so choosey. Luckily, you can throw down your gun and run like Hell if you find yourself in a good place to do so. Unfortunately, if you have Koban’s Syndrome, you don’t run so good.
The Hungry were the guys on the other side in that little tussle. No hard feelings; they swept for stragglers and offered Blind a spot at the bottom of the ranks for six months for saving her life, with the option to re-up at the end if she wants. Oh, the call? Koban’s leaves your irises with a glazed white sheen while it eats away your musculature.
1.3.2.2.3 Line Infantryman: Private Lee Wan-Wan
Male Basic, REP 5, Grunt, SB Armor, AR
Skills: SAV 5, FIT 4, PER 3
- Attributes:
- None
Notes: The absolute newest guy in The Hungry, untested in any capacity, so new that he doesn’t even have a call sign or battle nickname, yet. (“Hey you” is the temporary.) Amusingly, he might be the most life-competent guy in the Inf / 2 / 3. One day he signed up for the job, showed up, and there he was. Who applies for a job with mercenaries?
Wan-Wan will absolutely not show anyone pictures of his childhood sweetheart, talk about buying a farm back home, muse on the futility of war and the transitory nature of man, say “what are we really fighting for?”, volunteer for special duty, or become a medic. That shit’ll get you killed!
1.3.3 Mech / 2 / Rec
The soldiers of the reinforced mechanical company are much the same as any others who’ve worked with machines that do the mighty physical business of destroying the enemy: “this is my rifle; there are many like it, but this one is mine.” Without it they cannot pursue the enemy and bring it down. The mech is not the weapon, it is the pilot and mech working together, just as the infantryman and his team works together. The recon platoon in particular understand their role–but often they live by the maxim “what doesn’t kill you makes you faster!” They may have neglected the partial corollary, “–by killing off the hindmost.”
1.3.3.1 Squad Leader: Sergeant Heine “Firework” Feuerwerker
Male Basic, REP 4, Grunt, SB Armor, SMG
Skills: PER 4, SAV 3, FIT 2
- Attributes:
- Quick Reflexes: Counts a +1d6 bonus when taking the In Sight Test.
Notes: It takes a certain kind of guy to want to pilot some of the lightest, fastest, most fragile mechs in the galaxy, and Firework (never “Hiney”) is the guy who took to that mission profile like a duck to water. He’s certainly had the chance to move side-ways into the larger chassis but always finds his way back to Recon.
Firework runs a tight ship. Some might suggest he has too great a love for military discipline, especially in command of a squad of high-speed adrenalin-junkies.
1.3.3.2 Recon Cavalryman: Corporal Anastasia “Apara / опора” Mikhailovna
Female Basic, REP 4, Grunt, SB Armor, MP
Skills: SAV 4, PER 3, FIT 2
- Attributes:
- Marksman: Can roll twice for each Hit Location, taking the best result.
Notes: Apara (“the Rock”) likes to do recon the old-fashioned way: from a goodly distance and with a very long-range weapon. To that end, she often requests and receives a minor refit on her Clamour, replacing the beams in each arm with a single arm-stabilized heavy beam on her left shoulder. This gives solid ranged damage potential on one of the lightest frames on the battlefield.
Of the Recon squad, Apara has the greatest tolerance for doing anything less than driving at full-tilt and a restless need to always be moving. As a result, she’s the one most often cross-attached to infantry operations as long-range light anti-vehicle and “world’s biggest sniper” support.
1.3.3.3 Recon Cavalryman: Private Birute “Hairy” Ladygaite
Female Basic, REP 4, Grunt, SB Armor, MP
Skills: SAV 4, FIT 3, PER 2
- Attributes:
- Wussy: Will only roll 1d6 when taking the Fired On Test.
Notes: Hairy is the archetypical recon cavalry operative, a true speed-junkie who gets off on running around the battlefield as fast as the machine’ll go (sometimes faster), breaking through enemy lines, hunting supply vehicles, and generally only barely managing something like stealth. She’s also an unrepentant coward, hyper-aware of how fragile the Clamour’s frame is and giving a dark cast to every mutter of “things just got Hairy” by her squad-mates.
Apara hates being saddled with her.
