What is Five Parsecs Tactics?
Tactics (so I can save on typing) is the next game in the Five Parsecs “universe”. It allows you to play out battles that are beyond the scope of the regular “From Home” experience. With the Tactics rules you can easily have a platoon or more of troops on the table along with vehicles and much more.
One of the thoughts behind all of this is that people have built up some very impressive figure collections playing the current campaigns. So it seemed to me that if you already have 10 or so pirates and a handful of soldiers and some K’Erin, then you are half way to a pretty good sized wargame scenario already.
So what can I do with Tactics?
You can play the game in a lot of different ways.
You might play out military actions, boarding actions etc that happen in your existing campaign to add character and flavour.
For example if your world is invaded you might play out a Tactics battle (or even a whole campaign) so you know what happened during that invasion. Or your crew had a job to find dirt on a space pirate gang so you decide to game out the Unity enforcers storming the pirate compound.
Of course since the two systems are compatible you can have your crew take part in a military mission or bring military elements into a special scenario. The vehicle rules in particular will probably appeal to a lot of people who want to do something along those lines.
Tactics also stands alone as a game and is playable on its own, in a number of ways.
If you want to play a pick up game, a points system is included to let you just that, along with scenario options.
If you prefer to play solo, well, we got you covered there too. The game is of course solo playable and can feature both pre-selected enemies as well as discovering the enemy forces during the battle.
You also get two campaign systems, one using a map and one strictly centred around narrative progression. The two can even be combined and allow you to both fight over ground on the battlefield as well as experience narrative flair such as the perspective of the campaign changing or a third party entering the war.
Of course all of this is not restricted to military actions specifically. Tactics will do just fine for space pirates, colonists fending off Swarm infestations and just about anything else you can think of.
Since I am confident you can think of a lot, the book is also jammed full of advice on creating scenarios and running a game, as well as canned rules for everything from encountering neutral groups to concealed troops and characters being suspicious of things.
I haven’t neglected the military side either for combat nerds, with rules for infiltrating troops forward, calling in engineer support and more.
All of this hopefully adds up to a game that both offers a lot of campaign fun to solo gamers, acts as a “big brother” compendium of cool tricks for your existing campaigns and is a perfect tool for people who enjoy GM-led wargame scenarios (or would like to explore that).
Woof, thats a lot but I wanted to give you people a lot to chew on and think about.
Future posts will talk about adaptations to the core game rules as well as probably an example of how a narrative campaign might play out.