Tuesday, 16 January 2018

Salvage Crew bug

A perceptive reader noticed that there's a reference to Critters being penalized when Stunned, but it's not actually anywhere in the book.

The intention is that they do not get to re-roll 1's when Stunned.

Saturday, 13 January 2018

A Salvage Crew ....crew



So with a new game, let's roll up a crew.

We're just going to do three characters.

All characters begin with Speed 4, Reactions 1, Combat Skill 0, Toughness 3, Tech 0

For our first character, they came from a Struggling Colony.
This increases their Reactions to 1.5 and they are packing a hold-out pistol (a new weapon in Salvage Crew: Basically a short range pistol that can be used in melee)

They are motivated by Fame (which seems reasonable enough). This lets our crew start with a Lead already, meaning he knows a few people who might eventually hire us.

Our guy was trained as a ...Treasure Hunter.
That ups our Speed to 4.5 and he also gets a Jump Belt and some Infra-Goggles: Handy for negotiating unpleasant situations no doubt.


Our second character will be a woman and grew up on a Resource Extraction Colony (think heavy mining facilities).
That breeds hardy people so she gets +0.5 Toughness and we begin with 4 extra Credits in the bank.
She's motivated by the Truth, so maybe some shady **** went down with the mining corp and she's out to prove it?
This lets us start with another Lead, so now we have 2.

For training, I roll another Treasure Hunter, but I opt to re-roll and get a Doctor.
That lets us begin with 1 more Credit and she's got some Booster Pills packed away in a belt.

A doctor looking for the truth about a corporation..and she's got some barely-legal stimulants packed away? I sense some scifi noir drama going down.


For a third character, it'll be an alien of non-distinct danger, just so I can use some random miniatures.
Hailing from a scientific outpost gives us +0.5 Tech and being motivated by good old-fashioned Wealth means we'll have another 3 Credits to start out with.
Our alien has earned a living in human space working as Ship's Crew, which gives us another +0.5 Tech.

Normally, we'd go ahead and create three more characters, but this is a good place to stop I think.
I'd probably make our treasure hunter the leader (based on being motivated by fame) and I have a few clues I can work from, if I wanted to add a bit of story to my campaign.

Of course, I can't finish this without rolling up a motto (yes, a table is provided).
"Resolution Confirmed".

Sounds like a slogan guaranteed to make the big bucks!

Friday, 12 January 2018

S-day is here. Five Parsecs Salvage Crew is available

The third step of Five Parsecs adventuring is here: Salvage Crew!

You can check out the new logo too.
When I get a chance, that will get added to the existing Five Parsecs games too


So what is Salvage Crew? (SC here after).

It's a new campaign you play, using the same mechanics and systems as the two previous Five Parsecs (FP) games.

Build up a random crew with their own backgrounds and ideas and then take on the universe.

Salvagers tend to be a bit less militant so you will find your crew may end looking a little different.

Campaigns work in a similar fashion: Assign your crew to jobs and play out table top missions. 
Money is a much bigger issue now: Salvagers earn more of it, but they also begin the campaign owing a lot of money for their ship and license. 
Bottom out and you can have your campaign ended by your ship being seized (seems like a great chance to delve into a Gang Warfare campaign then huh?)

Turn to turn game play is what you expect, but we now have rules for things like "contacts" (which can turn out to be enemies or not, a bit like PEF's in 2HW titles) and exploring "points of interest".

This is where the big change is:
Your salvage crew is mainly here to loot. There are things to be found on the battle field and you may or may not run into enemies. You'll have to evaluate the risk of getting a particular piece of loot or not, if it might trigger an enemy squad of bandits.

The result is an experience that feels pretty unique, even if the starting point is the same.

The rules are fully compatible with Five Parsecs From Home and Gang Warfare (the GW update will be live in a day or two, sorry for the delay) and you can transfer characters around.

Does it stop here? Probably not. 
Five Parsecs could theoretically go any number of places.

Fighter pilots? Mercenary captains? Colonists? Private investigators? 
There's really nothing you couldn't do.

Stay tuned.

