6 Parsecs Now
6 Parsecs Now
TABLE OF CONTENTS
Version 1.17
PROBLEM SOLVIN 21
GAME REFERENC 22
UNUSUAL SITUATION 23
DIFFICULTY SETTING 25
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INTRO
The rules are presented to be as easy to reference and use in play as possible.
We have opted to use a single-column layout for ease of screen-reading, particularly with the
popularity of tablet devices for gaming PDF’s.
Norms
The rules assume a human player against opponents controlled by the game system.
We call these “The Enemy”.
Typically, the enemies are randomly generated, but as a campaign progresses, you may gain
long-term rivals that wish to see you dead.
The game is intended to be played as a campaign game, though one-o battles are possible.
The game proceeds in “Turns” which end when every model on each side has had a chance to
do something.
Where possible, rules terms are indicated in Bold text, while titles and names are given in
Italics.
Game Scale
We use the terms “character” and “ gure” interchangeably in the game rules.
Players in 6mm and 10mm scale will nd that movement and shooting is ne, but things like
climbing terrain features may seem a bit excessive in the smaller scales.
If so, restrict horizontal movement to half normal pace.
Regardless of scale, you will need to be able to tell each gure apart, whether through poses,
sculpting or markers on the base of the gure.
A game turn represents a few moments of time when a lot of shooting is happening and a
couple of minutes when you are just sneaking around. It is not intended to be xed.
Weapon ranges are heavily condensed. Realistically, you could re at far greater distances but
between the generally poor visibility in old spaceship wrecks, combatants lacking formal
training and the hasty nature of hip- ring, I felt that shorter ranges were justi ed.
In any event, in the space opera lms, shows and games that inspired the rules combat takes
place at fairly personal distances!
Players using the metric system can multiply all measurements by 2 for Centimeters.
This will produce distances that are a little shorter than they should be, but is easier to do on
the y.
I regularly communicate through the Wargame Vault email noti cation system, but you can also
follow our blog at
https:// [Link]
To all the cool people who supported the game and contributed when it countered.
Photos generously supplied by the community with a special thank you to Jason, Schyler, Je
and “Abnatha” etc.
If I forgot you, please yell at me.
Jason for the “blue” record sheet and Chris for the campaign tracking sheet.
To my good friends David Platt and Javier Gonzalez for countless moments of inspiration over
the years.
All the various wonderful people who have emailed me with ideas or just to say thank you.
Ivan Sorensen
nordicweaselgames@[Link]
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There are a number of updates and improvements in the pipeline for Five Parsecs From Home,
including updating and expanding the various tables, alien player characters, more variety to
enemy encounters, new mission types and much more.
In order to fund these updates, I have created a Patreon page where you can donate to have
new gaming content created every month.
[Link]
With your help and support, Five Parsecs will continue to grow and develop with exciting new
concepts and ideas.
It’s entirely possible an update will come out while you are playing a campaign.
While you can always nish up your campaign before updating, the following guidelines tend to
work well:
Apply any changes to how characters are created, level up etc. going forward only.
It’s almost always easier to not try back-dating things.
If a weapon, item or gadget changes, begin using the new rules right away.
If an item now does something completely di erent and the old option is still usable under the
rules, you can keep it but note the item as “Mark I” of whatever it is.
Any new examples of the same item will use the new rules.
When random tables change, just start using the new version next time you roll on that table.
PERMISSIONS
By purchasing these rules through the Wargame Vault, you receive the following permissions:
* To have the PDF printed for personal use through any commercial print service.
* To create hand-outs and reference sheets for personal use. You may reproduce up to 5
pages of content for use in a club, store, demo game or similar.
* You may create and distribute additional content for the rules, such as missions, house
rules and so forth, provided it is not done commercially and is clearly indicated as
NOT being an o cial Nordic Weasel Games product.
* You may quote from the rules as needed for reviews, blog posts and similar discussion.
If you have needs that go beyond these permissions or wish to create a commercial product
compatible with / based on these game rules, please contact me at
nordicweaselgames@[Link]
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CHARACTER DEFINITIONS
Ability scores
Reaction 6
Spee 4 8”
Combat Skil + +5
Toughnes 6
Savv + +5
Reactions is used to determine when a character can act during the turn.
Speed is straightforward: How far you can move in tabletop inches.
Combat Skill is added to all attack dice rolls.
Toughness is what enemies have to roll above to damage you.
Savvy covers technical aptitude, wits and a bit of charm. It’s often used away from the
battle eld.
Luck Points
Weapon ratings
*Range
*Shots
*Damage
Range is the longest distance, in tabletop inches, you may attack from.
Shots is the number of attack dice you get to roll.
Damage is the number added to the damage roll.
Weapons may have additional traits granting special rules, abilities or exceptions.
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Any game with procedural generation has the potential to create an unusual streak of luck (or
disaster).
You might have multiple easy encounters only to be demolished by 3 ghts against assassins
in a row.
Maybe you can’t nd new weapons to save your life. Maybe your entire crew ends up dead.
Some players are going to relish going into an overwhelming ght with one guy, armed with a
handgun, a smarmy attitude and a pack of gum.
Others will feel dejected that the dice just ended their campaign.
How you feel about things depends on your views of gaming, but we are going to present a
few options. You may employ each once per campaign.
Write them on an index card and when each has been used, simply strike it o the list.
If you opt to use these options, they can NEVER be regained and cannot be restored for any
reason in this campaign.
To gain new uses, you have to start completely from scratch.
If this sort of thing feels like it isn’t as grim and gritty as you like, ignore it.
A character that was just removed from the battle eld returns unharmed in the place
they occupied or as close as possible.
Kill Shot!
One character making a shot will hit and kill their target automatically.
TERRAIN TYPES
I nd it helpful to de ne these terms up front, since many other game rules rely on this.
You are of course encouraged to create unusual or imaginative terrain types for your speci c
gaming situation.
Linear Individual
Any wide feature that a miniature cannot A single piece of terrain that a gure cannot
generally be placed on top of. climb.
Examples include hedgerows, walls, sandbag Examples include barrels, individual trees
barricades and similar. and sign posts.
Area Block
Features that cover a space on the table and A terrain piece that can be climbed or
can have miniatures placed within them. otherwise interacted with, but which gures
cannot enter into.
Examples include forest, bushes and rubble.
Examples include boulders, sealed shipping
Area features may be designated as containers or locked-up buildings.
Di cult.
Interior
Field
An enclosed terrain piece that gures can
Similar to an Area feature but ground level. enter inside.
Field features may be designated as
Di cult or Impassable. Examples include buildings, tunnels and
caves.
Examples include mud, water or lava pools.
Interaction
Lines of sight
A Line of Sight is an imaginary line between two gures, establishing if they can see and re
upon each other.
If due to some unforeseen rules quirk only one gure has a legal Line of Sight, both gures can
see each other.
Linear obstacles are ignored for Line of Sight purposes if the target gure is clearly visible
with no coverage.
This is typically the case when the shooter is placed on a raised terrain feature, such as a
rooftop.
To re across a Linear terrain feature either the rer or the target must be within 3” of the
feature.
Otherwise the feature blocks Line of Sight.
