Professional Documents
Culture Documents
Trailblazer’s Toolkit
LEAD DESIGNER & WRITER LEAD GRAPHIC DESIGNER
Ivan Sorensen Michal E. Cross
EDITOR GRAPHIC DESIGNERS
Richard Gale, Bryce Johnston Christopher Webb, Stephanie Toro Gurumendi
GRAPHIC DESIGNERS AUDIO AND VIDEO PRODUCER
Mark Whittington, Tom Hutchings Steve Daldry
COVER ART & INTERIOR ART DEVELOPMENT COORDINATOR
Christian Quinot Jason Enos
PROOFREADER DEVELOPERS
Bill Hamilton Ethan Heywood, Jono Green
PROJECT MANAGER 2D20 DEVELOPER
Chris Birch Nathan Dowdell
CHIEF CREATIVE OFFICER QA TESTERS
Chris Birch Dominic Westerland, Samantha Laydon, Nathan Perry
CHIEF OPERATIONS OFFICER SENIOR PROJECT MANAGER
Rita Birch Gavin Dady
MANAGING DIRECTOR PROJECT MANAGERS
Cameron Dicks James Barry, Chris Shepperson
HEAD OF PRODUCT ASSISTANT PROJECT MANAGERS
Sam Webb Matias Timm, Haralampos Tsakiris
HEAD OF CREATIVE SERVICES OPERATIONS MANAGER
Jon Webb Benn Beaton
CREATIVE COORDINATOR FACTORY MANAGER
Kieran Street Martin Jones
FINANCIAL CONTROLLER SENIOR PRODUCTION OPERATIVE
Luc Woolfenden Drew Cox
LOGISTICS AND PRODUCTION MANAGER PRODUCTION OPERATIVES
Peter Grochulski Alex Taylor, Anthony Morris, David Hextall, Joshua Froud, Luke
ART DIRECTORS Gill, Thomas Bull
Katya Thomas, Kris Auburn, Rocio Martin Perez CUSTOMER SERVICE AND ACCOUNTS MANAGER
STUDIO COORDINATOR Lloyd Gyan
Rocio Martin Perez CUSTOMER SERVICE AND OFFICE MANAGER
LEAD 3D DESIGNER Shaun Hocking
Jonathan La Trobe-Lewis CUSTOMER SUPPORT REPRESENTATIVE
SENIOR 3D DESIGNERS Chris Dann
Christopher Peacey, Domingo Díaz Fermín WEBSTORE MANAGER
3D DESIGNER Kyle Shepard
Joana Abbott DATA ANALYST
Benn Graybeaton
BOOKKEEPER
Valya Mkrtchyan
WITH THANKS TO
Bill Hamilton, Jason Daniel Smith, Traci Morrissette, Javier
Gonzales, David Platt, The folks who were on Discord every
Thursday
PRINTED IN LITHUANIA BY STANDARTU
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Tel +44 207 736 7020 MUH052042
ISBN
WWW.MODIPHIUS.COM 978-1-912743-55-1
5 Parsecs From Home is copyright Ivan Sorenson. No part of this book may be reproduced or transmitted in any form or by any electronic or mechanical means,
including photocopying, recording or by any information storage and retrieval system, without the express written permission of the author and publisher, except
where specifically permitted by law. Artwork and graphics © Modiphius Entertainment. All Rights Reserved.
The Modiphius logo is a registered trademark of Modiphius Entertainment Ltd., 2021. Any unauthorised use of copyrighted material is illegal. Any trademarked
names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely
coincidental and unintentional.
2
Contents
Table of Contents
Trailblazer’s Toolkit. . . . . . . . . . . . . . . . . . . . . . . . . 2 After the Battle . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Table of Contents. . . . . . . . . . . . . . . . . . . . . . . . . . 3 The Three-way Battle!. . . . . . . . . . . . . . . . . . . . . . 25
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
ExpandedCo-op Battles. . . . . . . . . . . 26
Welcome, Freelancers. . . . . . . . . . . . . . . . . . . . . . . 4
The Job . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Introductory Campaign. . . . . . . . . . . . 6 The Location. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Getting Started. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Rivals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Your First Fight. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Objectives and Conditions . . . . . . . . . . . . . . . . . . . 26
Campaign Turn 1. . . . . . . . . . . . . . . . . . . . . . . . . . . 7 The Enemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Campaign Turn 2. . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Initial Deployment. . . . . . . . . . . . . . . . . . . . . . . . . 27
Campaign Turn 3. . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Fighting the Battle. . . . . . . . . . . . . . . . . . . . . . . . 27
Campaign Turn 4. . . . . . . . . . . . . . . . . . . . . . . . . . 10 Tough Fight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The Aftermath. . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Name Generation Tables. . . . . . . . . . 12
Notes and Variants. . . . . . . . . . . . . . . . . . . . . . . . 29
Ship Names Generation. . . . . . . . . . . . . . . . . . . . . 12
World Names Generation. . . . . . . . . . . . . . . . . . . . 13 AI Variations. . . . . . . . . . . . . . . . . . 30
Colony Names Generation . . . . . . . . . . . . . . . . . . . 14 How to Use the New AI . . . . . . . . . . . . . . . . . . . . . 30
Corporate Patron Names. . . . . . . . . . . . . . . . . . . . 15
Enemy Deployment Variables. . . . . . . 32
Progressive Difficulty. . . . . . . . . . . . 16 Escalating Battles . . . . . . . . . . . . . . 34
Option 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Option 2. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Elite-level Enemies. . . . . . . . . . . . . . 36
Principles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Difficulty Toggles. . . . . . . . . . . . . . . 18 Elite-level Rivals. . . . . . . . . . . . . . . . . . . . . . . . . . 37
Strength-adjusted Enemies. . . . . . . . . . . . . . . . . . 18
Elite Composition . . . . . . . . . . . . . . . . . . . . . . . . . 37
Slaves to the Star-grind. . . . . . . . . . . . . . . . . . . . 18
Enemy Weapon Notes. . . . . . . . . . . . . . . . . . . . . . . 38
Hit Me Harder. . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Elite-level Rewards. . . . . . . . . . . . . . . . . . . . . . . . 38
Time is Running Out. . . . . . . . . . . . . . . . . . . . . . . . 20
Elite-level Enemy Tables. . . . . . . . . . . . . . . . . . . . . 38
Starting in the Gutter. . . . . . . . . . . . . . . . . . . . . . 20
Reduced Lethality. . . . . . . . . . . . . . . . . . . . . . . . . 20
Player vs Player. . . . . . . . . . . . . . . . 21
Setting up a PvP Battle. . . . . . . . . . . . . . . . . . . . . 21
Before the Battle. . . . . . . . . . . . . . . . . . . . . . . . . 21
Initiative. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Other Resources. . . . . . . . . . . . . . . . . . . . . . . . . . 22
Power Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Setting up the Battle. . . . . . . . . . . . . . . . . . . . . . . 23
Fight!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Ending the Battle. . . . . . . . . . . . . . . . . . . . . . . . . . 24
3
Introduction
Introduction
Welcome, Freelancers may get you thinking about how to modify the
rules yourself. If you come up with something
Welcome to the first expansion for Five
really clever and fun, why not send it to me,
Parsecs from Home 3rd edition. Here you
Ivan Sorensen, at nordicweaselgames@icloud.