Hairy fully expects to advance to squad leader and beyond some day. “Just you wait,” she’ll say, mere hours after the rest of her squad has talked her out from behind a building, “when I’m in charge of the platoon…” There seems little chance of that.
2 Rules Addenda and Mechanics Notes
2.1 Mechanics Interactions
Most of the weapons in 5150: No Quarter map fairly neatly to systems in 5150: Star Army (first edition)14 (less so to 5150: Battalion Commander and significantly less well to the systems in 5150: Platoon Leader which has a much greater focus on infantry operations and doesn’t deal with vehicles beyond dropships at all).
2.1.1 No Quarter
The specific focus in NQ on mecha combat and mecha alone can make it somewhat difficult to integrate with more combined arms operations as represented in Star Army and Platoon Leader. Most of the issues surround the wholly new damage resolution system using both hit locations and armour points found in NQ.
2.1.1.1 Mecha and Star Army Infantry
- Mecha have no Support Weapons by default, but SA Support Weapons may be installed on mecha at the cost of 1 WV each. Mecha are typically only kitted out to attack and defend against vehicle-or-larger weapon platforms. Specialist designs are certainly possible.
- Support Weapons have no effect on mecha when using NQ combat mechanics. (Normal effect if using SA mechanics.) It is assumed their ammo loadouts are not effective against the better armour and resistance.
- Mecha may attack infantry in melee by stomping and kicking. Treat as a normal Charge Into Melee Test. Resolve using Close Assault Table (SA, p36). Any damage done by infantry to a mech is applied to the (1-3) Left Leg or (4-6) Right Leg.
2.1.1.2 Vehicles in No Quarter
Vehicles in NQ have only Cockpit, Mobility, Weapons, and Hull. Weapons are always considered mounted in the Weapons location. The pilot (or driver) is always considered to be within the Cockpit. Any internally-transported infantry reside within the Hull. Any external infantry riders are considered to be on the Hull and make any Tests for Received Fire any time the vehicle does or would.
2.1.1.2.1 No Quarter Hit Location Table for Vehicles
If you want to use No Quarter for vehicular combat alongside the mecha, a hit-location table is a must.
2d6 Ranged Combat Hit Location (Vehicles)
# | Location |
---|---|
2 | Cockpit |
3 | Cockpit |
4 | Mobility |
5 | Mobility |
6 | Hull |
7 | Hull |
8 | Hull |
9 | Mobility |
10 | Mobility |
11 | Weapons |
12 | Weapons |
No Quarter Critical Hit Table for Vehicles
Location | If Armor <= 0 | If Armor 1+ |
---|---|---|
Cockpit | Cockpit penetrated and driver(s) dead. | Take a Driver Test; roll 1d6 vs Driver’s REP. Pass 1d6: Driver and vehicle remain operational. Pass 0d6: Driver stunned; reduce Driver REP by 1 and devote whole Activation to recovery. During recovery, vehicle moves straight ahead one movement range without turning the same distance moved in previous turn. If this results in impact, resolve as an Impact 1 attack. A co-pilot/co-driver can take control at no penalty but may be a lower REP than the original and should proceed accordingly. |
External riders take Received Fire Test at -1 REP and always count as Outgunned. | External riders take Received Fire Test at -1 REP. | |
Further damage transfers to Hull. | ||
Mobility | Vehicle is immobilized. Drive systems inoperable. If grav or flying, vehicle crashes to the ground and resolves an Impact 1 attack. | Reduce speed of vehicle by half until repaired. If reduced to Speed 0, vehicle can no longer move but can rotate any turrets. |
External riders take Received Fire Test at -1 REP and always count as Outgunned. | ||
Further damage transfers to Hull. | ||
Weapons | All weapons inoperable until repair. (1-3) One misc. item is inoperable until repair, (4-6) all misc. items are inoperable until repair. | One weapon or misc. item is inoperable until repaired. |
External riders take Received Fire Test at -1 REP and always count as Outgunned. | ||
Further damage transfers to Hull. | ||
Hull | (1 - 4) the vehicle explodes and all drivers and carried infantry, internal and external, are dead. Otherwise, inoperable until repaired. Roll 1d6 for each driver and passenger. (6) is Obviously Dead, (REP to 5) is Out of the Fight, and those who roll under REP Carry On to take a Received Fire Test at -2 REP. | (1-2) One weapon or misc. item at random is inoperable until repaired. (6) roll 1d6 for each driver and passenger; (6) is Obviously Dead, (REP to 5) is Out of the Fight, and those who roll under REP Carry On. External riders take Received Fire Test at -2 REP and always count as Outgunned. |
2.1.2 Star Army
SA (1st edition, as SA: 2nd Tour includes no vehicle rules) provides a solid baseline for mechanical extrapolation and is assumed to be the lingua franca that we can convert into and out of when variation occurs. While PL departs in some significant ways regarding grouping and movement, the underlying damage system remains relatively the same save for moving to a REP-resolving target system as found in the latest Chain Reaction 2015 free Two-Hour Wargames mechanics.