If the Line of Sight is obscured by a stray item, such as an Individual feature (a rock or tree is
often the culprit) Line of Sight is not blocked as long as they are at least partially visible.
If Line of Sight is partially obscured by another gure, Line of Sight is blocked regardless of
which side the intervening gure belongs to.
Area features
Figures within an Area feature and not touching an edge cannot see gures on the outside.
Figures within the same Area feature can see each other if they are within 3”.
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Cover
A gure is considered to be in Cover for combat purposes if any of the following are true:
In general, the game plays best if you are somewhat generous with Lines of Sight as well as
being somewhat generous with Cover.
In other words:
*Quick actions
*Normal actions
*Slow actions
To begin the turn, roll a number of D6 equal to the number of your characters.
Any character assigned a die equal or below their Reaction score will act in the Quick Action
phase.
Characters that were assigned a die higher than their Reaction score will act in the Slow
Action phase.
Note that every character always gets to act.
The turn ends when all characters on both sides have acted.
Actions
Enemy gures begin with the gures closest to the players table edge, then working their way
back.
When acting, a gure may Move and then perform a Combat action.
A gure may opt to forego either option but cannot perform them in reverse order.
Stunned
If a gure is Stunned, they may Move OR perform a Combat action, not both.
Stunned Enemies will always re at the nearest target if one is visible. They will not enter
Brawling combat.
If not, they will retreat to try and get into better cover or behind a terrain feature.
In the event a Stunned character is attacked in Brawling combat, remove all Stun markers but
the attacker receives a +1 dice bonus for every Stun marker that was removed.
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Snap re
Characters that are eligible to act in the Quick Action phase may opt not to do so.
This allows them to either re when an Enemy moves or to delay until the Slow Action phase.
If a moving Enemy is Stunned, they lose the ability to re this turn.
Firing during an Enemy move prevents the ring character from moving this turn.
Characters that do not nd an opportunity to re in the Enemy phase can Move OR Fire in the
Slow Action phase, not both.
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MOVEMENT
Terrain features do not typically reduce movement speeds but Di cult Terrain will consume
an additional 1” of movement allowance for every full 2” moved in it.
Opening doors costs 1” of movement. Climbing through a window or hole costs 2”.
Dash
Characters that do not intend to re can Dash, allowing them to move an additional 2”.
Enemies will do so to reach cover or move into range. An Enemy with a ranged weapon will
not Dash if they are able to re at a target.
Proximity
If a gure moves into contact with one or more opponents, they engage in a Brawl which is
resolved immediately. No other actions are permitted.
Vertical obstacles can be traversed by simply paying the height of the obstacle in inches.
For example, crossing a 2” tall wall uses 2” of movement allowance.
Figures cannot end a move part-way up a surface or wall.
Jumping does not require any available movement, meaning a character can move to an edge
and jump down.
Characters can leap over a gap up to 2” wide, counting it as part of their standard movement.
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ENEMY MOVEMENTS
The way the Enemy moves on the eld requires a bit of explanation, as we need to inject a
modest amount of “arti cial intelligence” into the proceedings.
It is assumed that the player will make snap decisions based on what is reasonable.
You may of course role play the opposition based on their type.
Cautious
They will attempt to engage targets at as close to maximum range as possible and will not
advance voluntarily within 12” of opposition.
As a general rule, they will not enter Brawling combat.
Aggressive
Aggressive Enemies with opponents in sight will advance at least half a move towards them,
attempting to remain in cover if possible.
Enemies that are unable to see any opposition or which are within 12” will advance as fast as
possible towards the nearest opponent, attempting to enter into a Brawl.
They will not enter a Brawl with an enemy that has higher Combat Skill.
Heavy weapon gures will not move if they have a line of sight to a target.
Tactical
Tactical Enemies will advance at half pace, always retaining cover where possible.
They will cross open ground at full pace if needed.
They will attempt to close to within 12” of their opponents, then will move to out ank and get
clear lines of re where possible.
If within one move and possessing higher Combat Skill, they will attempt to Brawl, otherwise
they will re.
Tactical enemies will attempt to remain within 3” of a friendly gure when possible.
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Rampage
Rampage Enemies will move as fast as possible towards the closest opponent and will
always attempt to enter Brawling combat.
Rampagers with Heavy weapons will stand still and re if in sight of a target.
Defensive
Defensive Enemies will advance to weapons range, but will remain in their initial half of the
table and will remain in cover or behind terrain whenever possible.
Once in position, they will re from those positions and will move to Brawl if opponents enter
their terrain features and they have equal or better Combat Skill.
If a terrain feature with friendlies has been entered by the players forces, those within adjacent
features will move to reinforce.
Beast
Beast Enemies will always attempt to move as far as possible towards the nearest opponent,
while remaining in cover.
They will only break cover if they can enter a Brawl.
When possible, Beasts will attempt to remain within 2” of a friendly gure, attacking the same
targets.
Guardian
Guardian Enemies are attached to another gure and must always remain within 3” of that
gure if possible.
They will move at the same pace and attack the same targets and with the same methods
( re / Brawling) where possible.
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COMBAT
Weapons with multiple shots may resolve them one at a time. If the target is destroyed, you
may select another target within 3” of the original.
If the modi ed score is equal or above the target number, the shot hits.
Missed shots have no e ect.
Brawling
Figures in physical (base) contact with each other will ght in a Brawl rather than ring.
If either character scored a natural, unmodi ed 6, they in ict a hit on the opponent.
If either character scored a natural, unmodi ed 1, their opponent in icts a hit upon them.
These special hits are in addition to any in icted from the combat itself.
Resolve hits using the highest Damage value of any Melee or Pistol weapon carried.
Characters with no suitable weapon strike with Damage 0.
A character that eliminates their opponent can move 2” in any direction, but cannot enter a
new Brawl.
This move is taken immediately, even during the opponents turn.
Stunned opponents
If a character is engaged in a Brawl while Stunned, the Stun markers are removed but the
opponent receives a +1 bonus per Stun marker.
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Multiple opponents
If the lone ghter wins, they do not get a 2” bonus move, but must instead ght the remaining
opponent. No bonus applies in this case.
Only 2 combatants can ght against a single attacker. In the unlikely event a single attacker
manages to contact 3 or more opponents in a single move, randomly select one that is pushed
back 1”.
Resolving hits
If a character is hit, regardless of the source, roll 1D6 and add the Damage rating of the attack.
If the result equals or exceeds Toughness the character becomes a casualty and is removed
from play.
A roll that is less than Toughness will push the target 1” directly away from the attacker unless
blocked by terrain or other gures.
Mark the gure as Stunned.
Toughness 7+
If a combatant has 7+ Toughness, many attacks will be unable to in ict any harm beyond
Stunning them.
When taking a hit from any attack, reduce Toughness by 1 for the rest of the battle.
This is applied until the Toughness score has been reduced to a 6.
Luck
If a character with Luck would be removed as a casualty, they lose 1 point of Luck instead.
The character is immediately moved 1D6” in a random direction and is otherwise unharmed.
Enemy ring
Enemies always re at the easiest target to hit and will prefer a closer target to a distant one.
If the Enemy goal is to kill a mission target, they will always re at the intended target above all
else.
