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5PH - Errata - 02 Proof 2

5 parsecs from home errata
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0% found this document useful (0 votes)
625 views9 pages

5PH - Errata - 02 Proof 2

5 parsecs from home errata
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FIVE PARSECS

FROM HOME
ERRATA, CLARIFICATIONS,
AND TWEAKS

Greetings, space traveler. Please insert your Unity-


standard Mark 4 ID chip for verification.
Rules Questions in General
This document consists of three sections:
The game rules are generally written to be
The first section, Errata & Clarifications, covers the rules as interpreted in a fairly literal manner. If you are
they currently stand, offering a number of clarifications and unsure about something, read the rule carefully and
corrections to the Five Parsecs From Home rule set. They see if it applying it exactly as written will solve your
can be viewed as “official” in the sense that they are how problem.
the rules are intended to be played. As always, at your own
If not, you are welcome to reach out at
gaming table you can do things in any way you like.
[email protected]
Clarifications are explanations of how a given rule works.
While I have tried to make everything as clear as possible in
The second section, Balance Tweaks, offers new balancing
the book, sometimes that doesn’t work out. These sections
tweaks to the campaign rules. These are suggested to adjust
explain what is intended.
the difficulty and mechanics.
Corrections provide an answer to mistakes. I screwed up!
The third section, Combat Evolution, offers a set of updated
Updates are additions to the rules. These are rules that combat rules to test out. Think of this as a preview of what a
work as written, but in hindsight I should have done future edition might look like.
something different. I try to keep these to a minimum.  – Ivan Sørensen

Errata & Clarifications


Miniatures and Scale Update: If you want to play on a smaller space, I
recommend either:
Clarification: Nordic Weasel games are almost always
tested with 15mm miniatures initially. However, the • Replacing all distances for the same number of
distances that I feel are appropriate for 15mm figures tend centimeters (so 4" becomes 4 cm). This is fiddly but
to match the distances that are common in 28mm games. allows you to play on a tiny amount of table.
As such, there is usually no need to change distances for
• Cutting all distances in half (so 4" becomes 2").
movement and weapons to accommodate a particular
range of miniatures. Both of these options work well using smaller
miniature scales.
Clarification: Damage from falling distances can feel a bit
strange in 6mm or 28mm. If so, halve distances for 6mm
and double them for 28mm when figures are jumping
down or falling off of things.

1 August 2024
Errata & Clarifications

Game Difficulty Clarification: Entering Brawling combat requires a


Combat Action.
Clarification: With time and effort it is possible to figure
out exploits to make the game much easier or bypass A character cannot enter a Brawl if they are unable to take
some of the more difficult challenges. As a general policy, the Combat Action (typically due to being Stunned).
the rules do not try to explicitly stop such things, as it
Clarification: The push back after taking a Hit is intended
easily results in large lists of increasingly obscure rules
to push you off ledges.
interactions that must be amended.
Clarification: Falling has the same impact as jumping
Additionally, engaging in a sort of arms race with players
down (a fall is just a jump you did not intend). The rules on
seems like a waste of time and effort that could be better
p.42 apply.
spent elsewhere.
Clarification: The way Area weapons work is that you roll
When you purchase your book, it is your campaign to play.
to Hit the targeted figure normally using the shots listed in
If you want to make the game easier, instead of looking for
the weapon profile. You then apply the Area rule to figures
exploits or cheap tricks, just give yourself some extra loot
in the blast range.
or some tougher starting characters. If you want to kit out
a killer squad and then fill the table with enemies to blow Correction: p.12: A Hit damages you if you roll equal or
away, go for it (though we also recommend checking our above Toughness.
Bug Hunt and Tactics renditions of Five Parsecs in that.)
Correction: When using the Dramatic Combat Rules
in the Compendium, successful Saving Throws do not
Combat Rules result in the character being Stunned. This is also the case
Note that these answers pertain to the core rulebook for the Combat Evolution rules in this document and is
combat rules. If you use the Combat Evolution options in recommended in the main game as well.
the back of this document, that system takes precedent.
Update: An Area weapon can be targeted at a point on
Clarification: All Enemies with built-in weapons (like the ground. This means the Shots on the weapon profile
claws or fangs) have the Melee weapon trait and thus are wasted (as there is nothing to hit) but the Area attack is
receive the +2 bonus to Brawling. resolved normally.
Clarification: Shots do not automatically hit on a 6 or
miss on a 1. It is possible for modifiers to make a shot a
Set up and Encounters
guaranteed hit or a guaranteed miss. Enemies will still Clarification: The rules do not specify an exact distance
commit to a shot even if it cannot hit. Players can determine from the tabletop edge since you will often want to place
the odds before choosing. the enemies in a way that looks cool on the tabletop:
Behind barricades, on top of towers, or similar.
Clarification: Characters with multiple usable weapons
(Pistol or Melee trait) must select one weapon to use in Since you must have 18" between the two sides, to ease
a Brawl. They may only use the bonus from that weapon deployment measure that out in advance and then let each
and will inflict any Hits with that weapon. For example if side set up “behind” this no man’s land. For example, if
you select a Pistol you get a +1 bonus to the roll and any your table is 30" across, each side would have 6" from the
damage is done with that Pistol. table edge to set up within.
Clarification: When a weapon with multiple shots is fired Clarification: On the Unique Individuals table, the
at a character with Luck points, resolve each shot one at a Enemy Bruiser, Enemy Heavy, and Enemy Boss entries
time. Any movement from Luck “dodging” is done before use the base profile of the enemy type you are facing,
the next shot is taken, which might move the character out applying the modifiers listed in the table.
of Line of Sight, preventing any further shots.
Clarification: When generating a random Rival, you can
Clarification: Snap Fire shots may be taken at any point of generate the type right away or wait until they actually
the enemy move. attack you, depending on what fits the story better.

