5LFTB - Rules Modifications

Preparation Step 5b (p.86)

Step 5b : Enemy Threats

The enemy may be on the move !

Roll D100 for each Threat, highest values first.  Add +5 for each turn that has passed since this Enemy Threat was fought (via this step, or voluntarily).  Add +10 for each consecutive turn the heroes spent entirely in a Settlement (without any Travel), and +20 for each consecutive turn spent Resting Up.

If the result is 90 or more, that Enemy Threat materialises (do not continue to roll for any others).  The player can choose another Threat by spending a Story Point.

Proceed to p.97 to determine the nature of the Enemy Threat; it is of course up to the player if he wishes to challenge the foe.

Note that this modification does not prevent the player from choosing to battle an Enemy Threat at the start of the Adventuring Stage.

 

Enemy Threat End Goal Table

On a D6 roll of 6, the Overarching Goal is "To destroy a settlement".  The consequences of failing to Achieve the Objective are to consider that a roll of 70-73 has been made on the Enemy Plans Table (p.207).

 

It took me some time to realise that the choice to "Battle an Enemy Threat" was an action, and not, except for a very small number of possible campaign events, a reaction. The mechanisms involved here do not seem as smooth as everything else; it seems strange to choose to battle an enemy threat, and then decide what it actually is.  Also, this rule modification makes the Threats more active in the campaign, and also prevents the heroes from resting or preparing for too long. Modifying the End Goal Table also increases the possibility of settlements being destroyed, which is one of the two conditions for losing a campaign. 

 

Melee Combat - Step 2 : Select Tactic

- If the choice is made to Fight Defensively, the character cannot become the Attacker even if he or she wins.  This generally means that all three exchanges will be fought out.


Stunned

- A character who is Stunned outside of Melee Combat (notably, through the effects of shooting), remains stunned until the end of their next activation. When a character who activates is Stunned, they may not take any actions.

-  A character may spend a point of Will to remove the effect of Stunned, just as they can during melee combat.

-  A character who is Stunned cannot act as an ally to offer a Combat Bonus.  Such a character may, however, still claim such a bonus.


Hero Advancement

-  The information on p.193 is slightly altered as follows :

After each Encounter, each Hero earns Experience Points (XP) as follows: 

Took part in the encounter : +1 XP

Enemy Leader (Sergeant, Lieutenant or Captain) slain : +1 XP awarded to the Hero delivering the killing blow.

Unique Foe slain : +2 XP awarded to the Hero delivering the killing blow

Heroic slayer : Distribute XP equal to the Reward rating of the Aberration slain.

Achieved Objective or Held the Field * : +1 XP awarded to all Heroes left on the table

Held the Field : +1XP awarded to any one Hero that took part, of the player's choice (generally the hero whose actions were the most epic !)



Follower Advancement

A Follower who is promoted to Hero, by whatever means, may also choose a Proficiency.

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