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5150 Fighter Command in the Terran Trade Authority universe

November 18, 2017

At the below link are unofficial rules for using 5150 Fighter Command in the Terran Trade Authority universe.

The Terran Trade Authority universe is one of the most interesting settings created in science fiction. Launched initially as a series of spacecraft art books in the 1970s, the TTA universe has grown into a rich setting with additional background books, art and games.

According to the series original timeline, humans – aka ‘Terrans’ – became starfarers in the early 21st century, with the development of the DeVass Warp Generator. This is described as a spacefold-style faster-than-light drive, which brought space at the origin and destination into proximity, allowing a vessel at the former to transfer to the latter without crossing the intervening distance.

The future history states that after remote exploration of nearby star systems, contact was established with the inhabitants of the Alpha Centauri star system (the ‘Alphans’), with whom Terrans quickly became friends and allies. The second alien encounter at Proxima Centauri (with the ‘Proximans’ – long antagonistic towards the Alphans) resulted in the two-decade long ‘Proximan War.’ This war drove the development of space technology, resulting in many of the starship designs that inhabit the TTA universe and facilitating its further colonization.
These unofficial rules allow you to fight the battles of the Proximan War using the 5150 Fighter Command rules.

The main differences in the TTA setting are:
1. ALL ships, including fighters, have an FTL drive. This means there are no Jump Gates that serve as a focus point for combat.
2. NUKES! The TTA setting uses nuclear-tipped missiles, so lots of big booms going on.

Oh, and these guys are making some cool new 5150 FC star fighters, as well as a few TTA fighters:

5150 Fighter Command – Terran Trade Authority rules


Building a Corsec 1/56th scale LCVP

October 17, 2017

I recently purchased three 1/56th scale LCVP kits from Coresec Engineering for a D-Day scenario.  The kits are in laser cut MDF and plasticard. The laser cuts are nice and clean, and all the pieces separate easily for assembly.

The kits come in flat shrink-wrapped packs, with no instructions, but a bid of fiddling with trial and error resulted in a nice landing craft. Below is a step-by-step on assembling one.

  1. Shrink-wrapped kit, laser cut MDF on one side, laser cut plasticard on the other

Coresec LCVP laser cut MDF

Coresec LCVP plastic card

2. Separate the pieces from the MDF “sprue,” and do the same for the plasticard when you need each piece.

Coresec LCVP parts

3. Assemble the hull.

  1. Glue the bulkhead to the bottom piece (with the tread pattern)
  2. Glue the ribs into place from the rear forward, one pair at a time. I found that doing the two rear ribs first allowed me to glue the upper section into place.  Then glue each rib (pair by pair seemed more stable) in place to join the lower and upper hulls
  3. Glue the “instrument” panel into place where the driver figure will stand, on the right side making a shelf that joins with the bulkhead — under the upper hull piece
  4. Leave the assault ramp and round gun tubs alone for now

Coresec LCVP - Assemble Body

4. Glue the rear hull panels into place after cutting them from the plasticard set. The pieces glue on long side up, with the slant towards the outsides.

Coresec LCVP rear hull panels1

Coresec LCVP rear hull panels2

5. Glue the long side hull pieces onto the ribs of the boat, and use rubber bands to light hold them on while drying.

Coresec LCVP rear hull side panels

Coresec LCVP rear hull side panels2

6. Glue the armored hull pieces into place on the inside of the boat kit, starting with the rear section and then both sides.

Coresec LCVP box armor1

Coresec LCVP box armor2

Coresec LCVP box armor3

7. Glue the rear armor plate into place into the slot behind the gun tubs, as well as the two front hull pieces. The front hull pieces glue in long side up, slant outwards.

Coresec LCVP front hull

8. Glue on the two gun tubs and the steering wheel/door ramp wheel.

Coresec LCVP rear gunner armor

9. Glue the plasticard door plate onto the outside of the assault door/ramp. The door as the tread pattern facing the inside of the boat. Make sure the pattern etched into the door plate is facing outwards.

Coresec LCVP assault door

10. Add more details and bits if you like. I’ve added  struts on the sides of the armor plating as well as cleats and the bollard in the rear. Magnets in the assault doors keep them closed.

Coresec LCVP work in progress

11. You can also get 28mm LVT crew figures from Company B that go well with this boat.

  1. Gun tub MG crew:
  2. General LVT crew:














Let’s Play 5150: Star Marine: “Boarding Action” AAR Test-Driving Two Hour Wargames’ new introductory game.

June 21, 2017

This is a fun AAR/playtest of the 5150 Star Marine rules by another gamer. Check it out!