2 August 2024
Errata & Clarifications

Clarification: When playing Street Fight scenarios Clarification: You still get “paid” after a mission, even if
(Compendium), the following enemies are considered you lose. The Pay roll also accounts for petty trading and
to be Bots for Psionic purposes: Bot Gang, Haywire Bot, scavenging.
Mech-gladiator, Tech-head, Combat Bot.
Clarification: Implied in a few places in the Compendium
Update: Players have noted that K’Erin are a huge liability but never made clear: If you are playing your campaign and
in Stealth scenarios (Compendium). While this is probably agree with a friend that your campaigns take place in the
quite in-character, K’Erin are not required to melee same world, you can always travel to a world that exists in
opponents during the Stealth sequence. Once the normal the other player’s campaigns. This is mainly for the purpose
battle begins, the normal rules apply. of the special scenarios in the Compendium, but go
ahead and come up with other cool ideas like fighting your
Campaign Rules friend’s Rivals.
Clarification: You do not have to decide and assign all your Correction: p.119: Failing a job you have accepted from a
Crew Tasks before resolving them. If you like you can select known Patron causes them to be removed from your list of
one crew member and carry out their Task before selecting known Patrons.
the next one. The game example assigns them all up front
Update: If you are offered more than one Patron job at the
but you are not required to do that.
same time, you can accept all of them, but pay attention to
Clarification: There is no difference between Rumors, the time-frames. Failure to finish a job in the allotted time
Quest Rumors, and what was called “Clues” in previous counts as a failure.
versions. Regardless of how they are obtained, they are
Update: Normally you have to undertake a new mission
always added together in a single pool:
every campaign turn. If you wish to lay low and rest up, check
• If you do not currently have an active Quest, for Rival attacks normally. If you are not attacked, you can
they are checked in Pre-battle Step 5: “Resolve any pay 1D6+1 Credits to stay in town. Simply skip the battle
Rumors”. If you receive a Quest here, all Rumors are sequence and all reward sections (loot, pay, injuries, XP).
discarded (they were all related to this Quest).
Correction: In addition to the mechanical options for story
• If you have an active Quest, all Rumors you acquire, points, they are also usable to have events happen that fit
regardless of where they come from, are related to into your story. This might include a character arriving to
completion of the Quest. This is checked in Post- help you (but perhaps at a cost), finding a particular type of
battle Step 3: “Determine Quest Progress”. character to join you, etc.
Once the roll on this table is a 7 or greater, discard all This more freeform usage is intended as being player-
Rumors you have accumulated. Any Rumors you obtain driven. If you want something to happen, use a story point.
from this point on will be towards obtaining a new Quest Players who prefer a more regimented “by the rules”
(as the process starts over). approach can ignore this, if they prefer.
Clarification: Patrons received during character creation Note that you do not have to pay a story point to play a
will automatically grant you a job offer in the first custom scenario. Likewise, changes that make the game
campaign turn. Additionally, even if you do not accept the more difficult do not have to be paid for.
job, they are added to your list of known Patrons.
Clarification: Any Patron you successfully do a job for is
Characters
added to your list of known Patrons. This is used when Clarification: Bot characters are not affected by any events
taking the Find a Patron crew action. that would not affect Soulless characters.
Clarification: You can turn down a job from a known Patron Correction: In a few cases there are discrepancies between
without any consequence. They remain a known Patron. the Character Creation rules and later rules text referencing
the rule. The rules in the Character Creation chapter are
generally correct unless otherwise stated in the FAQ.