Aiming
If a character is not Stunned and does not move, they can shoot more accurately.
When shooting, pick up any 1’s on the hit dice and roll them again once.
Tactical, Cautious and Defensive Enemies will try to Aim when shooting from cover.
Aggressive and Psycho Enemies will not remain in place to Aim.
Panic re
A character may opt to expend all their available ammunition as quickly as possible.
This is unlikely to be very accurate, but in an emergency it can be helpful.
The character is limited to ring at half the weapon base Range (ignoring all range
enhancements that may be applicable).
Conduct attacks as normal but roll 2 additional Shots.
Attacks are resolved one at a time, with each being directed at the closest available target at
that moment.
After the volley is completed, the weapon (and all identical weapons carried) is out of
ammunition for the rest of the battle.
The character may re other weapons as normal and will replenish their ammo load-out after
the battle.
RUNNING AWAY
At the end of each game turn, the Enemy will test Morale if they lost any gures during the
turn just played.
Roll a number of dice equal to the number of gures that were removed due to combat
(shooting, brawling, explosions etc.).
Casualties from environmental hazards are not counted.
Every die that falls equal or below the Panic range for the Enemy type indicates one of them
will Bail.
Apply each die to an Enemy gure, starting with the gures closest to the Enemy table edge.
These gures Bail and are removed from play.
Figures that Bail do not count as “killed” for any purposes and do not trigger additional Morale
dice to be rolled.
Any enemy Lieutenants are una ected by Morale dice, if they are applied to them.
If they are the only gures remaining, do not test any further.
Some Enemy types have a Panic score of 0 indicating that they ght to the death, unless a
factor raises their Panic score to 1 or more.
Fearless
Some Enemies are Fearless. They will never Bail regardless of circumstances.
Unlike Lieutenants, Fearless troops do not have Morale dice applied to them. Simply skip
them and apply the die to the next closest gure to the Enemy table edge
Player morale
Player forces do NOT test Morale. Instead, you may abandon the ght by moving crew o any
table edge.
Note that you do not have to ee o your own original table edge, though if ghting on an
interior map such as a spaceship hull or underground complex you will have to move to a
reasonable exit.
Once a crew member leaves the table, they cannot return during the battle. Moving the nal
crew member o the table ends the ght.
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PROBLEM SOLVING
Players inclined towards more fantastical scenarios may end up with all manner of things
happening: Doors that need opening, computers that need hacking and strange alien animals
that need calming.
This section o ers a few quick solutions to handle these situations as they arise.
Pick whichever ts your situation best.
This section is completely optional and will not come up in typical play.
It is intended for creative players to toy with.
Performing a test typically prevents the gure from attacking that turn.
Quick test
Opposed test
Wits test
GAME REFERENCE
Roll D6 equal to crew size and assign each die to Must re at closest target if within 3” of enemy.
a character.
Assigned D6 roll equal or under Reactions acts in To hit, roll D6+Combat Skill:
Quick Action Phase.
Enemies act in Normal Action Phase. Open within 6” 3+
D6 assigned over Reactions acts in Slow Action Open within range 5+
Phase. Covered target within range 6+
Actions
Brawling
A gure may move, then attack.
Stunned gures may move OR attack. Roll 1D6+Combat Skill.
Remove one Stun marker after acting. +1 Melee / -1 no weapon.
Morale
UNUSUAL SITUATIONS
This section covers various unusual situations that can occur during the game.
In most cases you can resolve such cases yourself, but if you prefer a bit of guidance, we’re
here to help.
If the character moves into a Linear, Block or Individual terrain feature, the character ceases
moving.
If more than 1” remained of the random move distance, they become Stunned.
If a character randomly moves into contact with another character, the stationary character is
pushed 1” in a random direction.
Impossible locations
Teleportation and similar can cause a character to end up some place that is impossible, such
as inside a solid obstacle.
If so, the character su ers a Spatial Shift and is moved 2D6” in a random direction.
The character is automatically Stunned when this happens.
If a teleporting character would end up in the exact spot occupied by another character, both
su er a Spatial Shift.
Note that ending up on a Field terrain piece that is dangerous, such as a pool of acid or a
chasm is completely possible. The character becomes a casualty immediately.
Equal distance
When determining opponent actions, you may run into two possible options, locations or
targets being equal whether due to value, distance or some other factor.
If so, simply roll a D6 with 1-3 representing one possibility and 4-6 representing the other.
If two combat targets are equal in all other respects, opponents will re on a character that
red a weapon last turn over one that didn’t.
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If a line of sight is partially obscured by another character from either side, the shot is
considered to be blocked.
Mind your re
Characters that attempt to target an area of e ect weapon where it would strike allies must roll
a 5+ on 1D6 to do so.
If the ring character has ever been in an argument or ght (by way of random event) with the
character in the target area, they may re automatically.
Re-rolling dice
Any die can be re-rolled only once, unless the rules explicitly state otherwise.
The new result stands even if it is worse.
If the rules state you may “roll twice” you can roll two times and then select either result.
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DIFFICULTY SETTINGS
If you wish to adjust the di culty of a campaign up or down, you can use the options
presented in this chapter to tailor things to your liking.
The left column o ers options to make the game easier, while the right column o ers options to
make the game harder.
Enemies must roll OVER Toughness to in ict All Enemies gain +1 Toughness.
casualties.
When activating a gure, roll 1D6 per Stun Player cannot Snap Fire.
marker.
If the roll is equal or below Reactions, the marker
is removed.
Each character gains +1 XP after each battle. Increase Enemy squad sizes by 1 in encounters
Reduce Enemy squad sizes by 1 in encounters. No Enemy penalty for Heavy weapons.
Re-roll one Injury roll after each encounter. Each character gains -1 XP after each battle.
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The following covers a collection of typical weapons and gear your characters may nd
themselves armed with.
Character limits
A character may have no more than 2 Implants and once applied, they cannot be lost,
destroyed or removed.
A weapon can have only 1 Gun Mod. Once tted, Gun Mods cannot be removed or reversed.
A weapon can only be tted with 1 Sight. Sights can be moved to another weapon, but if the
weapon is damaged, lost or destroyed, any tted Sight is also subjected to the same fate and
must be repaired separately.
Weapon Traits
Weapons can have the following Traits, modifying how they function.
Are Resolve all Shots against the initial target. They cannot be spread.
Then resolve one Shot against every gure within 2”.
Clumsy -1 to Brawling if opponent has higher Speed.
Elegant When Brawling, the ghter may re-roll the die. Enemies will always re-roll if they
have a lower total than their opponent. They will not re-roll 6’s however.
Focused All Shots must be against a single target.
Heavy -1 penalty to Hit if the rer moved this turn.
Impact If target is Stunned, place a second Stun marker.
Melee +1 to Brawling rolls.
Pistol No penalty to Brawling.
Snap shot +1 to Hit within 6”.
Terrifying Any target hit must retreat 1D6” away from the rer.
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Colony ri e 18” 1 0 -
Ri e 24” 1 0 -
Auto ri e 24” 2 0 -
Blast ri e 16” 1 1 -
If your crew is on a Quest, any new Rumors are instead treated as Clues which help towards
resolution of the Quest you are currently on.
