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Five Parsecs Fireteams

Introduction

This is a gameplay component to be tested for inclusion in future expansions or games,


allowing slightly larger-scale tactical warfare using the same game engine.

This is explicitly a Solo endeavor at the moment, but feel free to experiment.

The purpose is to enable platoon level warfare with a minimum number of rules changes.

How to use this

To test this, pick some troops you like the look up from the enemy tables or create your own.
You should select 3-5 reteams for each side of the battle, with a couple of individual
characters. You can use the enemy tables to generate weaponry or pick whatever matches
your miniatures.

Each Fireteam will need to be assigned a Command rating, which is the Fireteam equivalent of
Reactions. Use the following scale as a guideline:

Criminals, armed civilians 1

Trained military 2

Veteran or spec ops 3

You will need to set up a basic scenario yourself: Set up some terrain and pick a terrain feature
one side is trying to capture or have both sides encounter each other while patrolling an area.

If one side is already defending the objective, give the attackers an extra reteam.

Fireteam construction

A Fireteam has 4 gures with identical pro les. 3 gures should armed identically while 1 gure
may be given a di erent weapon.

Fireteams in the army can be di erent troop types if you like, though that can get more
confusing to keep track of.

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Fireteam activations

The game turn works mostly as normal.

Before starting your turn, select one individual gure in your army that will act in the Quick
Actions Phase.

Then roll one activation die per remaining individual gure and per reteam, then assign them
as normal.

When a Fireteam is selected to act, each gure carries out its actions in turn.

Fireteam movement

The members of a team must remain within 1” of each other, typically forming a “chain”
formation. If the formation is broken, typically due to casualties, the Fireteam must attempt to
move back into a “legal” formation at the earliest opportunity.

The exception is Fireteams positioned in a clear defensive position, such as a low wall or
ruined building. As long as such a team does not move, it is not required to regroup if
casualties break the formation.

Fireteam combat

When ring, a Fireteam must target one of the two closest units to their position (counting a re
team as a unit. Individuals are counted as a unit for ring purposes if they are NOT within 3” of
a reteam) and will direct all of their re against the same target team.

While you can typically resolve shots in one roll of the dice, feel free to take them one at a time
if the target is in di erent degrees of cover. 

Individual gures that are within 3” of a reteam may be targeted by a single shot from the
attacking re team.

The enemy will target a reteam in the open in preference to a reteam in cover, but will
otherwise target the closest unit.

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Taking Fire

Any reteam (but not individual) that is shot at should be marked as “Taking Fire” using any
appropriate token. Multiple tokens are not placed.

When the team is activated while “Taking Fire” is receives the following penalties:

The team loses 1 shot when ring. This can be from any one weapon. The enemy will always
drop a shot from the weakest weapon available.

The team may not Dash and reduces their Speed by 1”.

Remove the status at the end of the Units activation.

Morale tests

When a reteam takes losses, roll one morale die per casualty as normal.

For each morale failure, put a Morale Failure marker by the unit. If it receives two such markers,
the team Recoils and is immediately moved 12” towards the rear. It is unable to move closer to
visible enemies for the rest of the battle.

Known concerns

The current AI modes may need more details to deal with Fireteams, especially with regards to
the enemy supporting each other but will serve as a starting point for now.

More nesse is no doubt required for Individual gures.


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