will find a treasure trove (or smugglers
com
compartment) crammed with new options
to customize and enhance your game, Included in this expansion:
with particular emphasis on tailoring your
• Introductory Campaign – A gentle
experience, and adding more challenge and
introduction to teach the core game
detail. With these tools, you will be able to
rules a little bit at a time.
play and adventure in new ways – both solo
and with friends. • Name Generation Tables – Random
tables to name things in your campaign.
How to Use this Expansion Pack
• Progressive Difficulty Increases –
Start by simply reading through the different
Options to ramp up the challenge of
options. Once you have a feel for what is in
your campaign.
here, you can consider which options would
suit your game, and which of the expansion’s • Difficulty Toggles – Numerous options to
new activities you’d like to try. Don’t be afraid toggle the exact level of challenge.
to experiment. The options presented here
Introduction
Introductory
Campaign
If you or a friend are learning the core rules 3. If you start out with Patrons, Rumors
of the game before advancing to the optional or Rivals, set them aside but keep
rules in the rest of this expansion, this track of them. These mechanics are not
introductory campaign will guide you through introduced until you have a bit more
each step of the core rules. This campaign experience.
will allow you to focus on learning a few new
concepts at a time, integrating each aspect Your First Fight
of the rules before moving on to the next
As you return from shore leave, your crew is
one. Before starting, print out the reference
ready and raring to go. You’ve been grounded
and record sheets from the back of the core
for a while now, waiting for the navigation
rulebook. The reference sheets will help you
computer to be reset, and there’s only so
during games, while the record sheets are
much gambling you can do before you end up
used to keep your adventures organized. Don’t
bored, broke, or shot.
worry if they look confusing at first, you’ll
learn how to use each part in turn. When you start walking towards the shipyard,
you realize that the workers are looking
Getting Started nervous and tense. Something is amiss. As
you turn the corner, you see a gang of local
To start out, you need to create your crew. First,
scumbags hoping to make their name by
work through the Character Creation chapter
taking you out. This will be a good opportunity
of the core rulebook (p.12). If you have
to practice your skills, it seems.
miniatures already picked out, go ahead and
choose species for each character; otherwise No campaign steps are done this turn. Before
you can use the First-timer, Standard, or you proceed, read the core rulebook on how
Random methods, as you prefer. to move and shoot with your characters
(pp.37-48; the Weapons Table, p.50; and any
1. Roll up your characters one at a time
special gear you have, pp.53-58).
using whichever method you are
happy with, and assign miniatures for Once you have created your crew, it is time
each of them. Choose fitting names for to get them into a fight. Don’t worry – this is a
everybody. training battle to help you learn the basics of
how to fight in Five Parsecs From Home.
2. Remember to figure out how many
story points you have and write down
all of your details on the record sheets
from the back of the book.
6
Introductory Campaign
Starport
4 1-3 4" +0 3 A Hand gun
Scum
Once you have set everything up, review the Before the Battle
Battle Round mechanics (p.112) to see how
No steps are done before the battle.
rolling your Reaction dice works. Don’t worry
about Seizing the Initiative – we are not using The Battle
that rule yet.
• Set up the battlefield using the rules in
The fight goes on until every opponent is the core rulebook (pp.108-110).
removed from the table, you are completely
• Do not roll for Deployment Conditions
defeated, or you manage to flee the table by
or Notable sights.
moving across a battlefield edge.
• Do not roll for Unique Individuals.
Any of your crew members that were knocked
out during the fight are assumed to recover • You should roll to Seize the Initiative
just fine. No experience points or other post- (p.112) and can add a +1 bonus to the
battle functions are carried out. Simply gather roll.
up your terrain, and prepare for your first real
Your mission objective is the Fight Off mission
campaign turn!
(p.90).
Security Hand
4 0 3" +0 5 D
Bot laser
7
Introductory Campaign
Eager players
If you are feeling confident, have a fifth bot show up at the center of the enemy battlefield edge
at the start of round 3. If you do this, give +1 XP to the crew member that destroys the fifth bot.