Once you nish the Quest, any Rumors obtained are again treated as Rumors.
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Gear Function
Communicator When making your initiative roll at the start of the turn, you may roll one additional die, then
discard any one die.
Nano-Doc One-use. A character does not have to roll on Injury table after a game.
Concealed blade If beginning action within 2” of an enemy, attack with +0 to hit and Damage 0.
Then move away at normal Speed.
Assault blade Gun Mod. Attach to gun to give it Melee Trait with Damage 1. Will win on a draw.
Booster pills One-use. Recover from Stun, then move at double Speed this turn.
Loaded dice Crew member may Gamble as a campaign turn job. Earn 1D6 Credits but if the roll is a 6,
crew member loses the dice and must roll on Injury table.
Dazzle grenades 3 grenades. Single-use. 6”. All characters within 2” of target point are Stunned.
Gadget Function
Screen generator Screen. If struck by a non-melee weapon, roll 5+ on 1D6 for the screen to de ect.
Displacer Use once per mission. Pick target location in sight. Move character to a point 1D6” away
from that in a random direction. May not move but can attack after arriving.
Insta-Wall Use once per mission. Put a marker within 3” and then place a 2” long barricade so it is
touching the marker, but oriented in any direction desired.
The wall lasts for the rest of the battle, is man-height and impervious to re.
Duplicator Single-use. Take any piece of equipment and create a perfect duplicate.
Jump belt May jump up to 9” directly forward and up to 3” into the air instead of moving normally.
Stealth gear All shots at wearer are -1 to hit, unless rer is within 12”. Armor item.
Sonic emitter Always on. All enemies within 5” su er a -1 penalty to Firing rolls.
Stim-pack Single-use when character would become a casualty. Remain on table but become
Stunned.
Seeker sight Sight. Fit to any non-melee weapon to grant a +1 hit bonus when Firer isn’t moving.
Distraction bot Use once per battle at the start of the turn. Pick an enemy that cannot act this turn.
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CHARACTER CREATION
*Reactions 1
*Speed 4
*Combat Skill 0
*Toughness 3
*Savvy 0
To generate the story for our characters, we provide 3 tables to generate Background,
Motivation and Class.
Roll on each table to establish who the character is.
The E ect column will note bonuses to your pro le. Add these up as normal.
When starting out, simply note these aspects down. Their function will become clear when you
go through the campaign turn sequence later.
All Rivals are rolled on the “Unknown Rivals” table in the Encounter chapter.
Patrons are rolled using the rules in the Campaign chapter. Simply roll up any starting Patrons
when you set up your rst game world. They are all local to your starting world.
The Starting Rolls column o ers extra rolls on the various equipment tables.
It’s worth noting that some results will be more desirable than others.
Not everybody was born with the same opportunities.
Once you have created all of your characters, pick one to be the Leader.
This character receives 1 point of Luck and will never leave the crew through random events,
though they can certainly be slain.
96-100 Freedom +2 XP - -
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Crew equipment
Any equipment obtained from these tables, regardless of the source, go into a central Stash
and can be issued and distributed to your characters as you see t.
This equipment, plus any additional rolls granted by the character creation process, can be
distributed as desired.
When starting the campaign, select which character is your favorite or “primary” character.
This does not have to be the Leader.
Roll once on the table below to see what you begin the game with.
This item may be a family heirloom, a custom job, a gift or a stolen prototype as you see t.
It cannot be given away or sold and you will likely never nd another.
31-35 Gift from old lover Whenever the character is Stunned, roll 1D6.
On a 6, they think of their old ame and shrug o the Stun
marker immediately.
51-55 Favor in high places Someone from your past history owes you something.
If you ever nd yourself in trouble with any kind of
authorities, your old friend will bail you out. Once.
56-60 Night-sight implants Implant. Modi ed eye-sight allows the character to see in
the dark without penalty.
Has no e ect on smoke or similar impediments.
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71-75 Frag screen Screen. Tiny belt device o ering a dampening eld against
kinetic impacts.
Reduce the Damage rating of any Area e ect or explosion
by 1 against this character. This can result in negative
Damage.
76-80 Old friend An old friend who just might show up to help you out.
Once per battle, you may roll a D6:
On a 6, your friend shows up to help you.
They are not otherwise part of your crew and will never hand
out any items or equipment.
96-100 Lucky dice Earn 1 Credit each campaign turn from petty gambling.
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Flavor details
31-35 Strange alien vessel 21-30 Being in trouble with 22-28 Cut-throat outlaws
authorities
60-69 Battered mining ship 66-75 A previous job 59-72 Somewhat honorable
bandits
80-85 Former diplomatic 91-100 Being old war 88-100 A blank slate
vessel buddies
STORY POINTS
Story Points are a powerful resource which may be used to adjust things more to your liking,
give you a lucky break or just tweak the story to work better.
* Before rolling on any table outside combat, you may spend 1 Story Point to roll twice and
pick the result you prefer.
* Any time an item, character ability or similar requires a die roll to work and fails, you may
spend 1 Story Point to have it succeed after all.
* Any time you roll for something, you may spend a Story Point to roll again, but the new result
must be accepted.
Each of these uses should be accompanied by a small narrative explanation of how the event
came to pass.
When creating a new campaign, begin the game with 1D6+1 Story Points.
If this is your rst time playing Five Parsecs title roll twice and pick the better score.
If you own legal copies of Five Parsecs, Five Klicks AND Five Leagues, go ahead and add +1 to
the total.
These cannot be used during the character creation process of your initial crew.
A bitter day
If you Hold the Field after a battle but one of your characters is killed, add +1 Story Point.
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Each such turn may represent a few days, a few weeks or even several months.
Think of a Campaign Turn as an episode in a television show.
The focus on the Campaign Turn is a tabletop battle, though quite a few other things will take
place around it.
Each Campaign Turn is played by going through the following steps. Steps labelled with A are
done before you ght the tabletop battle for the turn, while steps labelled with B are done after
the battle.
This chapter will go through each step in the order they are accomplished each turn.
If the campaign play has told you this world is being Invaded, you must attempt to ee.
Roll 2D6. A score of 8+ is required to get safely o -world.
If the roll fails, skip Upkeep, Crew tasks, Job o ers and Rumor resolution. Proceed to the
Encounter section of the rules where you will ght an Invasion Battle.
If you survive or make the roll, you make it o -world and travel to a new planet as indicated
below. No payment, shopping or Campaign Events takes place while you ee but you may roll
up a Character Event.
If you lack the 5 Credits needed to travel, you ed on an evacuation ship. You lose any Credits
you do have plus 1D6 items from your Stash and equipment (chosen by you to represent
bribes, losses, things left behind etc.)
Regardless of how you leave, all Rivals, contacts and Patrons on this world are lost.
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This essentially allows you to start fresh on a new world, which may be bene cial if you’ve
made a lot of people angry.
It always costs 5 Credits (fuel and other costs) to travel to a new world.
If you do not have the money, you are stuck until you do.
You may opt to return to a world you’ve played on before, reinstating all Patrons and Rivals
that were left behind.
If you are interested in returning, keep a record of the world.