View story at

Star Marine 5150 AAR – Boarding a Hishen Slaver

February 10, 2017

Star Marine 5150 AAR – Boarding a Hishen Slaver

5150: Star Marine is self-contained game that lets you take on the role of a Star Marine, and lead your Characters and soldiers into combat and actions in floating space hulks, airless moons, and planets with an atmosphere so nasty you’ll be dead if your suit is breached.

It’s an easy game to play. This makes it easy to learn and easy to teach. It’s easy, but it’s also fun.  It’s easy, but also a challenge. It’s perfect for when you want to spend less time setting up the game than actually playing it.

5150 Star Marine is aimed at the casual or new gamer with little or no experience, but don’t underestimate it.  It’s perfect for playing solo or on the same side with your friends. It doesn’t take much time to learn yet is a fun little game. No two games will ever play out the same.

Let’s see a day in the life of a Star Marine. Newly promoted Star Marine Sgt. Graham E. Adams (Rep 5) has been put in charge of a section of Star Marines and ordered to board a Hishen Slaver that has been disabled by a Star Navy cutter, while the rest of the squad is tasked with boarding a Freighter caught trying to flee. Busy day!

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5150 Star Marine – Now on sale!

February 10, 2017

If you like the Expanse series and you’re a tabletop sci-fi gamer, you’ll probably like these rules — zero-G combat, boarding actions, fighting in zero atmosphere, combat hacking, lots of great stuff.

Weird War 2 – Drache and Downfall

November 17, 2016

At a Pacific Con event some years back I hosted a WW2 game with a slight weird variant. Apparently, as the Soviets closed in on Berlin some of Hitler’s advisers urged him to leave the city and devised a plan to fly him out via a light plane piloted by aviatrix Hanna Reitsch. He decided not to — but what if he had, and Hanna was flying not a Fieseler Fi 156 Storch , but an Fa 223 Drache helicopter? Can the Soviets stop him in time? Game on!



New Gear Krieg Graphic Novel!

May 3, 2016

Congratulations to John Bell!

After a long wait, volume 1 of Alfie’s Tenners is finally out!

May 1940, as German panzers and kampfers invade France, one British officer, Second Lieutenant Alphonse March, finds himself separated from the B.E.F. and must lead his walker troop through the countless hordes of the Hun back to the safety of his own peers. But this war, with its walking vehicles, death rays and rocket troops, is quite different from the morass of the trenches a generation ago.

Alfie’s Tenners is set in the Gear Krieg alternate universe, a world where adventurers and super-spies straight out of pulp novels and serial pictures battle the Nazis across the globe, where the poor, bloody infantry valiantly defends liberty from the forces of fascism, and superscience changes the face of the world on a daily basis.

70 pages filled with adventure, intrigue, daring-do and wonder. Check it out!

Test at Tulagi NUTS War Against Japan AAR

February 18, 2015

The following older AAR was gamed using the NUTS! War Against Japan supplement. War Against Japan is often gamed cooperatively, with players on the same side and the Japanese running off of essentially a chart-driven AI. I hope you enjoy it!

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Nice 28mm WW2 miniature resource page

November 6, 2014

This is a really nice 28mm WW2 figure resource page. Between this and my older Eastern Front gaming resource page, this should give any gamer of the genre a comprehensive guide to collecting figures for this aspect of the hobby.

Guess Who’s Coming for Dinner? A 5150: Fighter Command AAR

July 9, 2014

The Captain of the Daedalus carefully place the barely sipped wine glass down on the scuffed surface of the “formal” dinner table at which were seated senior members of the crews of the Daedalus and the Z-Class cruiser Bon Chance.

“Captain Avarine, we have reports that Hishen operatives have been attempting to purchase weapon systems and information from an independent…trader…operating from an Z-class cruiser very much like yours. I again request you open your data banks up to inspection.”

The smug looking skipper of the aging Z-Class cruiser Bon Chance leaned back in his lounge chair, and with a dismissive hand wave at the Captain of the Daedalus replied, “Captain, you have no jurisdiction in this sector, and have no authority to request we open up anything on my vessel for inspection – not the data banks, not a cargo bay, nor even the galley.”

“Be that as it may,” said the Captain of the Daedalus leaning forward angrily, “But with the Hishen threat ramping up, with ships on the move, we cannot allow this kind of activity to continue.”

“Threat, what threat Captain? The Hishen are our neighbors ,” chuckled Captain Avarine.

Yet as he opened his mouth to say more, the ship’s alert klaxons shrilled out and the comm system sputtered into life.

“Captain to the Bridge! Captain to the Bridge! We have incoming Hishen vessels, they do not respond to hails…their fire control radar is active!”

“Looks like the neighbors want to have a chat with you, Avarine, “ said the Captain of the Daedalus. “I’m going back to my ship, I suggest you go to action stations in case they have a delivery for you.”

