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My personal adventure logs that anyone can read and, hopefully, find entertaining!
Showing posts with label Five Parsecs. Show all posts
Showing posts with label Five Parsecs. Show all posts
Saturday, February 9, 2019
Sunday, January 20, 2019
Five Parsecs From Home 2nd Edition: Testing the combat rules
Basically, you start a crew of five or six scoundrels and ruffians who battle it out over harsh deserts, rundown cities, snowy plains, or whatever you have the terrain for; it really doesn't matter where you choose to have the fight as the rules are pretty flexible as far as terrain features. You can even hitch a ride via spaceship to another planet! You roll randomly for things like equipment, your characters background, which might even grant bonus stats and rolls on the equipment table. You can also start with enemies that might just track you down...or you can track them down!
Combat is pretty basic and I will be testing it here before I delve into a full-blown campaign. This is not a review! As I have not played the game with all elements I can't say if I like it or not. Nothing worse than some guy reviewing something then you come to the end and it states "although I haven't played the game..." Makes me pull my smeggin' hair out! Anyways, here goes the combat rules!
First step: Setting up the terrain. You get to set up terrain anyway you like. I took the advice of T Town Hobby, a fellow blogger and, as far as I know, the only person who has a blog with posts about Five Parsecs From Home 2nd Edition. He recommended setting up terrain conducive to a good story and just whatever looks fun. Here's what I came up with...
| Love them catwalks! |
| Another angle. |
Third Step: Death and destruction! Now the fight begins...I'll caption the photos to let you know what's going on.
| Figures on the table. |
Note: You can move then shoot but not shoot then move. You can, of course, remain in place, shoot, or just move.
The Normal Action phase belongs to the enemy and the Slow Actions are reserved for the rest of your characters. Usually you can move 4" or dash for an extra 2". Any skills can be raised via training and experience so you're not stuck with 4" of movement. Seems slow when you're used to moving 8"!
| Line of sight? |
| Yep! |
| Man down! |
Eventually you will get a hit or be hit! If a character hits, you roll 1D6 adding any "Damage" from the weapon list. Anything above a character's toughness and they're dead. Anything below and you place a "Stunned" token beside them. These can only be removed at the end of the next character's activation and stunned means you can only move or shoot, not both, and must target the closest threat while shooting. Stunned tokens are cumulative and can only be removed once per character activation.
Now, moving onto melee or "Brawling." Each character rolls 1D6 adding their combat stat and any additional modifiers. The lower guy gets hit and on a draw, BOTH guys take a hit. If you roll a 6 the opponent takes an extra hit. If you roll 1, well then buddy, you take an extra hit. Double 1's means disaster or a particularly brutal slobberknocker! Hits are resolved as in the shooting section.
All in all I had a fun time. I think it would be a lot more fun if my characters were trained up a bit on the combat front. Most shots missed. Was like a bunch of storm troopers running about the board. Also, I think the board would benefit from being 24" x 24", at least for me. Getting right into the action always keeps me interested and I'm more likely to finish a game.
Here are some notable photos from the game!
| This guy actually got stunned three times in one turn! |
| This was the big boss lady for the enemies. She had an auto rifle and +1 to her combat score. She used it well! |
| Pot shots through the window of a car owned by the bad dudes! |
| "Choose your targets carefully..." |
| Boss lady strikes again! |
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