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Star Wars Armada: Rebellion in the Rim Campaign Expansion
Star Wars Armada: Rebellion in the Rim Campaign Expansion

The galaxy is at war. The Galactic Civil War rages across the stars, nowhere more fiercely than the lawless Mid and Outer Rim. Newly promoted commanders lead their fleets to these systems, looking to make a name for themselves as they vie for resources, allies, and ever more control of the galaxy. As they grow in power, all suspect that a grand final battle is approaching in the Rim—one that will determine whether the growing Rebellion will be crushed under the fist of the Empire, or if the spark of hope will burn down the established power structure and allow a new age to begin.

War in the Rim
Rebellion in the Rim is an epic campaign expansion for Star Wars: Armada that takes two to six players to the farthest reaches of the galaxy, where they must fight for control of the territories and resources that may prove invaluable in the wars ahead. Using the innovative campaign mechanics first introduced in The Corellian Conflict, your team must choose to support the Galactic Empire or the Rebel Alliance over the course of multiple battles across the Rim. There, you might just earn enough campaign points to scatter the enemy forces and prove to your superiors that you are a credit to your faction, worthy of advancement and renown.

Rebellion in the Rim increases the strategic complexity of every battle in Star Wars: Armada, whether you favor campaigns or traditional play. With twelve new standard objective cards and eleven new campaign objective cards, every game has a vast array of new possibilities to explore. While completely annihilating your enemy’s forces would be ideal, it is often not necessary to achieve your strategic goal and puts your own crews' lives at risk. You must balance close-proximity dogfights and full fleet assaults with the goals of your operation to ensure that your side does not lose the Rim in exchange for a single victory.

With each new objective comes the chance to tailor a new team, specially assembled to take on the new challenges of this campaign expansion. You may be asked to take out a ship that is Marked for Destruction or be forced to face off against some Hired Scum. Whichever objectives you choose to pursue, you are sure to discover new ways to use your forces and sharpen your skills as a tactical commander.

Tactical Training
Across the Rim, you will encounter new obstacles to challenge your piloting skills and create an immersive gameplay experience as you maneuver through treacherous areas of space, filled with Exogorths, Purrgil, and Gravity Rifts! Unlike a typical game of Armada, the fleets locked in combat in Rebellion in the Rim may feature fleets of unequal power, ranging from small, mobile task forces to expansive team fleets. As you participate in these cosmic clashes, able to be played on a 3’ x 3’ area, you will gain experience to upgrade your own powers, until your adventure culminates in an epic, pivotal battle to determine the fate of your team and the destiny of the Rim.

The significance of each battle is fully felt as your ships may suffer permanent damage, as you add new vessels to your fleet, or when you lose vital allies in the chaotic firefights. But with each fight, you also have the chance to gain experience and learn from your mistakes and triumphs with brand-new mechanics for building your own unique commander. Rather than having a commander upgrade card attached to your flagship, you will name your own commander, adding them to your roster sheet, and choosing an ability like Repair Expert or Independent Raider to specialize your commander at the start of the campaign. Then, over the course of your battles, you can spend experience to keep developing that ability until your commander is a true master of their field.

Heroes on Both Sides
But there is more to building a successful fleet than heading it with a powerful commander. While the heart of Star Wars: Armada is the detailed miniatures of the galaxy’s largest ships, these vessels would be nothing without the brave men and women who operate and maintain them. When you assemble your fleet, Rebellion in the Rim gives you the option to improve your forces with 28 available upgrade cards, including iconic officers to tap the full potential of your forces. The Rebel Alliance gains the help of Mandalorian Sabine Wren, who can place a proximity mine to cut off an enemy’s route during the ship phase. Then, on the side of the Galactic Empire, the commander of the Inferno Squad, Iden Versio, lets her ship cancel one die when it evades. Alternatively, Iden can execute a one-time raid on an enemy ship, so long as she can maneuver into close range!

As you select the soldiers who will protect your interests in the Rim, this campaign expansion also presents you with eight unique squadron cards to help lead your fleet if you have the Rogues and Villains Expansion Pack in your collection. The Rebels will find no greater defensive force than the legendary Lando Calrissian , designed by 2018 Star Wars: Armada World Champion Nathan Coda. While he pilots the Millennium Falcon, Calrissian can set a chosen die to any face by discarding a defense token, and then keep that die protected from any further tampering by your opponent.

Otherwise, if you choose to lead the Imperial forces, you may upgrade your firepower by adding the fearsome attack droid IG-88B to their ranks. While the IG-88 has appeared in the Rogues and Villains Expansion Pack, the B-version increases your chances to land critical blows by replacing two of IG-88’s four blue dice with black dice. Beyond this, at the start of the Squadron Phase, IG-88B lets you toggle your activation slider to the activated side to perform anti-squadron attacks against each nearby enemy squadron. While these attacks are treated as obstructed, this move may prove invaluable if you find yourself surrounded by Rebel swarms. After all, if word reaches the Emperor that you lost a battle to a worthless troop of Rebel scum, the Rebels themselves will be the least of your worries.

Accept the Mission
A new challenge has been laid before you, and now is your chance to leave a lasting mark on the galaxy. Will you crush the Rebellion or liberate the galaxy? Jump through hyperspace and ready your fleet for the fight of a lifetime. The fate of the Rim is in your hands!

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46.50 €
Star Wars Destiny: Spirit of Rebellion Booster Pack
Star Wars Destiny: Spirit of Rebellion Booster Pack

The second set of booster packs for Star Wars: Destiny!

The Star Wars saga has always centered on the timeless struggle between good and evil. At different points throughout the saga, evil may be lurking in the shadows or controlling an oppressive, galaxy-spanning Empire. Yet there must always be balance in the Force, and whenever the dark side rises, a spirit of rebellion begins to light the way forward.

With the new Spirit of Rebellion Booster Packs for Star Wars: Destiny, 160 brand-new cards enter the game, incorporating elements from every movie in the saga, but with a special focus on the newest Star Wars movie: Rogue One. You’ll find plenty of characters from Rogue One within this set, including Jyn Erso, Chirrut Îmwe, Mon Mothma, and Director Krennic, alongside other iconic characters from across the Star Wars story. The spirit of rebellion has ignited—prepare to bring the feverish battles and kinetic action of Rogue One to your games of Star Wars: Destiny!

I Rebel
It’s not just new cards that you’ll find within the Spirit of Rebellion set. The focus of many dice has changed as well, introducing dice that are more tightly focused on a single strategy. This new strategic focus can be seen just by looking at Jyn Erso (Spirit of Rebellion, 44). Jyn’s die features two ranged damage results, two discard results, a resource, and a blank. Whether you’re looking to reliably strip cards from your opponent’s hand or deal ranged damage, you can count on Jyn Erso to frequently provide the results that you’re looking for.

As you aid the Rebel Alliance with Jyn Erso, you can also see her relentless drive and fearless improvisation represented by her ability—the cost of the first Yellow event you play each round is reduced by one. Obviously, this can save you a significant number of resources over the course of the game, and Yellow events are well known for their unorthodox, unexpected effects.

For instance, Jyn Erso might embody the reckless spirit of a certain smuggler when you play Never Tell Me the Odds (Spirit of Rebellion, 115). This event still costs two resources with Jyn’s reduction, but it effectively lets you make your own luck—you’ll simply choose one of your Yellow characters and turn any number of its character and upgrade dice to sides of your choice! And of course, this event and cards like it add another layer of consistency to the way your deck performs in every game.

Building a Superweapon
In her own words, Jyn Erso is a rebel. A rebel can’t exist in a vacuum, through. She needs something to stand against—someone to oppose, someone to battle. In Rogue One, this is none other than Director Krennic, the brilliant mind behind the construction of the first Death Star. While Jyn Erso has joined the Yellow faction with other smugglers, scoundrels, rogues, and dissidents, Director Krennic is firmly ensconced in the Red faction: the home of military law and strict order.

Director Krennic (Spirit of Rebellion, 3) is the consummate commander during your games of Star Wars: Destiny. With twelve health, he’s already harder to kill than most characters, and his die gives you a variety of offensive effects, including damage, disrupting your opponent’s resources, and discarding your opponent’s cards. What’s more, your enemies will quickly find that Director Krennic never fights alone. After you activate Director Krennic, if you control the battlefield, you can roll a Death Trooper (Spirit of Rebellion, 1) die into your pool. With a truly significant amount of ranged damage, even a single Death Trooper die could have a potent impact on the outcome of the battle.

As the Spirit of Rebellion set introduces dice that can offer more dependable results, you’ll find other cards that play off of the results showing on your dice. For instance, if your heroes are specialized in dealing ranged damage consistently, you may choose to launch a Rebel Assault (Spirit of Rebellion, 94). This event is free to play, and allows you to remove one of your opponent’s dice that is not showing damage—the only catch is that you must have one or more dice showing ranged damage to play this event.

You’ll find a similar take on the same idea with support cards like Your Eyes Can Deceive You (Spirit of Rebellion, 107). After one of your dice rolls a shield, you can exhaust this support to turn an opponent’s die to any side! If your deck focuses on shields, perhaps using Qui-Gon Jinn (Awakenings, 37) or Diplomatic Immunity (Awakenings, 50), then this support provides a crucial measure of dice control, whether you’re attempting to steal the Death Star plans or launching an assault of Starkiller Base.