Thursday, 11 January 2018

Five Parsecs From Home - tiny update

As we speak, the "Infinite Adventure" section at the back of the book has been updated to make way for Salvage Crew being released shortly.

No need to print anything else again, I didn't touch the rest beyond fixing one typo somewhere.

Five Parsecs optional rule: Stumbling

The intention is that Stunned characters cannot enter Brawling combat and for simplicity, they are not currently penalized either if engaged.

Optionally, you may try out this rule:

Stumbling

A Stunned character that enters a Brawl for any reason (whether initiating or defending) will fight as normal but must roll 2D6, picking the lower score for their Brawling score.

The Stunned character will suffer an additional hit for EACH of their dice that score a 1, meaning they can take up to three hits (ouch!).

Feint
There's a chance the Stunned character is actually faking it to lure an attacker.

If either of the Stunned characters dice is a 6, they will inflict a hit on the opponent, even if they ultimately lose the Brawl. This could mean both characters are struck.

Examples:
A Stunned character rolls a 2 and a 4. Their final score is 2.

A Stunned character rolls a 1 and a 4. Their final score is 1 and they take an additional hit.

A Stunned character rolls a 2 and a 6. Their final score is a 2 but they will inflict a hit on the opponent even if they lose.

A Stunned character rolls a 1 and a 6. Both combatants take a hit (and the Stunned character likely takes another hit for losing)

Sunday, 7 January 2018

Starport Scum sale

Snow, winter and dreary weather. Whats better than hanging out at home and playing some Starport Scum?

For 3 days, you can pick up our Starport Scum rules for only 6 bucks.

A tasty cross of miniatures gaming and RPG's, Starport has loads of expansions available, lets you play pretty much any character model on your book shelf and can be taught in minutes. 

Roll up random jobs or build your own scenarios, it's all up to you. 

Make sure to use the link below to get the discount

Saturday, 6 January 2018

Army building in October Hammer

Thought I'd take a second to discuss how you build armies in October Hammer.

Well, other than just grabbing the mini's you want to play with and calling it a day, that is.

Let's say we're putting on a game between the Czechs in Siberia and a detachment of "Red Guard", then we'll just walk through the steps one at a time.

Command
Guards are Irregulars meaning they roll two dice and use the lower for command points (being mostly militia).
However, they do count as a Storm army (adding +1 to their command points) so we're guaranteed at least 2 points per turn.

Czechs were mostly battle-hardened veterans (being composed of POW's) so they rate as Professionals (rolling two dice for command and picking the higher).

Leadership
Each side begins with one leader figure.
The Czechs can roll 5+ to add a Junior leader but fail to do so.

The Reds get a 4+ roll to add a Revolutionary leader and succeed in doing so.

Troops
Being a bit more regimented, the Czechs get 3 rifle units and 1 "automatic rifle unit" (armed with a Lewis gun, Madsen or similar.
They get to roll to obtain a machine gun on 4+ (Success) and a piece of artillery on 5+ (fail).

The Guard, being a militia, are more subject to luck.
The dice provide them 2 units of Amateur infantry and 1 unit of Partisans though they do get a machine gun to back them up.

Options
If the Czechs had rolled an artillery gun, they could now opt to swap it for a unit of Shock infantry.

The Red Guard are subject to the rules for Zeal and can choose to take the Chaotic Supply penalty.
If they do, they get to add another Rifle unit.
Manpower is a bit tight considering the poor state of the infantry, so that seems like a good option.

Notes
Due to being a somewhat lackluster army, Red Guard armies begin the game with 1 bonus Victory Point.

Reinforcements
Rolling for Reinforcement points, we roll two dice, picking the lower. This results in a 4.

Each player gets 4 points to spend on the Reinforcement table.

The Czechs take another machine gun (costing all four points).
The Guards will take a Rifle unit (2 points) and two more units of Amateur infantry (1 point each).

How many minis do we need?
Each unit could be a single stand of mini's, though it does look better if you use two.
So factor about 6 mini's per unit and you're not exactly breaking the bank to get in a game.

Voila
Two armies set up and ready to go.
The entire process took about 3 minutes.