2.1.2.1 NQ Mecha in SA
When using mech stats from No Quarter in more infantry-centric systems, the following guidelines should be observed.
- Mecha do not double Speed on a road. Roads only provide clear terrain passage to mecha.
- Charge Into Melee test range becomes 6" instead of NQ’s 3". Mecha can charge at least as effectively as infantry.
- Mecha may attack infantry in melee by stomping and kicking. Treat as a normal Charge Into Melee Test. Resolve using Close Assault Table (SA, p36). Any damage done by infantry to a mech is applied to the (1-3) Left Leg or (4-6) Right Leg.
- Mecha have no Support Weapons by default, but SA Support Weapons may be installed on mecha at the cost of 1 WV each. Mecha are typically only kitted out to attack and defend against vehicle-or-larger weapon platforms. Specialist designs are certainly possible.
- Light Weapons (and only Light weapons or the Auto Gun) may be fired against infantry targets, but suffer a -2 to hit on each Target die rolled. That is, if a REP 5 fires a Light Beam at an infantryman in the open and gets a 5, 3, the unmodified result would be a 10, 8 but against an infantry group becomes an 8, 6, resulting in only one hit. Each hit from any NQ weapon delivers a 2" blast radius attack.
- Flamers function as Flame Throwers do in SA (p20).
- Rocket Launchers may fire like a Blast Effect Weapon15, nominating an impact spot with a 5" blast radius. Use the NQ Impact rating as listed.
- Mecha weapons firing on infantry always count as Outgunned Ranking 5.
2.1.2.2 NQ Weapons With SA Armor Impact Values
Weapon | Damage Against: | SB | HB | Exo | BTA |
---|---|---|---|---|---|
Beam, Light | 3 | 3 | 2 | 1 | |
Beam, Medium | 4 | 3 | 3 | 2 | |
Beam, Heavy | 6 | 4 | 4 | 3 | |
Flamer | 4 | 3 | 3 | 2 | |
Gun, Auto | 5 | 4 | 1 | NE | |
Gun, Medium | 5 | 4 | 3 | 2 | |
Gun, Heavy | 5 | 5 | 4 | 3 | |
PPG | 6 | 6 | 5 | 4 | |
Rkt Lchr | 6 | 4 | 3 | 1 |
2.1.3 Battalion Commander
As the title Battalion Commander suggests, it assumes the player will eventually be commanding forces of up to a battalion in size, with mechanical simplification intended to aid in managing that significant force. Movement, particularly for infantry formations, is far more rigid and structured. Ranges are shortened.
2.1.3.1 SA Armor Classes in BC Armor Ratings
One of the largest differences is a remapping of vehicle damage ratings away from the SA body-armor types to differentiation based on classes of vehicles. Because SA originally mapped body-armor types to vehicle classes, the mapping can still be done. This is imperfect, largely because APCs bridge the gap between SB and HB and SA has no concept of the Assault Tank.
Star Army | Battalion Commander |
---|---|
Soft Body | Truck, APC |
Hard Body | APC, Light Tank |
Exo-Armor | Medium Tank |
Battle Tactical Armor | Heavy Tank, Assault Tank |
2.1.3.2 NQ Mecha in BC
Mech Fire Factors are calculated as 6 - Class. Thus a Class 5 mech has a Fire Factor of 1 and a Class 1 mech has a Fire Factor of 5.