Note: These enemies use a different AI type than the scum in the last battle (see the “Defensive”
Enemy Movement AI type p.43).
Hand
Leader 1 1-2 4" +1 4 C
cannon
8
Introductory Campaign
Machine
Leader 1 1-2 6" +1 4 T
pistol, Blade
9
Introductory Campaign
10
Introductory Campaign
The Battle If you would like to use the Story Track, read
p.153 of the core rulebook and set the clock
You will use all the standard rules in the
to 5 Ticks. Collect 2 story points for making it
rulebook to generate your encounter this turn.
this far.
No more training wheels, spacer!
Name Generation Tables
Name
Generation
Tables
If you are a little stuck for inspiration or you Ship Names Generation
enjoy seeing what the dice come up with,
Your ship is called “The…” (roll D100 twice)
you can use the tables below to generate a
few quick names. Simply roll D100 on each Example: 34 and 57 would produce The
of the columns below to name your ship, the Majestic Raccoon.
world you are visiting, or the colony you are
If you prefer a more traditional naval feel, only
exploring.
generate part 1, and optionally add “The” at
the front.
Example: 54 would be The Loyal.
12
Name Generation Tables
D100 WORLD
01-04 Samsonov
05-08 Foch
09-12 Pershing
13-16 Cadorna
17-20 Monash
21-24 Mackensen
25-28 Falkenhayn
29-32 Byng
33-36 Lanrezac
37-40 Allenby
41-44 Gough
45-48 Currie
49-52 Danilov
53-56 Joffre
57-60 Petain
61-64 Brusilov
65-68 Potiorek
69-72 Putnik
73-76 Fuller
77-80 Birdwood
81-84 Moltke
85-88 Sarrail
89-92 Goltz
93-96 Maude
97-100 Nivelle
13
Name Generation Tables
14
Name Generation Tables
15
Progressive Difficulty
Progressive
Difficulty
In the standard campaign, the foes you You could combine both systems, but this is
face are generated randomly and do not likely to be deadly around campaign turn 20
generally increase in challenge. In effect, or so.
the rules present the universe such as it is,
without factoring in what you are bringing to Option 1
the battle. With this chapter, you can create
This option is inspired by Lance McMillan’s
a curve similar to a video game, where the
post on the Five Parsecs from Home
challenge increases as you play.
Facebook page. Apply both the highest
Two versions are presented here: one that Respawn and the highest Strength entry
does not require new rules other than the that applies to you. Example: If you are in
table below, and one that takes advantage campaign turn 10, you would apply both
of the new rules in this book. Under both Strength 2 and Respawn 2.
systems, simply tally how many missions you
If the table has been cleared of enemies, no
have fought so far and apply the relevant
Respawning enemies can be placed. You win
modifications applicable to the CURRENT
the encounter.
campaign turn.
Strength 1 – Add 1
Strength 3 – Add 2 basic
5 additional basic enemy to 15
enemies and 1 Lieutenant
each encounter
Respawn 2 – As Respawn
8 1, but the first two basic 16 Respawn 4
enemies slain are replaced
16
Progressive Difficulty
Option 2
Note: In the below table, “elite-level enemies”
refers to the new elite-level enemies option
on page 36 of this expansion, not the Elite
Opposition in the core rulebook.
17
Difficulty Toggles
Difficulty
Toggles
The campaign game in Five Parsecs from Money is Tight
Home is built to be unpredictable, but fairly Upkeep costs change to 0 credits for a single
easy-going on the player, both to facilitate crew, 1 credit for a crew of 2-4 figures, and +1
shorter campaigns and to avoid crews being credit for each crew member past 4.
ground into the dirt from the start. However,
Taking Find a Patron or Repair your kit actions
after a while you may find the game getting
costs 1 credit.
too easy with an experienced crew, or you may
just prefer a tougher game overall. Below are You do not receive 1 point of free Hull Point
some options you can use to adjust game play repair each turn. All repairs must be paid for
to a difficulty that suits your needs. unless granted by a random event or similar.
Whenever you would roll 1D6 for credits,
Strength-adjusted Enemies roll 1D6-1 instead (minimum score 1). This
This option is useful if you want to avoid applies both during character creation and
setting up a battle just to fight 2 witless during game play. Any modifiers to the roll are
scummers. applied normally.
Instead of rolling for the number encountered, Slower Progression
always assume the enemy rolled equal to the
The Upgrade Table is adjusted as follows:
number of crew you brought to the fight. Any
bonuses (from enemy numbers, difficulty ABILITY XP MAXIMUM
adjustments, etc.) are added to that number. SCORE COST LEVEL
18
Difficulty Toggles
20
Player vs Player
Player vs Player
If you and your friends both have tough crews, Player versus player encounters usually take
maybe it is time to face each other, to see place in a neutral location, meaning not on
who’s top dog! the world currently visited by either crew.
This might be a moon colony, orbital station,
These rules allow you to run the occasional
starport back alley, abandoned ship, crash site,
player versus player battle and integrate it
or research station. The crews are assumed to
into your campaigns as part of your on-
have arrived by shuttle and no world-specific
going adventures. It is not intended as a full
rules apply for the battle.
“warband campaign” system where multiple
players are fighting for dominance, though Of course, players may agree to travel to the
you could no doubt use it as a starting point. same game world from their campaigns. If
We will refer to player versus player battles as you are playing Five Parsecs from Home with
PvP in this section. friends and they agree, you can always opt
to visit a world that any of your friends have
Setting up a PvP Battle generated in their campaign.
You may agree to a PvP battle at any time.
