5 hero campaigns has been an ongoing discussion for some time. Most people recommend staying mostly within the rules and suggest having the 5th player control an ally or a 2nd imperial player. But those options are less fun for the 5th player, I wanted a 5th full hero so they can get the complete experience. There is nothing stopping it mechanically (tho you have to use something like a terminal for an activation), it is just a matter of tweaking existing elements to find balance.
These are the rules I am using:
-Heroes have -2 HP
-Threat Level increased by 1
-Starting Threat increased by the threat level (and perform an optional deployment)
-Open Groups +1
The -2 HP is to maintain the overall total HP of the group. Using the allies mechanic as a starting point, I asked myself "How much threat is a hero worth?" Obviously since a hero evolves, so should the threat. I came up with a combination of starting threat and incremental threat via increasing the threat level. The additional open group is for greater variety due to the increased threat. I have thought about tweaking influence, but since there isn't really a way to tweak it simply (+1 influence seems too much), I left it alone.
Now, I have played a solo campaign with these rules previously (It was a post Twin Shadows Base campaign), and the balance felt similar to the balance of a typical 4 player campaign.
So I felt confident introducing the rules to my game group and we started a Jabba's Realm campaign.
The heroes chosen were Vinto, Shyla, Murne, Davith, & Mak and I chose Nemeses, as I thought I could have fun with the additional threat. If I were super competitive, I would have chosen something else, because it is a rather strong group of heroes and I think Nemeses is more fun than powerful (but we will see). I chose Inquisitor and Boba Fett as my earned villains and loaded up my agenda deck with sets containing villains and threat generation/reduction. Now, I chose more expensive villians purposely due to the increased threat. Boba is definitely a risky choice, but I thought he might be decent in the end game. Not starting with a trooper villains makes it harder to use Inspiration, but I am bringing out Weequay Pirates a lot so it still works.
Intro: Trespass
This mission progressed almost exactly like it did in my solo 4 player JR campaign. I did have all but one hero wounded, but they still won fairly handily. The point at which they won and how the final tile played out was almost identical.
Side 1: Communication Breakdown (Leia)
We had played this mission in our previous campaign so it was a good comparison. Starting with 9 threat, gave me the opportunity to bring the Inquisitor out, although I decided I would bring him out after the first round instead of at the start. I deployed Weequay Pirates for 5 and then brought out the Inquisitor for 7 at the end of round. Inquisitor wounded 2 heroes and would have wounded a third if I got the cleave off, before falling to heavy focused fire. Rebels won by rushing Leia to the end, but all of the heroes were wounded. It again, played out similar to the 4 player game with Leia rushing the terminal at the end for the win.
I will continue to update as we play more, but I am pretty happy with the house rule set so far. I think the rebels do still have a slight advantage compared to 4p with these rules, but it is within normal mission variance so I am not too worried about it. We will see how the campaign progresses!
Edited by Deadwolf