# 5150: Total War tags: #game/wargame/5150-total-war ![[5150 - Total War (cover).jpg|600]] **5150: Total War** is what the **[[5150 - Wargames]]** wargame side looks like now. It isn't one game so much as a re-issue of the whole military line as a combined-arms family — the current, working edition of the rules. Where the earlier 5150 wargame books each sold a single theatre, Total War spreads the whole war table out: the ground pounders as the anvil, the armor and mechs as the hammer, and the fighters and fleets doing the reaching. Think of it as the 5150 wargame side, updated and run together. ## Setting The same 5150 universe — the **Gaea Prime Empire** and its rivals, with the **Bug** menace and the **Zhuh-Zhuh** pressing in — now covered across every arm at once. Each Total War book takes one piece of the war: the infantry and marines on the ground, the armor and mechs that back them up, the fighter pilots in the sky, the fleets in the black, and the commanders trying to hold a company together against it all. The fiction is consistent with the earlier books; the reach is just wider. ## The set - **[[5150 - Star Marine|Total War: Star Marine]]** — the space-marine skirmish book. - **[[5150 - Fighter Command|Total War: Fighter Pilot]]** — the fighter-pilot book. - **[[5150 - Star Navy|Total War: Star Navy]]** — the fleet book. - **[[5150 - Star Army|Total War: Star Army]]** — the ground-infantry book. - **Total War: Tanks & Mechs** — the armor/mecha book. - **Total War: Company Commander** — the company-command campaign book. - **Total War: Argus IV** — a planet module in the 4th Ring: its inhabitants, hungry for independence, have hired mercenary Free Companies to back a rebellion — you must put the revolt down and restore order. (*supplement*) - Plus **Star Marines: Hard Drop** (2018, Cunningham & Teixeira) — a Star Marine scenario: planet jumping into hostile surface ops when a dropship ride isn't an option. (*supplement*) ## How the Total War edition differs Total War is the **latest edition** of the 5150 wargame rules, and it treats the earlier books as its own superseded past: each arm's Total War book is the current version of that game, explicitly revised beyond its predecessor (and the version-families in the library carry this — e.g. **2222/2223/2224/2227** are the `(current)` Total War editions of Star Marine, Fighter Pilot, Star Navy, and Star Army, over the earlier standalone cores). The rules were actually tightened, not just renamed — the Fighter Pilot book, to name one concrete change, resolves its Contact Table on **2d6** in the Total War printing where the earlier version rolled **1d6**. The set also **broadens scope** beyond the first-generation line, adding the combined-arms titles (**Tanks & Mechs**, **Company Commander**) and planet modules (**Argus IV**) that the earlier, single-theatre books didn't cover. ## References - [5150 – Two Hour Wargames](https://www.twohourwargames.com/) - [5150 – Sci-Fi Games — Rebel Minis Press](https://rebelminispress.com/collections/sci-fi-games) - [5150: Tanks and Mechs: Total War — DriveThruRPG](https://www.drivethrurpg.com/product/405247/5150-Tanks-and-Mechs-Total-War)