2.2 Vehicle Designs
2.2.1 Hierarch High-Mobility Satellite Insertion and Tracking Vehicle
Nothing can substitute for intelligence in the high mobility battlespace, and a ground force without the ability to maintain some degree of satellite and drone overwatch dies to an enemy which seems to come from every direction the friendlies aren’t looking. The Hierarch is the core platform that makes it possible to place and control those assets.
The Hierarch looks like a segmented insect, each segment a wide, flat wedge driven by two pairs of high treads.16 Within the last, oversized, segment is nestled a high-power slow-charging railgun which runs the length and can be deployed to loft reinforced satellite rockets nearly to orbit or to launch heavier-than-air drone craft. The Hierarch provides enough C&C connectivity to act as the ground-station for deployed intelligence craft as well as direct control when automated reconnaissance is insufficient.
Deploying and undeploying the Hierarch for operations is a non-trivial occupation. Such things will generally not fall into the scope of a battle. If the vehicle is deployed, it functions as a small structure for all intents and purposes.
2.2.1.1 Star Army Stats
Type | AV | Capacity | Main Gun | Secondary | Traction | Speed |
---|---|---|---|---|---|---|
Hierarch HMSITV | SB | 6 specialists, 1 officer, 2 driver | Projectile, Large | n/a | Track | 24/12 |
Railgun is awkward and not intended to fire on ground targets; if forced fires at REP-2. Cannot fire in reaction.
Counts as FV 6 for the purposes of reduction by fire but cannot be fired from.
2.2.1.2 No Quarter Stats
Name | REP | Speed | Class | Total Armour | Total Weight Capacity |
---|---|---|---|---|---|
Hierarch | - | 12 | 4 | 18 | 4 / 9 |
Armour | Cockpit | Weapons | Hull | Mobility |
---|---|---|---|---|
- | 4 | 2 | 8 | 4 |
Weapon Type | WV | Range | Target | Impact | Notes |
---|---|---|---|---|---|
Gun, Heavy | 4 | 18 | 1 | 4 | Railgun is awkward and not intended to fire on ground targets; if forced fires at REP-2. Cannot fire in reaction. |
2.2.2 Growler Grav APC
Every military that moves infantry needs a solid backbone of APCs which can move over heavy terrain while carrying their payloads relatively safely to the front lines. Over the decades, many Free Companies have standardized on the Growler, not just because its sturdy grav drive means that it can handle almost any form of rough terrain but because in many cases it can be directly dropped from orbit and provide excellent mobility once planetside. Of course, once so deployed it can only be recovered by a heavy dropship or larger vessel, but often speed to target is the biggest concern.
Needless to say, riding the Growler down from orbit on the exterior would be foolhardy in the extreme, but some BTA-suited wildmen have certainly tried.
Growlers deployed by The Hungry have been upgraded with heavy flamers for significant extra punch against dug-in infantry positions and other difficult to purge locations, making them brutal IFVs.
2.2.2.1 Star Army Stats
Name | AV | Capacity | Main Gun | Secondary | Traction |
---|---|---|---|---|---|
Growler Grav APC | HB | 1 driver, 6 infantry in Hull | HMG | Flame Thrower | Grav |
2.2.2.2 No Quarter Stats
Name | REP | Speed | Class | Total Armour | Total Weight Capacity |
---|---|---|---|---|---|
Growler Grav APC | - | 24/12 | 5 | 10 | 3 / 5 |
Armour | Cockpit | Weapons | Hull | Mobility |
---|---|---|---|---|
- | 3 | 1 | 4 | 2 |
Weapon Type | WV | Range | Target | Impact | Notes |
---|---|---|---|---|---|
Gun, Auto | 2 | 24 | 3 | 1 | |
Flamer | 1 | 6 | 1 | 3 |
2.2.3 Optik C&C APC
Forces in the field often need the ability to stay in contact with operational attack elements, even if command is on the front lines (and perhaps especially then). While mechs provide significant protection to forward command elements, communications support staff typically need something a little less “showy.”
Enter the Optik C&C, built on the long-serving Growler grav APC found throughout Free Company mercenary groups. Enhanced with greater communication range, scrambler systems, and the ability to maintain battlefield contact even in life-hostile conditions, the Optik is the preferred field command ride for staff of The Hungry. Only equipped with a light MG to dissuade infantry, it is never intended to actually engage in direct combat.