Index cards can work well for this.
If you have traveled to a new world, move through the following steps in order before doing
anything else.
Players who prefer a simpler game with less to track may view anything past the rst four steps
as optional.
Dismiss Patrons
All Patrons remain behind unless they are Persistent.
You may attempt to obtain a forged License. Select a crew member and roll 1D6+Savvy.
If the score is a 6+, you obtain a License for free.
If the roll is a 1 before modi ers, you must add a Rival on this world, as local law enforcement,
crime bosses or business cartels take a dim view of your actions.
Only one attempt is permitted.
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You must pay Upkeep for your crew, representing paychecks, booze, food or anything else you
like to imagine.
This is 1 Credit if you have 4-6 crew plus 1 additional Credit per crew member past 6.
Example:
A crew of 5 pay 1 Credit. A crew of 8 would pay 2 additional Credits (for a total of 3)
Alternatively, you may sell equipment to pay Upkeep. For each item sold, you gain 1 Credit
worth of Upkeep.
For each Credit you are short, one crew members will refuse to do any jobs for you this Turn.
You do not have to count crew members in Sick-Bay.
You can opt to kick out any crew Member at this stage.
Pick one item they carry that is returned to your Stash, they take the rest with them.
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If you have crew in Sick-Bay, you may now pay 4 Credits to remove 1 turn from a single
character’s recovery time.
This can be done as often as you can a ord it, thanks to the wonders of modern medicine.
Each crew member that isn’t in Sick-Bay can take on a Task now.
You may assign up to two characters to any one Tasks.
A character may opt to simply sit around on the ship and do nothing, if desired.
Find a Patron:
To nd a Patron roll 1D6 and add the number of crew members who are looking.
After rolling, you may opt to spend Credits. Each Credit earns a +1 bonus.
After generating all job details, you may opt to turn the job down if you end up not liking it.
If the crew has an old Patron among their contacts, each Patron adds +1 to the roll.
If one job is o ered, it will always be a random, existing Patron.
If two jobs are o ered, one will be a random, existing Patron, the other will be from a new
Patron.
Train:
Trade:
For each crew member trading, roll once on the Trade table to see what presents itself.
Recruit:
If your crew has LESS than 6 members currently, you can automatically recruit a new character
for each crew member sent recruiting (until you are back to 6 members).
If you have 6 or more crew members, roll a D6, adding the number of crew members sent to
recruit.
A score of 6 or higher allows a new recruit to be added.
Recruits have the basic pro le and come armed with a hand gun.
Roll on the background tables as normal, but ignore any bonus credits. If they had money, they
wouldn’t be hanging out waiting to be hired.
Explore:
Each crew member exploring rolls once on the Exploration table at the end of this chapter.
Track:
If you have Rivals, you can attempt to Track some of them down.
If the result is a 6 or higher, you have located a Rival of your choice, allowing you to ght a
battle against them this turn.
You may spend Credits to obtain a +1 bonus per Credit to the roll.
If you have had items destroyed, you can attempt to repair them.
Roll 1D6 and add the Savvy skill of the character doing this job.
You may spend Credits on spare parts. Every 1 Credit grants a +1 bonus.
If you received a job o er from a Patron, you need to determine the details of the job.
Proceed through the following steps using a D10 for each table.
Rol Time
1-5 This turn
6-7 This or next turn
8-9 This or following 2 turns.
10 Any time.
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The Patron may o er an additional Bene t, the job may carry an additional Hazard or there
may be Conditions to account for.
If you have worked for this Patron before, the Bene t (if any) always remains the same.
Roll 1D10 for each category. An 8+ means a roll is required.
At this stage, you can re-assign any equipment for your crew.
Characters can trade items, leave items in your Stash or take items from the Stash.
Stashed items are not available during a battle.
Any character just recruited cannot take, give away, trade or Stash any item this Turn.
Once assignments are complete, each character is equipped with their assigned items until the
following Campaign Turn begins.
You have now received a Quest which you may pursue immediately.
Until the Quest is resolved, any time you would receive a Rumor, you receive a Quest Clue
instead.
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If no Rival nds your crew but you have acquired a Patron, tracked a Rival or obtained a
Quest, you have a mission to play out.
Proceed to the Encounter section of the rules and ght out a table top battle.
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On a 1, the opponents you just fought become your Rivals and should be noted for this world.
If you fought against an existing Rival and held the eld, roll a D6, adding +1 if you Tracked
them down. Add +1 if you killed a Uniqued Individual.
On a 5 or better, they’ve had enough and you can remove them from the Rival list.
Skip this step for Invasion Battles or opponents from the Roving Threats encounter tables.
B- Resolve Patron statu If you did Patron job
If you succeeded in a Patron mission, you may add the Patron to your list of contacts on this
planet, unless it was a One time contract.
When you travel to a new world, all Patrons become unavailable, unless they are Persistent.
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If you did a Patron job, add the Pay bonus to the total (danger pay and expenses).
Some Patrons will allow additional rewards upon completion.
If you nished a Quest, roll the die twice, pick the better score and add +1 to the total.
If you Hold the Field after the battle, you may search the battle eld for anything worth
collecting.
This is in addition to any Loot you might be allowed to claim.
Roll once on the table below and add whatever you roll to your inventory.
Rol Find
1-15 Weapon
Randomly select a slain (but not Bailed) Enemy from the battle. You may keep
any weapons they were carrying.
16-2 Stim pack
You nd a standard issue Stim Pack (See gear section of the rules)
26-40 Curious data stick / Invasion Evidence
You obtain a Quest Rumor. If the Enemy is an Invasion Threat, you instead
nd Invasion Evidence. Earn +1 Credit and add +1 when rolling for Invasion in
the next step.
41-5 Personal trinket
On each planet you visit in the future, roll 2D6. On a 9+ you nd the owner and
receive a Loot roll as payment.
51-75 Debris
1D6 units of mildly valuable junk. Each campaign turn, roll 1D6 per unit of
debris. Every 6 means you’ve found a buyer and can turn 1 unit into 1 Credit.
76-90 Vital info / Invasion Evidence
Turn this in to get a Corporate Patron automatically on this world. If the Enemy
is an Invasion Threat, you instead nd Invasion Evidence. Earn +1 Credit and
add +1 when rolling for Invasion in the next step.
91-100 Nothing of value
Not a thing.
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If the Enemy you just battled is an Invasion Threat (listed in their pro le in the Encounter
chapter) you must roll to see if the world is Invaded.
Roll 2D6. Add +1 if you acquired Invasion Evidence in the previous step.
Modify by -1 if you Held the Field.
If you just nished a Quest, roll twice and claim both items.
If you just played an Invasion Battle, you receive no Loot.
Any character that became a casualty in the game must roll for their injuries.
If a character was knocked out (from su ering 3 Stun results simultaneously) no roll is required.
Luck points are recovered automatically.
Broken equipment should be added to your Stash where you may attempt to repair them.
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Each character that participated in a battle will now earn Experience Points (XP).
Characters “survived” if they did not become a casualty.
Your crew Held the eld if any of your gures remain on the table at the end, while all
opponents have ed or been killed.
