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5000 Ad
5000 Ad
The Basics
What is it?
5000 AD is a tabletop skirmish game set in the not-so-distant future. Players
control the crew of a small space craft as they explore strange worlds and navigate
through the void. The game is designed for use with 28mm miniatures, customary
distance measurements (inches), and 6-sided dice (referred to as d6). Individual
characters are referred to as “units” by the rules. All of a player’s characters make
up his “crew”
Sequence of Play
At the beginning of each game, each player adds d6 to their Reflex value of each
individual character. Each character’s roll is separate. It may be handy to make a
chart to keep track of whose turn it is to move. If Reflex values are equal, each
player takes turns activating one unit at a time of their choice.
Attribute Check
An important aspect of 5000 AD is the attribute check. These checks are made
during certain actions which rely on a character’s quality. To make a check, the
player rolls a d6, and then subtracts that number from 7. If the remainder is less
than the attribute the check is made against, the check is a success. Otherwise, it is
a failure.
Unit’s Turn
During their turn each unit may spend Action Points in order to perform various
actions. The unit may only spend as many AP as they have unless otherwise stated.
A player must announce what action the unit is taking before beginning the action
(that includes measurements!). The available actions and their AP costs are:
• Move (1 AP)
The character moves up to his Quickness value in inches. This movement can
be in any direction or pattern. Doors and gantries (unless locked) have no
effect on movement speed. Climbing a ladder takes 1” of movement.
Movement must be measured from one point on the base.
o Moving twice in one turn conveys the Moving Target to-hit modifier.
• Jump (1 AP)
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to whatever is below (if anything). For every 3 inches fallen, the unit takes a
S4 hit.
• Climb (1 AP)
The unit may climb up 3” of any surface. If the climb is less than 3”, the unit
must still end this action at the top. Unlocked bulkheads do not effect this
movement.
• Go Prone (1 AP)
The unit ‘hits the dirt’ in an attempt to avoid being shot, gaining the prone
modifier. A prone unit may move up to half of their quickness. Only prone
units may enter vents.
• Shoot (1 AP)
The unit takes a few shots with his ranged weapon or throws something.
Units may only shoot at targets that they can see (or are otherwise aware of).
The unit must take a Gunning check. Several modifiers can affect this roll
(see in Table 1a). If passed the shot hits. The hit unit may then attempt an
Endurance check for halved damage. Any unit that is hit immediately goes
prone.
• Charge (1 AP)
The unit runs up to its Quickness value in any direction or pattern in order to
close for melee combat. After the movement is
resolved, a round of combat ensues. Both players Table 1b: Melee
roll a d6 and add their Melee value for each of Modifiers
their weapons plus any bonuses from weapon Every 6 rolled (+1)
Every 1 rolled (-1)
2 Prone (-1)
Charging (+1)
Higher elevation
(+1)
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type. Certain modifiers affect these rolls (see Table 1b). The values are
compared and the highest in each ‘set’ scores a hit. The hit player may make
an Endurance check for halved damage.
o Units may not charge while in base contact with an enemy unit.
o Units that charge and fail to make base contact are distracted
Hack computer 4 AP
The unit interacts with something in the
environment. Needless to say this is not a set AP
action, nor does it have fixed results; however, there are some major
common interactions which will be covered in Table 1c.
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The Crew
Unit Attributes
Every unit has the following attributes. Their names are fairly self-explanatory.
• Strength • Intelligence
• Endurance • Gunning
• Quickness • Melee
• Reflex • Health
Races
The main function of race in 5000 AD is to set base stat-lines for all of the unit’s
attributes along with some special abilities. Further races may be implemented
later.
• Human
A S E Q R C I G M H
P
Basic Statline:
2 3 3 3 3 3 3 3 3 6
Professions
Pretty much everyone who winds up in outer space does so for a reason. That
reason is usually his or her own particular set of skills. Each of your crewmen has a
specific job that they are assigned aboard the ship. This job provides a certain skill
set which is portrayed in the form of stat bonuses and abilities. No profession should
appear twice in one crew.
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Special Ability: Crewmen within 6” of the Captain can use his Courage for any
Courage check.
The captain of any ship, no matter how insignificant, must still be quick
thinking and brave.
Veterans of the final frontier, spacers are dexterous and adaptable in any
conditions.
Special Ability: This unit remains in play for one turn after reaching 0 Health.
Security Officers are the muscle of the space ship. These guys get things
done.
Deadly accuracy is the name of the gunner’s game. Shooting the ship’s guns
has its perks.
Special Ability: Nullifies one injury in the post-battle sequence when this unit
is uninjured
The cosmos are a dangerous place but at least with a doctor along, it’ll just
leave a scar.
Special Ability: You may reroll one trade item when offered at the market
There’s much wealth to be had if one is willing to look. Prospectors are more
willing than most.
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Weapons