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Star Wars 5 Parsecs Home Conversion Guide

Five Parsecs from home - Star Wars conversion

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Daniel Brenner
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100% found this document useful (1 vote)
680 views3 pages

Star Wars 5 Parsecs Home Conversion Guide

Five Parsecs from home - Star Wars conversion

Uploaded by

Daniel Brenner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

5 Parsecs From Home Star Wars Conversion

Primary Alien Conversions to Star Wars species


● Engineers → no conversion needed, many different species
● K’Erin → Trandoshans
● Soulless → Any species, just with cybernetic upgrades
● Precursor → Kaminoans? Possibly other species
● Feral → Wookies
● Swift → Mandalorians
● Krag → Ewoks
● Skulkers → Bothans
Strange Character Conversions
● Deconverted → as soulless, but with many more augmentations
● Unity Agent → Empire officer that is sympathetic to jedi and the rebellion
● Mysterious past → any generic species
● Hakshan →
● Stalker → stronger Bothans
● Hulker → stronger Wookie, possibly other species
● Hopeful Rookie → no conversion necessary
● Genetic Uplift → as Soulless
● Mutant → any generic species
● Assault bot → no conversion necessary
● Manipulator → any multi-armed species
● Primitive → any species
● Feeler → any generic species
● Emo-Suppressed → any generic species
● Minor Alien → any generic species
● Traveler → any species
● Empath → any generic species
● Bio upgrade → as Soulless

Starting Crew limitations


● You may pick your starting crew however you like, including handpicking everything, with
the following limitations;
● Max 1 Strange Character
● Max 1 bot
● Max 3 Primary Aliens
● Normal psionic rules for crew members (p17-20)
New Enemy Categories
I’ve made 3 new categories for enemies. How this works is you roll for enemies like you
normally would. Then, once you’ve determined what enemy you will be facing, decide which of
these 3 categories they should belong to based on what fits the current narrative. I made this
change specifically to fit my narrative of the Empire hunting down Jedi, but then the idea of
Scoundrels just seemed fitting.
● Rules as Written (self explanatory)
● Scoundrels
○ This only affects the legality of psionics (see next section). Scoundrels would be
as the name suggests; they have no ties to the Empire, but may want to take
advantage of the high bounties the Empire would pay for a rogue Jedi.
● The Empire
○ Rivalries with the Empire enemies are tracked separately from other rivalries.
Treat rivalries with the Empire as “wanted levels,” where it represents how much
attention your crew has gained from the Empire. It is possible to have multiple
Empire rivals.
○ Roll separately for checking for Rival attacks. Roll for Empire enemies before you
roll for other rivals.
○ All other official rules still apply to empire rivals, but Empire Rivals are not any
specific enemy type. Instead, if you need to face a prior Empire Rival or an
invasion from an Empire enemy, handpick an enemy type that is appropriate to
the narrative and situation
○ Once you have at least 1 Empire rival, all Empire enemies gain the Invasion
keyword on subsequent rounds
○ When checking for Invasion for an Empire enemy, add +1 for every additional
Empire Rival
■ Example: If you have 2 Empire rivals, add +1, +2 for 3 rivals, etc.
○ An invasion from the Empire represents an Inquisitor pinpointing your location.
Play out the invasion using the official rules. When playing the flee the invasion
battle, handpick the enemy type to represent Purge Troopers and an Inquisitor.
Psionic Changes
● Psionic legality
○ Instead of applying legality to a planet, legality is determined by the type of
enemy in each battle
■ Empire: if psionics used, add +1 to checking for rivals and +1 to checking
for invasion
■ Scoundrels: use “Outlawed” rules for psionics
■ Rules as Written: use “Who Cares?” rules for psionics

Common questions

Powered by AI

The new enemy categories influence the legality of psionics by varying the consequences and gameplay dynamics for each enemy type. For Empire enemies, using psionics increases the likelihood of attracting rival and invasion attention, adding +1 to checks for rivals and invasion. Scoundrels apply ‘Outlawed’ rules for psionics, reflecting their potential to exploit Empire bounties on rogue Jedi. For 'Rules as Written' battles, psionics are treated with a 'Who Cares?' attitude, indicating no legal consequences .

Designating enemies as 'Empire' or 'Scoundrels' introduces different narrative dynamics. The 'Empire' enemies directly incorporate the theme of Jedi persecution, emphasizing high-stakes tension as players navigate rivalries and avoid invasions. Conversely, 'Scoundrels' operate independently, motivated by profit, which adds layers of unpredictability and potential alliances or betrayals. These categories allow for varied story arcs, influencing players' decisions and game atmosphere .

Limiting starting crew compositions, such as allowing only one Strange Character and a maximum of three Primary Aliens, encourages strategic diversity and personalized storytelling from the initial choice. These limitations compel players to think creatively about their crew's capabilities, their narrative function, and how they will approach challenges in the game. It promotes balanced and diverse crew dynamics, thus enriching the tactical depth and thematic alignment with the Star Wars universe .

The psionic rules directly shape player strategies by imposing differential consequences based on enemy type engagement. Against Empire foes, psionics increase rival and invasion risk, thus discouraging overt use, while Scoundrels operate under 'Outlawed' conditions, implying clandestine or restricted use. The 'Who Cares?' approach with other enemies provides flexibility, allowing players to tailor strategies to the threat context, enhancing strategic depth and tactical planning .

Players should consider that once they have at least one Empire rival, all Empire enemies subsequently gain the Invasion keyword, which increases the narrative pressure on the crew. Each additional Empire rival increases the likelihood of an invasion, requiring players to strategically manage their encounters and ensure their crew's location isn't easily trackable by Empire forces. Players must weigh the risk of using psionics and managing rivalries to minimize the chance of an Inquisitor pinpointing their location .

Handpicking crew components within specified limitations empowers players by allowing control over their team's makeup, enhancing personalization and strategic alignment with gameplay goals. The limitations ensure balance and fair play, maintaining challenge and immersion. This balance between choice and constraint supports engagement, compelling players to make thoughtful decisions that enhance their narrative and emotional investment in the game .

Classifying 'Unity Agent' as an Empire officer sympathetic to Jedi introduces potential for subversive storylines, where imperial restrictions clash with clandestine support for rebellion. Meanwhile, categorizing 'Stalker' as stronger Bothans aligns with the notion of intelligence and espionage in Star Wars, allowing players to engage with mechanics emphasizing stealth and strategic subterfuge, enhancing narrative depth and gameplay engagement .

Separate rivalry tracks for Empire enemies allow for layered narrative development and a focused strategy for players. Distinctively tracking 'wanted levels' against Empire reflects a crescendo of danger and narrative tension, paralleling the hunted status of Jedi in Star Wars. Strategically, it necessitates careful planning to avoid escalating 'wanted levels' while pursuing objectives, thus requiring players to manage risk and resources prudently within the game .

The 'Invasion' scenario precipitates high-stakes gameplay, with significant narrative tension as players face targeted attacks by Empire forces, including Inquisitors. This scenario forces players to employ strategic planning and resource management to escape, enhancing narrative drama and urgency. The invasion's unpredictability can lead to varied outcomes, influencing the broader storyline and players' future interactions with the Empire in subsequent sessions .

The conversion of alien species such as K’Erin to Trandoshans and Feral to Wookies integrates seamlessly into the Star Wars universe by matching similar characteristics between the species, thus enhancing thematic continuity. These conversions employ recognizable Star Wars species which align with players' narrative expectations of the universe while preserving the gameplay mechanics of '5 Parsecs From Home' .

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