Galactic Emperor
Though Jyn Erso and other heroes may battle adversaries like Director Krennic, Darth Vader, or Jango Fett, there has been a single dark figure guiding the forces of evil from The Phantom Menace until the end of Return of the Jedi. That figure, of course, is none other than Palpatine (Spirit of Rebellion, 11), the Emperor of the Galactic Empire and Dark Lord of the Sith.

Palpatine’s terrifying presence and mastery of the dark side are unmatched, and in fact, you could choose to make Palpatine your entire team. Coming in at twenty-eight points for his elite version, Palpatine would be the only character on your team—but he has more than enough power to back this up.

With fifteen health, Palpatine is already the toughest character in the game, and his dice are equally dangerous. He can deal significant ranged damage, discard your opponent’s cards, shield himself, or earn you resources—but more importantly, every die you resolve accelerates you towards victory. That’s because Palpatine’s ability reads, “After you resolve this die, force an opponent to deal 2 damage to their characters, distributed as they wish.” With every die dealing two more damage to your opponent’s characters, time is always running out for your enemies.

And if you thought that Palpatine was dangerous on his own, wait until you attach Force Lightning (Spirit of Rebellion, 14)! This Blue upgrade deals damage on five of its six sides, making it one of the most consistent damage-dealing dice in the game. What’s more, when you roll the special result, you can deal one damage to a character, remove a die showing a blank (yours or an opponent’s) and reroll the Force Lightning die instead of removing it from your pool. The potential to keep your Force Lightning going and dealing damage means Palpatine or any other Blue villain have the potential to cut through your opponent’s defenses in a matter of moments.

What Will You Become?
As characters like Jyn Erso and Director Krennic play out their climactic struggles in Rogue One, you’ll be able to bring the newest Star Wars movie into your games of Star Wars: Destiny with the Spirit of Rebellion Booster Packs!

Every booster pack includes five randomized cards and one premium die, broken down into three common cards, one uncommon card, and one rare or legendary card with a corresponding die. All cards that feature a corresponding die are either rare or legendary cards. With every booster pack, you’ll find new characters, supports, upgrades, or events, along with new ways to enter the Star Wars galaxy and fight for your chosen side!

There are 36 booster packs included in a Spirit of Rebellion display case.

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3.60 €
Star Wars RPG Age of Rebellion: Forged in Battle (HC)
Star Wars RPG Age of Rebellion: Forged in Battle (HC)

A Sourcebook for Soldiers

Arm your soldiers. Learn new combat techniques. Equip gear for a wider variety of climates. Take the fight to the Empire!

The Alliance to Restore the Republic rests on high-minded ideals, but its battles must still be won in the trenches. The Rebellion’s troops go into every battle outnumbered and outgunned. Its soldiers know that they're fighting a war against long odds, but they remain undaunted. Instead, they rally together, using their cunning, skill, and courage to ensure that the hope for freedom persists in the galaxy.

Forged in Battle offers these brave warriors a wealth of new options and resources with which they can better take the fight to the Empire. Within its 96 full-color pages, Forged in Battle introduces new species, specializations, and signature abilities for your Soldier characters. A sizable collection of new weapons, armor, gear, and vehicles adds more firepower to your campaign, and Game Masters will find helpful hints on running combats in different terrain, using the changes in environment to better suit the tastes of your Soldiers, as well as all other characters interested in standing on the front lines.

Individual Acts of Heroism
The Galactic Civil War is marked by countles soldiers stationed on countless planets. A fearsome weapon such as the Death Star might blast a planet into shattered rock and space dust, but if the Emperor wants to utilize a world’s resources or population, he needs legions of stormtroopers and Imperial Army forces to take and keep control of a world. Likewise, the Rebellion must field its own armies to take new territory and protect its much smaller—but all the more vital—military installations, as well as locations sympathetic to the cause.

Though outnumbered and often outgunned in every major military category, rebel soldiers know their successes advance their cause and inspire new allies to join the Rebel Alliance. The odds may be against them, but bravely battling the odds is just one of many struggles for the Rebellion to overcome.

Forged in Battle reinforces these heroes with three new species and rewards their bravery by granting them access to three new specializations and two signature abilities that better allow them to express their unique talents in the heat of combat. The Heavy uses sweeping arcs of withering firepower to destroy foes at range. The Trailblazer swiftly traverses rugged terrain, serving as a scout, a guide leading allies, and a wilderness infiltrator. The Vanguard is extraordinarily tough, skilled at breaching enemy fortifications, and excels at leading the charge into combat. Meanwhile, the book's signature abilities allow Soldiers to dominate the battlefield in ways that no other characters can, and new Duties and Motivations present you with new ways to tailor your character for the rugged path that lies ahead of him or her.

Gear Up
The war between the Empire and the Rebellion may be fought by soldiers, but weapons are often the deciding factor in which side triumphs. Soldiers depend on blasters, missile launchers, incendiary devices, and more to gain the upper hand in a fight, and in a war-torn galaxy, there is no shortage of weapons from which a warrior can choose. While armaments are ubiquitous across the galaxy, and are used by moisture farmers defending their homesteads and security officers suppressing rioting mobs alike, professional soldiers are generally the only people to wield true weapons of war.

Accordingly, Forged in Battle outfits your Soldiers with a wealth of new military grade weapons, armor, gear, and vehicles. From the book's energy weapons and slugthrowers to its amor and vehicles, these are designed to support a wide variety of roles and climates, so that you can better equip yourself for whatever mission lies ahead, no matter the battlefield.

Of course, weapons are merely tools, and they may sometimes fall into the hands of evil. This means that with its extensive collection of new weapons, armor, and combat vehicles, Forged in Battle makes for an excellent book for Game Masters looking to challenge their players with a variety of new encounters.

Indomitable Courage
In addition to the new character options and gear offered within, Forged in Battle provides Game Masters with advice for running adventures that feature Soldiers in military missions and campaigns. More than that, it goes beyond looking at the use of Soldiers in combat-heavy campaigns to explore how they might play a part in stories where the battlefield is not necessarily the focus of the adventure.

To get you started, Forged in Battle explores a number of specific encounters and campaign ideas, and features details for using specific tactics, combat types, and challenges posed by the combat environment in which those with military training excel. Finally, the book discusses suitable rewards for campaigns focused on Soldiers, as well as rewards that are appropriate when your Soldiers participate in adventures or campaigns focused on other missions or storylines.

Take the Fight to the Empire
Reward your Soldiers with an array of weapons and character options bold enough to match their bravery. Help them take the fight to the Empire.

• A Soldier sourcebook for the Star Wars: Age of Rebellion roleplaying game
• Three new specializations allow Soldiers to adapt to new roles on the front lines
• Two signature abilities allow Soldiers to dominate the battlefield like no one else
• Equip your Soldiers with new weapons, armor, gear, and combat vehicles
• Contains advice to help Game Masters integrate Soldiers into all sorts of campaigns

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39.10 €
Foam Tray Value Set For The Star Wars Rebellion Board Game Box
Foam Tray Value Set For The Star Wars Rebellion Board Game Box

Value set for Star Wars Rebellion the board game. 3 Layers - 166 compartements! The set can accommodate from the entire Rebellion boardgame box miniatures and the game material. The pictures are showing the state when the foam trays are in the box and the game board is under the foam!

The value set contains 3 layers:

1 x 30 mm foam tray for Star Wars Rebellion with 67 slots
1 x 30 mm foam tray for Star Wars Rebellion with 86 slots
1 x 50 mm foam tray for Star Wars Rebellion with 13 slots
1 x 4 mm extra topper

The 30 mm tray with 67 compartments:

2 compartments for 2 Super Star Destroyers
3 compartments for 3 Mon Calamari Cruisers
8 compartments for 4 Rebel Transports and 4 Corellian Corvettes
6 compartments for 3 Shield Generators and 3 Ion Cannons
21 compartments for 21 Rebel Troopers
12 compartments for 12 Y-Wings
14 compartments for 8 X-Wings and 6 Air Speeders
1 round compartment with 82 mm diameter and 20 mm deep for Destroyed System Markers

The 30 mm tray with 86 compartments:

8 compartments for Star Destroyers
4 compartments for AT-AT Walkers
8 compartments for Assault Carriers
10 compartments for AT-ST Scout Walkers
32 compartments for Storm Troopers
24 compartments for TIE Fighters

The 50 mm tray offers 13 compartments.

4 compartments for cards in sleeves, tokens or leaders
2 compartments for mini cards in sleeves
4 compartments for tokens
3 compartments for Death Stars

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29.40 €
Star Wars Rebellion
Star Wars Rebellion

Säännöt valmistajan sivuilta.

Katso pelin traileri valmistajan Youtube -sivuilta.

The board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players!

Experience the Galactic Civil War like never before. In Star Wars: Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance. You must command starships, account for troop movements, and rally systems to your cause. Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars galaxy's most notable systems, Star Wars: Rebellion features a scope that is as large and sweeping as the Star Wars universe deserves.

Simultaneously, it is intensely personal, cinematic, and heroic. Your forces are led by iconic heroes or villains. Including such characters as Leia Organa, Mon Mothma, Grand Moff Tarkin, and Emperor Palpatine, these leaders and their individual talents drive everything you do. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker to receive Jedi training on Dagobah or have Darth Vader spring a trap that freezes Han Solo in carbonite!