2.2.3.1 Star Army Stats
Name | AV | Capacity | Main Gun | Secondary | Traction |
---|---|---|---|---|---|
Optik C&C APC | HB | 1 driver, up to 4 additional personnel in Hull | LMG | n/a | Grav |
2.2.3.2 No Quarter Stats
Name | REP | Speed | Class | Total Armour | Total Weight Capacity |
---|---|---|---|---|---|
Optik C&C APC | - | 24/12 | 5 | 8 | 3 / 4 |
Armour | Cockpit | Weapons | Hull | Mobility |
---|---|---|---|---|
- | 3 | 1 | 2 | 2 |
Weapon Type | WV | Range | Target | Impact | Notes |
---|---|---|---|---|---|
EWS 2 | 1 | Count 2 success bonus on In Sight Test | |||
LMG (Sec) | 1 | SA weapon mounted as secondary, ineffective against mecha |
2.3 Mecha Designs
2.3.1 Class 1
2.3.1.1 Discord
Heavy metal on the move, the Discord is the superheavy The Hungry deploys at the tip of the spear. Massive dual-heavy beam mounts on both arms combined with a pair of rocket launcher bays in the chest lend the Discord its sense of menace. Short, squat, and heavily armoured, the sheer amount of damage this mech can dish out at significant range makes its appearance on the field heralded with shouts of fear. The Discord makes up a relatively small portion of the assault force of The Hungry, in part because resupply of the missile racks can be extremely resource-heavy.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Discord | - | 4 | 1 | 34 | 17 / 17 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 4 | 3 | 3 | 8 | 8 | 4 | 4 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Beam, Heavy (x2) | 6 | Arm(R) | 24 | 1 | 4 | |
Beam, Heavy (x2) | 6 | Arm(L) | 24 | 1 | 4 | |
Rkt Lchr 2 | 2 | Chest | 36 | 2 | 2 | |
Rkt Lchr 2 | 2 | Chest | 36 | 2 | 2 | |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Battle Tactical Armour (BTA)
2.3.2 Class 2
2.3.2.1 Disturbance
Some mecha earn a reputation as true disruptions when they appear on the battlefield, and the Disturbance is one of the most readily recognized. Looming over most of the other mecha in its class, this metal behemoth uses it’s long, lanky legs and high-mounted arms to dual-mount heavy beam cannons and snipe from extended ranges with significant damage. Disturbance pilots are often considered to manifest the worst of the traditional mercenary personality traits: cocky, insufferably arrogant, and about as trust-worthy as an underfed Hishen. Some have taken to painting their rides in bright, garish colours to proclaim their lack of fear of any enemy.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Disturbance | - | 8 | 2 | 26 | 13 / 13 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 3 | 3 | 3 | 6 | 5 | 3 | 3 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Beam, Heavy (x2) | 6 | Arm(R) | 24 | 1 | 4 | |
Beam, Heavy (x2) | 6 | Arm(L) | 24 | 1 | 4 | |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Battle Tactical Armour (BTA)
2.3.3 Class 3
2.3.3.1 Bullhorn
Mech platoon commanders have a very particular set of requirements. Their armaments can’t be so heavy that they’re tempted to engage in line combat more aggressively than their soldiers, but as promoted and skilled individuals, they require additional protection to preserve them long enough to continue to command their men. The Bullhorn is not suitable for every engagement; sometimes it’s better not to call attention to those in command for fear of sniping or decapitation attacks. Other environments can profit from an up-armoured lieutenant (or even, on occasion, sergeant squad commanders in hostile environs). The Bullhorn concentrates armour protection on the pilot-protecting head and chest areas while providing enough beam support to allow the commander to help engage in direct fires. The “Lieut’s Boot,” a reinforced foot with a several-metre-long retractable spike at the toe, is the traditional mech serviceman’s threat: “Better get that refurb done on the Noize or you’ll get the Lieut’s Boot up your arse!”
