From Imitation of Life Miniatures, a fantastic enemy for my crew to face down!
Sci-Fi Miniatures
Monday, November 13, 2023
Monday, October 30, 2023
Campaign Turn 7: The Quest Begins
Campaign turn 7 saw the Revengers moving on to the Hive World of Vulcain, still in pursuit of leads to whereabouts of the Supreme One, the criminal and scientific mastermind behind the vile crop of super-soldiers plaguing the galaxy.
Along the way they received a distress call from the cargo freighter Leonidas. They expertly rescued the foundering vessel and received a nice reward for their good deed [3 rolls on the Gear Loot table].
Once they made planetfall, they got wind that the Cult of the Wyrm had followed them! They would need to use caution.
After paying upkeep and ship debt on the Invictus, they set about their tasks.
Roger Stevens found a patron mission.
Morgna found a set of loaded dice, promptly tried to use them, then got up and beaten up, and was unable to participate in the upcoming mission.
Crane explored and got into a bad fight, finding himself in Sick Bay for two turns! The crew was now down two fighters!
Sawtooth scored some repair parts.
Lykos explored and earned a lead on a possible reward.
Rourke successfully lead the Cult of the Wyrm away.
After entertaining a possible patron mission for the Cybele Foundation, the crew instead stumbled upon evidence of a key operative of the Supreme One working in Hive Central’s bustling Downtown. As a non-combatant, all they had to do was reach him and he would give up the info they needed [Move Through].
Nobody expected a Converted Acquisition survey team to show up in the heart of downtown and start “gathering” samples. While everyone with good sense ran away, the Revengers ran to the danger.
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| One teaming block of Hive Central [My new Micro Art Studio terrain]. |
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| The Revengers had only 4 of 6 crew for this caper. |
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| The Converted Acquisition came loaded for bear. |
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| The crew started at one corner subway entrance and had to make their way to the opposite one. |
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| Meanwhile the aggressive cyborgs guarded the objective location. |
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| It started well. They got the initiative, and benefited from a surprise encounter. |
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| Hugging cover and moving toward the exfil point. |
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| Lykos secures the extra objective along the way. |
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| The Converted take up firing positions. |
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| Cpt. Stevens draws first blood! One down, six to go! |
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| Deadly rattle gun fire peppers the Captain, but does not hit him (yet). |
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| Sawtooth drops the Insta-Wall! His go-to move. |
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| Stevens fails to take out the leader in a Police Squad style shootout. |
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| Sawtooth gets nailed by the second rattle gunner. The worm is turning now. |
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| Rourke and Lykos bring up the rear, but Rourke finds she has just one shot in her pistol! |
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| Stevens is stunned! [And I again forget his armor save. Sigh] |
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| Hit and seemingly taken out, he spends his Luck point. |
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| Rourke makes her one shot count. |
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| Meanwhile Cpt. Stevens’ luck has run out! Two of four Revengers are down, and 5 cyborgs remain. |
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| Sasha draws her blade and gets personal! |
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| And the fighters take each other out! |
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| Sole survivor Lykos takes out the enemy leader. |
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| Too little, too late. He gets blasted! |
The Revengers failed to get their man and defeat the converted, but all was not lost!
I rolled a result of 7 on the Quest progress check. The next quest battle is the finale. But will anyone live to find out?
Stevens was KO’ed with no ill effects. Sawtooth only had his scrap pistol destroyed. Lykos earned a miraculous escape and a Luck point! And Sasha Rourke suffered minor injuries—she’ll spend next turn in sick bay with Crane.
In other good news, the Converted are not invading.
We may need to go recruiting next turn, and I need to get Lykos some new weapons. A new model will be in order for him to celebrate his survival and acquisition of Luck! I have an Infantry Laser in my stash, so that will replace his shotgun.
Only Stevens had enough XP to buy an upgrade, so I took his Toughness to a whopping 6!
We’ll see what out next adventure on Vulcain brings.
thanks for reading!
