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Five Parsecs errata, clari cations and tweaks.

Version 1.04

Greetings space travelers. Please insert your Unity-standard Mark 4 ID chip for veri cation.

This document o ers a number of clari cations and corrections to the Five Parsecs From
Home rule set. They can be viewed as “o cial” in the sense that they are how the rules are
intended to be played. As always, at your own gaming table you can do things in any way you
like.

The rst section covers the rules as they currently stand:

Clari cations are explanations of how a given rule works.

Corrections provide an answer to mistakes.

Updates are additions to the rules.

Rule 1:
The game rules are generally written to be interpreted in a fairly literal sense.

If you are unsure about something, read the rule carefully and see if it applying it exactly as
written will solve your problem.

If not, you are welcome to reach out at nordicweaselgames@icloud.com

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Correction: The ability score descriptions
Miniatures and scale: say that you have to roll over Toughness to
damage a target. The combat rules say equal
or above. The latter is correct.

Clari cation: Nordic Weasel games are


almost always tested with 15mm miniatures
initially. However, the distances that I feel are Update: An Area weapon can be targeted at
appropriate for 15mm gures tend to match a point on the ground. This means the Shots
the distances that are common in 28mm on the weapon pro le are wasted (as there is
games. As such, there is usually no need to nothing to hit) but the Area attack is resolved
change distances for movement and normally.
weapons to accommodate a particular range
of miniatures.
Set up and encounters:
Updates: If you want to play on a smaller
space, I recommend either:
Clari cation: The rules do not specify an
*Replacing all distances for the same exact distance from the tabletop edge since
number of centimeter (so 4” becomes 4 cm). you will often want to place the enemies in a
This is ddlier but allows you to play on a way that looks cool on the tabletop: Behind
tiny amount of table.
barricades, on top of towers or similar.

*Cutting all distances in half (so 4” becomes Since you must have 18” between the two
2”).
sides, to ease deployment measure that out
in advance and then let each side set up
Both of these options work well using “behind” this no mans land. For example if
smaller miniature scales.
your table is 30” across, each side would
have 6” from the table edge to set up within.

Combat rules:
Clari cation: On the Unique Individuals
table, the Enemy Bruiser, Enemy Heavy,
Clari cation: Enemies with built-in weapons Enemy Boss entries use the base pro le of
(like claws or fangs) have the Melee weapon the enemy type you are facing, applying the
trait and thus receive the +2 bonus to modi ers listed in the table.

Brawling.

1.04 Clari cation: When generating a


1.03 Clari cation: Shots do not random Rival, you can generate the type
automatically hit on a 6 or miss on a 1.
right away or wait until they actually attack
you depending on what ts the story better.

Clari cation: Characters with multiple


usable weapons (Pistol or Melee trait) must
select one weapon to use in a Brawl. They Campaign rules:
may only use the bonus from that weapon
and will in ict any hits with that weapon.
Clari cation: You do not have to decide and
assign all your crew actions before resolving
Clari cation: When a weapon with multiple them. If you like you can select one crew
Shots is red at a character with Luck points, member and carry out their action before
resolve each shot one at a time. Any selecting the next one. The game example
movement from Luck “dodging” is done assigns them all up front but you are not
before the next shot is taken, which might required to do so.
move the character out of sight, preventing
any further shots.

1.04 Clari cation: Snap re shots may be


taken at any point of the enemy move.

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Clari cation: There is no di erence between Update: Normally you have to undertake a
Rumors, Quest Rumors and what was called new mission every campaign turn. If you
Clues in previous versions. Regardless of wish to lay low and rest up, check for Rival
how they are obtained, they are always attacks normally. If you are not attacked, you
added together in a single pool:
can pay 1D6+1 Credits to stay in town.
If you do not currently have an active Quest, Simply skip the battle sequence and all
they are checked in pre-battle step 5: reward sections (loot, pay, injuries, XP).

“Resolve any Rumors”. If you receive a


Quest here, all Rumors are discarded (they
were all related to this Quest).

Characters:
If you have an active Quest, all Rumors you
acquire are related to completion of the
Quest. This is checked in post-battle step 3 Clari cation: Bot characters are not
“Determine Quest Progress”.
a ected by any events that would not a ect
Once the roll on this table is a 7 or greater, Soulless characters.

discard all Rumors you have accumulated.


Any Rumors you obtain from this point on Correction: In a few cases there are
will be towards obtaining a new Quest (as discrepancies between the species rules
the process starts over).
section and later rules text referencing the
rule. The rules in the character creation
Clari cation: Patrons received during chapter are generally correct unless
character creation will automatically grant otherwise stated in the FAQ.

you a job o er in the rst campaign turn.


Additionally, even if you do not accept the Correction: Soulless characters CANNOT
job they are added to your list of known install Bot upgrades.

Patrons.

Update: When adding a new character to


Clari cation: Any Patron you successfully your crew, roll on the normal character
do a job for is added to your list of known creation tables as you would when starting a
Patrons. This is used when taking the Find a new game but ignore all Credits that would
have been awarded normally. Any Rivals are
Patron crew action.

added to your roster immediately. Any


Patrons are added to the list known and will
Clari cation: You can turn down a job from award a job o er next turn automatically.

a known Patron without any consequence.


They remain a known Patron.

