Introduction
I have finished playing six
quick very small linked FiveCore Pulp Skirmish games using FiveCore
Skirmish Pulp Adventures. (on my non-SF blog) My plan
was next for a 10-game (or thereabouts) Five
Men in Normandy campaign and then follow that up with a 1st Edition Five
Parsecs from Home campaign. I got a bit of a 20mm WW2 fix recently and also got
too involved in looking at the 5 Parsecs rules and so started one with 5
Parsecs. I am also obsessing over how to
combine Classic Traveller, my 1d6 simple SF RPG rules and some 5 Parsecs
stuff. But that will be for a later day.
I used an Excel spreadsheet to assist in generating missions and determining pre and post mission results.
5 Parsecs from Home 1st
Edition (5PfH1) rules commentary
My main aim was to use the process as written as much as possible and to minimise any table changes. As I play I may change some of the tables.
Changes- Converted the tables to 1d20 (most of them, even though d100, had around 18-23 entries) and tweaked some of the tables.
- Removed all Unity references and all the Alien & Psionic stuff (wasn't very hard really) as my universe doesn’t have them.
- Created a revised list of 20 talents (mostly based on the ones mentioned in the rules). 9 combat related, most of the rest gleaned from the tables and a couple that seemed useful for pre and post tasks.
- Modified the weapon table significantly – weapons are aligned to Classic Traveller and 5Core Skirmish, and also less chance of the more powerful ones.
- Armour became Classic Traveller armour (mesh, cloth and combat armour)
- Expanded the characteristics of the enemies list (possible weapons, talents etc.) to vary them up.
- Replaced the background table from Every Star an Opportunity with the one from Starport Scum.
For reference, here is the turn sequence I am using (note ESaO = Every Star and Opportunity supplement):
If travelling
- Travel to another world
- Roll starship event (ESaO)
- Each enemy roll 5+ and they follow you, else remove enemies
- Remove patron list
Assign and resolve tasks
- Rest: Any characters must rest if injured. If all injured then turn is only one see the sights and no mission - go straight from see the sights to campaign events
- Pick up to 2 activities, 1 if less than 2 characters not resting in party. No activity other than one see the sights if all characters resting.
- Find Patron: One go only. New patron: 6+, +1 patron talent, +1 if use second activity. Existing patron: 5+, +1 patron talent. Patron may relate to faction.
- Train: 6+ for one character to gain a talent; if already have talent, roll character event
- Trade: can be selected only once.
- Sell: can be selected only once. Sell one item to roll on the Trade table
- Recruit: 5+, +1 recruit talent, +1 < 5 crew, +1 if use second activity. A natural 6 is a goon (no special, talent etc. Handgun or rifle)
- Track down enemies: Select an enemy. 5+ tracked them down and may fight them as the mission
- Repair: Repair a damaged or broken item
- Gamble: See Gear loaded dice
- See the sights: see the sights
Resolve Rumours
If d6 <= #rumours then on a quest. Remove rumours. Quest type: SS (p49) or
problems (EsaO)
Enemy mission
If not tracked enemy then roll a d6 for each enemy. On a 1
then enemy mission (more than 1 then random)
Mission
If not tracked enemies or enemy mission, or starting a quest
(must do a mission if start a quest) then optionally not do a mission. Go to
Campaign events.
Local travel (p62). An encounter is see the sights.
Type:
- If enemy mission, then roll enemy mission
- If tracked enemy selected, then roll tracked enemy mission
- If on a quest, then roll quest mission
- If patron mission selected, then patron mission
- else roll opportunity mission
- Roll enemy
- Roll if faction related 5+ (more chance if patron = faction, ESaO) or if enemy = faction then yes
- Roll # enemy
- Roll enemy weapons
- Roll leader traits
Battlefield:
- Roll terrain
- Roll battlefield condition
- If mission required target locations, select target locations
- If mission has target object, roll target
- If mission has target civilian, use character creation
- Roll for who moves first
Play mission
Post-mission
Successful quest mission: roll outcome +1 per lead
If lead: d6=1 travel to a previous location; =6 travel to
new location (see p62 for planet travel); xxx = offworld milestone: after
second milestone, next mission is final one
Fail patron mission: remove patron from list
If faction related, roll d6=1 +1/-1 to faction strength
Resolve enemies
If fought a successful mission against an enemy, roll 5+ and
enemies defeated and no longer enemy
If fought a successful mission against not an enemy, roll a
1 and opposition is a new enemy.
Note: Enemy list is from enemies table.
Loot
Mission successful only
Enemy mission: no loot
Opportunity Mission: roll once
Patron Mission: roll once and roll once on Trade table
Finish Quest: roll twice and once on Trade table
Injuries & breakdowns
Out of action: roll on injury table + equipment d6=1 equipment KO
Suppressed: On a 6, as per out of action, else Ok
Campaign events
If no mission then remove 1 item/weapon from the party per
character (paying for overheads)
Campaign event
Roll for faction wars (1d6 for each faction, roll under
strength to be fine, roll equal or over and if all others rolled under then
-1. If 0 then gone, roll for another
faction) ESaO
Settlement event, ESaO
Character events
Roll once for random character
Player actions
Emergency recruitment: if 0-1 characters able to take to
field, may recruit 1-2 goons with handguns or rifles.
Other emergency, only if desperate: Pick one and on a d6=6:
a weapon, reduce injury time, add talent, rivalry, friendship, patron, track
enemy, repair damaged item
5Core Skirmish rules
commentary
- I have converted the 1K1S results to 1d6 (I like rolling 1d6) and 3 results – pinned (no reaction fire, can’t move, Ok next activation), suppressed (no move or fire until rallied but if suppressed when already suppressed need to retreat into newer cover.) and KO (out of action).
- To hide a figure needs to be out of LOS (e.g. behind a building) not just ducking down. A figure ducking down can still be fired at but can’t be knocked out, just suppressed (unless with 6” then possibly KO). This stems out of some conversations with Just Jack on how he plays 5MiN (in the comments).
- A figure can react fire if fired on and it missed, or if a figure moves into LOS as per the rules. If a figure reaction fires they can still be activated next turn. This is similar to FiveCore Company Command. It makes it easier to play the game and one less marker!
Table size and
figures
Table size will vary from 12”x12” to 2’x2’ depending on what
feels right for the mission. Terrain
generation will be for 5 location - a 2x2 grid with a central terrain type as
well.
Figures are 20mm and I am using WW2 Russian and partisan
figures as they look a little futuristic pulp-ish gang-ish.
To show pinned and suppressed I use little grass-like tufts
– one for pinned, two for suppressed.
Final Comment
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