About to start our own 6 player campaign so have been thinking about this.
So the goals would be
1. every rebel player has a character they can level up.
2. maintain balance.
3. keep it simple
Now there are already rules from bringing in an ally. So I think what fits best with the above goals are:
1. Every rebel player picks a hero.
2. 1 rebel player per mission uses their skirmish character card without any buffs instead as an ally. They follow all rules for bringing in an ally. This role rotates with rebels choosing who plays as the skirmish hero, allowing flexibility if the rebels think a particular hero more useful for a particular mission, but in general each player must take this role in each general rotation.
3. During the reward phase, all rebel players receive all rewards (XP and money).
Now possible tweaks:
A. Campaign setup phase:
- Add side missions for all heroes played. Not sure if one each of the other side mission types should be added to keep proportions of each the same.
B. Mission phase:
- The player controlling the 'ally' gets one respawn (i.e. they get wounded). At this time, the imperial gains influence (based on ally cost) and an interrupt optional deployment. This hopefully prevents the 5th rebel player from being kicked out too early.
- Should the respawned ally and optional interrupt deployment get an activation? Should they only come in during the deployment phase? Presumedly the ally will respawn were they have fallen and be allowed one activation for that round in total. By default I'd let the imperial activate the same round.
- Should the imperial get an extra-open group? Probably not.
C. Reward phase:
- I suspect the 5th hero shouldn't get any money rewards as loot is shared and can be redistributed each mission. However, as there are items that are particularly useful to particular characters, more money might be needed by the rebels. Perhaps give the rebels get 450 credits (i.e. only 50% of money) whenever they are rewarded.
D. Heroes:
There are some heroes with abilities that don't work in non-skirmish:
- Mak's critical hit: usually requires opponent to discard a command card. Perhaps critical hit units can never be reinforced? Perhaps he becomes focused?
- Diala's shattering blow: usually costs a command card to activate. Give Diala one 'command card token' at the beginning of every odd round? Or just start with 3?
- Fenn's trooper assault: requires rebel troopers to be any good. Bring troopers?
- I would also allow the rebels to optionally substitute reward allies in place of their character allies if they want to minimise extra influence gained by the imperial player.
Feedback?