1.03 Update: The Bio-Upgrade character


sub-type will always begin the campaign
1.04 Clari cation: You still get “paid” after a with one randomly generated Implant (Loot
mission, even if you lose. The Pay roll also table p.133).

accounts for petty trading and scavenging.

1.03 Update: The XP award for “First


Correction: Failing a job you have accepted character to in ict a casualty” is awarded to
from a known Patron causes them to be the rst crew gure that in icts a casualty
removed from your list of known Patrons.
AND is capable of obtaining XP. Bots are
ignored for the purpose of this award.

Update: If you are o ered more than one


Patron job at the same time, you can accept
all of them but pay attention to the time-
frames. Failure to nish a job in the allotted
time counts as a failure.

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Equipment: Clari cation: Unless constrained by a
special rule, the AI is assumed to always be
aware of your characters and should act
Clari cation: The book says Mods and
accordingly, even if they are behind a terrain
sights cannot be assigned to single-shot
feature. You may of course opt to role play
weapons. This means grenades and other
this di erently if you like.

limited use weapons, not weapons with only


1 Shot per round on their pro le.

Correction: The book references a Psycho


AI type. This is actually the Rampaging AI
type.

Clari cation: If a weapon has both Focus


and Area (such as the Hand Flamer) resolve
all Shots on the weapon pro le rst. Then Correction: The Battle Round Reference
resolve the bonus Area shots against targets sheet in the back of the book is missing one
within 2”.
entry on the Firing table: Targets in cover but
within 6” are hit on a 5+. The main rules on
p.44 are correct.

Clari cation: Using the Lucky Dice to


gamble does not require a crew action. You
can do this at any time while taking your Encounters:
crew actions.

Clari cation: The Duplicator creates a copy Clari cation: When deploying for a battle,
of a single item. A weapon with a gun sight the enemy is set up rst. Once you have set
and a mod is three separate items, even if up the enemy gures in positions that look
they are glued together. Therefore the good, your crew sets up at least 18” from the
Duplicator would copy one of the items in enemy. To avoid accidentally spacing
question.
yourself out of the table, its habitual to set up
the enemy near one table edge but on a
Clari cation: Colonist ration packs: The larger table this is less important.

Story point is awarded when you use the


rations (your crew has lunch together and Clari cation: For “animal” type enemies that
gets some downtime to relax)
only carry natural melee weapons,
Specialists are treated as normal
Correction: The way the Analyzer is used is combatants. Lieutenants receive +1
unclear. When rolling pre-battle to see if you Toughness as described in the book.

nd a quest you count as having 1 Rumor


more than you actually do. For example if
you have 2 Rumors, you will nd a Quest on
a roll of 1-3.

When rolling post-game to determine quest


progress, simply add +1 to the roll.

AI:

Clari cation: Defensive AI considers any


terrain within one move to be “Adjacent” for
the purpose of its AI instructions.

Clari cation: If the gure a Guardian AI


protects is slain, the Guardian will adopt the
AI mode used by the main enemy force.

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Five Parsecs balance tweaks
Version 1.01

This section o ers a number of proposed tweaks to how the game functions on a balancing
level. These changes are intended to produce a game that is more interesting, more fun and
more challenging without requiring large rules changes.

They are not currently o cial but are items to consider for a future update of the game rules.

Background, motivation, class (p.25-27)


Change all instances of 1D6 Credits to Repair your kit. Change “On a 6+ the item is
1D6-1. Change all instances of 2D6 Credits repaired” to “On a 5+ the item is repaired”.

to 2D6-2.

Resolve any rumors (p.85)


Saving throws (p.46) Add “When a Quest is received, add 1 Story
A successful saving throw does not result in Point immediately”.

the gure being Stunned. If using this roll,


any saving throws should be rolled before Enemy tables (p.94-103)
making the Toughness roll.
All enemy entries with BOTH Combat Skill +0
and Toughness 3 increase Numbers by +1.

Weapons table (p.50)


Shotgun. Change to 8” - Shots 2 - Damage 1 All enemy entries with Panic 1-3 increase
- Critical.
Numbers by +1.

Weapon traits (p.51) The standard terrain set (p.109)


Area. Change to “Resolve all shots against Add 2 to the number of Small and 1 to the
the initial target. They cannot be spread. number of Linear features for all table sizes.

Then roll 1D6 for every gure within 2” unless


completely covered by hard terrain (such as Resolve Rival status (p.119)
behind a building wall) causing a hit on a Change “Add +1 if you killed a Unique
4+”.
Individual” to

“Add +1 if you killed a Unique Individual or


Pistol. Add “Within 6” Pistols always count Lieutenant”.

as Aiming”.
Experience and Character Upgrades
Equipment (p.53) (p.123)
Bipod. Add “can only be used if the Change XP costs and maximum levels to the
character did not move”.
following (This matches the Slower
Progression option in Expansion 1)

New world arrival steps (p.72)


Check for Rivals. Change “On a 5+ they opt
to follow you” to “On a 4+ they opt to follow Reactions - 8 XP - Max 4

you”.
Combat Skill - 8 XP - Max +3

Speed - 5 XP - Max 8”

Savvy - 5 XP - Max +5

Crew tasks (p.78)


Toughness - 8 XP - max 5

Track. Change “If the result is a 6 or higher”


Luck - 10 XP - Max 3

to “If the result is a 5 or higher”.

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Roll for a Campaign Event (p.125)
Add “Crews that nished a Quest this
campaign turn will receive two Campaign
Events”.
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