3 August 2024
Errata & Clarifications

Correction: p.17: Soulless characters CANNOT install Bot Correction: p.57: Analyser. When rolling pre-battle to see
upgrades. if you find a Quest, you count as having 1 Rumor more than
you actually do. For example if you have 2 Rumors, you will
Update: When adding a new character to your crew, roll
find a Quest on a roll of 1-3.
on the normal character creation tables as you would when
starting a new game, but ignore all Credits that would When rolling post-game to determine Quest progress,
have been awarded normally. Any Rivals are added to your simply add +1 to the roll.
roster immediately. Any Patrons are added to the list known
and will award a job offer next turn automatically. AI
You may choose to reject a character after rolling them up, Clarification: Defensive AI considers any terrain within one
for example if they come with too many Rivals. move to be “Adjacent” for the purpose of its AI instructions.
Update: The Bio-Upgrade character sub-type will always Clarification: If the figure a Guardian AI protects is slain,
begin the campaign with one randomly generated the Guardian will adopt the AI mode used by the main
Implant (Loot table, p.133). enemy force.
Update: The XP award for “First character to inflict a Clarification: Unless constrained by a special rule, the AI is
casualty” is awarded to the first crew figure that inflicts a assumed to always be aware of your characters and should
casualty AND is capable of obtaining XP. Bots are ignored act accordingly, even if they are behind a terrain feature.
for the purpose of this award. You may of course opt to role play this differently if you like.
Correction: p.104: Replace reference to Psycho AI with
Equipment Rampaging AI.
Clarification: The core book says mods and sights cannot
Correction: p.118: Add to Firing table: Covered target
be assigned to single-shot weapons. This means grenades
within 6”: 5+.
and other limited use weapons (the “no hand grenades
with laser sights” rule). The main rules on p.44 are correct.
Clarification: If a weapon has both Focus and Area (such as
the Hand Flamer), resolve all shots on the weapon profile
Encounters
against the selected target figure. Then resolve the bonus Clarification: When deploying for a battle, the enemy
Area shots against targets within 2". is set up first. Once you have set up the enemy figures in
positions that look good, your crew sets up at least 18"
Clarification: Using the Lucky Dice to gamble does not
from the enemy. To avoid accidentally spacing yourself out
require a Crew Task. You can do this at any time while taking
of the table, its habitual to set up the enemy near one
your Crew Tasks.
table edge but on a larger table this is less important.
Clarification: The Duplicator creates a copy of a single item.
Clarification: For “animal” type enemies that only carry
A weapon with a gun sight and a mod is three separate
natural melee weapons, Specialists are treated as normal
items, even if they are glued together. Therefore the
combatants. Lieutenants receive +1 Toughness as
Duplicator would copy one of the items in question but you
described in the book.
get to choose which one.
Clarification: The No-Minis Combat Resolution is NOT
Clarification: Colonist ration packs: The story point is
intended to mirror the normal game exactly, the balance
awarded when you use the rations (your crew has lunch
changes a bit, and games will tend to be longer and involve
together and gets some downtime to relax).
more firing back and forth. If you find it is too difficult,
Clarification: Nullification Surgery (Compendium). This consider reducing enemy sizes by 1 figure and reduce
is included in case you ever want to remove Psionics from a the die rolls required for Battlefield Tests by 1.
character for story reasons.
Update: In the Compendium version of Escalating Battles,
you no longer test for Escalation if no shots were fired.

