[Please note that english is not my first language.]
Five Parsecs From Home (FPFH) is not the first solo-wargame I've bought on wargamevault. But it is the first solo-wargame I played extensively.
0.) THE GIST
You put a crew of more or less renegade space-adventures against a variety of foe. Inteded for (quick) solo-play.
1.) PRESENTATION
Currently clocking it at 56 pages, the booklets layout is simple, yet effective. It is clearly meant to be printed out on half-letter/A5. Printing is a thing I can clearly recommend as it contains tons of tables which need to be referenced often. I should note: Tables are NOT used during combat! Only during the Campaign Turn (see below). It uses pictures sparingly - mostly "action" shots of sci-fi wargaming. Color is used to layout the tables (grey/yellow). Other then that, keywords are bold.
2.) FLUFF
There is no "Five Parsecs"-Setting, though the influences are clear and stated by the author: Traveller, Trigun, Mass Effect, Firefly, and Borderlands. While there's no official background, the random tables give you a good feeling about the intent of the author, something often called "implied setting". For example, your crews ship can be a "Battered Mining Ship", your patron may be the "Local Authorities", your enemies might be "Isolationists" or "Mutants". All in all, enough to get your creative juices flowing if you want to add some story-depth to your fights.
3.) CREW/CHARACTER CREATION
At first, you generate your crew of five. Characters are defined by four (five) stats - Reactions (Initiative), Speed (simple, in tabletop-inches), Combat Skill, and Toughness. The fifth skill, Tech is not really used in FPFH but will be needed if you want to mix the game up with other titles of the range. Abilities are increased via XP (and sometimes decreased via injuries), some items give flat bonuses to them, too. I won't go into detail, but let's say the following: While Speed-increases might be of obvious (minor) use, Reactions and Combat Skill are really powerful. Toughnes directly reduces your chance to get hurt, so it will be of use, too (1/6 chance per point). Since your character is generated randomly - Background, Motivation and Character Class are all rolled up randomly on beautiful designed random tables - you don't have too much influence on the results. All three instances give you a random assortment of Enemies, Patrons, Credits, Gear/Gadgets and increases on your Abilities.
In addition to the items gained by character creation, you gain an assortment of gear that goes straight to your stash. Before your mission, you will need to allocate your equipment.
4.) WEAPONS/GEAR/GADGETS
There are enough weapons to satisfy your crunchy needs. Weapons are grouped into Low-Tech, Military and Hi-Tech Weapons and, you guessed right, are determined at random. So your 1d100 roll can give you a lousy hand gun (12" range/1 shot/0 damage) or a mighty shotgun (12" range/2 shots/1 damage). As you can see, weapon range is used, a little bit more on that later. Shots shows you, how many attack dice you roll, sometimes (as with the shotgun) this is "Focused", meaning, you can only shoot at one target. Damage means a flat bonus to your Damage roll. Some Items are of single/limited use (e. g. Frakk Grenades come in a pack of three).
Other then that there is a plethora of various Doodads, some very powerful (Combat Armor for example gives you a flat +1 Toughness and Reactions), other more casual (Loaded Dice give you +1d6 credits/turn but you'll lose them and get injured when you roll a 6). You'll find this throughout the book: Pleasure and pain go hand in hand, sometimes to a borderline frustrating degree).
5.) ENCOUNTERS
Essentially there are 2 stages - the Campaign Turn and Encounters. The Campaign Turn can be played with just a pencil, paper and some dice. Essentially you'll manage your crew, next mission, patrons, enemies, experience, everything. This turn is really fun! Even if you don't have the time to put your minis on the table, you can create a crew and play up to the first encounter and have an hour or two full of fun with a simulation game. The Encounter is where the bullets fly. There are different types of encounters: Those given to you by patrons (earns you more money and sometimes patron-benefits), Enemy Encounters (which use predefined enemy-types and are generally not as profitable), Opportunity Missions (as with Patrons sans the bonus) and Quests (more of everything, harder to get). Once you get enemies, you'll sooner or later fight against them. Most often they will be reoccuring "Vendettas", so you'll have to develop a tactic how to defeat them. If you have no Enemies and Patrons and have no luck with Quests, you'll go on an Opportunity mission.
