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FiveCore 3rd edition. Skirmish Gaming Evolved
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FiveCore 3rd edition. Skirmish Gaming Evolved

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This brand new 3rd edition of the premier character-driven skirmish system will knock your socks off.

FiveCore offers you fast playing games with 5-15 figures per side.

No firing tables. Just roll the dice and you know immediately if the target is down, wounded, pinned or running away.

Troop quality affects your ability to coordinate attacks and have your men work together, rather than just providing a +1 to hit.

The turn sequence keeps you on your toes. You can always do something but you can never do everything. Being able to adapt on the fly is key.

* * * * *

FiveCore features include:

*Full campaign rules with random events.

*Detailed character creation system that allows your soldiers to advance and develop.

*Options to portray all manner of alien critters and arcane horrors on your tabletops.

*Special rules cover everything from searching, persuading civilians and concealed snipers to blowing up bridges and crawling through minefields.

*Whether you play 20th century games, present day or the battlefields of the future, FiveCore has you covered.

* * * * *

The new third edition updates almost every core mechanic, making status effects easier to use, firepower more deadly and the turn sequence gets some refinements to make it even better.

Almost every aspect has been adjusted and tweaked in some fashion.

Each figure represents a single soldier.

A typical game will have approximately a squad on each side (8-10 figures) possibly supported by a vehicle.

* * * * *

Please note these are the generic skirmish rules for FiveCore.

If you are interested in world war 2 combat specifically, you may wish to take a look at Five Men at Kursk instead.

 
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Reviews (8)
Discussions (13)
Customer avatar
Slorm C March 31, 2018 6:01 pm UTC
PURCHASER
I am very happy with the rulebook, and I am planning to use it for African proxy wars. I am having problems about how to stablish the vehicles stats for jeeps and armoured cars. Could you help me with some samples?
Thanks
Customer avatar
Slorm C April 02, 2018 6:16 pm UTC
PURCHASER
Thanks, very useful
Customer avatar
David S February 25, 2018 8:24 pm UTC
PURCHASER
I already own No End In Sight, so what can the FiveCore Skirmish rules offer that NEIS does not?
Customer avatar
September 10, 2017 4:36 pm UTC
PURCHASER
I have some questions.
1. Will a Panic result cause a figure that is in cover already, to leave cover and run away from the firing enemy? Or would the Panicked figure just hide and be panicked?
2. Do Panicked figure always want to run off the board edge if they can?
3. Does Moving in a turn disqualify a figure from reaction firing? In the rules on page 14 it says "any figure that did not activate may perform a reaction fire". I assume movement is part of activating, but movement is not listed as a disqualifier on page 24.
Customer avatar
September 10, 2017 4:40 pm UTC
PURCHASER
4. pg 24, Firing acoss obstacles causes the Kill dice to be dropped when neither figure is in base contact with cover. Do you drop the Kill dice if the target is in base contact with cover but not hiding?
Customer avatar
September 10, 2017 4:53 pm UTC
PURCHASER
Thanks for the fast answers, that clears it up!
Customer avatar
September 13, 2017 2:13 am UTC
PURCHASER
Your answers helped make the rules click for me. I realize now that this game is a bit different from other skirmish games, in that Cover does not automatically confer bonuses or penalties. The figure has to actually Hide to benefit from Cover. Great game!
Customer avatar
Al Z September 10, 2017 11:52 am UTC
PURCHASER
I have just got a small test firefight. Really enjoyed it, very quick and got realistic results. LMG section of two guys carelessly moved into the middle of an open field, managed to flinch several enemies, but got panicked under precise fire of an opposite LMG. 2 of 5 team members panicked and failed the whole team morale check. Result: team retreat in several turns game.
A question has arisen.
Smoke screen from grenades lasts for two turns. Say we got situation:
1st turn (mine) - I place a smoke screen and hide behind it
2nd turn (theirs) - The opposite team soldier moves in such a way he tracks this smoke screen and will see my soldier when the screen disappears.
3rd turn (mine) - The screen disappears... and what? Should enemy launch a reaction fire due to he sees my soldier now, or should my launch reaction fire or no reaction fire happens at all? Can my soldier activate and start moving without causing reaction fire?
Customer avatar
Al Z September 11, 2017 10:14 pm UTC
PURCHASER
Thanks!
Customer avatar
Darryl S May 20, 2017 3:06 pm UTC
PURCHASER
With this 3rd Edition, did you incorporate the material from Five Parsecs From Home, or would I still need to pick that up? I am thinking about a Predator game, with me running the Predator and each player running one or two of the characters. Will Five Core work that way, considering the alien will have super skills and the characters have some skills as well, considering they are a picked team?
Customer avatar
Darryl S May 20, 2017 11:16 pm UTC
PURCHASER
Thanks for the lightning fast response! Sounds like then FiveCore would work with all those skills and the ability to have each player run a figure or two as his own unit, but perhaps I will wait until the Five Parsecs stand-alone comes out? Major differences expected, or will the core rules cover what I seek?
Customer avatar
Darryl S May 20, 2017 11:19 pm UTC
PURCHASER
Thanks, Ivan!!!
Customer avatar
Schyler H April 26, 2017 1:14 pm UTC
PURCHASER
I would like to be sure that I am understanding a few things about reaction fire correctly: first, the two types of reaction fire, a figure can only snap fire once, but can guard fire as many times as desired in a turn as long as they meet the other requirements for reaction fire? When guard firing, is a Kill die still added against a clustered or clear target?
Next, the way I understand it is that moving or shooting during a scurry or firefight still counts as activating like normal for purposes of being eligible for reaction fire on the opponents next turn, is that right?
Last question, can figures who activated last turn still potentially move or shoot during an opponents firefight or scurry?
Customer avatar
Schyler H April 26, 2017 9:04 pm UTC
PURCHASER
Thanks for the help! I'm really liking the game! I love how brutal snipers and machine guns are, especially compared to the more "fantastic" sci-fi games I'm used to.
Customer avatar
Thomas K March 14, 2017 1:09 am UTC
PURCHASER
How good is this system at handling multiplayer games? I'm thinking 2 vs 2 or maybe a bug hunt with one running the bugs and three players with one squad each cooperating.
Customer avatar
Richard S June 16, 2016 9:59 am UTC
PURCHASER
So I love Usurper and would thoroughly enjoy translating the pace of that game to a modern day military setting. It could probably be done more or less as is easy enough, but I have two questions instead:

1. How much slower, roughly, is FiveCore's play? (If Usurper is 1 and D&D is 10 for crunch, where does FiveCore rank?)
2. I'd like a few more details on the campaign mechanics if possible. Can it easily be used for sandbox play? Does it address an army's resources on the theater level, and if so, how? Things like that. This is one of the things I'm most interested in regarding FiveCore, so the more details you're willing to divulge here the better. :)

I'll be getting this eventually regardless. The only reason I ask questions is, I want it NOW, and saying money is tight for me right now is like saying Siberia gets chilly in January.
Customer avatar
David V February 06, 2015 7:07 pm UTC
PURCHASER
A couple of quick questions:

RE: POWER SUIT (p.27), it states "Defensive benefit: All Shock and Kill die results from weapons fire." Should this read " All Shock and Kill die results from weapons hits are deflected on D6 roll of 1 or 6."?

RE: NIGHT ACTIONS (p. 34): It states in part, "As soon as the first figure moves within 6” of an opposing fire, the night phase ends immediately." Should this read "As soon as the first figure moves within 6” of an opposing figure, the night phase ends immediately."?

Customer avatar
Ricardo N February 05, 2015 3:01 am UTC
PURCHASER
So, if I have the first edition + many of the supplements, should I upgrade to 2nd edition? Any changes for solo play?
Customer avatar
Ricardo N February 05, 2015 9:26 pm UTC
PURCHASER
Nice, and thanks for the quick reply!
Customer avatar
Nathaniel W February 04, 2015 2:57 pm UTC
PURCHASER
Congrats, Ivan!
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This title was added to our catalog on February 03, 2015.