Ultimately, your games will span multiple star systems. Many fighters will be lost. Many troopers will fall. Planets will join the Rebellion before they are overrun by the Empire and subjugated. Imperial officers may capture Rebel spies and interrogate them for valuable information. A hotshot Rebel pilot may land a one-in-a-million shot against the Death Star and destroy it. In Star Wars: Rebellion, you and your friends decide the final fate of the galaxy. Will it remain under tyrannical rule, or will a select few manage to liberate it?

IT IS A PERIOD OF CIVIL WAR
Star Wars: Rebellion packs an astonishing amount of the classic Star Wars trilogy into a relatively compact ruleset. Each game round encompasses just three phases, yet as you play through those phases, you will encounter massive fleet battles, desperate attempts at espionage, Jedi training, political maneuverings, and even the possibility to lure important Rebel heroes to the dark side of the Force.

One of the most important ways that Star Wars: Rebellion evokes the original trilogy is through its asymmetry. The Galactic Empire and Rebel Alliance are vastly different forces, and they come with different play styles and win conditions.

The Galactic Empire
As the Imperial player, you can command legions of Stormtroopers, swarms of TIE fighters, Star Destroyers, and even the Death Star. You rule the galaxy by fear, relying on the power of your massive military to enforce your will. To win the game, you need to snuff out the budding Rebel Alliance by finding its base and obliterating it. Along the way, you can subjugate worlds or even destroy them.

The Rebel Alliance
As the Rebel player, you can command dozens of troopers, T-47 Airspeeders, Corellian corvettes, and fighter squadrons. However, these forces are no match for the Imperial military. In terms of raw strength, you will find yourself clearly overmatched from the very outset, so you need to rally the planets to join your cause and execute targeted military strikes to sabotage Imperial build yards and steal valuable intelligence. To win the Galactic Civil War, you need to sway the galaxy's citizens to your cause. If you survive long enough and strengthen your reputation, you inspire the galaxy to a full-scale revolt, and you win.

The game's asymmetry—and the distinctive feel of each faction's play style—extends beyond these differences, however, and into the very nature of the missions that either side can attempt, the projects the Imperial player can undertake, and the Rebel Alliance's military objectives. As the Rebel player, you might send your leaders to Establish Trade Relations or Incite Rebellion, but as the Imperial player you're more likely to keep the local systems in line with a Display of Power. Of course, you might simply tighten your security in order to capture Rebel leaders and then use them to lay your own traps, such as deploying a Homing Beacon.

As the Imperial player, you will even have the opportunity to eliminate entire worlds with your Death Star. But if you do, the Alliance may later be able to inspire sympathy among those who fear befalling a similar fate.

The result is that even as your missions, projects, and objectives help you shift the balance of power, they also immerse you more deeply into the mindset of the forces you are commanding, as well as the larger themes and conflicts of the classic Star Wars trilogy.

KEEP THE LOCAL SYSTEMS IN LINE
While the focus of Star Wars: Rebellion is often on the iconic characters serving as your leaders, they are certainly not the only characters involved. In fact, your games are bound to affect the lives of billions of individuals spread throughout the galaxy. After all, it is the fate of the galaxy that is at stake in Star Wars: Rebellion, and that galaxy has a very real presence on your table.

Star Wars: Rebellion is played over two game boards that you place next to each other to form one play surface with thirty-two systems divided into eight regions. In your games, you will battle over these systems with capital ships, starfighters, troops, speeders, and walkers. You will attempt to win their people to your cause, and if you do, they will share their resources, allowing you to recruit more troops and build more vehicles and starships.

Accordingly, while Star Wars: Rebellion is in many ways a game about the critical changes a handful of individuals can affect, it is also a game about conquest, dominion, and logistics. As the Rebel player, you might expect to command a smaller military, but you cannot afford to fall further and further behind in the economic aspects of the war as the Empire secures the loyalty of entire regions and accelerates its production of Star Destroyers™ and AT-AT Walkers.

The loyalties of the various systems are key to your ability to maintain a viable military force whether you are commanding the Rebel Alliance or the Galactic Empire. Certainly, as the Imperial player, you will start with an imposing military advantage – one that the Rebels will be hard-pressed to overcome. Still, most of the galaxy's thirty-two systems can generate resources, and if the Alliance can win the loyalty of those systems to take advantage of their resources, then they may slowly be able to generate a fleet and a military that can stand toe-to-toe against those of the Imperial Navy.

For this reason, the Imperial player is almost certain to act swiftly to snuff out the sparks of rebellion among all systems within range of its fleet. To this end, the game board does more than indicate the systems for whose loyalty the players can contend, it also serves as a map of the various hyperlanes your fleet might travel. Narrow borders indicate the spaces between adjacent systems, while thicker, orange borders hold together those systems clustered within a region. Meanwhile, there are no serviceable hyperspace lanes between some of the systems that appear to be adjacent, and the red areas between those systems indicate that no space travel is possible.

Throughout your games of Star Wars™: Rebellion, you will move your forces from system to system. As the Rebel player, you might risk a ship and a few squadrons every now and again to orchestrate key military strikes. As the Imperial player, though, your expansion through the galaxy is critical to your success. The more systems you probe and subjugate, the closer you come to identifying the location of the hidden Rebel base. At some point, your movement may even bait the Rebel fleet into action...

YOUR MOMENT OF TRIUMPH
Battles are inevitable. The Rebel Alliance cannot hide forever. At some point, it will need to win a military action in order to rally the galaxy's citizens, or the Imperial forces will simply locate its base and close in from all sides before beginning their bombardment. Whenever Rebel and Imperial forces both occupy the same system, they must fight, and while these battles seldom decide the war outright, they always have a tremendous impact.

Your military forces in Star Wars: Rebellion are represented by more than 150 detailed plastic miniatures, including Stormtroopers, Rebel Troopers, X-wings, Y-wings, TIE fighters, AT-AT Walkers, Star Destroyers, and more. There is even a Death Star and a partially constructed Death Star for you to place on the map should you begin construction on a second technological terror. All these forces have their combat statistics – attack dice and hit points – listed clearly on your faction sheet.

During engagements, these forces clash over multiple steps, using custom dice to resolve their attacks. If both players have starships in a system, they engage in a space battle before opposing troops engage in a subsequent ground battle. In both cases, any leader you have in the system may allow you to draw tactics cards, which you can use to deal more damage, block damage, or surprise your opponent in other ways.

After you have fought both the space and ground battles, you then have the opportunity to retreat, provided you have a leader in the system who can coordinate the effort. However, if neither side retreats, your engagement continues through additional space battles and ground battles until one side has eliminated the other's forces.

These combats can have far-reaching consequences. For starters, whenever the Galactic Empire is able to wrest a planet away from the Alliance, it can subjugate that system, and its residents cannot afford to show their loyalty to the Rebels. Even if that system is loyal to the Rebels, it cannot give them its resources, but instead must provide its resources to the Galactic Empire.

Meanwhile, the Rebel Alliance also stands to gain much from initiating strategically chosen battles. Beside the obvious benefits they derive from reducing the forces available to the Empire, the Rebels can fight battles to achieve a number of different objectives, each of which can win them more loyalty in the galaxy. You do not even need to win all your battles to achieve your Rebel objectives. Some merely require you to destroy a specific Imperial unit or a certain number of Imperial units, and many others reward you for winning either the space or ground battle and keeping your Rebel unit in the system, even if it remains loyal to the Empire.

In the end, combat in Star Wars: Rebellion ultimately serves to reinforce the game's asymmetry, its themes, and the characters of its two factions. As the Rebel player, you simply cannot conquer the galaxy by brute force; you need to choose your military actions carefully and execute them for maximum impact. As the Imperial player, though, your superior military might is a powerful asset and one that you will need to use to your advantage as often as possible.

THE ULTIMATE POWER IN THE UNIVERSE
From the tallest buildings on Coruscant to the farthest reaches of the Outer Rim, Star Wars: Rebellion presents you a chance to reenact the conflicts of the Galactic Civil War that is unmatched in its scope and cinematic grandeur. Rich with personality, replete with strategy, Star Wars: Rebellion is a massive, epic game and one that fully captures the spirit of the classic Star Wars trilogy.

• A board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players.
• A classic Star Wars experience, in which the actions of a few heroes (or villains) decide the fate of the galaxy
• Command armies, win planets to your side, deploy Star Destroyers, conduct secret missions, or destroy entire worlds with the Death Star
• Asymmetrical forces and objectives ensure the two sides offer dramatically different experiences
• Contains more than 150 plastic miniatures to represent your military forces

3–4 Hrs
2 - 4 players
Ages 14+

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144.90 €
Star Wars Rebellion Insert
Star Wars Rebellion Insert

Note: insert designed for game with external box dimensions of 29.8 x 29.8 x 13.3 cm

This Campaign 2 insert is designed to be compatible with Star Wars Rebellion, and the Rise of the Empire expansion. The design provides both efficient storage and improved game play. Many of the trays can be utilised during the game, and they greatly aid set-up and clear-away times. The rules and boards act as a lid on top of the trays.

The bottom layer is for the character standees and the Rebel player's pieces.