Wednesday, October 25, 2023
Not The Swifties You Were Expecting
I finished some Swifts as potential foes for Five Parsecs.
These awesome models were 3D printed from My Mini Factory.
https://www.myminifactory.com/object/3d-print-sci-fi-space-kobold-swift-308701
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| 10 Swifts ready for action! |
Thanks for visiting!
Saturday, October 14, 2023
Travelers Don’t Like Violence, So What’s the Alternative?
Investigate Actions
Five Parsecs From Home (FPFH) normally offers a character two options for their turn: movement + combat OR movement + dash.
There are certain special situations where characters can trade their combat actions for scenario specific actions. This opens the door for Travelers.
Travelers are a special kind of alien in FPFH. They are written as an homage to Doctor Who’s Time Lord characters. They actually gain a +2” movement bonus when moving directly away from potential foes. They can vanish from the campaign suddenly, or grant extra Quest Rumors.
So in a skirmish adventure game where combat is often the key to scenario victory, how can I make using my Traveler / Time Lord fun and interesting?
During any turn, a Traveler can choose to make an exploration / investigation roll in lieu of their combat action. I order to do so they must be in contact with a piece of terrain or objective marker. Each piece of terrain or objective marker can only be successfully interacted with in this way once per game. Treat very large pieces of terrain as two objects for purposes of this check, so they may be interacted with twice per game.
Use the following D100 chart:
01 - 10 = Unveil dark mystery. Make a 7+ Savvy check. If you succeed you gain a Quest Rumor for your crew.
11 - 30 = Learn key knowledge. Make a 7+ Savvy check. If you succeed you can grant any ally within 2D6” of you an immediate free move action.
31 - 50 = The land speaks. Make a 7+ Savvy check. If you succeed you or one ally you select can act in the Quick phase of the next turn.
51 - 80 = Intuit the curve of the universe. Make a 7+ Savvy check. If you succeed you or one ally you select can act in both the Quick and Slow phases of the next turn.
81 - 90 = Time is a flat circle. Make a 7+ Savvy check. If you succeed, your crew immediately gains 1D3 story points.
91 - 100 = Spoilers! Make a 7+ Savvy check. If you succeed, an ally of your choice gains 1 temporary Luck point. Whether used or not, this Luck point vanishes at the end of the game.
If your Traveler fails a check on this chart, they suffer a stun result and are moved D6” in a random direction.
Friday, October 13, 2023
Hello, Fellow Traveler!
I am having a blast playing in my current Five Parsecs From Home campaign, but I cannot resist thinking about the next one! It’s my nature to look forward.
I also just bought the Doctor Who Magic the Gathering Commander Decks—the classic doctors and the enemies decks specifically. I am not a big Magic player, but I am a huge Who fan, and I could not resist despite the high cost of these decks.
Then that got me thinking, doesn’t Five Parsecs have sneaky secret rules for Time Lords? Yes, they do. Thank you, Ivan Sorensen!
The Traveler is a lesser known alien from the core rulebook. They enjoy a 4 starting Toughness, and gain +2” to movement when moving directly AWAY from an enemy! What could be more Doctor Who than that? They can also randomly disappear forever after each battle, or gain your crew a new quest.
So my next crew is going to feature a Traveler as one of their main protagonists. Since I love kit-bashing North Military Figure bits, I decided to craft my own Traveler / Time Lord from various hard plastic bits.
Here’s my (as yet unnamed) Traveler!
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| North Star Wizard as the base body with Stargrave arms. |
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| Stargrave bits to add more sci-fi accents. |
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| Painted with various speed paints and acrylics. |
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| I wanted to make him a ginger, since there has never been a ginger Doctor. |
Saturday, October 7, 2023
Campaign Turn 6: Rumble in the Wastelands
Still plying the hazy streets of Alpha City on the jungle world of Sardis, the Revengers gain a new patron, Educibl Corp. With primary interests in mega-agriculture, operatives from Educibl reached out to crew member Dirk Morgna as he was drinking in a local dive bar. They needed a crew to investigate some ancient ruins that might contain intact samples of potent “super-seeds”.
