
Five Klick from the Wire Conversion
I've been working on a modern conversion of Five Parsecs, and have included it if people want to give it a try and give any feedback. This is an updated version with a few bug fixes.
It turns the game into a modern day Jagged Alliance esq game. You play as a team trying to restore order to a country subjected to turmoil by insurgents, militants and rebel forces (as either a military special operations team, spy agency's special activities team, or private military company).
It keeps the original game’s solo narrative skirmish engine, character progression, injuries, campaign turns, patrons, and emergent stories. Instead of planet hopping, it uses a map and map area concept from Five Leagues from the Borderlands, where you travel through a persistent country map of towns, villages, backcountry, contacts, and points of interest using a mobile FOB.
It incorporates a modified version of the Threat system from Five Leagues, called The Shadow War. This is three hostile factions such as cartels, insurgents, extremists, rogue forces, militias, or mercenaries. They operate across the map, build camps and safe houses, pursue plans, and grow stronger if ignored. Players gather Intel, take contracts, investigate sites, hunt HVTs, clear complexes, and conduct missions to reduce Threat Levels and dismantle enemy Threats.
Other mechanics are a basic and advanced Suppression system, and beaten zone. It also uses the Stealth Mission add on, which is incorporated right into the conversion.
The conversion requires the Five Parsecs core rulebook to play, as it is used in tandem with the conversion.
Any feedback would be appreciated. Classes being OP, or needing changes in stats, weapons needing tweaking, if there is a hiccup in campaign play, etc. I would love to be able to flesh this out, and make any necessary adjustments so it's an enjoyable conversion for everyone.