There are trays for each of the Rebel miniature types. The tray slots have been sized for each of the components, but allocation of pieces to the slots is simple. There is also one empty tray which is free for future expansions.

The trays for the character standees are sufficiently large to store them without removing the bases, making clear-up after a game faster.

The empire player's trays again have dedicated slots for all the miniature types.

The token trays store all components in separate slots, organising them so that the trays can be used in game to speed up game play.

The card trays are designed to fit quality sleeved cards. FFG sleeves have been used during the design process. Each of the trays stores the medium sized and small sized cards together. This means at the start of the game each player can take their tray, which will include all the cards for their faction.

All the trays can be used during game play to keep all components organised and ready at hand. Having the trays out and in use means setup and clear away times are greatly reduced.

This product consists of a flat-pack of 10 Evacore sheets. The trays require assembly, which is quick and fun, using ordinary PVA glue. Detailed instructions are included in the package.

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58.60 €
Star Wars Rebellion: Rise of the Empire
Star Wars Rebellion: Rise of the Empire

Inspired largely by the characters and events of Rogue One, Rise of the Empire introduces a plethora of new heroes, villains, starships, troopers, and vehicles from that film, alongside other characters, ships, and events from Star Wars: Rebels and the classic trilogy, plus new missions that add more drama and intrigue to your games.

You can send Jyn Erso and Cassian Andor to recover the Death Star plans. You can confuse Imperials with false orders and assaults behind enemy lines. You can command Director Krennic and his finest death troopers. And you can set traps for the Rebel pilots and soldiers, luring them away from their base and into massive battles with more fully cinematic combat and tactics. Even Jabba the Hutt makes an appearance, offering his services to the Empire and feeding his prisoners to the Sarlaac.

Altogether, Rise of the Empire enhances your games with eight new leaders, thirty-six plastic miniatures, five target markers, two attachment rings, three new dice, and more than one-hundred new cards. You'll find U-wings, TIE Strikers, Nebulon-B frigates, and the Interdictor. You'll gain new ways of subverting your opponent's plans, and you'll discover a whole new chapter in your ongoing Galactic Civil War!

A Rebellion Built on Hope
It is a dark time for the galaxy, and it is growing darker. With every passing day, the Galactic Empire spreads its oppressive rule to new systems, destroying all peace and hope. Worse yet, however, are the rumors that the Empire is constructing a secret battle station of unimaginable power. Against this overwhelming threat, the only hope for freedom lies with the group of unlikely heroes who have banded together to complete a series of dangerous secret missions.

With Rebellion, you gain full command of one side of this struggle or the other. You command the full leadership and military of the burgeoning Galactic Empire, or the brave and desperate heroes of the fledgling Rebel Alliance. In either case, you must balance all your military strength, resources, and political alliances against the secret missions you undertake to advance your cause. You must keep an eye to the loyalties of whole systems while directing your forces to victory in battles or guiding them to success on missions.

The result is that your game becomes a sweeping tale of individual heroics with far-reaching consequences, and this story turns largely upon the outcome of the missions you attempt. Accordingly, Rise of the Empire introduces brand new mission decks for the Empire and Rebellion that pluck your games of Rebellion outside the timeframe of the original Star Wars trilogy and allow you to begin with the Death Star under construction and Director Krennic eager to see it fully developed and tested.

Desperately outnumbered and outgunned, the Rebellion's very survival, then, hangs upon the surgical precision of its missions. As the Rebel player, you'll need to consider your options carefully. Will you attempt a Secret Mission alongside Cassian Andor? Will you fight Behind Enemy Lines with Saw Gerrera? Or will you focus on developing your forces, offering a Promotion to a leader like Admiral Ackbar or Wedge Antilles? The wrong decision may spell doom. The right one may save millions of lives.

Cinematic Combat
It's only natural that a Rebellion expansion inspired by Rogue One would feature a good number of daring heroes, scheming villains, and critical missions. But, of course, there's more to the film than its desperate, covert operations and spy work. The film just wouldn't be the same without its superlaser blasts and its climactic battles in space and on the ground.

Similarly, Rise of the Empire wouldn't be the same without its new combat units, tactic cards, and the new rules it introduces for bringing them all together in massively cinematic confrontations in space or on the ground. You'll have Rebel vanguards launching rockets against Imperial assault tanks. You'll find TIE Striker pilots weaving past Rebels entrenched with their Golan Arms DF.9 turret placements. And if you're the Rebel player, you may watch in horror as you realize the Imperials have developed gravity wells on their Interdictor that can prevent your Nebulon-B frigates from escaping into hyperspace.

With Rise of the Empire, you can use advanced tactics cards to bring a new dimension to combat. The Rebellion and Galactic Empire each gain their own tactic decks, filled with surprises that allow their units to use their unique strengths to change the course of combat. When you play with these advanced tactic cards, you don't just change the cards you play in combat; you change the whole nature of the combat itself.

When you play with the cinematic combat rules from Rise of the Empire, you and your opponent each secretly choose one of these advanced tactic cards at the start of each round of combat. When the cards are revealed, their effects can have potent repercussions, many of which relate directly to the units you're fielding in the battle. There are others that may even reach beyond the theater of battle.

For example, if you play Rogue One in a combat where you have a U-wing and then retreat a unit in the round you play it, you can rescue a captive leader. Suddenly, your round of combat gains a bit of the story element usually associated more closely with your missions. Or if you arrange a winning Confrontation, you can eliminate one of your opponent's leaders!

A Perfect Fit
New leaders. New missions. New tactic cards that lead to more fully cinematic combats. Rise of the Empire isn't just inspired by Rogue One; it follows the movie's example, adding new depth and story to the Rebellion game experience just as seamlessly as Rogue One provided new insight into the Galactic Civil War presented in the original Star Wars trilogy.

What will you become when the galaxy erupts into an epic series of conflicts?

• An expansion for the highly acclaimed Star Wars: Rebellion board game
• Inspired largely by the characters and events of Rogue One: A Star Wars Story
• New leaders and new missions add new chapters to your ongoing Galactic Civil War
• New units, advanced tactic cards, and dice add tension to your cinematic combats
• Comes with eight leaders, thirty-six plastic miniatures, three new dice, two attachment rings, five target markers, and more than one hundred cards

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66.00 €
Star Wars RPG Age of Rebellion: Beginner Game
Star Wars RPG Age of Rebellion: Beginner Game

The Star Wars: Age of Rebellion Beginner Game is the perfect entry into the Star Wars: Age of Rebellion roleplaying experience for players of all skill levels.

With its complete, learn-as-you-go adventure, players can open the box and immediately dive into their roles as members of the Rebel Alliance, desperately fighting against the superior might of the galactic Empire. Pre-generated character folios keep the rules right at your fingertips, while custom dice and an exciting narrative gameplay system advance your story with every roll.

Learn as You Play
The abridged ruleset, which is incorporated into the included adventure, allows you to learn as you play throughout your adventure. With plenty of opportunities for combat, social encounters, clever thinking, and more, Takeover at Whisper Base, the included adventure teaches the fundamentals of Age of Rebellion as part of its narrative.

Thrusting players directly into the action, Takeover at Whisper Base begins as the player characters try to infiltrate the heavily guarded Whisper Base, and the action quickly ratchets up from there. All the while, the game’s mechanics are introduced incrementally as part of the exciting narrative.

Character Folios Get You Into the Game
In the Star Wars: Age of Rebellion Beginner Game, you’ll choose one of four pre-generated characters and jump right into the game. Will you play as a human ace pilot, a Mon Calamari engineer, a human soldier, or a Duros spy? The included character folios keep all the information you need to assume the role of your character at your fingertips.

Each eight-page folio includes a background that explains that character’s connection with the Rebel Alliance and the other heroes, along with quick reference guides for the game’s core mechanics, and plenty of options for advancing your character during Takeover at Whisper Base and taking it into adventures beyond.

Build the Story with Unique Custom Dice
The Age of Rebellion Beginner Game features a unique custom dice mechanic that provides a wealth of narrative options. Symbols for success, failure, and complications are all printed directly on the dice. Even a successful roll can place you under threat, and even a failure can create some advantage.

In this system, which takes all narrative conditions into account, players and Game Masters quickly build a dice pool for each task. Then they roll and let the dice help guide the growth of the story.

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36.00 €
Star Wars RPG Age of Rebellion: Core Rulebook (HC)
Star Wars RPG Age of Rebellion: Core Rulebook (HC)

Take on the sinister Galactic Empire as a member of the Rebel Alliance! The 464-page Star Wars: Age of Rebellion Core Rulebook provides everything you and your friends need to wage guerrilla warfare across the Star Wars galaxy, face down legions of stormtroopers, or steal secret plans and restricted codes. No matter what role you play in the Rebellion, the fate of the galaxy rests in your hands while custom dice help create an immersive narrative with each and every check.

The second of three standalone, cross-compatible roleplaying games, Age of Rebellion allows you to become a hero of the Rebel Alliance, and take on the sinister Galactic Empire. The Age of Rebellion Core Rulebook provides everything you and your friends need to wage guerrilla warfare across the galaxy.

Do You Have What it Takes?
The Empire treats all Rebels harshly. Sympathizers are imprisoned and questioned about other Rebels. Captured Rebels are imprisoned locally, shipped off to prison planets, or executed as traitors to the Empire. Once in Imperial hands, many are never seen again.