Such encounters may come about for a
Before the Battle
number of reasons: Pick one that you like, or Each crew will go through the normal pre-
roll on the table below: battle campaign steps on their own, though
D100 BATTLE REASON
you should not worry about tracking down
ROLL
Rivals or finding a Patron if you intend to play
A chance encounter in the field a PvP battle this campaign turn. Rivals will not
01-25 interfere in a PvP battle.
turns hostile.
The two crews were hired by The number of crew you may bring to the
26-40
opposing sides. battle is equal to the lowest campaign crew
Both crews have jobs in the same size selected, though players may agree to use
41-50 location, but one crew was hired more crew, if desired. Bringing 6 crew each
to clear out all contacts. tends to produce a more enjoyable battle.
A long-standing personal rivalry
51-75 Note that you can agree to a battle despite
flares up.
The crews have jobs in the same not being able to field the full number due to
76-85 location and the objectives sick-bay.
interfere with each other. Example: If one campaign uses a crew size
Each crew is after the same thing of 4 and the other uses a crew size of 6, each
86-100
in this location. player brings 4 crew to the battle, unless we
agree otherwise.
21
Player vs Player
Initiative
In PvP battles, you use initiative points to
Cinematic Game Option:
allow players to push their troops further Players who want a more dramatic battle in
into the heat of battle. Each player receives can agree to give each side 3 initiative points
1 initiative point at the start of each round. to start with.
During the battle, an initiative point can be
used to do any of the following during your
own action: Other Resources
USE NOTES
Story points and “Stars of the Story” options
Fire +1 shot with any cannot be used in a PvP battle.
Spend before rolling
weapon and reroll 1s
to Hit Power Ratings
to Hit
Double Speed for one To help balance things, we use a new term
move called Power Rating to quantify how strong
each crew is. This is a rough estimation of the
Remove all Stun relative combat capabilities of the two sides.
Usable only when that
markers from a crew Each side will determine their Power Rating,
figure is selected to act
figure counting only figures actually fielded in the
Count a lost brawl as a battle.
draw instead
Player vs Player
24
Player vs Player
• Battlefield Finds are not available. Each If you would like to randomize the presence of
crew receives 1 Loot roll, with a bonus a third party, roll D100 on the table below:
roll awarded to a crew that fought D100 THIRD PARTY
against an enemy with 5+ Power
Rating. 1-40 Deployed on neutral
battlefield edge
• Injuries and Experience is handled
normally, and crews receive campaign 41-60 As above, but add +1 specialist
and character events as usual. and +1 Lieutenant
25
Expanded Co-op Battles
Expanded
Co-op Battles
The Job • A newly created crew can also simply
choose to begin their campaign on a
A co-op battle allows two crews to team up
world in a friend’s campaign.
on the an epic mission against strengthened
opposition. Such missions are usually To play an Opportunity battle, simply agree
Opportunity or Invasion battles, though see to do so during this campaign turn. Neither
the options for Rivals below. Patron and Quest player will be attacked by Rivals while
missions are specific to a single crew and pursuing a co-op battle (but see below). Note
cannot be played as co-op by default (though that as jobs can take place off-world, you may
you could house-rule this if you are eager to agree to play a co-op Opportunity battle even
do so). if you are not on the same world. If so, both
crews are assumed to have shuttled to the
The Location location (a moon, space station, or similar). No
World traits will be in effect.
The location of a co-op battle can be
determined in the following ways: If you have previously agreed that you are on
the same world and an Invasion takes place,
• You may agree that the battle takes
each crew will have to flee, but you may agree
place on any neutral ground, such as
to fight the Invasion battle together.
a moon base, frontier colony, orbital
station, or similar. In this case, no World
traits will apply. The two crews are
Rivals
assumed to rely on shuttle transport to If both crews have Rivals, you may instead
get to the location. opt to have a showdown against a coalition
of your enemies. Each crew should randomly
• Alternatively, you may agree to play the
select one of their Rivals. The two selected
encounter on a specific world that exists
Rivals have decided to team up to take you on.
in either campaign. If your friends are
playing Five Parsecs from Home, you
may always opt to travel to a world they
Objectives and Conditions
are currently on. This uses the normal If fighting against Rivals or an Opportunity
rules for travel, but you do not roll for mission, a Deployment Condition is rolled up
licensing or World traits. Instead you will normally (see p.88 of the core rulebook). Roll
automatically apply the same conditions twice on the Notable Sights Table, placing one
already established when the world item 1D6+3” to the left of the center of the
was established in the first player’s battlefield, and the other item 1D6+3” to the
campaign. right of the center.
26
Expanded Co-op Battles
The objective is always to Fight Off your and Slow Actions phases, the two players take
opponents: To Win, at least one crew member it in turns to select and act with an eligible
must Hold the Field. Against Rivals, treat this figure, starting with the player who has the
as a Showdown (a straight-up fight, with no fewest figures to use in that phase.
modifications).
Enemies act in the Enemy Actions phase,
according to the normal rules.
The Enemy
Each player rolls up an enemy type as normal; Wave 2 Arrival
you will face both of these enemies. If fighting At the beginning of round 3, before Reaction
Rivals, you will face an enemy force from each dice are rolled, the second wave arrives. Roll
Rival type. 1D6:On a 1-2 they are placed along the left
battlefield edge, on a 3-4 they are placed
• Generate each force as normal, but
along the enemy battlefield edge, on a 5-6
increase the number faced by +2.
they are placed along the right battlefield
• Label the numerically larger force as edge.
Wave 1 and the second as Wave 2. If
They will set up within 4” of the center of the
they are equal, randomize which is
selected edge.
which.
• Generate one additional Unique Wave 3 Arrival
Individual, and add them to Wave 2. Roll 2D6 at the end of every round, starting
with round 3. If the combined roll is below the
• These two waves are the known
round number just finished, it turns out the
opposition.
enemy has brought additional forces.
