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Police and Justice: Instructions v1.1 · 31 Oct 2026

5150 is a game by Ed Teixeira, published by Two Hour Wargames. Please support Two Hour Wargames by buying their products. This tool walks you through the Police rules in 5150: New Beginnings (p.104–110). You'll need the book to play.

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1. Quick start

  1. Choose who it's for (your Star, or a quick one), then the part of the rules you need.
  2. Set what applies (the Law Level, your offences, your counsel…) and press Start.
  3. Roll for yourself; the Police, prosecution and other drivers roll for themselves.

2. The Police arrive

Police Are Called when shots are fired, or a fight breaks out in public in a building (not an Alley; bar fights too). The tool rolls when they arrive (the Law Level minus 1d6, in turns; zero or less and they don't come), how many (½d6 × 2, at most Law Level + 1) and who, from the book's New Hope City Police list; if shots were fired, one has an A-3. A non-violent scuffle is just broken up. Drop Your Weapons rolls whether NPCs obey (Gangers are stubborn).

3. Arrest and Questioning

Unarmed, against two Investigating Officers. Tick what the Police have on you (Contraband, an illegal weapon, a prior record or Warrant: +1d6 each to them) and add any Sweet Talk dice (1 Decreasing Rep d6 each). More: you leave. Same: you re-take it at once, and a Same then counts as More. Less: arrested, and your trial is your next Encounter.

4. The trial

Set your Minor and Major Offenses and your counsel: a Public Defender (free), a Lawyer (+1d6, 2 Decreasing Rep d6) or an Attorney (+2d6, 5). You roll against Rep; the prosecution rolls against the planet's Law Level with +1d6 per Minor and +2d6 per Major Offense. The verdict and sentence are worked out: Not Guilty, Fines, Jail (½d6 months per Minor Offense), Prison (3 + ½d6 years per Major) or Death.

For now: the extra prosecution dice are added to its dice, not to the Law Level (the book's example does both).

5. Escape and Warrants

Escape: you against the planet's Law Level (a Star may use Extraordinary Effort for +1d6). On a Same, both re-take at −1d6. Escaped or with a Warrant out, each time you meet Police roll the Warrant check: 1d6 against the Law Level, and on a pass they try to arrest you.

6. Pursuit

Choose whether you're the Chaser or the Runner and the other driver's Rep. The vehicles are rolled first (only doubles matter), then each round both drivers roll. Whoever passes more acts: the Chaser can Bash (rolled for you: twice the other's total makes them lose control), Shoot or Board; the Runner can Shoot or Escape. On a Same both lose 1 Rep and roll again. Your Attributes, a more manoeuvrable vehicle and the Transporter Profession add dice for you.

7. In the Guided Campaign

During any Encounter in the Guided Campaign, press Police and Justice. Its costs go into the Encounter; an arrest leads to your trial next; a Warrant is recorded; and jail or prison time is written in your Notes. Every run goes into the play log.

5150 is a game by Ed Teixeira, published by Two Hour Wargames. Please support Two Hour Wargames by buying their products.