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You may pay 3 Credits to receive a roll on the Low-Tech Weapons table, Gear table or
Gadget table in the character creation chapter.
You may purchase more than one roll per Campaign Turn.
You may also purchase any number of Hand Guns, Blades, Colony Ri es or Shotguns for 1
Credit each.
Select a random character and roll on the Character Event table at the end of this chapter.
Any character is eligible as long as they are part of your crew, even if they are in Sick Bay.
B-1 Check for galactic war progres If worlds have been Invaded
If you are tracking any worlds that were previously Invaded, roll 2D6.
CAMPAIGN REFERENCE
Upkeep: Rumors:
1 Credit per crew not in Sick-Bay. D6 equal or below Rumor count grants Quest.
1-4 Roll on the Low Tech Weapons table in 53-56 Local currency*
the character creation chapter. Equal to 2 Credits but can only be
spent on this world.
5-8 Roll on the Gear table in the character 57-59 Quality food and booze*
creation chapter. Recruit a new character automatically.
31-33 Roll on Loot table and obtain the item 81-83 Fuel*
indicated. Obtain 1D6 Credits worth of fuel. This
cannot be sold again, only used to
o set travel costs.
Rolls on the Trade table represent your crew bartering things you have found along the way for
new, interesting goods. Of course, not all deals are great and sometimes you get fooled.
Items marked with * are single-use items and are discarded after you decide to use them.
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1-5 Find a good deal and roll on the Trade 51-55 Got a few drinks. No e ects.
table.
6-10 Meet a patron who o ers a mission. 56-60 I don’t have a gambling problem!
Discard 1 item from characters
equipment or crew stash.
11-15 The character eats bad food. Must 61-65 Overheard some talk. Gain a Rumor.
spend 1 turn in sick-bay.
16-20 Gain a Rumor. 66-70 Pick a ght. Add a Rival to your list.
21-25 Meet someone and have a nice chat. No 71-75 Found a trainer. Character earns +2 XP.
e ects.
26-30 See the sights, enjoy the view. No e ect. 76-80 Information broker.
Buy up to 3 Rumors for 2 Credits each.
36-40 Time to relax. No e ects. 86-90 Hot tip. Earn +3 Credits if you do an
Opportunity Mission this turn.
41-45 Possible bargain. Give up a weapon of 91-95 Just needs a little love.
choice, then roll a 6 to get a Loot roll. Roll on Gadget table but item needs 3
Otherwise, earn 1 Credit. Credits worth of spare parts before it
will work.
46-50 Alien merchant. Trade an alien artifact for 96-100 Get in a bad ght.
a roll on the artifact table. Character must spend 1D3 turns in
sick-bay and loses one item of carried
equipment (player choice)
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1-5 You’ve met a friendly doc who doesn’t 51-55 You urgently need to buy more supplies
ask too many questions. for the ship.
If you have characters in Sick-Bay, pay 2 Lose 1D6 Credits.
Credits for each turn you want to shorten If you don’t have enough money, lose
someone’s stay. all that you do have.
6-10 A chance meeting turns into a new ally. 56-60 A local group is sympathetic to your
Add a new character to the group. crew.
+1 Story Point.
11-15 Things are pretty quiet, but one of your 61-65 Keeping your ears open has paid o .
crew seems to have had an adventure. Gain two Rumors.
Roll on the Character Event table for a
random crew member.
16-20 You’ve managed to mouth o to the 66-70 An old nemesis has tracked you down.
wrong person. Select a Rival that was resolved or who
Add a new Rival. were left behind on a former world.
They show up on this world.
When ghting this old foe, add +1 to
their squad size in combat.
21-25 A shady guy o ers you a deal. 71-75 You sell o some cargo from the last
Discard any one piece of equipment and planet.
then roll on the Trade table. Earn 1D6 Credits.
26-30 One of the crew found something 76-80 You’ve managed to settle things with
interesting. one of your old “friends”.
Gain one Rumor. Resolve and remove one Rival.
31-35 You’ve met an admirer who is eager to 81-85 An alien merchant o ers you a great
join. deal.
If you wish, you may add a single Pay 5 Credits, then roll on the Alien
character to your crew. Artifact table.
They will have no ability score advances
and come with no equipment.
41-45 The tax man is taking an interest in your 91-95 The crew has decided its time for a
business conduct. new person in charge.
Lose 1D6 Credits or discard two items of You may pick the new leader.
equipment. Add 4 XP which may be spent
immediately if desired.
The old leader must roll 1D6: On a 1,
they leave the campaign permanently.
46-50 You’ve made some new business 96-100 The recent encounters proved to be an
connections. excellent learning opportunity.
Add a Patron. Every crew member earns +1 XP.
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1-5 All this endless violence is depressing 51-55 You have some business to attend to.
you. The character is unavailable for 2
The character refuses to join any campaign turns.
missions this or next campaign turn. When they return, they receive 1D6 XP
Get +1 Story Point. and a Loot roll.
Where did they go?
6-10 You make some local friends. 56-60 You are starting to wonder if it is time
The character earns +1 XP. to move on.
Track that you’ve had a personal mile
stone and add +1 Story Point.
If the character has a second
milestone in their career, they leave the
campaign permanently.
11-15 You get a letter from home. 61-65 You develop a rivalry with a random
The character spends the rest of the day member of the crew.
thinking about their childhood and earns The two characters will refuse to work
+1 XP. together on any tasks, though they will
Roll 1D6: On a 5-6, you also receive a ght normally in battle.
new Quest. If you were friends, ignore this roll.
16-20 You get in an argument with a random 66-70 The local food is doing you good.
crew member and it turns ugly. If in Sick-Bay reduce your stay by 1
Each character rolls 1D6+Combat Skill. turn.
The lower score (both on a draw) must Otherwise, earn +1 XP.
spend 1 turn in Sick-Bay thinking things
over.
21-25 You’re not sure you’re the same person 71-75 It’s time for a make over!
you were before. This could be a drastic new
Roll on the Motivation table. This is now appearance, hair-style or style of
the characters Motivation going forward. dress.
Ignore any equipment and resource rolls Should be presented on the miniature
but do apply the new ability score in some way, but does not a ect the
modi ers if any. game rules.
26-30 While hanging around a cafe, you 76-80 Your adventuring has taught you
overhear a Rumor. always to be on the lookout for
trouble.
Next time the character increases
Reactions, reduce the cost by 3.
31-35 You’ve made friends with a random crew 81-85 You start taking physical exercise a lot
member. more serious.
You both receive +1 XP and may end any Next time the character increases
rivalry you have. Speed, reduce the cost by 3.
36-40 You pick up an unusual hobby. 86-90 Time on the range always does one
+1 Story Point and the character is good.
bound to talk about it a lot. Next time the character increases
Combat Skill, reduce the cost by 3.
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41-45 You spend some time thinking about 91-95 You undergo a tough training course,
your recent adventures. hardening your body and soul.
Earn +2 XP. Next time the character increases
Toughness, reduce the cost by 3.
46-50 You get hurt while working on the ship. 96-100 You have nally found true love in this
Spend 1 turn in Sick-Bay. bleak universe.
If characters Motivation was Romance,
gain 1D6 XP.