Enemies use the same stats and weapons as you and come in all colors. You encounter 2d6h enemies (highest result of two rolled d6), modified by enemy-type. One enemy will be the leader (better weapon, +1 Combat Skill, the others will be foot-soldiers). Having fought six fights now, I can say: Enemy power varies widely, fitting snugly in the whole random-concept of the game. Example? You could roll "well" and fight against three punks (4"/0/3 - equipped with handguns), or you could fight against 6 black-ops (6"/+2/5 - equipped with auto-rifles and a leader with a fury rifle).
6.) RULES
The rules are simple. Simple, yet quite brilliant. The best thing (in the current revision of the rules) IMHO is the initiative: You roll a number of d6 equal to your count of crew members. You then assign a d6 result to each member. If the corresponding die is equal or less to the characters Reactions ability, this character acts before the enemies' turn. All other characters act after the enemy. There is a "Guard" action called snapfire, which allows you to deliberately act later or as a reaction to enemy movement. This rule is simple, yet effective. Note that since your Reactions score is pretty low, most of your characters will act after the enemy. Shooting is allowed after movement, except with heavy weapons. A simple d6 roll (one for each shot of your weapon), a result equal or higher then 3/5/6 (depending on distance to the enemy and the grade of cover) is needed to hit the target. Here your Combat Skill is added. Damage is another die roll - you'll add your damage score, if any. If it comes up equal or higher then the enemies Toughness, it is taken out. Lower result means the enemie gets a Stun token, which may be reduced 1/turn, reducing you to movement OR attacking with each activation. If you move into contact with the enemy, you'll brawl. Brawling is a contested d6 roll, Combat Skill is added, there's a -1 penalty for not wealding a melee weapon/pistol or a +1 bonus for wealding melee weapons. The loser takes a hit, on a draw, both takes hits. Also: On a 1, you take an extra hit, on a 6 you'll inflict an extra hit. Damage is determined by best pistol/melee weapon/set to zero if none of both are used. As you can imagine, melee is pretty brutal! Well, this is it. Pretty much. There are more rules of course, but you'll have to buy the book for this :-)
7.) TERRAIN
Terrain rules are pretty simple, too. Essentially you have a variety of terrain (Linear, Area, Field, Obstacle, Block, Individual), each with minor rules involved. There is no rule where to place what, but each Encounter gives you a Encounter site as a hint to what kind of terrain to place.
8.) THE A.I.
As a solo-gamer you'll need to know how to handle the enemies. Of course you'll have a bias towards your little spaceship-crew, so it's good when there are rules how your enemies behave. FPFH deals with this with general movement routines: Each enemy is either Cautions, Aggressive, Tactical or Psycho. Example? Cautious enemies always stay behind cover if possible. When there's an enemy in sight, they will stand where they are and fire. Otherwise they will move behind cover, trying to establish a line of sight to an enemy. They will stay as far away as their weapons allow and won't deliberately advance nearer then 12". They won't enter a brawl.
Does this description cover everything? Certainly not. Would it be nice if there would be more advice? A clear yes. So far I did not encounter a real problem, though. The fights were entertaining and if I'd would like more information on how to handle the enemies, it would have been possible without a hassle. Let's roll up an example patron encounter: Patron: Local gang. Job type: Patrol location. Mission target: Someone's turf. Enemy: Bounty hunters (tactical). Hah! That's easy: Your crew has to patrol the gangs home turf because they expect a group of bounty hunters to hi-jack them. Of course this leads to further questions, but hey: You'll need some imagination and some impromptu decisions to make this work.
9.) OTHER STUFF
There are tons of other things in these pages: Optional rules en masse, including difficulty levels, oddball characters, rules for competititve (classic PvP) play and much more.
10.) CONCLUSION
I did not really plan to do solo-wargaming. I started buying various sets of rpg and wargaming rules with a mild rules-fetish. The more I bought, the more I expected of them, effectively building a big hurdle to start gaming at all. Then came FPFH. This game seemed so easy to start with! I built some quick terrain with Duplos/Legos, some minis with Legos and started playing. This game delivers what it promises: Easy, fun and extendable solo-wargaming. If I needed to rate this product, I'd give it a flat 5/5.
BUY THIS, IF...
...you like wargaming at all
...you like sci-fi random tables
...you are interested in a good designed rules-set
...you are interested in a simple AI to handle opposition in solo-gaming
DON'T BUY THIS, IF...
I have no really good idea. If you really hate procedural content, this won't be the game for you.
Hope, this'll help someone!
F.Khalil
P.S.: Ivan Sorenson, the author, is very active at G+. He is a terribly nice guy and he will most certainly react if you contact him.
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