# Paranoia: Five Clones From Alpha Complex tags: #game/wargame/paranoia-five-clones ![[Paranoia - Five Clones from Alpha Complex (cover).jpg]] **Publisher:** Modiphius Entertainment **Designer:** Ivan Sorensen (Nordic Weasel Games) **Release:** Early 2026 ## Summary _Paranoia: Five Clones From Alpha Complex_ is a miniatures skirmish game that revels in the futility of mortal existence. Designed by Ivan Sorensen—the mind behind the procedurally generated solo engine _[[Five Parsecs from Home]]_—this game drags that solitary system kicking and screaming into the dystopian satire of Alpha Complex. Players control a squad of "Troubleshooters" (expendable clones) tasked by The Computer to hunt mutants, terrorists, and traitors. The irony, of course, is that the players _are_ the mutants and traitors. While ostensibly a cooperative game against an AI-controlled enemy, the game is marketed as "The Uncooperative Miniatures Game." You are expected to complete the mission, but you are incentivized to ensure your teammates meet unfortunate accidents along the way. It is a procedural generator for anxiety, backstabbing, and bureaucracy. ## Core Mechanics The mechanics are of particular interest, as they adapt a survival-focused solo engine into a competitive "bucket of crabs" scenario. ### The D6 Engine The game utilizes the core engine of _Five Parsecs from Home_, which is built entirely around standard six-sided dice (**d6**). - **Resolution:** Most actions are resolved by rolling a d6 and adding a relevant skill modifier (usually +0, +1, or +2). Meeting or beating a Target Number (often 6) results in success. - **The Reaction System:** Unlike the rigid "I go, You go" turns of lesser wargames, the turn sequence often relies on a Reaction roll (d6 vs Initiative/Reaction stat) to determine which specific models can act before the enemy AI triggers. - **Combat:** Combat is fast and lethal. A typical attack involves rolling to Hit (d6 + Combat Skill). If successful, the attacker rolls to Wound (d6 + Weapon Damage) against the target's Toughness. Armor saves offer a final, often futile, hope of survival. ### The "Paranoia" Twist Where _Five Parsecs_ focuses on long-term campaign survival, _Five Clones_ focuses on attrition and betrayal. - **The Clone Stack:** Characters do not simply "die." Each player has a stack of **six lives** (one active clone + five replacements). When a clone is vaporized, the next one is deployed, often with a fresh loadout but the same memories. - **Treason & Objectives:** The game uses a procedural Mission Generator (tables upon tables of random misery) to set the stage. However, players have conflicting Secret Society objectives. Mechanics are included for "accidental" friendly fire and reporting other players to The Computer to gain status. - **Mutant Powers:** A d6 table-driven system for 50 different Mutant Powers allows players to warp reality, usually at the cost of being branded a traitor if witnessed. - **The AI:** The enemies (bots, aliens, or High Programmers) are controlled by a flowchart behavior system (AI), meaning no Game Master is required. This leaves the players free to focus their cognitive cycles on betraying one another. ## Editions and Lineage _Paranoia: Five Clones From Alpha Complex_ is a standalone title released in 2026. It is not an edition of the Tabletop RPG (TTRPG), but rather a spinoff wargame. - **Relation to** _**Five Parsecs from Home**_**:** It uses the "Third Edition" (Unified Space) engine of _Five Parsecs_ as its chassis. The primary change is the shift from a "crew survival" loop to a "clone attrition" loop. The economy of scavenging for ship parts is replaced by an economy of clearance levels and requisition forms. - **Relation to** _**[[Paranoia]]**_ **RPG:** It draws thematically from the current _Paranoia: Perfect Edition_ (and previous editions like _XP_), utilizing the same lore, clearance levels (Red, Orange, Yellow, etc.), and satirical tone. However, it replaces the RPG's narrative-heavy, GM-fiat mechanics with hard wargame rules. You cannot talk your way out of a dice roll here, though you can certainly blame the dice on communist sabotage. ## References - [Official Product Page - Modiphius Entertainment](https://modiphius.net/products/paranoia-five-clones-from-alpha-complex-book "null") - [Designer's Announcement - Nordic Weasel Games Blog](https://nordicweasel.posthaven.com/five-clones-from-alpha-complex "null") - [News and Overview - OnTableTop (Beasts of War)](https://www.beastsofwar.com/modiphius/paranoia-rpg-wargaming-new-rules-minis/ "null") - [Community Discussion - Reddit r/ParanoiaRPG](https://www.reddit.com/r/ParanoiaRPG/comments/1ookw9l/paranoia_miniatures_game_from_modiphius_paranoia/ "null") - [Retail Listing and Release Data - Game Nerdz](https://www.gamenerdz.com/paranoia-five-clones-from-alpha-complex-hardcover "null")