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Bullhorn | - | 12 | 3 | 19 | 10 / 10 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 4 | 1 | 1 | 4 | 3 | 3 | 3 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Beam, Light | 1 | Head | 24 | 1 | 1 | |
Beam, Heavy (x2) | 6 | Chest | 24 | 1 | 4 | |
Melee Weap | 2 | Leg(L) | - | - | - | Kick counts as 5 Armour on Melee Damage Table |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Exo Armour (Exo)
2.3.3.2 Raucous
The Raucous is often thought of as the middleweight artillery mech of The Hungry’s forces. Capable of putting multiple missiles on targets at relatively long engagement ranges and fast enough to shoot-and-scoot with the best of dedicated artillery vehicles (and sometimes better thanks to its ability to literally jump over terrain), as a platform it’s often thought of as “the bolt from the blue.” A skilled Raucous pilot often laments his fate as they often remain in the same platoon for most of their career, too valuable to promote out of the mech.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Raucous | - | 12 | 3 | 20 | 10 / 10 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 3 | 2 | 2 | 4 | 3 | 3 | 3 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Rkt Lch 3 | 3 | Arm(L) | 36 | 3 | 2 | |
Rkt Lch 3 | 3 | Arm(R) | 36 | 3 | 2 | |
Jump | 3 | Chest | ||||
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Exo Armour (Exo)
2.3.4 Class 4
2.3.4.1 Firefly
Personal mech of LtCol Marcus Alexi Teneb, battalion commander of The Hungry. Truly the bane of unmounted infantry, the Firefly can turn any light mech push into a bad day. The primary reason the Firefly has not seen deployment as a standardized light recon and harassment unit is the logistical burden of providing ammo for the two auto-cannons, which when used on the field heavily consume a truly devastating amount of provision and require significant after-battle refurbishment. Against other Class 4 and Class 5 mechs, the Firefly brutally strips armour at good range and inflicts terrible harm. Against heavier platforms, unless the pilot gets extremely lucky, all a Firefly pilot can do is try and use cover and concealment to hit-and-run while their enemy’s protection gets whittled away.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Firefly | 5 | 14 | 4 | 16 | 8 / 8 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 3 | 2 | 2 | 3 | 2 | 2 | 2 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Flamer | 1 | Chest | 6 | 1 | 3 | 1in wide path, 2in circle, remains for duration of game, fires once per turn max |
Gun, Auto | 2 | Arm(L) | 24 | 3 | 1 | |
Gun, Auto | 2 | Arm(R) | 24 | 3 | 1 | |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Hard Body (HB)
2.3.4.2 Noize
The Noize is the light patrol mech used by The Hungry recon teams nearly from their inception. Sturdy (for light mecha), fast, and packing a heavy punch for the mass, while the Noize does increase the logistical train of a platoon on the move in order to resupply the ammo-hungry projectile weaponry, this is considered worthwhile, especially in rugged terrain where the agility can outflank and allow the mech to pin down the enemy. The auto-cannon in particular has earned a reputation among many forces, easily recognizable even well outside visual range by the distinctive *“brrrrrrrat* BOOM” it makes.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Noize | - | 14 | 4 | 14 | 7 / 7 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Gun, Heavy | 4 | Arm(R) | 18 | 1 | 4 | |
Gun, Auto | 2 | Arm(L) | 24 | 3 | 1 | |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Hard Body (HB)
2.3.5 Class 5
2.3.5.1 Bark
Specialized mecha are sometimes deployed for specific purposes. One of the most important of those roles is “crowd control,” which is a euphemistic way of saying “killing mass numbers of lightly armoured infantry.” While The Hungry is seldom called upon to provide this kind of operational security, occasionally it’s inevitable. The Bark is intentionally designed to be just a step above BTA troopers and far more affordable to maintain.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Bark | - | 16 | 5 | 10 | 5 / 5 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 1 | 1 | 1 | 3 | 2 | 1 | 1 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Machine Gun, Heavy (x2, Sec) | 2 | Arm(R) | 60 | 4 / 1 vehicle | SB5, HB4, Exo1, BTA0 | Treated like vehicle secondary weapon versus infantry |
Machine Gun, Heavy (x2, Sec) | 2 | Arm(L) | 60 | 4 / 1 vehicle | SB5, HB4, Exo1, BTA0 | Treated like vehicle secondary weapon versus infantry |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Hard Body (HB)
2.3.5.2 Clamour
The standard superlight patrol mech of The Hungry. Beam weapon primaries reduces the logistic footprint of the design while the EWS ensure that even with extremely light weaponry, the Clamour often gets the chance to strike first on contact with the enemy. Speed ensures that even moving in a dispersed formation, the unit can converge on enemies en masse. Some have suggested the Clamour is barely more than a glorified suit of powered armour, something the pilots will readily attest to, boasting that they are the closest to enemy fire of any mech pilot and thus to glory.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Clamour | - | 16 | 5 | 8 | 4 / 4 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 1 | 1 | 1 | 2 | 1 | 1 | 1 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Beam, Medium | 2 | Arm(R) | 24 | 1 | 2 | |
Beam, Light | 1 | Arm(L) | 24 | 1 | 1 | |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Hard Body (HB)
2.3.5.3 Clamour (Sniper Model)
Most often deployed alongside infantry to act as long-range anti-vehicle fire support, the heavy beam can also be used fairly effectively on enemy infantry in defensive positions as well. Lots of high-speed long-range firepower able to sprint around the rear of the engagement front and extend a finger-of-death against the bad guys can be very helpful.
