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==Splatbooks== As with any good splatbook, each non-adventure module adds new races, equipment and vehicle options. Most of them also add modular encounters which can be squeezed into any other adventure without too much trouble, or even strung along together to manufacture your own adventures. ===Universal=== *'''Collapse of the Republic''' - A "sequel" to 'Rise of the Separatists' below, covers happenings and characters towards the end of the Clone Wars. Includes new career/spec options such as [[Only War|ARC Troopers, Clone Commander, Clone Veteran,]] [[Space Marines|Death Watch Warriors]], and [[witch|Nightsisters.]] Species include (if Nightsisters weren't enough of a clue) Dathomirians, Harch (spider people), and Karkarodon (shark people). Jedi Knight [[butthurt|(never a Master)]] Anakin Skywalker is going to be one of the NPCs statted out and guidance on running your story through Order 66 and beyond will be provided. *'''Dawn of Rebellion''' - The first book designed for use with all three games. New talents and species for players, plus material for running games in the just-before-''A New Hope'' era showcased in ''Rogue One'' and ''Rebels'', as well as stats for most of the characters (including Vader's first official stats) and vehicles from both (including the fucking '''Death Star''') and '''six''' universal specializations. Despite being teased for years it was only released in 2018, allegedly thanks to Disney's canon police forcing them to wait until the last season of ''Rebels'' was finalized to avoid conflicts. *'''Rise of the Separatists''' - The rumors of FFG branching out into the prequels for more Star Wars material to sell were true after all, although this book seems to be focusing more on the CGI cartoon than the movie trilogy. Featured species of Clone, Geonosian, Kaminoan, and Umbaran; Class/Specializations of Jedi Knight and Padawan, and several types of Clone Trooper. The product preview on FFG's website provides a clipped stat-block on Kenobi in his prime and Dooku, the main nemesis of the cartoon show, so expect similar treatment for prominent characters, locations, and equipment from the show. According to Amazon it'll be released on May 10th. ===Edge of the Empire=== *'''Star Wars: Edge of the Empire Core Rulebook''' *'''Class Books''' **'''Enter the Unknown''' - rules for Explorers. Lots for players, less for GMs than other books. **'''Dangerous Covenants''' - rules for Hired Guns as well as help for GMs running military campaigns that don't focus on adventures from job to job. Adds A LOT of weapons, from mini-guns and grenade launchers, to retractable forearm blades, and Vibro-''greatswords''. **'''Far Horizons''' - rules for Colonists, adding rules for running your own business/homestead giving you an upgrade-able base of operations and working off-screen jobs to generate cash in the long term, as well as adding rules for allowing non-combat characters to shine and use their skills in ways more than simply "roll profession" checks. **'''Fly Casual''' - rules for Smugglers, but also adding lots of additional rules for Slicing and Astrogation, giving those very situational skills much needed breadth and allowing characters to do more with it rather than just "yes/no" rolls. **'''Special Modifications''' - Source book for technicians and expands on how much they can expend to be paid for certain jobs in encounters. Adds ''A LOT'' of new modifications for not only character gear but also vehicles along with rules for crafting weapons, droids, gadgets, and cybernetics (this being the most disappointing table with its lack of variety). Bonus points for the inclusion of slicing encounter rules (pg. 86 for those interested). In short, probably a '''must have''' for DMs(GMs) and any technician worth their salt. **'''No Disintegrations''' - rules and goodies for bounty hunters, including the iconic suits of Mandalorian Armor. Covers guild membership in a lot of detail, and the pros and cons of going freelance. Adds rules for investigations and gaining reputations which provide tangible benefits, as well as a very informative table on bounty pricing and adjustments based on conditions or the PCs credentials. *'''Adventure Modules''' **'''Beyond the Rim''' - First adventure supplement, covering a treasure hunt for a lost clone wars starship. **'''Jewel of Yavin''' - Another adventure supplement that centers around a jewel heist. **'''Mask of the Pirate Queen''' - get involved with the Zann Consortium ''(from the video games)'' and attempt to overthrow a rival criminal faction. *'''Additional''' **'''Suns of Fortune''' - a gazetteer for the Corellian sector, and one of the modular encounters has rules for portraying Sabacc, incorporating various skill checks into influencing gambling rolls rather than just taking a "gambling check". **'''Lords of Nal Hutta''' - another gazetteer for Hutt space, and rules for Hutts as PC characters and plenty of rules for cybernetic enhancements. ===Age of Rebellion=== *'''Star Wars: Age of Rebellion Core Rulebook''' *'''Class Books''' **'''Stay on Target''' - sourcebook for Aces, also provides expanded rules for Astromech PCs & NPCs and what they can do with a starfighter, as well as rules for beast and wild animals. **'''Desperate Allies''' - the book for Diplomats, and provides a whole lot of social boosting gear and equipment. Also provides a few helpful tips on how to narratively deal with losing strain in social encounters without characters falling unconscious like they would in combat. Finally, includes rules for running your own base, which ironically is done in a more mechanically friendly manner than the whole of the Strongholds of Resistance sourcebook. **'''Lead by Example''' - Sourcebook for Commanders, one of the thinner books. It has rules for massed combat which gets boiled down to a more complicated skill check, rather than sitting down playing a war-game. The book also has rules