Meanwhile, Cpt. Roger Stevens explored the city and learned of another party interested in retrieving an item of antiquity from the very same area! [Page 82, result 87 - 90]. Things were lining up nicely!
Corvus Crane explored and learned another interesting tidbit about the Supreme One’s corrupt super-soldier breeding program. Could this again force out crew to take to the stars and seek a new planet? [+1 Quest Rumor].
Lykos traded for a broken Battle Visor, which he promptly passed off to Grimbol Sawtooth(+2 Savvy) to fix.
Sawtooth again not only failed to repair a weapon or item of aggression, he actually destroyed it! Is this his inherent pacifism manifesting again? [Rolled a natural 1 on the check, second time this campaign]
Sasha Rourke again brilliantly acted as a decoy, misdirecting any attention from the Twists or the Cult of the Wyrm.
Unfortunately, when nearing the wasteland ruins 100 klicks from Alpha City, the crew detected signs of hostile Nomads [Interested Parties] with a particularly nasty leader [Hazards roll = VIP, +1 T, +2 Combat].
These aggressive locals would not be seen off without a fight [Fight Off mission, 6 total enemies, must hold the field, Sardis haze creating max visibility of 14”, +2 credits of Danger pay].
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| Nomad foes from the nearby wastes [Fighting sticks treated as Colony Rifles with bayonets]. |
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| The ruins amidst the wastes [GW terrain mixed with blue foam rocks]. |
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| Drone capture of initial deployments! |
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| Cover and low vis force an all movement first fast phase. |
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| The cautious Nomads do much the same, seeking cover and lines of fire for their weapons. |
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| Sasha Rourke attempting a risky right flank approach. |
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| Slow reactions on round 2! |
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| Dicey terrain means a kill zones exists along that right flank, but Stevens has to push the issue to engage the foe. |
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| The crack shot Nomads drop Corvus Crane, and the Revengers lose their most potent weapon! [On round two no less!] |
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| Sawtooth drops the Insta-Wall, making the kill-zone less “Killy”. |
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| More crack Nomad fire manages to stun Stevens! [As he and Sawtooth act in the slow phase]. |
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| Things are looking bad as Lykos also goes down in a hail of Nomad fire. [Round 3, before he could act. I was rolling hot for the enemy.] |
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| Stevens recovers and promptly drops the first Nomad with an unerring shield throw! [I count it as a Hand Laser]. |
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| On the next round he acts fast and drops a shotgun wielding Nomad! [That +2 Combat, Pistol combo under 6” is deadly]. |
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| Morgna stuns a Nomad, but can’t take them out! |
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| Sasha blasts a highly positioned Nomad from their perch, and the fall takes them out! |
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| Casualties cause their hard-bitten leader to bail! |
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| An Escalating condition heralds the arrival of Nomad reinforcement, but they may be too late! [I roll a “Lose Heart” result on the events table, they’re all leaving end of next round!] |
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| Sawtooth secures the object of antiquity. [Earning that sweet +2 credit bonus]. |
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| After one last round of ineffectual fire, the remaining Nomads bail! |
In the aftermath, the Revengers recovered a lone Colony Rifle, found some interesting documents [+1 rumor], and earned a cool 9 credits total.
This one looked bad early, as I lost two of my best crewmen on rounds 2 and 3. Then we rallied with some amazing shots and a bit of luck turning against the Nomads.
Both Crane and Lykos survived with no lasting injuries or sick bay time! Crane’s scrap pistol (a backup weapon) was damaged.
In a campaign event, we also sold some cargo for +3 credits!
This round of the campaign was a blast! I increased Sawtooth’s Savvy to +3, and Sasha Rourke’s Toughness to 4.
I think we’re ready to follow some Quest rumors off planet!
Thanks for reading!



















