Initial Deployment Roll up a new force using the Hired Muscle
enemy tables. Add one additional specialist
Co-op battles are best played on a 3-foot
figure. A roll for Unique Individuals is not
square battlefield to allow the battle a little
made: the third wave is automatically
more space to unfold. If using the terrain
accompanied by one.
guidelines on p.109 of the core rulebook,
place 4 large, 6 small, and 4 linear terrain Roll 1D6 to determine where this force arrives
items to make the battlefield a bit more from: On a 1-2, they are placed along the left
cluttered than normal. battlefield edge, on a 3-4, they arrive from the
player’s battlefield edge behind them, on a
Forces should set up no closer than 24” apart.
5-6, they are placed along the right battlefield
Set up the Wave 1 enemies first, then place
edge. If rolling the same battlefield edge used
the crew figures. The two crews set up on the
by Wave 2, the third wave is placed on the
same battlefield side, but must be separated
opposite battlefield edge.
by at least 8”.
There is no roll to Seize the Initiative.
27
Expanded Co-op Battles
28
Expanded Co-op Battles
29
AI Variations
AI Variations
The default AI is diceless to keep the game
Impossible or Stupid Actions
moving as quickly as possible. If you prefer a The system may suggest an action that is
less predictable battle environment, you can impossible to carry out or which would make
use this system to determine enemy actions. no sense in the current context of the game.
In such circumstances, the player will have to
Using these rules, enemies with the Beast,
inject some logic. After all, enemies will not
Rampage, and Guardian AIs function as they
wander off cliff-sides or charge into lava pools.
would currently. No changes are made.
If in doubt, the figure will remain in place and
How to Use the New AI fire at a visible target.
• Enemies still activate in the normal Cautious AI
order.
Base condition: If in Cover and visible
• When an enemy figure is selected to opponents are within 12”, move away to the
act, check if the base condition for the most distant position that remains in Cover
AI type applies. If it does, it will take and in range and retains Line of Sight to an
the listed action. Otherwise, roll 1D6 opponent, then fire.
to determine what actions the enemy ROLL ACTION
takes.
1 Retreat a full move, remaining in
• As usual, resolve all actions by each Cover. Maintain Line of Sight if
figure completely before the next possible.
enemy is selected to act.
2 Remain in place or maneuver
Group Actions within current Cover to fire.
• Any group of enemies where a given 3 Remain in place or maneuver
figure is within 2” of another – for within current Cover to fire.
example in a skirmish line – will obey
the same die roll instead of rolling for 4 Advance to within 12" of the
each figure. nearest enemy and fire.
Remain in Cover.
• If any figure in the group would be
subject to the base condition, they all 5 Advance to within 12" of the
follow that option. nearest enemy and fire.
Remain in Cover.
30
AI Variations
Aggressive AI Defensive AI
Base condition: If able to engage an opponent Base condition: If in Cover and opponents in
in brawling combat this round, advance to do the open are visible, remain in position and
so. fire.
ROLL ACTION ROLL ACTION
Tactical AI
Notes:
Base condition: If in Cover and within 12” of
“Next forward position” means the next Cover
visible opponents, remain in position and fire.
or terrain feature that is closer to the player’s
ROLL ACTION side and in front of the figure in question.
1 Remain in place to fire. “Use Cover” means the figure will attempt to
2 Maneuver within current remain in Cover or out of sight. A move in the
Cover to fire. open will be done by Dashing if it will bring
the figure into Cover. The figure will only end
3 Advance to the next forward a move out of Cover if the end of the move is
position in Cover or not in sight of player figures.
move to flank.
“Maneuver within Cover” means the figure
4 Advance to the next forward will move within or behind the current terrain
position in Cover or feature in order to get the best shot possible
move to flank. (preferring targets in the open over targets in
5 Advance and fire on the nearest Cover). If the figure is not in Cover currently, it
enemy. Use Cover. will move to find Cover, Dashing if needed.
31
Enemy Deployment Variables
Enemy
Deployment
Variables
With this system, the enemy will frequently Set up both sides normally and roll to Seize
set up in a way that befits a more cunning the Initiative. If you fail, roll D100 on the table
opposition force: Attempting to outflank you, below, using the AI type to calculate which
sneaking up on you, or bursting out from deployment type the enemy will use.
where you least expect it during the mission.
If you successfully Seize the Initiative, the
This both provides a greater challenge and
enemy will always use the Line (i.e. standard)
makes scenarios more unpredictable.
deployment option.
AI TYPE
The core rulebook section on deployment Arriving enemies without ranged attacks
(p.110) still applies as normal when should be placed as close to a crew member
determining how individual enemy figures as possible within the feature.
are placed relative to each other.
When placing figures arriving from
concealment or infiltration, they should be
placed anywhere within or directly behind the
feature that would permit them to fire on at
least one crew member.
32
Enemy Deployment Variables
DEPLOYMENT EFFECTS
2. Place the figures in the terrain feature closest to the left battlefield edge.
3. Place the figures in the terrain feature closest to the right battlefield edge.
Infiltration
4. Place the figures in the terrain feature closest to the most forward enemy
figure.
5. Place the figures in the terrain feature closest to the center of the table.
6. Place the figures in the terrain feature closest to your battlefield edge.
Remove half the enemy figures from the table.
At the end of each round, roll
1D6: If the roll is equal to or below the round number just played, the removed
Reinforced figures arrive from the center of the enemy battlefield edge. The arriving
reinforcements are accompanied by two additional basic enemies.
If the table
has no enemies on it after a reinforcement roll is made, the mission ends.