The Rebels’ drive to destroy the Empire reflects their spirit and determination to live free. They fight for freedom from oppression for both themselves and for others. They reject the Emperor and his fear-mongering and oppressive ways. They brave the consequences in hope of building a better life for themselves, their families, and the galaxy at large.

The Rebel Alliance is the greatest hope and biggest single symbol of dissent in the galaxy. Its success emboldens others to join the fight. But to succeed, the Rebel Alliance requires people of all types and capabilities. It needs military officers and personnel from admirals to soldiers to staff its ships and armies. It needs spies and saboteurs to infiltrate the Imperial bureaucracy and military facilities. It needs mechanics and technicians, scouts and doctors, engineers and procurement specialists. In short, just about everyone has a skill the Rebellion could use somewhere in the galaxy.

Do you have the tenacity and courage it takes to become a Rebel hero?

Stay in the Action
The core mechanic of the Age of Rebellion is the skill check. At times, the GM will have the characters roll pools of dice to determine whether their actions succeed or fail. Whenever you roll a skill check, you compare a pool of “positive dice” and their results against the results of a pool of “negative dice.” Positive dice help your character accomplish a task or achieve beneficial side effects. These dice may reflect your character's innate talents or abilities, special training, superior resources, or other advantages that could be applied to the specific task. Negative dice represent the forces that could hinder or disrupt your character, such as the inherent difficulty of the task, obstacles, additional risks, or the efforts of another character to thwart the task.

If the successes a player rolls outnumber the failures, the action succeeds.

What’s Inside the Age of Rebellion Core Rulebook?
The heart and soul of Age of Rebellion is the 464-page Core Rulebook. It includes everything players and GMs need to start their Star Wars roleplaying campaign:

* An introduction to roleplaying in the Star Wars universe
* Concise rules for character generation and advancement
* Clear descriptions of the game’s skills and talents
* Convenient charts of weapons, gear, devices, starships, and vehicles
* Rules for conflict, combat, and Force Sensitive Emergents in an Age of Rebellion campaign
* Extensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful Empire
* A wealth of advice for GMs on how to create and run an Age of Rebellion campaign
* A complete, introductory adventure to launch players into action!

Take on the sinister Galactic Empire as a member of the Rebel Alliance. Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.

The Star Wars: Age of Rebellion Core Rulebook provides everything you and your friends need to become heroes of the Rebel Alliance.

The Rebel Alliance
The Rebel Alliance is the greatest hope and biggest single symbol of dissent in the galaxy. Its success emboldens others to join the fight.

But to succeed, the Rebel Alliance requires people of all types and capabilities. It needs military officers and personnel from admirals to soldiers to staff its ships and armies. It needs spies and saboteurs to infiltrate the Imperial bureaucracy and military facilities. It needs mechanics and technicians, scouts and doctors, engineers and procurement specialists. In short, just about everyone has a skill the Rebellion could use somewhere in the galaxy.

The Rebels’ drive to destroy the Empire reflects their spirit and determination to live free. They fight for freedom from oppression for both themselves and for others. They reject the Emperor and his fear-mongering and oppressive ways. They brave the consequences in hope of building a better life for themselves, their families, and the galaxy at large.

The Star Wars Universe at Your Fingertips
The heart and soul of Age of Rebellion is the 464-page Core Rulebook. It includes everything players and GMs need to start their Star Wars roleplaying campaign.

The Age of Rebellion Core Rulebook is a fully self-contained reference that allows players and GMs to enjoy whole campaigns in the Star Wars galaxy, from the simplest combinations of adventures to vast, sophisticated explorations of life as a member of the Rebel Alliance. You’ll build characters, encounter memorable adversaries, and confront your destinies.

Players looking for more action and adventure will be able to explore even more of the galaxy in upcoming Age of Rebellion supplements. These will add more adventures for you to use in your campaign, and they will further explore the game's setting. Players will also gain more options for building and advancing their characters.

Characters in Age of Rebellion
Make your mark on the galaxy as a member of the Rebel Alliance. Everyone has the potential to do something great, and in Age of Rebellion, your characters will have the chances to pursue their destinies as they’re thrust into adventure with some of the galaxy’s most courageous and daring heroes.

Character creation in Age of Rebellion works from the assumption that each character enters his or her first adventure with a history. Play as an agressive Bothan Commando, a wily Duros Saboteur, a tough and focused Mon Calamari Commander or a character that no one but you could possibly imagine. No matter who your character is or where he came from, all members of the Rebel Alliance share the desire to cast off the oppressive rule of the Galactic Empire.

It is this motivation that caused your character to join up with the Rebel Alliance. Is your character seeking revenge against the tyrannical Empire for the destruction of his planet? Was your character an unlikely recruit, joining after recognizing the toxic influence of the Empire on his life? No matter the reason, each member of the Rebel Alliance has different goals for their service to the cause.

These goals are represented mechanically in the game as Duty.

As a part of the Rebellion, each Player Character has a commitment to a specific kind of Duty. This is his main focus, not just on a single mission, but in everything he does for the Alliance. It might be one of the driving factors for why he joined, or it could be the area of focus for which he has particular talent. Whatever the reason for adopting this expression of Duty, it has become how he is judged in terms of his successful contributions to the effort to overthrow the Empire.

Duty in Age of Rebellion ties the game’s mechanics to a narrative core and help players to develop characters with rich backgrounds and deep investment in the campaign’s events.

Stay in the Action
The core mechanic of the Age of Rebellion is the skill check. At times, the GM will have the characters roll pools of dice to determine whether their actions succeed or fail.

Whenever you roll a skill check, you compare a pool of “positive dice” and their results against the results of a pool of “negative dice.” Positive dice help your character accomplish a task or achieve beneficial side effects. These dice may reflect his innate talents or abilities, special training, superior resources, or other advantages that he can apply to the specific task. Negative dice represent the forces that would hinder or disrupt him, such as the inherent difficulty of the task, obstacles, additional risks, or the efforts of another character to thwart the task.

If your character’s successes () outnumber his failures (), the action succeeds. However, the situations of Age of Rebellion are rarely simple, and the game’s custom dice do more than determine whether an action succeeds or fails. Even as the dice indicate whether an action succeeds or fails, they determine if the character gains any Advantages or suffers any Threats as the result of the attempt.

The sheer number of possibilities provides opportunities to narrate truly memorable action sequences and scenes. Nearly anything can happen in the heat of the moment; even a single shot fired at an Imperial Star Destroyer might hit some critical component that results in its destruction.

Players and GMs alike are encouraged to take these opportunities to think about how the symbols can help move the story along and add details and special effects that create action-packed sessions.

Expanding Your Star Wars Universe
Age of Rebellion is the second in a series of three standalone, but fully cross-compatible roleplaying systems. Each introduces a unique dimension of the Star Wars roleplay experience, but the core mechanics are fully interchangeable. Players and GMs will have the option to use these materials separately or combine them as they see fit in order to carve out a unique, custom roleplaying experience.

The Core Rulebook for Age of Rebellion allows players to take the fight to the Galactic Empire as members of the Rebel Alliance. Star Wars: Edge of the Empire allows players to create characters with checkered pasts and deep obligations, and it invites them to experience the thrills and adventures of life on the outskirts and the fringes of the Star Wars galaxy.

The third book in the series, Star Wars: Force and Destiny will permit players to assume the burden of the last surviving Force users who are hunted by the Empire and must fight for survival even as they seek to uphold the ideals of their forbears – the fabled Jedi.

Meanwhile, players of the Star Wars: Age of Rebellion Beginner Game will find that the Age of Rebellion Core Rulebook unlocks whole new worlds and fantastic opportunities for adventure. Whereas the Beginner Game is designed to introduce players to the most basic concepts of roleplaying in a Star Wars setting, the Age of Rebellion Core Rulebook provides all the materials players and GMs need in order to continue their adventures or begin new ones. The Core Rulebook’s rules for character creation and advancement allow players to invent unique characters to suit their tastes, and its rules for character Duties and motivations add layers of excitement and engender storytelling.

With the Star Wars: Age of Rebellion Roleplaying Game, you and your friends gain the opportunity to fight for a cause greater than any one person. As members of the Rebel Alliance, you’ll undertake desperate and daring missions to help undermine the evil Galactic Empire and restore freedom to the galaxy!

In Age of Rebellion, your success is vital to the Rebellion. It’s vital to the Rebellion’s next intelligence operation or military success, and it’s vital to the people you know and for whom you care. Your missions are matters of life or death. Your actions touch upon the fates of hundreds of planets and thousands of Rebels. This is war, and you must prevail, no matter the odds.

Heroes of the Rebellion
One of the ways that Age of Rebellion grounds you in the civil war raging between the Galactic Empire and the Rebel Alliance is through its use of Duty.

Duty is a positive mechanic in Age of Rebellion. Players want their characters to accrue Duty points; the more they receive, the more they’re recognized, and the more central they become to the Rebel Alliance and its efforts.

In turn, this means that Age of Rebellion is a relatively selfless gaming experience, and your character is a true hero. He or she isn’t hunting credits or swindling other con artists at a sabacc table; your character’s using his or her talents to aid the Rebellion.