Regardless get +1 Story Point and it’s
a rather nice thought, isn’t it?
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ENCOUNTERS
*Patron missions
*Rival missions
*Quest missions
*Opportunity missions
*Invasion Battles
From the Campaign Turn sequence, you will know what type of mission to play each turn.
If nothing else presented itself, you will always do an Opportunity mission.
Determine opposition
If you are ghting a Rival or Invasion, you will usually know who you are ghting already.
If not, roll on the Opposition table at the end of this chapter. You can also use that table to set
up new, unexpected Rivals you may have made in the campaign so far.
Deployment conditions
Notable sights
The item is placed 2D6+2” from the center of the table and can be acquired by moving into
contact with it and foregoing any other actions that turn.
If you are on a Patron job, roll 1D10 on the table below to see what you have to do.
Rol Missio
Delive
A crew member carries a package which must delivered to a target point.
The package can be handed o or picked up o the ground as a Non Combat Action instead
of ring.
The target point is placed randomly 1D6” from the center of the table.
Eliminate
A randomly select opponent must be slain. If the Enemy ees, leave the target gure on the
table and play one nal turn. The target will not move but will re normally.
If you do not kill them in this nal turn, the mission is failed.
Clea
A crew member must exit across the Enemy table edge.
Secur
A terrain feature placed in the center of the eld must be held for 2 turns by your crew, while no
enemies are within the feature.
Protec
You will be accompanied by an additional character (Reactions 1 / 4” / +0 / 3). Unarmed.
The Enemy will move towards and attack them but they may not be red upon unless they are
the closest target AND more than 2” from any of your visible crew.
To win the character must survive and you must hold the eld.
6-1 Patro
Fight a normal battle and hold the eld at the end.
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If you are ghting a Rival or Invasion mission, you will be here simply to ght o the bad guys.
Opportunity missions will feature some sort of objective, usually something the locals want
you to go secure, defend or capture. Roll on the table at the end of this chapter.
The encounter can take place while approaching the objective, so you don’t have to portray the
objective on the gaming table, if you lack suitable terrain pieces or miniatures.
It is included on the tables to help establish the atmosphere surrounding the battle, as well as
inspire your choice of tabletop scenery.
Creative players may wish to establish the scenario around the objective, though in man-to-
man skirmish games like this, players typically set about eliminating the opposition rst,
rendering the objectives moot.
If you are engaged in a Quest, you can use the same table, the goal representing some step
towards resolving the over-arching Quest.
In Opportunity, Rival, Invasion and Quest missions, you win if you Hold the Field, meaning
when no Enemies remain, you still have a crew member standing. Nice and simple!
In a Patron Job, if you ful ll your objectives you may escape o any table edge and count as
winning.
After both sides have set up, the player may attempt to Seize the Initiative.
Roll 2D6.
Add the highest Savvy score of any crew member.
Add +1 if you are outnumbered.
When ghting opponents from the Hired Muscle encounter tables -1.
Set up the terrain in any manner that ts your table and the objective, if you wish to take it into
account.
We have not provided an explicit scenario generator, since this tends to create di culties for
players with limited terrain collections.
Instead, ensure having at least 8 decent sized terrain features on a 3x3 foot table. Scattering
some individual pieces, such as rocks, trees and crates helps add to the immersion.
Set up the enemy rst, then set up the players forces, ensuring no gures are within 18” of
each other at the beginning of the game.
Aggressive and Rampage enemies will set up in one “blob” with 1“ between each gure.
Tactical and Defensive Enemies set up divided evenly among 3 “teams”. Teams are placed 8”
apart. Team members should be 1-2” apart depending on terrain.
Cautious Enemies are set up in two “groups”, 6” apart. Members should be 1.5-2” apart.
Beast Enemies are set up in pairs. Divide the table in 3 roughly equal parts and place one pair
in each, evenly spaced. Each pair should have 2” between gures.
Determine opposition
If you are ghting a Rival or Invasion, you will usually know who you are ghting.
Pick the most appropriate entry from the encounter tables presented in this chapter.
If you are not sure or have acquired an unexpected Rival, roll twice and pick the more
interesting or appropriate.
Once a Rival has been established, they will always be the same type.
Otherwise, you will need to generate the opposition for the mission you are about to undertake.
First, roll D100 on the Enemy Category table, then go to the appropriate sub-table and roll
D100 again. This will give you the exact type of bad guys.
The table provides all of the ability scores needed to run the Enemy in a battle, along with any
special rules that apply to the encounter.
A Aggressive R Rampage
C Cautious T Tactical
D Defensive B Beast
G Guardian
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If you have a strong story going on, you may nd that some foes are more (or less) appropriate
to your campaign.
If so remove up to three entries on each Enemy table and then ll the vacant slots with any
existing enemy type.
Number of opponents
To determine the number of opponents you will be facing, roll 2D6 and pick the higher of the
dice.
Add the modi er listed under Numbers in the Enemy table. This is the number of opposing
gures you will be ghting.
Modify this based on the size of your crew in the eld:
Cre Modi er
7+ +1
5-6 0
1-4 -1
These are armed di erently from the rest of the opposition and will roll separately for their
weapons when these are determined.
Note that these gures are upgrades to Enemies already generated. They are not added in
addition to the number of opponents you already rolled for.
Unique individuals
Unless ghting an Invasion battle or an enemy from the Roving Threats encounter table, roll
2D6.
If you have more than 6 crew members for this battle, add +1 to the roll for every crew member
beyond 6.
Add +1 if ghting opponents from the Interested Parties encounter tables.
On a roll of 9+, the opposition is accompanied by someone unusual.
If so, roll on the Unique Individual table.
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Encounter Category
Encounter tables
Criminal Elements
When engaging any opponents from this list, there is an increased chance of a bounty being
available.
When setting up roll 1D6.
If the score is 1-3, that many bonus Credits will be paid out if you Hold the Field after the
battle.
Hired Muscle
Someone has hired goons to stop you from achieving whatever it is you are trying to do.
Being paid professionals, you are -1 to any attempt to Seize the Initiative.
This is cumulative with any modi ers listed below.
Interested Parties
Another group has taken an interest in the job you are doing.
Roving Threats
You’ve stumbled into something dangerous in the area and must ght for your life.
Any valuables found will typically be remnants of some unlucky prior crew, found in the vicinity.
Enemy weapons
Enemies with Aggressive AI carry a Blade in addition to any listed weapons, unless their
Combat Skill is +0.
Enemies with Psycho AI always carry a Blade in addition to any other weapon.
Some enemies have a speci c weapon listed and always carries that. No roll is made.
If two weapons are listed, the second is for Specialists.
Optionally split the non-Specialist opponents into two groups and roll for the weapon carried
by each group. This requires tracking which Enemy has which weapon, but can lead to a more
varied and interesting battle.
Unique Individuals
If the mission indicates that you have encountered someone Unique, roll below.
They may be accompanying the opposition for any reasons you can think of:
Hired help, a specialist to help them out or it may be the real leader.
Unique Individuals are FEARLESS and will not be a ected by Morale dice.
Note that they may follow a di erent AI routine than the group they are accompanying.
Enemy Bruisers, Heavies and Bosses use the basic pro le for the opponents encountered,
but with the modi cations given below. Weapons will replace those normally carried.