Randomly select a neutral battlefield edge. The half of the enemy forces closest
to this battlefield edge is removed from the table and set up near the center of
Bolstered flank
the selected battlefield edge.
Generate one additional specialist enemy for the
flanking force.
No enemy may be set up closer than 12" to a crew figure.
Remove the enemy forces from the table and divide them into three
groups.
Mark the 6 largest terrain features on the table from 1 to 6 (using
Concealed
tokens or dice). At the end of rounds 2, 3, and 4 select a random terrain feature
from those marked, and place one enemy group within the feature.
33
Escalating Battles
Escalating
Battles
This option caters to a more cinematic Note that it does not matter how many of the
experience when fighting a battle. As you above factors took place. If any of them took
engage with the enemy forces and push them place, an Escalation check is performed. Roll
back, they will fight back harder, bring up D100 according to the main AI type, then
reinforcements, or rush forward to storm your consult the table below. During the battle, no
position. more than 3 Escalation rolls are made. Once
the third roll has been made, this table can be
At the end of each round during combat, you
ignored.
will carry out an Escalation check if any of the
following things happened during the round
just completed:
• Any enemy figures were removed from
play
• No shots were fired and no brawl took
place
• A crew member reached an objective
• At the end of round 1, if the enemy is
currently outnumbered by 3 or more.
34
Escalating Battles
ESCALATION EFFECTS
Each enemy will make a standard bonus move. Each will attempt to
move to the most distant position that is in Cover, has Line of Sight
Regroup to at least one crew member, and is in weapons range.
If the enemy
is currently outnumbered, place an additional basic enemy figure
adjacent to a random enemy figure.
Randomly select either the crew figure furthest to the left of the
battlefield or furthest to the right. Place two new basic enemy figures
Ambush!
half-way between the side battlefield edge
and the selected crew figure.
Select the enemy closest to your battlefield edge. They will move up
to 3" to establish the best possible shot without leaving Cover, then
Covering fire
throw a Frakk grenade (if within 6") or fire their weapon (otherwise). If
firing a weapon with only 1 shot per round, add +1 to the Hit roll.
35
Elite Level Enemies
Elite-level
Enemies
An experienced crew loaded up with modded
guns will eventually outshoot the scummers Rules Conflicts
and pirate rabble they encounter in Fringe
Note: If there is a conflict between this
Space as a matter of routine. Once you know
expansion and the core rulebook, this
you’re top dog, it’s time to kick things up a
expansion takes precedence regarding Elite
notch with elite-level enemies.
enemies. You may, of course, house-rule any
These updated enemy tables take the place other answer to suit your campaign.
of the regular encounter tables in the core
rulebook. They contain the same types of
You are welcome to swap back and forth
enemies, so if you already have models that
as well. You may want to use the updated
you like to use for nomads or mercenaries,
versions of some enemies, but not others,
you can keep on using them. Instead, these
or use the Elite-level special rules for a new
tables focus on beefing up the opposition
version with the old stats (or vice versa).
and making them stronger, better armed,
and more devious. Along with stronger foes,
you will also get slightly improved rewards
Principles
after the battle, making it a more worthwhile When creating these updated tables, a few
prospect. core principles were kept in mind:
While the core rulebook encounters lean • Avoiding the temptation to flood the
towards being leniency, these aim to be table with bad guys. While most of
tougher. If you are getting trounced, focus on the encounters do raise the numbers
the objective and get out of there! compared to the core rulebook (and in
a few cases, dramatically so), I wanted
It is up to you when to “graduate” to these
to avoid people having to paint huge
tougher enemies in your campaign. If you feel
hordes of models to play with these new
encounters have become a bit too predictably
lists. In most cases, where encounter
easy or you win several fights with no
size has increased, it has done so by 1-2
casualties, it is probably time to consider it. Of
figures.
course, as many players enjoy a brutal fight,
you may also simply choose to start here. • Upgrading foes to feel actively mean,
Should you prefer a more gradual approach, making life more difficult for your crew.
you could add a die roll for each encounter. If you play these encounters and end
A D6 result of a 4+ might indicate an Elite up shaking your fist at me, that could be
opponent. called a job well done!
36
Elite Level Enemies
4 3 1 - -
5 2 2 1 -
6 3 2 1 -
7+ 3+ 2 1 1
37
Elite Level Enemies
38
Elite Level Enemies
39
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
40
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
42
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
43-46 War Bots +1 - 4" +1 4 A 3C
The CIM model War Bot, nicknamed “The Demon”, is a mainstay of high-tech, mech-infantry
forces.
Fearless: Never subject to Morale tests.
Armored shell: 5+ Saving Throw.
Following Fire: When firing weapons with 1 shot per round, if the initial shot Hits but fails to
knock out the target, the War Bot immediately fires again at the same target. Only one additional
shot can be gained.
47-50 Secret Agents +1 1 5" +1 4 C 2C
Likely to be spooks working for some powerful organization.
Costly Loot: If you Hold the Field, gain an additional Loot roll but add an unspecified Rival.
Upgraded sights: When firing a weapon with 1 shot on the profile, Secret Agents receive +1 to
Hit against targets in Cover.
Intrigue: After the mission, roll 2D6. Add +1 if you killed a Lieutenant, Captain, or Unique
Individual. On a 9+ you obtain a Quest Rumor.
51-53 Assassins +1 1 6" +2 4 A 1B
Hired killers. The sort who would garrote themselves AND their grandmother if the job paid
enough.
Gruesome: Characters rolling for post-battle injuries must apply a -5 modifier to the roll.
Stopping Power: Replace all Scrap Pistols and Handguns with Hand Cannons.
Evasive tactics: All shots against Assassins in the open are -1 to Hit.
