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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 (6)
Discussions (11)
Customer avatar
David S February 25, 2018 8:24 pm UTC
I already own No End In Sight, so what can the FiveCore Skirmish rules offer that NEIS does not?
Customer avatar
Ivan S February 25, 2018 10:29 pm UTC
Cheers David!

FiveCore (FC for ease) is more individually driven: In a campaign structure, characters can develop individual skills, it accommodates scifi and fantastical elements and is a bit more "heroic".

If you've played the likes of Nuts or 5150, the feel is a bit closer to that, than the "gritty realism" approach of NEIS.

Does that help at all?
Customer avatar
September 10, 2017 4:36 pm UTC
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
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
Ivan S September 10, 2017 4:45 pm UTC
1: They must retreat, though for scenarios involving bunkers and other fortified positions, you could waive that rule.

2: Only if it's the only way to move away from known enemies.

3: That's bad wording on my part.
A character can move and still reaction fire.
Customer avatar
Ivan S September 10, 2017 4:46 pm UTC
You do not.

This is a bit finnicky but the idea is that if both characters are some distance from the obstacle, you are shooting at vague shapes seen in the distance, rather than a clear shot at an identified target (hence, no kill dice).

Once either player is in contact with hte obstacle, they're clearly visible unless they hide.

Hope that makes sense!
Customer avatar
September 10, 2017 4:53 pm UTC
Thanks for the fast answers, that clears it up!
Customer avatar
Ivan S September 10, 2017 4:55 pm UTC
Not to worry and don't be afraid to ask if anything seems funny :)
Customer avatar
September 13, 2017 2:13 am UTC
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
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
Ivan S September 10, 2017 3:07 pm UTC
Cheers and glad you had a good time!

To answer the question:
The "rules as written" answer is that no reaction fire would take place, since neither figure is moving when the smoke clears.

The moment either figure takes an action, they're subject to reactions as normal.

However, if an enemy is specifically placed to cover the smoke screen, I'd be inclined to let him fire as it clears.
Customer avatar
Al Z September 11, 2017 10:14 pm UTC
Customer avatar
Darryl S May 20, 2017 3:06 pm UTC
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
Ivan S May 20, 2017 9:58 pm UTC

The Five Parsecs material is NOT included. There will be a stand-alone version in the future but can't give you a time frame.

FiveCore is very skill driven, I imagine that would work fine, just treat each player as a "unit" with their own action dice.

There's a character class system included with, I'd say 50ish skills total and a chunk of super powers etc.
For a big scary monster, you'll need to do a bit of thinking on how to handle it on the table, but we do have a stealth system built in.
Customer avatar
Darryl S May 20, 2017 11:16 pm UTC
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
Ivan S May 20, 2017 11:18 pm UTC
Also see my response on Wargames Website, where I offered up an alternative suggestion :)

Five Parsecs stand-alone won't be for a while.
The intention is to get it up-to-date with the 3rd edition rules basically, as well as flesh out the campaign and character creation bits more.
So the basic game play won't change significantly, I think.
Customer avatar
Darryl S May 20, 2017 11:19 pm UTC
Thanks, Ivan!!!
Customer avatar
Schyler H April 26, 2017 1:14 pm UTC
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
Ivan S April 26, 2017 5:43 pm UTC
Cheers and thanks for buying!

Yes, you can snap fire once per turn but guard fire multiple times.

When guard firing ALL kill dice are dropped no matter the source. You could take advantage of any bonus that provided shock dice however.

Correct on scurrying and firefights.

Actions in your last turn do not affect eligibility during the enemy firefight or scurry.

Hope those helps!
Customer avatar
Schyler H April 26, 2017 9:04 pm UTC
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
Ivan S April 26, 2017 9:09 pm UTC
Glad you like it!

Yeah, especially if you track your soldiers in a campaign, wondering if you can brave that machine gun nest becomes really tense.
Customer avatar
Thomas K March 14, 2017 1:09 am UTC
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
Ivan S April 26, 2017 5:44 pm UTC
I am dreadfully sorry I missed this question for so long!
You got caught up in my switch between computers unfortunately :(

If you are still wondering, you can do multiplayer games fine but you do want to tweak things a little.
Treat each players forces as their own "side", rolling separately for each. We've done 4 and 5 way battles that way.
Customer avatar
ar E June 16, 2016 9:59 am UTC
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
Ivan S June 19, 2016 4:19 pm UTC
My apologies, I somehow lost your email in my inbox.

Since you seem to have purchased it, I hope you enjoyed it and found it to your liking.
If not, let me know.
Customer avatar
Ivan S February 10, 2015 4:53 am UTC
As an aside, the very last page of the rules now lists a version number and changelog, for corrections and updates.
Customer avatar
David V February 06, 2015 7:07 pm UTC
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
Ivan S February 06, 2015 7:08 pm UTC
Right on both counts! I'll fix ASAP.
Customer avatar
Ricardo N February 05, 2015 3:01 am UTC
So, if I have the first edition + many of the supplements, should I upgrade to 2nd edition? Any changes for solo play?
Customer avatar
Ivan S February 05, 2015 3:04 am UTC
In that case, you won't need to unless you want the new campaign rules.

Tomorrow or Friday,I'll try to get an exact list of new content put together.

Solo play has been expanded with more options for generating actions for the enemy and campaigns are now fully featured with events, victory conditions and so forth.
Core rules have NOT changed, on purpose, though they are much clearer now and include a lot of new options.
Customer avatar
Ricardo N February 05, 2015 9:26 pm UTC
Nice, and thanks for the quick reply!
Customer avatar
Nathaniel W February 04, 2015 2:57 pm UTC
Congrats, Ivan!
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