Five Parsecs from Home - Bug Hunt_Wp7hBp.pdf

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TABLE OF CONTENTS
Version 1.3
INTRO
THE STARS OF THE STORY
TERRAIN TYPES
THE GAME TURN
COMBAT TEAMS
MOVEMENT
TACTICAL LOCATIONS
CONTACTS
ALIEN MOVEMENT
COMBAT
NOWHERE TO RUN
PROBLEM SOLVING
GAME REFERENCE
UNUSUAL SITUATIONS
DIFFICULTY SETTINGS
WEAPONS AND GEAR
CHARACTER CREATION
THE CAMPAIGN TURN
ENCOUNTERS
ENDING THE MISSION
MUSTERING OUT
COMPETITIVE GAMES
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36
43
49
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INFINITE ADVENTURE
DESIGNER NOTES
BALANCE TWEAKS
VERSION HISTORY
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INTRO
Five Parsecs : Bug Hunt
is a science fiction miniatures game for solo-gamers, though we have
catered to play with a friend as well.
You will take charge of a “Hunter Squad” tasked with going into decrepit space stations,
abandoned colonies or deep-space wrecks and clearing out any hostile alien lifeforms found.
This is not honorable combat against a foe that believes in self-preservation:
It’s brutal, dirty fighting at close quarters and to the last life-form.
As you play, your pivotal characters will gain in experience and reputation, hopefully earning
promotions and commendations.
Or at least 5 days R&R all paid for.
The game is set in the
Unified Space
setting shared with
Five Parsecs From Home, Five
Parsecs : Salvage Crew
and
Five Parsecs : Gang Warfare.
All of these titles are compatible and you are able to transfer characters from one campaign
game to another.
The rules are presented in black/white/grey for ease of printing.
We have opted for a single-column layout to aid screen-reading, to support the use of tablet
devices for gaming purposes.
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” or “The Aliens”.
The Enemy will be various alien life forms and are generated randomly by the mission system.
We typically refer to an individual model in the game as a “Figure” or “Character”.
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, though you will need to be able to tell each figure
apart.
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Ability scores
Each of our characters is rated in six 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 added to all Problem Solving dice rolls.
Enemy
figures will not have
Reaction
and
Tech
scores.
Major and minor characters
Many of the figures you deploy for a mission will be Minor characters.
These will come and go and we do not track their fate between games.
Think of them as the people in the background during a television episode.
They are always doing things and may even prove vital, but the show isn’t about them
specifically.
Major characters are tracked in the campaign game and can earn experience points as the
campaign goes on.
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.
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The mission structure
In the campaign you have have a few Major characters that we follow between missions,
typically 3 or 4.
When assigned a mission, you will be accompanied by assault teams of trained soldiers.
These act as additional fire power but are not “persistent” in the sense that we track their
experience and performance across games.
Rather, each mission sees a new set of faces to accompany you into battle.
Think of it like a television show where you follow a few protagonists, while various other
people come and go in the background.
During the mission you will try to accomplish military objectives while avoiding or defeating
alien forces you encounter.
These aliens initially take the form of Contact markers, representing scanner blips.
Around the battle field, you will come across Tactical Locations that may be of help: Computer
consoles allowing you to close down access tunnels, maps allowing faster access, colonial
defense systems and so forth.
Note that there is no inherent limit to the number of foes you might face.
If you stick around too long, you may well get overrun.
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.
A particular thanks to the Nitpick Squad for helping catch the bugs.
Inspiration for this game includes the usual suspects (the Aliens and Starship Troopers films,
the Space Hulk and Space Crusade board games, the Forever War novel and probably a bunch
of B-movies I forgot about)
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