# 5150: Carrier Command tags: #game/wargame/5150-carrier-command ![[5150 - Carrier Command (cover).jpg|600]] The promotion that turns out to be a repurposed hand-me-down carrier. **5150: Carrier Command** is the **[[5150 - Wargames]]** line's carrier-operations game by **Javier Herrero & John Cunningham** — you're handed command of a ship and told to make it work, managing flight ops, squadrons, and hangar space while running missions on the far end of the galaxy. It's the void side's "you're the one flying everyone else into the fight" game. ## Setting It opens on a familiar THW joke done well: *"Congratulations! You've been promoted... when you saw your ship, not so much. The Daedalus was repurposed..."* You're commanding a carrier that's seen better days, in the same 5150 universe as **[[5150 - Star Navy]]** and **[[5150 - Fleet Commander]]**, running a prolonged campaign away from Gaea Prime where every fighter, pilot, and crew member you don't lose is one you'll need later. ## Mechanics Carrier Command centers on **Flight Ops 101** and **Carrier Management** — what kind of small ships and how many, customizing your squadron loadouts, and keeping the hangar running — resolved on the line's **THW Reaction System**. The campaign strings together a run of themed **Missions** (Guess Who's Coming to Dinner?, The Ugly Truth, A Beacon in the Dark, Space Bartering, Convoy Run, Rat's Den…), tying the crew you preserve to how far you can go. It's a self-contained campaign game: run the carrier, survive the missions, keep your people alive. ## References - [5150 – Two Hour Wargames](https://www.twohourwargames.com/) - [5150 – Sci-Fi Games — Rebel Minis Press](https://rebelminispress.com/collections/sci-fi-games)