Name | REP | Speed | Class | Total Armour | Total Weapon Weight |
---|---|---|---|---|---|
Clamour SN | - | 16 | 5 | 8 | 4 / 4 |
Armour | Head | Arm(L) | Arm(R) | Chest | Gut | Leg(L) | Leg(R) |
---|---|---|---|---|---|---|---|
- | 1 | 1 | 1 | 2 | 1 | 1 | 1 |
Weapon Type | WV | Location | Range | Target | Impact | Notes |
---|---|---|---|---|---|---|
Beam, Heavy | 3 | Chest | 24 | 1 | 4 | |
EWS 1 | 1 | Head | - | - | - | Count 1 success bonus on In Sight Test |
SA Armour Type: Hard Body (HB)
2.4 Soldier Profiles
2.4.1 Comm/Intel Specialist
No military organization can survive for long with an absence of understood intelligence. Comm/Intel Specialists in The Hungry provide just that. In combination with OOSec, Comm/Intel spends the time necessary to pour through vast amounts of data acquired through various means and process it into usable intelligence.
While OOSec does occasionally detach forces (albeit rarely) which operate in direct combat with the enemy, Comm/Intel never does, providing their services directly to battalion command and existing within the battalion HQ section.
Some have suggested that Comm/Intel is also home to the largest concentration of Gaea Prime ex-special forces operatives in any Free Company organization. This remains disputed and should not be used for tactical or strategic decision-making.
2.4.1.1 Comm/Intel Insertion Team
# | Type | REP | Armor | Move | Weapon | Range | Target | SB | HB | Exo | BTA |
---|---|---|---|---|---|---|---|---|---|---|---|
2 | Comm/Intel Specialist | 3+1/2d6 | SB | 8 | SMG | 24 | 3 | 3 | 2 | 1 | NE |
1 | Comm/Intel Leader | Max 1 | SMG | 24 | 3 | 3 | 2 | 1 | NE |
Weapons are suppressed, forcing Challenge Tests at REP-1 to hear and be alerted if not the target.
2.4.2 Corpsman
The corpsman acts as an occasional attachment to an extant company, platoon, or sometimes squad with a specific purpose. The corpsman himself is only lightly armored and armed and always marked with a bright symbol making them visible as medical personnel. Not all worlds recognize the protection of medical personnel on the battlefield as an important agreement to uphold (in particular, the Hishen are particularly contemptuous), but allowing corpsmen to act with relative impunity in exchange for their non-aggression except in the direst circumstances is the norm.
Like other Medics, corpsmen never count as being outgunned when they are rescuing or healing someone.
Corpsmen attached from the Hungry’s Health Services platoons are fully qualified doctors in their own right and make the Medic! Test17 at REP+1. For obvious reasons, battalion command tends to avoid putting them directly on the front lines.
Medics assigned at the company level do not receive this bonus (as they are generally trainees working their way into HS).
Corpsmen are extremely difficult to replace as full-degree doctors are always in short supply. When rolling on the Replacement Table18, HS platoons receive -1d6.
