Monday, 30 June 2014

Ideas to come

In the next month or so, I'll probably do a "Five Men Core" booklet. This will have just the basic game rules with no campaign or character creation rules.

The idea is that it'll be a cheap way for people to test the system, and it'll enable me to do some little games that are too limited in scope to warrant a full blown title of their own.

Some examples may include a "marines vs space bugs" title, some sort of futuristic gang war game and other such. Essentially, mini-games like that would include just the campaign and character stuff, and you could then play as long as you own a full game or the Core rules.


Sunday, 29 June 2014

Q&A. Bail and Flinch moves.

From a Q&A on TMP but I thought I'd elaborate here:

When a figure Flinches and is not in cover, they will move up to 1D6" to get into cover. If there's cover 2" away and you roll a 5, the figure just moves into the cover 2" away.

If there's multiple spots possible, the figure will aim for cover that is closer rather than further and will avoid moving towards the enemy unless that is the only cover that can be reached.

When a figure Bails, they'll fall back 12" from the enemy and find cover there. The easiest way to do this is to take a ruler, place it so you can see what locations are in the figures rear area and have him run to one of those.

If you want a more specific ruling for pick-up games, find cover 11-12" away from your current position, and further away from enemies than you started.

If no cover is possible under those parameters, run 12" away from the enemy and towards the table edge.

Saturday, 28 June 2014

Oh my, they do run away a lot, don't they?

Once you've gotten a game or two in, you'll notice that your soldiers seem to be bailing quite a lot.

At first, this can seem a bit off putting, particularly if you are coming from other games, where troops either stay in place or all break at the same time.

The goal here is essentially to create a fluid battle field. Remember, a figure that has Bailed is not in a complete state of panic. They've fallen back and then gone to ground because the situation they were in is no longer tenable to them.
Of course, sometimes they will Bail again when you try to recover them, in which case it's a more general morale failure.

What it does, most importantly, is give a way to actually drive people out of a position. A machine gun opening up on a couple of soldiers in a crater is very likely to force them both to retreat. This, in my opinion, is more realistic than the two staying in position turn after turn, because the enemy can't hit them in hard cover.
Under heavy fire, your men are likely to pull back and it is up to you to regroup them and retake the position.

A side effect (but a welcome one) is that it also encourages players to engage all of their troops, since figures left near the table edge may well bail straight off the table.

Friday, 27 June 2014

How are Shock dice allocated?

A quick question that's come up:

Q: If I roll both a Knock Down and a Flinch when firing on an enemy, how are the dice allocated?

A: Kill dice results always apply to the target you shot at. If anyone else is within 4", Shock dice results are allocated to the closest figure to the target.

Note that in the current version, this can be your own figures (but cannot be the firer). This hopefully discourages people pouring fire unto an enemy that your own men are crowding around.

Wednesday, 25 June 2014

Things to come

A scavenger who grew up in a war zone looking to find romance and destined for greatness.

A government agent from one of the backwater colonies, looking to survive in the galaxy and packing a huge revolver.

A petty thief from a family of hereditary bureaucrats, exploring the galaxy.

What do these three characters have in common?

They are all generated using the rules for my upcoming Scifi warband miniatures game "Five Parsecs From Home". What sort of adventures and mischief will they get into?

Travel, explore, fight and hopefully find what you were seeking on the Fringes of human space.

(Original image here)

Tuesday, 24 June 2014

A couple questions that have come up:

A few questions from the last week or so, that I figured I'd answer for everyone's benefit:

Will there be other games using this mechanic?

The answer is yes, certainly. At the very very least, I am working on a (hopefully really awesome) scifi warband game in the style of Firefly/Traveller.

Long term, I'd love to do a series using similar mechanics and all fairly compatible with each other, similar to the Two Hour Wargames guys. We'll see what people have interest in.

What about custom dice?

I am very keen on the idea of making some custom dice for 5MiN but I am a lot less keen on getting involved in packing and shipping physical product to people. Seems a lot of things can go wrong that way.

I'll explore some options. What kind of dice would people want to see in such a set?
A good four dice set would be "Action, Kill, Shock, Event". Anything else?

Fan submissions?

I'll write up a clearer policy but if you have fan stuff, by all means write it up and put it out there. I'd love to see it of course.
Do be aware that ideas you come up can end up in future supplements or games in some form. It's impossible to read someone's ideas and not have them influence you in some way.