4 August 2024
Balance Tweaks

Five Parsecs balance tweaks


This section offers a number of proposed tweaks to how The standard terrain set (p.109)
the game functions on a balancing level. These changes
Add +2 to the number of Small and +1 to the number of
are intended to produce a game that is more interesting,
Linear features for all table sizes.
more fun and more challenging without requiring large
rules changes.
Resolve Rival status (p.119)
They are not official but are items to consider for a future
Change “Add +1 if you killed a Unique Individual” to
update of the game rules.
“Add +1 if you killed a Unique Individual or Lieutenant”.
Background, motivation, class (p.25-27)
Experience and Character Upgrades (p.123)
Change all instances of 1D6 Credits to 1D6-1 Credits.
Change XP costs and maximum levels to the following (this
Change all instances of 2D6 Credits to 2D6-2 Credits. matches the Slower Progression option in Expansion 1)
Change all instances of +2 XP to +3 XP Credits. ABILITY XP COST MAXIMUM

Saving throws (p.46) Reactions 8 XP Max 4


Combat Skill 8 XP Max +3
Making saving throws before the Toughness roll.
A successful saving throw prevents 1 Stun marker from Speed 5 XP Max 8”
the hit. Savvy 5 XP Max +5

Equipment (p.53) Toughness 8 XP Max 5

Bipod: Add “Can only be used if the character did not move”. Luck 10 XP Max 3

New World Arrival steps (p.72) Roll for a Campaign Event (p.125)
Check for Rivals: Change “On a 5+ they opt to follow you” Add “Crews that finished a Quest this campaign turn will
to “On a 4+ they opt to follow you”. receive two Campaign Events”.

Crew tasks (p.78)


Track: Change “If the result is a 6 or higher” to “If the result
is a 5 or higher”.
Repair your kit: Change “On a 6+ the item is repaired” to
“On a 5+ the item is repaired”.

Resolve any Rumors (p.85)


Add “When a Quest is received, add 1 Story Point
immediately”.

Enemy tables (p.94-103)


All enemy entries with BOTH Combat Skill +0 and
Toughness 3 increase Numbers by +1.
All enemy entries with Panic 1-3 increase Numbers by +1.

5 August 2024
Combat Evolution

Five Parsecs Combat Evolution


In the past, we have experimented with variants and Movement Modifications
modifications of the Five Parsecs combat model, whether
in different ways to play like the Non-Miniatures rules or the Arc of Fire
Dramatic Combat rules. All figures have an Arc of Fire to their front. For most
figures this is 90 degrees. If the only ranged weapons
The core combat rules are quite simple for two reasons:
carried are Pistols, the Arc of Fire is 180 degrees.
First, the player has to be able to handle everything on
This can be measured from any point you like, such as the
their own.
face of the figure or the way their firearm is pointing. For
Second, the combat part is only part of the game. simplicity, 90 degrees can be checked using the corner of
an index card, book, or playing card. 180 degrees can be
The challenge is that whenever I conduct any kind of poll
checked using the side of any of those options.
on the topic, player opinions are split between people who
want more detail and options versus players who don’t want Player figures can face in any direction at the end of a move.
more detail (or even want less of it). So each variation is me Enemies will face in the direction they moved if no enemies
trying to cover another angle to see what can be done. are visible. Enemies that are able to fire at a target will
always turn to face the target.
Evolution is another branch on the tree, focusing on
making the combat environment more detailed and more Turning in place is not considered to be movement in itself.
tactically involved. It might be a step towards what combat
might look like in a fourth edition of the game or it might Enemy Overwatch
not. Give it a shot and see what you think. Enemies with ranged weapons that end their activation
unable to see a target roll 1D6.
A special thank you to those who have play-tested either
the Dramatic Combat rules or the playtest combat revision On a 5-6 they enter Overwatch.
available on Discord. Enemies with Defensive or Cautious AI do so on a 4-6.
Enemies on Overwatch will fire immediately the first time
Though not mandatory, I recommend using the
a target becomes visible to them and is within their Arc of
Dramatic Weapons tables from the Compendium.
Fire. The status lasts until the figure activates next, is hit by
an attack or is engaged in a Brawl.
What Does Not Change?
Overwatch fire is resolved normally but hits only on a
The turn sequence, activations, AI actions, and morale rules
natural 6. The figure should be turned to face the target,
are unchanged.
but remember they must have been within the Arc of Fire to
Movement is modified as indicated below. begin with.
Line of Sight mechanics are as in the main rules and are not This option is intended for enemies only, to discourage
changed. players from bunkering down. You can test it both ways and
see which you like better.
What Does Change?
Ranged combat and Brawling combat. Instead of
presenting this only as the changed rules, I present this as a
full chapter of the rules as drop-in replacement.