54-59 Feral Mercenaries +3 1-2 5" +1 4 A 2B
Uplifted Humans merged with animal features, typically wolves.
Quick Feet: Dash moves add +4" move distance instead of +2.
Shoot to kill: One basic enemy replaces their weapon with a Blast Rifle. This trooper gets a +1
bonus to Hit when shooting.
Dog Fight: Feral Mercs receive +1 Combat Skill if brawling within 4" of an ally.
60-64 Skulker Mercenaries +4 1-2 7" +1 4 C 2C
Rat-man humanoids. These pests will work for anyone who pays and are surprisingly loyal.
Sniff them out: You cannot Seize the Initiative.
Firefight standard: Replace Hand Lasers with Infantry Lasers. One basic enemy has a sight (+1
to Hit).
Chemical fog: Visibility is always limited to 9" for crew (unless it would be lower due to other
circumstances). Skulker Mercs are never restricted by visibility limits.
65-74 Corporate Security +2 1-2 5" +1 4 D 2B
The corporations pay better than the Unity armed forces, plus great dental insurance.
Armor vests: 5+ Saving Throw.
Flash bangs: Each round, one Security trooper in range will throw a Dazzle Grenade. If multiple
Security troopers are in range, select at random.
Covering fire: Each Enemy Actions phase, the first time a trooper Stuns a target, a random
trooper in range and Line of Sight will immediately fire at the same target. This is a bonus action
and does not limit regular actions.
75-79 Unity Grunts +2 1 5" +1 4 T 2C
While often dismissed as unimaginative cannon fodder, Unity troops are well-trained
professionals.
Armor vests: 5+ Saving Throw.
Standard issue: Replace Colony Rifles or Hand Lasers with Needle Rifles.
Shock tactics: At the start of each Enemy Actions phase, select a random Grunt within Line of
Sight and range. They will fire, move, and then fire again.
43
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
80-85 Security Bots +2 - 4" +1 5 D 2A
Typical Security Bots used to guard all manner of installations and locations.
Really careless: You may add +2 when rolling to Seize the Initiative.
Robot punch: All Bots can punch: Melee, Damage 1.
Bots: 5+ Saving Throw and Fearless.
86-90 Black Dragon Mercs +2 1-2 5" +1 4 T 2C
Extremely professional, the Black Dragons have carefully cultivated a reputation for “clean”
operations and high standards.
Stubborn: The first two casualties in the battle do not force a Morale check.
Back up armaments: Specialists, Lieutenants, and Captains all carry Glare Swords.
Consumate professionals: Specialists have +2 Combat Skill.
91-95 Rage Lizard Mercs +1 1-2 5" +1 5 T 3B
The Rage Lizard mercenary unit specialize in boarding and ship-board operations.
Up Close: If a Rage Lizard is within 1" of a terrain feature, add +1 to brawling rolls.
Burn ’em out: Each Basic enemy carries a one-use Hand Flamer in addition to their main
weapon, and will fire it the first time they are in range.
Aggressive tactics: A Rage Lizard that activates within 5" of a crew member may fire their
weapon and then move to brawl in the same activation.
96- Blood Storm Mercs +1 1 5" +1 5 A 2B
100
Outlawed in many systems, the Blood Storm merc company are cold-blooded killers. They will
take any assignment that doesn’t involve an excessive amount of war crimes.
Ferocious: +1 to brawling rolls when initiating combat.
Uncreative tactics: All basic enemies carry Ripper Swords.
Finish them off: A crew member defeated in a brawl and having no allies within 3" will be
unable to benefit from any rerolls or modifiers to the post-battle injury roll, and the injury roll
cannot be bypassed by any means.
Elite Level Enemies
45
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
42-48 Mutants +4 1-2 4" +0 5 A 1A
The result of genetic warfare, black-site experiments, or hostile environments, these wretches are
often treated with considerable prejudice. Needless to say, eventually some decide to fight back.
Cowardly: Lieutenants are affected by Morale dice normally.
Scrap war: Specialists, Lieutenants and Captains carry a Brutal Melee Weapon.
Underdog: If the enemy is currently outnumbered on the battlefield, count Combat Skill as +1.
49-52 Primitives +4 1-2 6" +1 4 A -
For various reasons, space is full of groups of Humans or aliens existing on a pre-industrial level.
Going medieval: Instead of normal weapons, each enemy carries a Blade. Specialists, Lieutenants,
and Captains carry a Brutal Melee Weapon.
Rush job: Dash moves add +3" to movement, instead of the customary +2".
Sneaking in: In rounds 1 and 2, all Primitives are counted as being in Cover, regardless of their
position on the table.
53-56 Precursor exiles +1 1-2 6" +2 4 T 3B
The refined and elegant Precursors are rarely seen in Human space. Those that are met tend to be
the outcasts and those too wild to find a place in their serene home culture.
Prediction: You cannot Seize the Initiative.
High-tech weapons: Replace Auto Rifles with Plasma Rifles, and Rattle Guns with Hyper Blasters.
Spite: When a Lieutenant or Captain becomes a casualty, they immediately fire any Pistol carried at
the nearest crew member before dying. This shot can be taken even if defeated by brawling.
57-63 K’Erin Colonists +3 1 5" +1 4 A 2A
When this warrior species decides to colonize a world, war almost inevitably follows.
Stubborn: The first two casualties in the battle do not force a Morale check.
It’s for woodwork: All Colonists carry Ripper Blades.
Invasion Threat.
64-68 Swift War Squad +4 1 7" +1 3 A 1B
Diminutive winged lizards who live in a highly ritualistic caste society.
Unpredictable: No modifiers can be applied to the Seize the Initiative roll.