AI will be the same as the basic type unless listed otherwise.
40-42 Bridge
LOOT
1-5 Weapons Roll twice on the Weapons table that best ts the encounter.
6-10 Broken Weapons Roll twice on most tting Weapons table. Must be Repaired.
30-34 Bionic parts Implant. When rolling for post-battle Injuries, reduce sick time
by 1 turn. Add +1 to players choice of Speed or Toughness.
45-49 Strange artifact Pay 3 Credits to analyze item, then roll on Alien Artifact table.
50-54 Enhancement implant Implant. Character receives one-time bonus of 2D3 XP.
55-58 Robo-Rabbits foot Carrier receives +1 Luck as long they have the item.
59-63 Alien relics 1D6+1 Relics. Once per campaign turn, trade one away to earn a
roll on the Trade table.
73-76 Captive Can join your squad as a new character. Comes with no
equipment or resources.
86-90 Colonist rations +1 Story Point and crew does not require Upkeep next turn.
91-95 Recreational supplies Can be sold for 1D6 Credits and crew does not require Upkeep
next campaign turn.
1-5 Flex-armor If the character does not move, they count as +1 Toughness.
Armor item.
11-15 Genetic Recon g kit Reduce any one ability score by 1 and raise another ability score
by 1. Single-use.
16-20 De ector eld Screen. Ignore rst time character would become a casualty
each battle.
26-30 Dodge Suit When character moves, they are -1 to be hit until their next turn.
Armor item.
31-35 Transmuter SIngle-use. Put in any item and turn it into a randomly rolled
Alien Artifact.
If another Transmuter is rolled, the item inserted is destroyed but
you retain the original Transmuter.
36-40 Shiny bits Ooooh shiny. If you can tear yourself away long enough, sell for 3
Credits.
41-45 Transcender Single-use. User gets +1 XP and crew gets +2 Story Points.
46-50 Time distorter Single-use. Prevents every enemy from acting this turn.
56-60 Hover board User may move up to 9” per turn and y over terrain up to man-
height, but cannot re while using it.
66-70 Slave collar Single-use. Turns a single defeated enemy grunt into an ally that
will join your crew.
71-75 Alien multi-tool Take a full turn to cut a hole in any terrain feature big enough to
enter.
81-85 Grav inger Use once per battle. Every character AND terrain feature within
6” is pushed 3” directly away from user.
86-90 Alien combat serum Single-use. For the entire battle, the character gains +2 Speed
and +2 Reactions.
91-95 Recon gurable gem Sell for 1D6 Credits and a roll on the Trade table.
stones
96-100 Kroxian Do NOT push the red button. Sell for 5 Credits however.
Disintegration Module
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COMPETITIVE GAMES
We use the term Competitive to mean two players ghting a battle against each other, rather
than a single player using the AI systems.
One player uses their normal campaign forces, while the other simply takes control of the bad
guys in the mission being played.
This is the simplest way to play, as it requires no special rules or circumstances to resolve.
As a human opponent typically presents a tougher ght, the player undertaking the mission
receives 1 bonus Experience Point, awarded to a character of their opponents choice.
You may both be playing a Five Parsecs campaign and decide to have your squads meet and
ght it out.
To do so, simply go through the campaign steps as normal but instead of generating a random
opposition force to ght, you will ght each other.
When agreeing to play a Competitive game, ignore Rivals, Patrons and Quests for this turn.
You may resume any Quest in the following campaign turn.
A wide universe
If agreed upon, you could even ght a Competitive game against a crew generated in a
di erent campaign game such as Salvage Crew or Gang Warfare.
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The basic turn structure requires a bit of modi cation for Competitive games.
Instead, the turn takes place in Phases, each correlating to a Reaction score.
Example:
If you have gures with Reaction scores of 1, 2 and 3, you would have 3 Reaction phases.
Starting with the highest Reaction Phase number, during each Phase, the player with
Initiative may choose to go rst or last.
Carry out any activations as normal, then progress to the next Reaction Phase until all
characters have acted.
Example of turn:
I have initiative.
In the Reaction 3 phase, I choose to go rst.
I can act with any gures I have that are Reactions 3, my opponent will then act with any of their
gures that are Reactions 3.
ASSORTED CLARIFICATIONS
This section covers a few common questions regarding the campaign game.
Items that are not considered to be weapons or Armor items do not “weigh” anything and
characters can carry any number.
A character cannot get a bonus twice for having two of the same item.
The Stash
Any items assigned to the Stash are accessible at any time during the campaign turn, but
cannot be accessed during a battle.
Looting bodies
Except if a rule tells you, you cannot loot weapons o fallen enemies.
If a crew member is killed, you can keep their items and redistribute them (but remember some
injury table results will break items)
Sick Bay
A character that has their recovery time reduced to 0 during the campaign turn (whether from
sick bay, health care or other sources) cannot perform a crew job this turn (such as searching
for Patrons).
They can however join the crew in battle this turn.
Players should keep track of any people they know on a given world, along with any pertinent
information.
For Rivals this includes what type of opponent they are (if this has been determined).
For Patrons, this includes all known details.
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DESIGNER NOTES
*FiveCore is a wonderful system, but over a As a result, the new game should be meaner,
campaign, the amount of special rules and leaner and easier to manage than before.
exceptions can pile up and make it di cult to get The system is easy to learn and requires very little
to grips with. “brain power” to play, while also managing a
bunch of enemy troopers.
*More importantly, since the game is mostly Campaigns now have an explicit economic
played solo, I felt strongly that the basic rules aspect, something that some players voiced a
should be as simple as at all possible. desire for.
The campaign play will add all the complexity
that is required. All in all, it’s maybe easy to miss how many small
improvements are hidden throughout this game.
*Finally, if everyone is playing it solo anyways, I
might as well write the rules with that in mind With a much more compact page-count, I think it
from the beginning. will also prove far less daunting. Having to digest
People wanting to play with friends won’t need the FiveCore 3rd edition rules AND the Five
any additional notes, just line up your squads and Parsecs booklet is a lot of reading before you get
have at it. to the table.
If this revision has done only one thing, I hope it
The result then is this game. is to get more people actually rolling dice.
I’ve tried to drive complexity out of the system
wherever possible. It’s always a bit risky to mess with something
Some things, such as the psionic table are gone. people like, but I hope you’ll agree it was a good
I realized that some of the tables had literally move.
never come up in the games I’d played. Peace and Love
On the upside, a lot of the existing tables should Ivan Sorensen
be more interesting now: A lot of results now nordicweaselgames@[Link]
have concrete bene ts where before, the rules
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Version 1.06
Starting character attributes improved.
Additional entry added to Enemy table.
Deployment Conditions table added.
Multiple weapon rolls can be purchased per
turn.
Notable Sights table added.
Story Points added.
Seize the Initiative rule added.
Crew upkeep costs reduced.
Event and reward tables have small tweaks
to them.
Table of contents should have links now.
Version 1.05
Clari ed turn sequence.
Version 1.04
Personal Items table added.
Expanded and slightly tweaked Character
and Campaign Events tables.
Enemies are now led by a Boss.
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