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"FiveCore skirmish rules update" Topic


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Weasel17 Sep 2016 1:51 p.m. PST

A decent sized update hit the FiveCore skirmish rules today (the 3rd edition rules to be exact, the sets contained in the retro collection won't see updates, that's why they are retro and cheap)

Updates include:

1: The Move and Sprint benefits are now the same thing.
A figure with +2 Move (for example) moves 2" faster and if they roll a 1 or 2 when Dashing, adds +1 to the Dash distance.

2: Firing at a Clear Target (in the open within 12" is now +1 Kill die, instead of rerolling a die.

3: A new optional Man to Man mode is added.
In this mode, you take it in turns to roll 2 Action Dice (typically) and apply them to 2 figures of your choice, until everyone has acted.
Basically a more conventional turn sequence that still uses the Action Die mechanic.
Totes optional but a lot of fun.

4: Squad Morale is now a thing.
Once a squad drops to 5 members or less, they have to test morale to see if they bail out.
Its very easy to use.

THe old High Spirits/Despair rule (which frankly was always a patch) is gone, instead things that affected that now affect the new Squad Morale instead.

5: The "Scared" morale effect is gone.
Rolling a 1 on the Shock dice now forces the target to Flinch (hide behind cover or back up 3" towards cover) but has no lasting effect.

This is sort of drastic and does reduce suppression fire a little bit, but I find that it plays far better and removes one of the markers cluttering up the table.


Go ahead and download your files again from the wargame vault, the update is free for everyone who owns the game.

Weasel19 Sep 2016 2:23 p.m. PST

The Movement rule has been added to Company and Brigade commander as "Rapid Movement" and works the same way now.

Any squad/company can be given a +1 to +3 movement bonus.

Weasel19 Sep 2016 3:25 p.m. PST

And on top of all that, skirmish players get some cool new toys too:

The skirmish rules now have a Creature chapter, which covers large monsters, swarms and minions.
They're a little "special rule" heavy, but such critters will tend to be a focus point of a scenario.

The Heroics chapter also has an option for "Epic heroes" now.

Shaun Travers19 Sep 2016 10:15 p.m. PST

Hello Ivan,

Kiling time prior to leaving for the airport. All these changes look very good, and seem to bring it into better alignment with the other 5Core spinoffs. I particularly like Scared going back to Flinch which is one less marker and makes a Shock 1 not so bad. I found the differentiator between Shock 1 and 6 was not very great as a Shock 6 could recover 2/3rds of the time anyway. i was thinking how to do that for my future games (reduce a marker), and you have done it for me! And you have squad morale too – something I know Jack keeps going on about and I and Jack have had a email conversation on recently too.

Anyway, I think I like all the mods.

Weasel19 Sep 2016 10:40 p.m. PST

Thanks :-)

Yeah, having too many markers and having them be too close to each other was a big concern.

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