We like the sound: Two basic enemies replace their weapons with Needle Rifles.
The stars say to stay: Once two Swift have been removed due to Morale failures, the remaining
enemies become Fearless.
69-72 Soulless Task Force +1 1 4" +2 5 T 3C
Alien robot species operating in an inter-linked hive mind of sorts. Inscrutable.
Force screen: Lieutenants and Captains receive a Saving Throw even against Piercing weapons.
Armored chassis: 6+ Armor Saving Throw.
Inter-link: If a Soulless fires at a target that any other Soulless had already fired upon this round,
they fire 1 additional shot.
73-76 Tech Zealots +2 1-2 5" +1 5 A 3C
Cultists who worship technology. Often brimming with poorly fitted cybernetics.
Loot: Gain an extra Loot roll if you Hold the Field.
Tech sidearms: Lieutenants and Captains carry a Blast Pistol.
Part machine: 6+ Armor Saving Throw.
77-83 Colonial Militia +3 1-2 4" +1 3 C 2B
The armed militia of a colony is its first line of defense and often doubles as law enforcement.
Occasionally, the distinction between “organized militia”, “armed criminal gang” and “gun-toting
lunatics” can be deceptively difficult to tell.
Home field advantage: All crew shots over 12" range count as being in Cover.
Defensive armaments: One basic enemy replaces their weapon with a Fury Rifle.
Delaying action: Militia figures within 6" of a visible crew member may fire, then retreat a full
move.
46
Elite Level Enemies
Roll Enemy Numbers Panic Speed Combat Skill Toughness AI Weapons
84-88 Planetary Nomads +3 1-2 6" +1 3 C 2A
On many habitable worlds, colonists will abandon civilization and go live among the dunes and
jungles. They tend to react poorly to interlopers.
Alert: You are -3 to Seize the Initiative.
Silent killers: One basic enemy replaces their weapon with a Needle Rifle.
Hunting shot: Weapons with a shot characteristic of 1 gain the Critical trait.
89-100 Salvage Team +2 1-3 4" +1 4 T 2B
A rival crew looking for salvage and ready to fight for it.
Scavengers: If you are allowed to roll for Battlefield Finds after the battle, you may roll twice.
Hard entry: Two basic enemies carry Flak guns in addition to their main weapon and will fire them
in preference if in range. All Lieutenants and Captains carry Shatter Axes.
Here for the goods: Enemies within 6" of an objective or Notable Sight when activated will move
directly towards the item, then fire, taking one shot more than usual.
47
Elite Level Enemies
48
Elite Level Enemies
49
Elite Level Enemies
50
Elite Level Enemies
Roll Enemy Speed Combat Skill Toughness AI Luck Weapons
Infantry Laser,
31-35 Callous Merc 5" +2 5 T 1
Glare Sword
Bitter and disillusioned mercenaries sometimes strike out on their own.
Stay in the fight: If struck by a ranged attack and surviving, the Callous Merc immediately fires at
the attacker.
Seen it all: No Stun markers can be placed on the Merc if they already have one.
Blast Pistol,
36-41 Freelancer 5" +2 4 T 1
Ripper Sword
A troubleshooter hired to supervise an operation and take care of any intrusions.
Interesting kit: If you slay the Troubleshooter in a brawl, make a Loot roll and claim the item for
use immediately.
Calculating: When rolling for Reactions each round, one of your dice is set to a 6 automatically.
The rest are rolled normally.
Various, Glare
42-44 Secret Agent 6" +2 4 A 2
Sword
Mysterious individual, packing some state-of-the-art murder implements.
Combination weapons: When activated each round, roll 1D6 to determine weapon for that
round: 1-2 Plasma Rifle, 3-4 Fury Rifle, 5-6 Flak Gun.
Flak Gun, Shatter
45-48 Hulker Brawler 5" +1 6 A 0
Axe
A burly post-Human uplift, brimming with strength and barely contained anger.
Overpowering: Roll twice and pick the highest roll when brawling.
Brute rush: If struck by ranged attacks, and the roll versus Toughness is a natural 1, the Brawler
moves a full move directly towards the shooter, attempting to engage them in a brawl. This can only
happen once per weapon attack, and resolves after all shots from the attacker are resolved.
Hand Cannon,
49-53 Gun Slinger 5" +1 4 T 1
Machine Pistol
One of any number of trigger-happy people that seem to congregate in Fringe Space. The best of
them are frighteningly effective at their craft.
Slinging guns: May fire both pistols in the same round. Resolve the Hand Cannon first. Different
targets may be selected.
54-56 Engineer Tech 6" +1 4 C 1 Blast Pistol
A quiet alien species fascinated with technology and gadgetry.
Weapon upgrades: Each Enemy Action phase, pick a random enemy figure. They may reroll 1s
when firing this phase.
Shotgun, Brutal
57-61 Mutant Bruiser 4" +1 5 G 1
Melee Weapon
A misshapen beast of a creature, irregular in both body and temperament.
Ferocious: +1 bonus when initiating a brawl.
Hurl: If a brawl ends as a draw, the Bruiser hurls their opponent 1D6" in a random direction. The
target is then Stunned. This happens instead of both figures taking a Hit as normal.
Infantry Laser,
62-65 Precursor Wanderer 7" +2 4 A 1
Glare Sword
An alien mystic, brimming with psionic energies.
One with the flow: When activated normally, the Wanderer fires their weapon immediately, then
moves and then fires a second time.
Predictions: When declaring any shot against the Wanderer, roll 1D6. On a 5-6, the shot cannot
be taken (and another target cannot be selected), and the Wanderer immediately takes a half move
and then fires once at the would-be attacker.
51
Elite Level Enemies
52
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