* Fly your starfighter into battle alongside other Rebels.
* Rally talented scientists to the Rebellion's cause.
* Operate a listening post deep undercover in Imperial territories.
* Launch guerrilla strikes against Imperial supply ships.

The variety of missions you can undertake are limited only by your imagination, but whatever you do, you’re doing it for the good of the galaxy. You're risking your life to free others from the tyranny of an evil, authoritarian regime.

Even the careers and specializations you’ll find in the Age of Rebellion Core Rulebook suggest that your conflicts may resonate with other actions on a much grander scope. Careers like the Commander and the Diplomat are well-suited to players who want to keep an eye on the bigger picture. One of the Engineer specializations, the Scientist, is all about devising new ways to help the Rebel Alliance stay in the fight against the much richer Galactic Empire and its newest technological advances. Even the Soldier career suggests a character’s role within a larger conflict; its specializations – the Commando, Medic, and Sharpshooter – all lead characters into clearly defined roles that are meant to interact well with their teammates and other members of the Rebel Alliance.

In Age of Rebellion, you and your friends are the protagonists of your adventures, but those stories are defined by your roles within the Rebel Alliance. You’re heroes, but you’re not the only ones.

Fighting for Galactic Freedom
It’s important that the characters in Age of Rebellion are part of a force greater than themselves because they’re fighting against an overwhelming military force that no single individual could possibly hope to withstand.

The evil Galactic Empire has subjugated countless worlds. Its Navy uses Star Destroyers and swarms of TIE fighters to spread fear through the galaxy. It marches across battlefields with AT-AT walkers. Its military presence in the galaxy is completely unmatched.

Despite this fact, the Rebel Alliance continues to fight. Massively outnumbered and outgunned, the Rebellion must rely on tactics other than pitched battles to strike at Imperial forces. Defeat and retreat against the superior foe is common, and victories are hard-won. Living to fight another day is essential to the success of the Rebellion. Retreat is often not only a wise long-term move; it is built into Rebel battle planning.

The Age of Rebellion Core Rulebook allows you to participate in the countless skirmishes, battles, and incidents that occur between the Rebellion and Empire, and you’ll find a vast array of the Empire’s mightiest weapons brought to life amid the book’s sections on adversaries, vehicles, and starships. You’ll also find stat blocks for Rebel starfighters like the X-wing, A-wing, and B-wing, but none of these ships will hold up long against a full squad of TIE fighters or TIE interceptors. Ultimately, you’ll need to learn how to coordinate your actions with the rest of the Rebellion in order to make your shots count.

Hope, Faith, and Courage
Members of the Rebel Alliance don’t live easy lives. Instead, they devote themselves to the cause of galactic freedom. Against the unparalleled military prowess of the Galactic Empire, they rely upon cunning tactics and each other.

Prepare for the fight of your life as a member of the Rebel Alliance! Join forces with the iconic heroes of the Star Wars universe, and work against the evil Empire. The fate of the galaxy rests your hands. It’s time to enter the Age of Rebellion.

• A complete standalone roleplaying experience set within the Star Wars galaxy
• Concise rules for character generation and advancement get you started in minutes
• Contains extensive background information on the Galactic Civil War, the Rebel Alliance, and dozens of weapons, devices, starships, and adversaries
• Features a complete introductory adventure to launch players into the action
• Fully compatible with the Star Wars: Edge of the Empire RPG line

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66.00 €
Star Wars RPG Age of Rebellion: Cyphers and Masks (HC)
Star Wars RPG Age of Rebellion: Cyphers and Masks (HC)

A Sourcebook for Spies

Far from the battlefields of Hoth and the skies of Yavin, the Rebellion is waging a secret war. While it is not completely free of bloodshed, this war is fought primarily with information, deception, and lies. The spies of the Rebellion infiltrate every facet of Imperial life, working alone or in teams to accomplish feats a traditional soldier could never hope to perform. An imposter at court can sow discord among a feudal planet’s noble houses. A disguised assassin can silence a critical Imperial mouthpiece. An overheard conversation can warn of danger and save the lives of thousands of Rebels. A single data drive can reveal the secret to bringing the Emperor’s greatest achievement to ruin.

A new sourcebook for Spies for the Star Wars: Age of Rebellion Roleplaying Game. This 96-page rules supplement comes well stocked with options for players and gamemasters to introduce and enhance the contribution of the clandestine arts in their campaigns.

A War in the Shadows
The fundamental principle of the life of a spy ultimately centers around two elements. The first is that secrets are like currency: acquire them whenever possible, protect the ones you have, but don’t be afraid to spend them towards a greater goal. Collecting these secrets can be as elegant as a social engineering operation in which an Imperial ship captain willingly divulges hyperspace resupply lanes to the infiltrator who is posing as a Naval Optimization Officer (not real) acting directly under Order 3304-H (also not real) issued by Fleet Admiral Yezzif (died in combat last week). It can also be as crude as literally ripping a droid’s head off its body so the data recorder in its head can be plumbed by a recovery technician back at headquarters. There are options.

The second is the spy’s life itself, their tradecraft. Tradecraft is the amalgamation of skill, equipment, and discipline necessary to remain alive and collect their secrets. The employment of tradecraft is reflected in the daily activities of the spy in whatever role they are placed. Even if not actively “on mission,” a spy must constantly be alert for surprise opportunities and even lapses in their own security. In a purely numbers game, for every Rebel spy there are countless Imperial agents hunting them, seeking to infiltrate cells, interrogate operatives, or plant false intelligence. When everyone on the street could either be an asset or a threat, constant vigilance becomes a reflex.

Precision Work
Like all the career sourcebooks for the Age of Rebellion, Cyphers and Masks includes exciting new options for players and gamemasters. Three new specialization talent trees, including the medically-inclined Interrogator, open up more opportunity for unique and interesting characters with original talents and offer new flexible combinations of abilities and strengths.

Cyphers and Masks also includes a new table of Duty concepts to assist players and gamemasters in crafting their PC and NPC identities by focusing on what a spy might concern themselves with in service to the Rebellion. Characters with the Internal Security Duty direct their efforts into ensuring that members of the Rebellion themselves are not accidentally—or purposely—leaking sensitive information to outside eyes. Legend Crafting tasks the character with inventing and then implementing false identities, or “legends,” complete with documentation, records, and incidental evidence that can prove that the new identity is just as real as any other. This work can even be applied to others, such as defectors or informants who put themselves at risk of reprisal by betraying the Empire. Those who put their particularly violent set of skills into service may choose the Wetwork duty if they are able to stomach the immoral tasks that sometimes must be undertaken in service to the greater good.

Closely aligned with a character’s Duty is their Motivation, and Cyphers and Masks includes a Motivation table perfectly suited for a Spy: Secrets. The Secrets Motivation describes how and why the Spy thrives under the unusual conditions of their work. Extraction revels in the acquisition of data from individuals, while Tracking prefers to learn the history and lineage of a Secret which can lead to even greater truths.

Hidden Meaning
While Cyphers and Masks is themed around Rebellion spy efforts, its content and motifs can also fit perfectly into any campaign in which secrets and their keeping are important. The galactic underworld is rife with information merchants, slicers, private detectives, investigators would need to track. Sometimes a skilled operative decides their duty is to the highest bidder, and those stories can be just as exciting to tell.

• Full-color, 96-page supplement for the Star Wars: Age of Rebellion Roleplaying Game
• Three new specializations to expand the flexibility of Spies operating in secret
• Three new species options that are compatible with any Star Wars roleplaying game system
• Equipment and vehicle statistics designed for covert activity
• Rules and tables to provide ideas and inspiration for narrative gameplay
• Two new signature abilities reflecting the prowess of the galaxy’s best Spies

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33.00 €
Star Wars RPG Age of Rebellion: Desperate Allies (HC)
Star Wars RPG Age of Rebellion: Desperate Allies (HC)

Desperate Allies is a sourcebook for Diplomats of all kinds, inviting you to join in tense negotiations, make last-second deals, and spread hope in a galaxy consumed by fear of the Empire.

Within this supplement, you’ll find plenty of new opportunities and tools for Diplomats, including three new playable species and three new specializations, along with new items and vehicles well suited for diplomatic missions. You’ll also find rules for establishing Rebel bases, allowing you to enrich your campaign with diplomatic embassies, covert intel outposts, secure safehouses, or any other bases you can imagine.

Feeding the Fire
The Alliance to Restore the Republic is committed to fighting the Empire, but not all battles are fought with blasters. Diplomats use their words to fight for a better future. They convince new systems and factions to declare their support for the Rebel Alliance. They supply troops on the front lines with much-needed weapons, tools, and provisions. They spread hope for a brighter future in a galaxy choking on fear of the Empire.

Diplomats can come from all walks of life and serve many functions within the Rebel Alliance. They may have been politicians or Senators before the rise of Emperor Palpatine, or they may have come from much more lowly origins. A Diplomat might have extensive schooling, or may just have a knack for getting the right equipment to the right people. No matter what background or specialization your Diplomat may have, you’ll find plenty to learn and take advantage of in Desperate Allies.

For more on the new additions included in Desperate Allies, we turn to lead developer Max Brooke.