for field equipment though, so you can create small bases and static defenses. **'''Forged In Battle'''- Source book for Soldiers. Also includes rules for gaining trophies and battle scars which provide useful benefits based on the narrative. **'''Fully Operational'''- Sourcebook for Engineers. Contains "Blast" weapons, explosives, and tools to deal with such, including a Demolitions Toolkit that can negate a Despair rolled while working with explosives (so a must-have item), as well as some entertaining toys like Droid-brain demolitions timers and personal-scale explosives that have planetary-scale damage. This book also contains crafting rules for vehicles through the steps of Frame, Engine, Hull, and Assembly. They work best for ships in the Sil 3-6 ranges (which are the sizes PC's interact with the most anyways). Having any Disadvantage left during the Assembly step almost guarantees your ship comes out "not looking like much" (your baby's gonna be ugly). **'''Cyphers And Masks''' - Source book for spies, <strike> with a guide and rules for crafting cover identifies and false personas </strike> not really, though there is a section for the sneaky skills and skill-roll purchase tables for each. It's a book of what you'd expect for spies, but probably not what you were ''hoping for'' considering the setting. Hard-bitten species, stealthy/intel-focused specializations, new poisons/drugs, and real-life espionage inspired gear like false teeth and things-hidden-in-things. The prize winners in this one are probably the ships (one Landspeeder and one Fighter, there are no other ships) which are very customizable with HP 5 and 4 respectively, and the vehicle attachments, which include an actual Klingon Warbird-style cloaking device. Occupying 4 HP, but only on Sil 3+ ships, if you can shave down or build around that cost you can make your fancy new Super Star Destroyer turn invisible. *'''Adventure Modules''' **'''Onslaught at Arda I''' - adventure supplement, involving helping the rebels hunt down an Imperial spy. **'''With Friends Like These'''- adventure supplement, detailing a rebel mission to build support and alliances to defend a world. More importantly it has info and rules for Mandalorians, so everyone can finally make that special snowflake Mando they've been dreaming up. *'''Additional''' **'''Strongholds of Resistance''' - A book about running your own Rebel base, providing several examples, what benefits they can provide a party and several mission hooks surrounding them. It only has details for one base you can build from scratch though, but the information can be easily used substituted for one of your own. The book also has a lot of rules for underwater gear, since its where they squeezed in the Quarren race and added lots of info about [[Trap|Mon Calamari.]] ===Force and Destiny=== *'''Star Wars Force and Destiny Core Rulebook''' *'''Class Books''' **'''Keeping the Peace''' - Sourcebook for Guardians. Adds two new lightsabers types and some new crystals, as well as a whole lot of other useful Jedi armour and gear. Adds rules for armor crafting too. **'''Endless Vigil''' - Rules for Sentinels. Adds guides and extra rules for encounters in cities; like fighting and evading people in crowded locations, or setting up intelligence networks. There's also rules for pod racing and lightsaber crafting. **'''Savage Spirits''' - rules for Seekers, adding rules for mounts and companion animals. **'''Disciples of Harmony''' - Sourcebook for Consulars. Adds more lightsaber crystals and attachments, as well as rules for crystals from evil lightsabers. Also includes rules for mentors/diplomatic conflicts, and LOTS of nonlethal weaponry. **'''Unlimited Power''' - Guide to Mystics, Adding trinkets and fetishes to help train and strengthen force connections, as well as rules for crafting force imbued items. Crafting rules use Advantage/Disadvantage to buy options as usual, but also adds Light/Dark Force pips (and even a few Dark pips almost guarantees your new item generates Conflict every time you use it). Cheapest Talisman ''does'' let you do a spacewalk naked though. Adds two new Force powers (Conjure and Alter), and a Signature Ability for re-rolling Force dice. **'''Knights of Fate''' - A ''very'' tight book for the Warrior Career, there's almost nothing that isn't useful in this one. Includes a specialization that gives Mace Windu's lightsaber fighting style (Sam Jackson not included). Adds the 'Guided' item quality to its ranged weapons, making character Silhouette actually matter. Be sure to check out the Mindful Assessment, Honored Titles, and Allies and Assets tables in the back. Adds the "Endure" Force power. *'''Adventure Modules''' **'''Chronicles of the Gatekeeper''' - follow clues given by a Jedi holocron and travel the galaxy in search of a missing Jedi Master and hopefully learn a new power. **'''Ghosts of Dathomir''' - a mysterious and powerful artifact suddenly surfaces on Toydaria, you embark on a journey into the lawless Outer Rim. Along the way youβll enter negotiations with a ruthless Hutt kajidic, experience relentless Force visions, and discover some of the darkest secrets of the galaxy. *'''Additional''' **'''Allies and Adversaries''' - A NPC codex/monster manual pulling from, adding to, and compatible with all of FFG's Star Wars game lines. Including stats for [[Waifu|Jyn Erso,]] [[Chaos|Emperor Palpatine,]] [[Awesome|Boba Fett,]] and... [[Furry|Ewoks.]] So FFG's adversary cards in book form. Be on the lookout for iconic and legendary equipment to round the characters and book out. **'''Nexus of Power''' - A giant gazette for worlds that are strong in the force, granting tangible benefits for when Force users spend time exploring them. It tries hard reconciling planets from the expanded universe and the new cartoon canon in a way that doesn't get too bogged down in details. {{Star Wars}} [[Category:Roleplaying]] [[Category:Star Wars]]
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