Five Parsecs From Home 2e (v1.04).pdf

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TABLE OF CONTENTS
Version 1.04
INTRO
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CAMPAIGN REFERENCE
ENCOUNTERS
LOOT
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46
51
THE STARS OF THE STORY 6
TERRAIN TYPES
THE GAME TURN
MOVEMENT
ENEMY MOVEMENTS
COMBAT
RUNNING AWAY
PROBLEM SOLVING
GAME REFERENCE
UNUSUAL SITUATIONS
DIFFICULTY SETTINGS
WEAPONS AND GEAR
CHARACTER CREATION
THE CAMPAIGN TURN
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11
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15
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21
23
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ODD BALL CHARACTERS 53
COMPETITIVE GAMES
INFINITE ADVENTURE
DESIGNER NOTES
VERSION NOTES
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INTRO
Five Parsecs From Home
is a science fiction adventure game aimed specifically at solo-
players, though it can be played with a friend just fine.
Build a crew, outfit them and take to the stars. Undertake odd jobs for shady characters, get in
gun battles, make a few bucks and die in some place nobody wants to visit.
It is heavily inspired by franchises such as
Trigun, Mass Effect, Firefly, Borderlands
and
Traveller.
This is the second edition.
The original version of this game was a supplement for the
FiveCore
war-game rules.
It was felt that for a game intended primarily to be played solo, the rules were too involved and
had too many fringe cases, so they were slimmed down.
The rules are presented in black and white for ease of printing. It also emulates the style of war
gaming books from the 80’s, which were a major inspiration.
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.
All feedback, questions and suggestions can be directed to the author at
nordicweaselgames@icloud.com
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.
We typically refer to an individual model in the game as a “Figure”.
The game proceeds in “Turns” which end when every model on each side has had a chance to
do something.
Explaining the models
Each miniature figure represents a single character in the game world.
You can use any scale of figures you enjoy.
You will need to be able to tell each figure apart.
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Ability scores
Each of our characters is rated in five fundamental ways:
*Reactions
*Speed
*Combat Skill
*Toughness
*Tech
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.
Tech
is not used in this rule set but has been included for compatibility with other rules.
Weapon ratings
Weapons are rated in three ways:
*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.
Mission objectives and the game
In a typical game, you are simply trying to force the enemy to retreat.
Should they persist, you will have to neutralize all opposition.
The campaign tables will offer various objectives and targets.
These are left completely up to the players to implement for three main reasons:
First, in low-level skirmish gaming, it is typical for players to set about eliminating the
opposition first, before worrying about the objective. Hence, having complex scenario rules
often means reading the rules for a given mission, even if it will never come up during the
battle.
Second, Many of the mission targets would place demands on terrain and scenery collections,
making it more difficult to set up the game.
If you lack a specific piece of scenery you need, you can simply play out a battle that happens
en route to the target instead.
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Third, including mission objectives and detailed rules for 30+ different targets would take up a
lot of page count. The desire was to keep the game concise and focused.
If you prefer a stronger, more scenario-driven experience, you are encouraged to create
specific objectives for yourself.
If there is sufficient demand, a future supplement may expand this aspect.
Extra stuff
The original edition of the rules featured a number of random “flavor” tables, some of which
have been omitted from this version.
Interested parties are encouraged to pick up a copy of
Starport Scum
available from Nordic
Weasel Games, which offers more random tables than you could shake a space-stick at.
Special thank you’s
To my good friends David Platt and Javier Gonzalez for countless moments of inspiration over
the years.
My wife and occasional co-writer Traci Morrissette.
The various wonderful people who have emailed me with ideas.
There are really too many of you to count individually, but Alexander Wasberg looms large as
one of the most consistent, creative and energetic solo gamers.
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