The scenario calls for three PEFs which have already been as x3 bombers close to the Z-class cruiser, a Hishen Patroller in the center and x3 Fighters close to the Daedalus.

1. Hishen activate, Daedalus fails to activate. Hishen move towards targets.
2. Hishen activate, Daedalus fails to activate. Hishen move towards targets. Guess everyone’s still stunned by the sudden attack!
3. Daedalus 4, Hishen 1. The Captain’s boat launches from the Z-Class cruiser. Daedalus launches two Medium fighters on ready status. The Bon Chance alters course towards the Daedalus, which moves towards the Captain’s boat.
4. D3, H2: Captain’s boat hits afterburners towards home. Daedalus pass 1d6 on launch, delayed until next turn. 2x GP fighters move towards Hishen. The Bon Chance and the Daedalus move towards each other. Hishen move – fighters towards the Deadalus, Patroller and bombers towards Bon Chance. Bombers launch strike on the Bon Chance, x2 Dazzler torps and x4 torps. Torps move 10” and close on target.

5. D1, H4: Hishen move. Torp strike on the Bon Chance, which does a Brace roll and turns into torps and accelerates.

Dazzler EW torpedoes conduct a directed EW attack on the Bon Chance’s aging counter measures systems and  knock out sensors on the Bon Chance and cause -2 to hit penalty to it’s next action, which is to fire it’s defensive AA turrets.  The Cruiser rolls a total of 15 dice against the x4 incoming torpedoes using the Fighter Combat chart and only shoots down two of them. The other two torpedoes successfully strike the cruiser, knocking out its shields and the bridge.

The three light Hishen fighters move into range of the two medium Gaea Prime fighters, Reaction tests. H: 5,4,2, G: 3,2. H1 fighter shoots two missiles at GP1. GP1 decoys both, passes Under Fire.  GP1 cannot react fire, so it Barrel Rolls. G1 then fires two missiles at H3, damages it as it attempts to avoid being hit by jinking. G2 then shoots at H2, misses. Hishen dodges both missiles, it cannot react fire and so fires missiles on its turn, which are decoyed.

Two GP Light fighters launch from the Daedalus as the CapShips move towards each other

6. G2, H3. The Hishen go first. A Hishen fighter moves to gun attack GP Fighter 2, and misses. The GP fighter “Dogfights” in reaction doing a high energy Yo-yo and guns the Hishen, tearing it apart. The damaged Hishen attempts to also dogfight  against G2 and shoots guns, misses. H3 and G1 both engage in a dogfight with no hits. Both Hishen pass Ship Down.

Hishen Patroller advances on-the Bon Chance and triggers an Insight test. The Patroller wins and opens fire on the Bon Chance causing Hull Damage. The Bon Chance amazingly passes the under fire test despite damage from the torpedo attack and, returns fire and hits knocking down the Hishen Patroller’s thrusters and shields. The Hishen CapShip fails under fire and alters course away.

The Captain’s boat lands back at the Daedalus, and the Captain sprints for the bridge to assume command.

7. D3, H6: The Bon Chance moves towards The Daedalus, while Daedalus launches x2 more Light fighters (G 5&6)and moves towards the Bon Chance.

The GP medium fighters continue the attack against the Hishen. G1 goes in for gun pass on H1, x3 hits, kills it. G2 attacks H3, damages it. H3 passes under fire, reaction is to dogfight and does HighYo, gun attack. Misses. H3 passes ship lost test. GP 3 & 4 go afterburners towards the Bon Chance. Hishen all auto move.

8. D4, H1: The Bon Chance fires on the Hishen patroller, scoring one hit on Engines. The Hishen patroller fails reaction, but can’t change course so moves away some more. The Daedalus continues to move towards the Bon Chance. G1 must Dogfight to engage H3, does HiYo, gun pass, kills it.

GP fighters G3&4 move into close gun range of Hishen Patroller and conduct mass driver gun attacks. Note that all hits against CapShips with shields down can score damage on a “1.” The fighters score two hits, Engines and Hull, and the Hishen Patroller explodes. The Hishen bombers make Ship Down tests after seeing the Patroller explode within 5” of them, fail and veer off from their intent to do a gun pass on  the Bon Chance.  GP fighters 5&6 go afterburner towards the fray.

9. Over the next two turns the Gaea Prime light fighters use missiles and guns to blow the Hishen bombers into space dust.

In the aftermath of the skirmish, the Daedalus sends damage control crews to aid the Bon Chance in its DC/recovery efforts…and while on board discovered information linking Captain Avarine to arms and information sales to the Hishen. Avarine was arrested and the Bon Chance was impounded sent to a nearby GP starbase for further legal action.