6 August 2024
Combat Evolution

Enemy Skulking Rolling to Hit


Enemies with the Beast AI that end their activation unable For each shot, roll 1D6 + Combat Skill, as well as any
to see a target roll 1D6. other Hit modifiers.
On a 5-6, they are immediately moved to the nearest terrain • Targets in the open are Hit on a final score of 5+.
feature that is closer to a target figure. Place the Beast in
• Targets in cover are Hit on a final score of 6+.
the centre of the feature if possible, otherwise behind it
and touching. • Any final roll that does not score the required number
or higher is a miss and has no effect.
Ranged Combat
Good Shot
Eligibility to Fire A figure has a Good Shot if one of two conditions apply:
A character can fire as their Combat Action if they have a
1. Height Advantage. The firer is positioned at least
Line of Sight to a target, carry a ranged weapon, and are not
one human figure height higher than the target.
Shocked.
This only counts the terrain height, the height of the
A Stunned character can either Move or take a Combat figures is irrelevant.
Action, but cannot do both.
2. Flanking. The target is in the open and the firer is
Characters with multiple weapons can choose any one outside their Arc of Fire.
weapon to fire.
If the firer has a Good Shot, the firer can reroll a single 1
on the firing dice.
Gun Slinging
A figure may fire two Pistols if both are fired at the same The two conditions are not cumulative.
target. Combat Skill is not added to the hit rolls when Gun
Slinging. Panic Fire
A figure firing a Pistol may Panic Fire the weapon. The
Target Selection figure receives 1 additional shot but the Pistol is not
When shooting as part of an activation, a firing figure is usable for the rest of the battle.
always turned to face the target, putting the target in the
If Gun Slinging, either or both may be Panic Fired.
center of their Arc of Fire. Player-controlled characters must
shoot at the closest target within 3" and may otherwise
Crouching
select any target.
Terrain pieces that are no larger than a human figure allow
Targets must be within weapon range. a figure to Crouch if they are in contact and the Line of
Sight crosses part of the terrain feature. Such features are
Enemies will always try to target the easiest target to hit,
usually barrels, crates, boulders, or similar.
followed by the closest target. Select randomly, if needed.
Crouching is automatic and does not take an action. It does
Weapons with multiple shots select an initial target
not inhibit actions in any way.
and may then allocate additional shots to that target or
to targets within 3". Enemies will always try to hit the If a ranged Hit strikes a Crouching character, roll 1D6.
most targets possible and allocate excess shots to the On a 5-6, the terrain feature is blown to pieces but the Hit
initial target. is negated.