Developer Max Brooke on Desperate Allies
Desperate Allies is a sourcebook for Diplomats and all other representatives of the Alliance to Restore the Republic, giving Age of Rebellion players and GMs new tools to tell stories of politics, intrigue, and dramatic twists. This book offers three new species with long histories as diplomats: the cunning Neimoidians, the wise Caamasi, and the calculating Gossams. Additionally, Desperate Allies features three new Diplomat specializations. The Advocate, Analyst, and Propagandist provide your Diplomats with unique new avenues for development, and give other characters access to potent social abilities that their careers might otherwise lack. This supplement also includes new backgrounds, motivations, and two powerful signature abilities to give Diplomats an edge.

Tools of the trade are as important in negotiations as they are in the cockpit or on the battlefield, and Desperate Allies has numerous iconic and novel examples of weapons, armor, gear, and equipment that emissaries of the Rebel Alliance use to complete their important tasks. You may find a lightweight and elegant blaster pistol to rely on, or use your resplendent robes to command the attention of a room. Diplomats need transport as well, so this book has a selection of vessels ideal for diplomatic missions – and for evading or outflying the Empire when a job turns dangerous! The life of a Diplomat is rarely a peaceful one in the Rebel Alliance, and the tools and equipment in Desperate Allies give Diplomats the best chance of surviving their adventures.

In addition to the wealth of new character options it includes, Desperate Allies provides GMs with guidance and rules to enhance their social encounters and create moments for Diplomat characters to shine. Players will be able join in the negotiation and deals required to bring new soldiers and star systems into the Rebellion. Desperate Allies also features a number of modular encounters and adventure outlines that focus on diplomacy – without depriving players of the fast-paced action and adventure they expect from Star Wars roleplaying! These resources can be used to underscore the theme of intrigue in ongoing Age of Rebellion campaigns or to create stories with a focus on politics and power.

Finally, this volume contains the rules for creating Rebel bases, which GMs and players can use to construct and develop their own fortresses and hideouts. Your Diplomats can use these rules to establish embassies, but every character in Age of Rebellion can take advantage of the chance for a secure safehouse.

Desperate Allies invites you to partake in the galactic politics of Age of Rebellion, assisting players and GMs alike in bringing this vibrant part of the Star Wars universe to life!

The Stylus Is Mightier than the Sword
War is a central theme of Age of Rebellion, but without the Diplomats who envision a better life, warfare is just meaningless bloodshed. Diplomats ensure that soldiers have the support they need to wage war, but more importantly, they give the troops reasons to fight – to liberate the galaxy and to see something better built on the ashes of the Galactic Empire.

• A career supplement for the Diplomats of the Star Wars: Age of Rebellion Roleplaying Game
• Three playable species and three specializations open new options for character creation and advancement
• An armory of discreet weapons, professional clothes, and recognizable starships gives Diplomats the edge in any mission
• Rules for building Rebel bases invite you to create your own embassies, safehouses, and other secure buildings

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33.00 €
Star Wars RPG Age of Rebellion: Friends Like These (HC)
Star Wars RPG Age of Rebellion: Friends Like These (HC)

As operatives in the Rebel Alliance, you are committed to doing what’s right. Not just what’s right for you, your family, or your fellow Rebels, but what’s right for the entire galaxy, and all the peoples and planets within it—even if you have to sacrifice your life in the act. So when Alliance High Command sends you a message commanding you to help out Alliance allies on a planet in the Outer Rim, you don’t think twice. You answer the call.

Friends Like These, the next adventure supplement for the Star Wars: Age of Rebellion roleplaying game, takes your team of Rebels to Xorrn, a planet under threat of imminent Imperial attack. Once you arrive, you have 48 hours to organize the defenses and recruit military support from nearby systems. But from the moment you first arrive on Xorrn, you’ll discover that in this area of the galaxy, it's impossible to know who your real friends are, and that strategy and morals don’t always go hand in hand. In this battle, even the cleanest military victory might come at a terrible price.

Worlds Away
Friends Like These takes you to an area in the Outer Rim where the rules and regulations of places like Coruscant, Mon Cala, or even Thyferra fall away. This relative lawlessness enabled the Geonosians to build a droid foundry on Xorrn, and later enabled that foundry to manufacture ships for the Rebel Alliance without attracting Imperial attention (until now). On nearby Kowak, university-funded rainforest ecologists coexist with ruthless slavers backed by royalty. Over on Vlemoth Port, several sentient species, all immigrants to the planet at some point, do business together so effectively that smugglers and slavers are rarely seen.

The 96 fully-illustrated pages of this adventure book contain detailed gazetteers for these three planets that not only enable Game Masters to flesh out the details of the setting for their PCs, but incorporate those planets into adventures and campaigns of their own design. In each gazetteer you’ll also find numerous NPCs from a variety of species whom your team may or may not encounter in the course of their efforts to defend Xorrn. Some you might end up saving for a later adventure, some might become reoccurring characters throughout your campaign.

Face Time
At the heart of Friends Like These is a relentless countdown to the moment that Imperial forces arrive on Xorrn. Throughout the game, not only do the players and Game Master have to be mindful of the ticking in-game clock, but the PCs must as well. Getting distracted from your mission—or even failing an astrogation check—may spell disaster for Xorrn. At every step, from strategizing and negotiating to making sure your ships are in shape and guns are loaded, you’ll have to make sure you don’t take too much time.

The plot of Friends Like These also makes it particularly suited to a group of PCs from a range of careers. Commanders will be adept at organizing Xorrn’s defensive plans, while Aces and Soldiers will take center stage once the battle begins. Diplomats and Spies will be indispensible for recruiting allies, and Engineers can help Xorrn prepare the machinery of battle while also ensuring that everything the team needs to do their work keeps working.

Although primarily designed for Age of Rebellion, you can also integrate Friends Like These into a Force and Destiny or Edge of the Empire campaign. The adventure’s Outer Rim setting and moral complexities will appeal to Smugglers and Explorers from Edge of the Empire who sympathize with the Rebel Alliance. The mission to save a planet from Imperial takeover is also a natural fit for Force-sensitive PCs who have chosen the Guardian and Warrior careers. And when the fate of a planet depends on you finding reliable allies, a Consular’s ability to sense someone’s true motives has the potential to save countless lives.

Put Yourself Out There
If you really want to make a difference as part of the Rebel Alliance, you’ll need to put yourself out there. Not just by looking beyond the places and cultures you’re familiar with, but by going beyond what you thought were your limits, physically, mentally, and perhaps even morally. Above all, you’ll need to be willing to put your life at risk—because the lives of thousands of other sentient beings may depend on it. This mission may take everything you’ve got.

• A 96-page adventure supplement for the Star Wars: Age of Rebellion roleplaying game
• Features a relentless, adventure-length countdown to a climactic large-scale battle
• Suitable for characters from a wide range of Age of Rebellion careers
• Includes gazetteers for three new planets in the Star Wars galaxy
• Spotlights Mandalorian culture and introduces Mandalorian humans as playable characters

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33.00 €
Star Wars RPG Age of Rebellion: Fully Operational (HC)
Star Wars RPG Age of Rebellion: Fully Operational (HC)

A sourcebook for engineers

The Galactic Empire’s iron grip seems insurmountable. The most powerful war machines the galaxy has ever seen are opposed only by a relatively small number of courageous souls. But the bravery of Soldiers and ingenuity of Commanders would be like a gentle breeze against the mightiest trees of Kashyyyk without the tireless work of every Engineer in the Rebel Alliance. Blasters and bombs, starfighters and secret bases, repurposed datapads and rebuilt droids—Engineers transform the noble ideals of the Rebellion into action with every turn of the spanner.

Fully Operational, the career sourcebook for Engineers, expands the resources available to players and gamemasters alike with new talent specializations, species, potent Signature Abilities, gear, and campaign enhancements perfect for those with a proclivity for tinkering, repairing, and constructing.

Right Tool for the Job
The contributions Engineers make to the cause of the Rebellion can be as varied as the individuals who put on the tool belt.

A frontline combat Engineer must be attentive of the material needs of her squad—the Heavy’s repeating blaster rifle keeps overheating at the most inopportune moments, the scrambled communicator in the safe house needs to be tweaked to get an extra parsec of signal, the ship’s failing hyperdrive generator needs one more jump squeezed out of it, a specific amount of shaped charges must be applied to an Imperial garrison’s garage door to create an, as the platoon commander puts it, "apocalyptic" distraction. The needs and demands on an Engineer are varied and vital, and can only ever be completed with the right tools for the job.

But it doesn’t end there, either. A less adrenaline-fueled Engineer may be tasked with supplying an admiral with a plan to neutralize an orbital research facility’s defenses so that a team of infiltrators can capture it quietly. Knowledge of civil engineering may prove quite useful to a more diplomatic party, as assistance with recovering from collateral damage or natural disasters could go a long way toward swaying the hearts of everyday people to the Rebellion’s cause.

An Engineer more adept at science and theory can be essential to the war effort on an even grander scale. The design and construction of bases must be optimized to take full advantage of the supplies and geography at hand, as Rebels don’t generally have the luxury of wide open spaces or the access to building materials as enjoyed by the Empire. Others work to iterate and innovate on the weapons of war needed to liberate the galaxy. From the humble blaster pistol to Nebulon-class frigates, any piece of technology that can be improved upon must be, for the Empire aims to never be outmatched. Fully Operational introduces a new specialization perfectly suited to this goal: the Shipwright. Combined with the new starship crafting system, Shipwrights are integral members of their team—and the Rebellion at large—through building, customizing, and maintaining their starships.