2.4.2.1 Corpsman Medical Squad
# | Type | REP | Armor | Move | Weapon | Range | Target | SB | HB | Exo | BTA |
---|---|---|---|---|---|---|---|---|---|---|---|
4 | Corpsman | 2+1/2d6 | SB | 8 | BA Pistol | 24 | 1 | 2 | 1 | NE | NE |
2.4.3 OOSec Hierarch Insertion and Recovery Specialist
The modern battlefield has an insatiable hunger for information but is awash in data. The channeling of that great ocean is the job of the men and women of OOSec. They act as the living nerve center of ground operations from the relative safety of their Hierarch orbital launchers. Each OOSec specialist is trained in working with the complex web of sensors, reports, and tools for seeing and knowing the enemy.
OOSec very rarely sees combat directly. If they do, it generally means there’s been a terrible mistake somewhere along the line. On occasion, an OOSec team will be attached to a field operation for operation of drone assets which need direct oversight. OOSec specialists are also qualified off-board asset coordinators and may be deployed in that capacity.
2.4.3.1 OOSec Drone Team
# | Type | REP | Armor | Move | Weapon | Range | Target | SB | HB | Exo | BTA |
---|---|---|---|---|---|---|---|---|---|---|---|
3 | Specialist | 2+1/2d6 | SB | 8 | BA Pistol | 24 | 1 | 2 | 1 | NE | NE |
1 | Drone* | 4 | HB | 12 | None |
- Drone may move up to 24" from the OOSec Team but may resolve PEFs like any other element. It is unaffected by rough terrain.
The OOSec Drone Team can be taken as a platoon support weapon option.
2.4.3.2 OOSec Observer Team
# | Type | REP | Armor | Move | Weapon | Range | Target | SB | HB | Exo | BTA |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Specialist | 2+1/2d6 | SB | 8 | BA Pistol | 24 | 1 | 2 | 1 | NE | NE |
1 | Observer Lead | 8 | SMG | 24 | 3 | 3 | 2 | 1 | NE |
The OOSec Observer Team can be taken as a company support weapon option. When on the board with line of sight to the enemy, they can automatically change a Reinforcement Test19 into an Off Board Support result once, chosen after the roll. If the result would have been Off Board Support anyway, increase the Impact by +1 to represent the greater accuracy.
End Matter
Individual character Skills and Attributes are defined using 5150: Urban Renewal, 5150: Star Army–2nd Tour, 5150: Platoon Leader, 5150: Battalion Commander, 5150: No Quarter, 5150: Fighter Command, or 5150: Carrier Command, depending on their role in the battalion. The entire run of the 5150 game system collection has been used in the construction of this text. Where conflicts arise, priority is given to the later publications, except where the “rule of cool” is applicable. All of these systems are considered part of the Chain Reaction mechanical system, and a free copy of the core can be found at Chain Reaction 2015
Footnotes
More information on Cephalods remains to be acquired and analyzed but is underway.↩
Command, Control, Communications, Computing, Intelligence and Information Systems↩
More detail was considered more of an advantage than not.↩
Ground transport beyond combat vehicles is typically acquired indigenously and provided by the employer.↩
Health Services members are often fully trained doctors and have commensurately higher rank than might be expected for their place in the hierarchy.↩
Health Services Teams can be cross-attached to other squads and platoons to act as corpsman support if needed.↩
Fighting vehicles and mecha have been assigned to the same basic company for simple organizational reasons.↩
Also deployed for infantry-heavy environments↩
This is sometimes thought of as an excellent opportunity to have junior command officers to get their hands bloody.↩
In actual practice the Growlers are used only for mobility behind the lines or in a quick drop-off capacity unless heavily dug-in resistance is expected.↩
See 5150: Free Trader Beowulf for the deets! – Lex↩
Hater is, in fact, gonna hate.↩
At one point a few thousand years back, a highly resistant viral epidemic made childbirth extremely risky for the species as a whole. Females became thought of as “delicate” in order to try and protect them from every physical hazard in hopes of decreasing the chances of both child and mother dying in childbirth. While increased medical technology eradicated the threat within a hundred years of the outbreak, cultural paranoia has taken much longer to subside.↩
SA: 2nd Tour has no vehicle rules included.↩
Grav transport in operation would damage the delicate communications equipment inside.↩