7 August 2024
Combat Evolution

Firefights Brawling Combat


When shooting at a target, a Firefight occurs if ALL of the
If two opposing figures contact each other while moving,
following conditions apply::
a Brawl is resolved immediately.
1. The firer is within the target’s Arc of Fire and weapon
Each character selects the weapon they want to use.
range.
Roll 1D6 + Combat Skill for each figure. Add +1 if using
2. All shots missed and at least one rolled a natural 1
a Pistol and +2 if using a Melee weapon. The enemy will
to Hit.
always opt for the weapon with the highest bonus.
3. The target is not Stunned or Shocked.
• The figure with the highest score inflicts a Hit with
If a Firefight occurs, the target may immediately fire on the the selected weapon.
attacker. The target turns to face the attacker (but remember
• On a draw, both sides take a Hit.
they must have had the attacker within their Arc of Fire to
begin with) and then fires normally. This is done even if • A natural 6 on the attack roll inflicts a Hit
other targets are closer. automatically. This is in addition to any Hits inflicted
if the figure wins.
Firefight attacks hit only on a natural 6 and can in turn
spawn Firefight attacks of their own. • A natural 1 is a fumble and the figure takes a Hit
from their opponent. This is in addition to any Hits
If multiple figures are all eligible to conduct a Firefight attack
suffered if the figure loses.
(usually due to weapons with multiple shots), only one may
do so. The enemy always uses the closest eligible figure. Figures with no suitable weapon can improvise. They add
+0 and strike with Damage +0.
Player characters may choose not to engage in Firefights,
but the enemy will always do so.
Following Up
A figure that eliminates its opponent may Follow Up. The
Lunging
figure can move 2" in any direction and may enter another
Some figures may Lunge if ALL of the following conditions
Brawl, if able.
are met:
If the opponent was pushed back but not eliminated, a
1. They are fired upon and the firer is within the base
Follow Up move is not permitted.
move distance of the target.
Note: As figures taking hits are pushed back, two figures
2. All shots miss and the target is not Stunned or Shocked.
cannot be left in contact with each other. In some cases
3. The target has a Melee weapon OR lacks a ranged a figure may be unable to be pushed back because they
weapon. are pushed into a corner. If so, fight another combat
immediately. The trapped figure will have to fight until
If eligible, the target immediately takes a normal move to
they push away their opponent or dies.
enter Brawling combat.
Player characters may choose not to Lunge. The enemy will Engaging while Stunned
do so if their bonus to Brawling combat rolls is equal or As you cannot Move and take a Combat Action while
superior to the target or they lack any ranged attacks. Stunned, player characters and most enemies cannot
move into Brawling combat if they are Stunned when they
activate. However, enemies with Aggressive, Beast and
Rampager AI are allowed to do so, and suffer no penalty
for doing so.

8 August 2024
Combat Evolution

Stun and Shock Stun


A figure moving to engage a Stunned or Shocked If a figure is Stunned, they may either Move OR take a
opponent (see Rolling for Damage, below) receives a Combat Action on their turn, but cannot do both.
+1 bonus to the die roll. Shocked combatants cannot
A figure can have only one Stun marker. Duplicate markers
inflict a Hit if they win, but will still inflict Hits if they roll
are ignored.
a 6 or their opponent rolls a 1.
After the figure activates, the Stun marker is removed.

Shock
Taking Damage Shocked figures (see Rolling for Damage, above) ignore
Stun markers.
Luck
A figure with Luck receives a Luck roll when they are hit. If a figure is Shocked when they activate, they must act as
follows:
• On a 1-3, the Hit applies normally.
• If they are in the open and within Line of Sight of
• On a 4-6, the Hit is negated and 1 point of Luck is
enemy figures, they must move towards the closest
used up.
terrain where they would obtain Cover.
This is done before making Saving Throws.
• If they are in Cover and within Line of Sight of enemy
Luck is restored after the end of the battle. figures, if they can move in such a way to break Line of
Sight from at least one enemy, they must do so.
Saving Throws
• In all other circumstances they remain in place.
Figures with a Saving Throw roll 1D6 when they take a Hit.
Shocked figures do not take a Combat Action.
• If the die is equal or above the Saving Throw score,
the Hit is negated. After the figure activates, the Shock marker is removed.
• If the die is below the Saving Throw score, the Hit
connects normally and the Damage roll is made.
If a figure has more than one Saving Throw, they receive
a single roll equal to the best available Saving Throw,
improved one step.

Rolling for Damage


For each shot that Hits, roll 1D6 and add the Damage
rating of the weapon.
• A score above the Toughness of the target (or a
Modiphius Entertainment Ltd., 39 Harwood Road,
natural 6) produces a casualty and the target is London SW6 4QP, United Kingdom
removed from play. [email protected] • www.modiphius.net
• A score equal to the Toughness score pushes the Five Parsecs from Home and all characters, underlying game
systems and mechanics are copyright works © 2024 of Modiphius
target 1" directly away from the attacker and Entertainment Ltd. All rights reserved. The Modiphius logo
Shocks them. is a registered trade mark of Modiphius Entertainment Ltd.
Any trademarked names are used in a fictional manner; no
• A score below the Toughness score pushes the target infringement is intended. This is a work of fiction. Any similarity
1" directly away from the attacker and Stuns them. with actual people and events, past or present, is purely
coincidental and unintentional except for those people and
A figure can only be Shocked or Stunned once. Ignore events described in an historical context. Any unauthorised use of
duplicates. Shock takes precedent over Stun. copyrighted material is illegal.

9 August 2024

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