Check Your Manual
Aside from new game systems, Fully Operational provides players and gamemasters with narrative material to help bring Engineers to life in your campaign. A new list of Engineer-specific duties containing entries such as Siege Engineering and Environmental Manipulation brings with it a host of adventure hooks ripe for brainstorming. Additionally, the new Improvement Motivation can help the Engineer describe their outlook on their work. Makeshift is perfect for a tinker who loves to creatively solve problems with whatever tools and materials happens to be at hand, while Lethality highlights the fragility of existence, though less through philosophy and more through explosions and firepower.

Engineers in the same specialization or role will have their own story about how they got to where they are. Some Engineers received the highest quality education through universities or galaxy-spanning corporations, while others may have found that with simple practice and access to guides on the Holonet, one can fix nearly anything!

Maintenance Schedule
Fully Operational is on its way to bringing your campaign the mechanical expertise necessary to free the galaxy from the Emperor and his brutal regime. With a cargo bay’s worth of new character options, equipment, and campaign ideas, Fully Operational delivers exciting and unique ways to bring several different types of technology-minded characters into an active and crucial role in your campaigns.

• Full-color, 96-page supplement for the Star Wars: Age of Rebellion roleplaying game
• Offers Engineer characters new specializations, signature abilities, and gear
• Introduces three new species playable in any career
• Features new ways to incorporate high-level and imaginative crafting into your games • Fully loaded with new ships and gear compatible with any Fantasy Flight Games’ Star Wars roleplaying game

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33.00 €
Star Wars RPG Age of Rebellion: Game Master's Kit
Star Wars RPG Age of Rebellion: Game Master's Kit

Blast deeper into the action of your Star Wars roleplaying campaign with the Star Wars: Age of Rebellion Game Master’s Kit.

As members of the Rebel Alliance, player characters in Star Wars: Age of Rebellion are sure to be confronted with myriad dangerous, and downright deadly situations. Whether racing for cover under heavy blaster fire, or trying to infiltrate an Imperial base, the Star Wars: Age of Rebellion Game Master’s Kit has everything you need to keep your players focused on the action!

The GM Kit includes a GM screen which will keep all the information you’ll need as Game Master at your fingertips during your Age of Rebellion sessions. You’ll also find new rules for running military squads and squadrons. The GM Kit also includes a complete adventure, Dead in the Water, so you and your players can stand strong against the Empire, even after you’ve finished the adventure featured in the Core Rulebook.

Squads and Squadrons Optional Rules
The Age of Rebellion Game Master’s Kit contains optional rules for running military squads and squadrons during the course of your adventures throughout the galaxy. Players will be able to fight as part of a squad or squadron, which provide assistance during both personal and vehicle combat.

In many campaigns, PCs fight alongside other Rebel soldiers against the evil Galactic Empire. The squad and squadron rules allow GMs and players to organize minion groups under the leadership of PCs or rival and nemesis NPCs. Squads are groups of infantry on the ground, while squadrons are groups of vehicles, particularly starfighters and airspeeders. Organizing minion groups in this way can empower PCs and story-critical NPCs and scale up combat as a whole without adding initiative slots or sacrificing the cinematic pace of combat.

Dead in the Water
The included adventure, Dead in the Water, has player characters negotiating on the Alliance’s behalf for a cargo of droids. Player characters must obtain the cargo for the Alliance. Of course, nothing is as easy as it seems, and players will need to keep their wits about them (and their blasters close at hand).

What begins as a routine cargo run takes a drastic turn for the worse, and player characters will eventually find themselves fighting for their lives, as their ship careens out of control and into the whirling suction of a black hole.

Player characters must contend with overwhelming odds, and some surprising obstacles if they wish to survive–and make it back to the Alliance, cargo in tow. Dead in the Water provides a thrilling, death-defying adventure for both new players, and experienced roleplayers alike.

What’s more, the GM Kit provides guidance for linking the adventures included in the Core Rulebook, Star Wars: Age of Rebellion Beginner Game, and the Star Wars: Age of Rebellion Beta to the Dead in the Water adventure in the GM Kit, so you’ll be able to create a larger narrative in the form of a continuing campaign for your players. Of course, you’ll also be able to run Dead in the Water as a standalone adventure if you wish–and the GM Kit will help you to do just that!

• A helpful GM screen provides reference to a host of vital information
• Includes expanded rules for running military squads and squadrons
• Includes a complete Age of Rebellion adventure, Dead in the Water

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24.00 €
Star Wars RPG Age of Rebellion: Lead by Example (HC)
Star Wars RPG Age of Rebellion: Lead by Example (HC)

Without strong and capable leaders, the Rebellion against the Galactic Empire would never have become more than the guerrilla efforts of scattered and disorganized cells. Good commanders are necessary for the Rebellion to grow and succeed, but managing a Rebel cell, starfighter squadron, or capital ship is not easy. It requires a vast and unique range of skills, from the ability to earn others’ trust to an innate understanding of military strategy.

The upcoming Lead by Example sourcebook for Star Wars: Age of Rebellion offers Commanders the tools they need to guide their teams to victory and offers Game Masters the options they need to support Commander characters. This stunningly-illustrated 96-page career supplement does much more than introduce new Commander specializations and Signature Abilities. It features rules for staging cinematic mass combat scenarios, expanded guidelines for using Duty in your roleplaying sessions, and even a detailed catalog of military decorations for your fearless, dedicated Rebels to aspire to earn.

Acts of War
While Age of Rebellion focuses on the activities of the Rebel Alliance, there are countless avenues for your campaigns to pursue. Your group could be engaged in high-stakes diplomatic missions that take you to embattled Core Worlds or dedicated to undercover intelligence. You could be sent to defend a resource-rich Outer Rim planet from Imperial invasion or to liberate a planet whose people have effectively been enslaved for two decades. Lead by Example offers numerous suggestions for military campaigns full of strategic challenges and suspenseful combat.

Lead by Example also enables you to integrate epic mass combat scenarios into your campaign. The new guidelines are designed to easily situate PCs within large-scale battles between multiple squadrons or even entire armies and to create interesting, dramatic outcomes for each phase of the conflict.

Trappings of Command
An Ace couldn’t operate without her starfighter or a Soldier without his gun. Similarly, Commanders cannot operate without information and the means to communicate it. Lead by Example introduces gear and vehicles that help Commanders acquire the information they need in order to make decisions, organize it, and convey instructions effectively. For the first time, you can access the Rebel Alliance’s tactical data networks as you plan your next move. You can even access it and issue orders based on what you learn while traveling across continents in an AA-70 observation and command speeder, accompanied by several of your top staffers. Or, you can take the captain’s seat at the helm of an MC80A heavy star cruiser, just as Admiral Ackbar does in the Home One.

Commanders within the Rebellion are encouraged to reward the troops who risk their lives for the sake of a better galaxy. Therefore, you’ll find in Lead by Example military decorations that may be given to your team: from the Redbird Badge worn by those wounded in battle to the rare and prestigious Kalidor Crescent (typically given posthumously). Since the best leaders often fight in the front lines along with those under their command, you may even find a Star of Alderaan or Redbird Badge adorning your uniform, marking your dedication to the greater good.

The Qualities of a Leader
No two Commanders play exactly the same role, even when they hold the same titular position, and those who end up in command may never have imagined themselved holding rank. A young man who entered the Rebellion as a Soldier may find himself rising in the ranks to become a Tactician; an Ace with solid interpersonal skills may be promoted to Squadron Leader. In Lead by Example, three new specializations open up. A player with political leanings may take on the role of a Figurehead, following in the footsteps of Mon Mothma and Bail Organa. Well-educated characters seeking to influence the future of the Rebellion may become Instructors who train the newest recruits. Anyone interested in analysis with a good eye for the big picture may become a Strategist, staying away from the front lines in order to manage the Rebellion’s logistics and long-term plans.

Three new species also join the Rebellion’s ranks. The Lannik may be small compared to other humanoids, but they also tend to be very outspoken, decisive, and shrewd, making them excellent Tacticians and Squadron Leaders. The muscular, amphibious Ishi Tib tend to be pensive and focused, but can react suddenly and violently when provoked. Their innate ability to grasp complicated, changing situations makes many Ishi Tib sought-after Strategists and Commodores. The tall, horned Chagrians hail from a wealthy society of just laws and functioning bureaucracies. Accustomed to adhering to rules and regulations, they can be excellent and compassionate, Instructors, Soldiers, or Diplomats.

Take Charge
Lead an elite strike force and infiltrate Imperial compounds. Command a capital ship in the front lines of the Galactic Civil War. Plot the next moves for an entire sector’s complement of forces. No matter what office you hold—indeed, no matter what your role in the Rebel Alliance—you’ll find fresh avenues for advancement and adventure in Lead by Example.

• Full-color, 96-page supplement for the Age of Rebellion roleplaying game
• Focuses on the Commander career, introducing new specializations and signature abilities
• Contains detailed guidelines for shaping and playing mass combat scenarios
• Catalogues new gear and vehicles, including medals of honor and iconic capital ships
• Introduces three new playable species: the Lannik, Chagrian, and Ishi Tib

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33.00 €

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