FiveCore 3e.pdf

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TABLE OF CONTENTS
INTRODUCTION
GLOSSARY
YOUR MINIATURES
TROOP QUALITY
TURN SEQUENCE
MAN TO MAN MODE
MOVEMENT AND TERRAIN
WEAPONS FIRE
BRAWLING
WEAPONS
RALLY AND RECOVER
SQUAD MORALE
UNUSUAL SITUATIONS
STEALTH OPERATIONS
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7
9
11
12
15
16
21
27
30
37
38
39
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VEHICLES
OUT OF THIS WORLD
CREATURE TYPES
RANDOM EVENTS
SOLO GAMING
MISSIONS
RANDOM FORCE GENERATION
THE WAR GENERATOR
CHARACTER CREATION
HEROES ALL
CAMPAIGNS
SCENARIO IDEAS
DESIGNER NOTES
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57
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65
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71
76
80
83
94
96
105
106
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FIVECORE 3
SKIRMISH GAMES EVOLVED
by Ivan Sorensen
INTRODUCTION
Welcome to
FiveCore
3!
FiveCore
is a set of generic war game rules, suitable for 20
th
century, near future and science
fiction conflicts.
This is a skirmish game, aimed at groups of 5-15 figures on each side though many players run far
larger forces.
The rules aim to provide a fun, tactically sophisticated game that provides plausible outcomes
that are slightly on the more cinematic side of things.
Whether you prefer historical scenarios, imaginary conflicts or science fiction,
FiveCore
will let
you create interesting characters and follow them in their adventures.
If you don't enjoy campaigns, fear not as you also get systems to set up quick, random encounters.
THE FIVECORE GAME FAMILY
The
FiveCore
rules are part of a rapidly expanding family of supplements and settings.
Rather than being confined to one setting or style of campaign, you can move between gaming
experiences with ease.
Likewise, modifying things to suit your own needs presents minimal obstacle.
Many parts of the rules, such as random events and skills, are vastly expanded in supplements.
A NEW EDITION
When the rules system was released, it was intended as a stand alone, introductory counterpart
to it's parent game Five Men in Normandy.
However, over time, interest in the generic rules picked up and a wealth of material was
produced.
Eventually, it became too sprawling and the time has come to put all the best ideas together into
one comprehensive package. The result then was
FiveCore
2.
With time, a number of small updates, tweaks and adjustments have been added to the rules,
allowing the game to be more flexible and more robust than ever.
This is the current 3
rd
edition you are reading.
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MODULAR GAME RULES
The
FiveCore
rules operate on a few simple mechanical elements and is quite robust and open to
experimentation.
Rules elements can be swapped in and out as need be and players may test out optional systems
as they find appropriate.
As each component exists independently, there are very few “dependencies” where changing one
rule will break an unexpected component elsewhere.
Don't be afraid to change things to suit what you feel it should look like. In the end, the game is
yours now.
Many sections of the rules provide additional play style options to customize the game further to
your tastes. Please check with your opponent to make sure you are on the same page.
FUNDAMENTALS
The following principles drive the game design:
*When in doubt, roll a die and try to get a 1 or 6.
*Rolling a 6 is more dramatic than rolling a 1.
*This is a skirmish game and the focus is on individual man-to-man combat.
*Reaction
fire
happens automatically, it is not a status you have to deliberately set up.
*The aim is “visual realism”. Think of a “realistic” war movie, that's the feel the rules are aiming
for.
*A new player should be able to pick up and play with a minimum of explanation needed.
NEEDED TO PLAY
In addition to miniature figures and terrain, you will need:
*Dice. Multiple six sided dice, preferably in at least two colours.
Campaign play will require percentile dice as well.
*Measuring tape or ruler with inches. People using metric measurements can multiple all ranges
by 2.5 to get them in cm.
*Markers to indicate status effects.
*A way to determine random directions, whether dedicated “scatter” dice, rolling a D10 and using
the point or rolling a D12 to get a clock face.
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WHAT KIND OF GAME IS THIS?
FiveCore is not intended as a highly competitive tournament game, though the various mission
generation options and victory point systems allow for pick-up games very well.
In place of a points system for buying forces, the victory points system provides bonus points to
the outnumbered or out gunned force.
MINIATURES
The only requirement is that miniatures are based individually (and some people even use team
bases, treating each figure as a group of 2-3).
While the ranges given in the game are optimal in 15mm scale, the rules play fine with everything
from 6mm up to 28mm figures.
For campaign play, it is important to be able to easily tell figures apart either by paint jobs, easily
identifiable poses or by marking the bases in some manner, such as the edge.
THE GAMING TABLE
FiveCore
is designed to be played on a fairly modest table, from 2x2 to 3x3 feet.
Skirmish games tend to benefit a lot of having a terrain layout that is both fairly dense and has an
evocative theme.
When populating your table, look at the pieces you have available and pick out ones that
complement each other.
You'll be amazed at what a difference it makes if your table can be easily identified as a space port
or a ruined village, as opposed to a few random pieces thrown together.
A good rule of thumb is to cover half the table with terrain features.
VOICE OF THE AUTHOR
Two different styles of writing are used in the game.
Core rules chapters are written to be as concise and clear as possible, while optional, scenario
and campaign chapters are written in a more conversational style.
Where possible, “narrative” explanations for rules have been separated from the rules text by the
use of
italics.
Rules terms that are used repeatedly are indicated with a capital initial letter, such as “Knocked
Down”
or “Dash”.
PLAYSTYLE OPTIONS
Most chapters will list these at the end of the chapter.
These are options players may elect to use to tailor the game to their expectations.
Scenario designers or a Game Master should clearly indicate if any optional rules are to be used.
For pick-up games, both players must agree on the use of an option for it to apply.
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