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Some pics of my Marines fighting some heretic militia above.
Super excited to keep the campaign going!
I've been experimenting with a way to play Five Parsecs from Home on a very small 10×10 grid, using the PlayGrid system.
The idea isn't to create a simplified version of Five Parsecs or change its combat system. I want to keep as much of the normal game as possible — crew, weapons, enemy AI, cover, line of sight, Brawling, objectives, campaign, etc. — and only replace the spatial/measurement layer so a battle can fit on a genuinely portable board.
After trying several conversions, the mnemonic I'm currently testing is:
“Half to move, thirds to measure.”
Movement
Distances / ranges
Grid rules
I'm deliberately using a different scale for movement and range. A straight mathematical reduction made long-range weapons cover almost the entire 10×10 board and compressed a lot of the positioning decisions. The current approach keeps normal troops moving around 2 squares while giving pistols, rifles and long-range weapons meaningfully different areas of influence.
Terrain density also seems particularly important. My current assumption is that a 10×10 battlefield should contain enough blocking terrain that you normally can't draw a completely clear LoS from one deployment side to the opposite side.
I've run a fair number of conceptual/simulated battles with different enemy behaviours, weapon ranges, objectives and terrain densities, and it looks surprisingly promising. But I haven't properly playtested it yet, which is why I'm posting here.
I'd especially appreciate feedback from experienced Five Parsecs players:
What do you think would break first?
Are there weapons, enemy types, deployment rules, missions or special situations where this conversion would cause a serious problem?
If the idea survives that criticism, I'll print the prototype and start doing actual campaign battles on it.
What do you think? Is it worth continuing to work on it?
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.
In January last year, I decided to complete all 17 Elite Ranks in Five Parsecs and, because the rulebook says to send Modiphius proof, I started recording them like a neeerd.
We are now here, 85 weeks later, averaging 3 battles a week and christ... It's still great! I'm having a great time 😁 I've chucked basically everything from the Compendium that I think I'll remember and am still looking for increased difficulty spikes.
This is basically an appreciation post, this game remains brilliant. Here's to 500-odd more 😁
Got a celebration four-way battle video that you can find here, and the whole playlist if you work at Modiphius and want to regret joking about proof right here, ya cowards!
I would say ask me anything, but I genuinely don't think I've actually learned anything about... Anything, really 😛
Still a few more assembled models to paint! Want to add to it some more though; different ancestries, some generic mooks, an ogre or two, and maybe a couple druid-ish spellcasters. =)
Characters kitbashed from a variety of Oathmark, Frostgrave, Stargrave, and other misc. bits.
How would you represent your team having power armour, rather than basic trooper armour? My first instinct would be to give them a 3+ save but maybe increase spawns to compensate?
Curious if anyone has tried this!
Here is a link to my latest video, It's a unboxing video of what I got for my Five Parsecs from home up coming campaign
New player here, read through the tactics rulebook but haven’t had the opportunity to play yet. How does the game “feel” compared to games like Legion or 40K? Are there any analogues? What does it do well or poorly in your opinion? Bored at work and want something to look forward to later. Thanks all
Fireteam 1 and 2 + Squad leader and Platoon sergeant. I'm 3 missions into the campaign which explains why fire team leader 1 is a blue lizard. Can't wait to see what the squad's gonna look like by mission 12
Most likely going to end up in a Stargrave campaign but some will find their way over to Parsecs
Just wanted to share these finished Frostgrave Cultist Knights. They were a lot of fun to paint. Lots more pictures here if your interested including comparisons to other Frostgrave mini's - https://rogue-gamer.blogspot.com/2026/08/frostgrave-cultists-knights.html
u/veiledspace is creating a new 5 Parsecs variant for Modiphius and I'm participating in the playtest.
In Playtest Phase 2 one new feature are Incursions - multi-map events where the titular bounty hunter has to sneak or fight to get through multiple rooms. This is my first attempt at such an incursion.
Please note that this video is not meant to teach any rules, just give a general feel for the new battle mode. This is still in playtest and rules may change considerably until release.
I'm playing Tactics with 27mm minis and am looking to expand into vehicles. I'm curious what other have used for their base sizes or what folks recommend.
Tactics is my first non-board war game so I'm unsure what sizes fit the best for combined arms.
I'm thinking of using Star Wars Legion vehicle sizes, maybe 50mm for the light vehicles/Heavy Bots, 70mm for walkers, 100mm for small-med tanks, and possibly 150mm for heavy tanks?
I don't have any official Star Wars Legion minis nor do I play, but most of my minis are in Legion scale as it's easy to find minis/terrain online for it. I could base it off their system but I only have a 4'x3' game area and wasn't sure if it would feel too tight.