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Rebel Fury
Rebel Fury

Rebel Fury, Volume I of the Civil War Heritage series, uses the low-complexity Gettysburg system featured in C3i Magazine #32. The Battles featured are Chickamauga, Chattanooga, Missionary Ridge, Chancellorsville, and Fredericksburg (solitaire).

This design features a new system on Civil War combat akin to the old SPI Blue and Gray Quads. Each game in Rebel Fury is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.

Rebel Fury places you, the player, in the role of the Army Commander (Lee, Burnside, Hooker, Bragg, Rosecrans, Grant). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.

Units are portrayed at the Infantry/Cavalry division level. The Civil War Heritage series game system features a new Zone of Influence/Zone of Control mechanic that controls unit formation (March/Battle) based on their proximity to your opponent. As your units close with the enemy, your forces naturally break into battle formation, where they then maneuver the last distance to engage. Unlike most hex and counter wargames, this system allows you total freedom to move units in any order multiple times, unleashing the full range of historical tactics in a simple and clean format.

Combat features a differential combat system with few but significant factors that capture the key features of Civil War division level combat. Units are rated for quality, artillery support, supporting units, and terrain. The game features artillery duels with the occasional Exploding Caisson result. The Civil War Heritage series combat system accurately depicts the ability of units to launch multiple waves of attacks on the same position, capturing the back-and-forth nature of many famous combat duels.

Each battle features special units and situations, such as Wilder’s Brigade of mounted infantry (Chickamauga) plus other famous units and personages. If you are looking for a competitive, quick-playing Civil War battle game, Rebel Fury may be the game you have been looking to fit into your busy schedule. The short playing time (1 hour or less) entices you to play multiple battles in the same sitting.

Components:
* Three 22” x 34” single-sided map sheets
* Two 130-counter sheets
* One Rulebook
* One Playbook
* Two Player Aid cards
* Two Displays
* Two 10-sided dice
* One 6-sided custom die
* One 2" Box

Designer: Mark Herman

      ei vielä ilmestynyt odotettavissa 2024
75.40 €
Savage Tales of Solomon Kane TPB
Savage Tales of Solomon Kane TPB

With Conan the Cimmerian, Robert E. Howard created more than the greatest action hero of the twentieth century he also launched a genre that came to be known as sword and sorcery. But Conan wasn't the first archetypal adventurer to spring from Howard's fertile imagination.

"He was.. a strange blending of Puritan and Cavalier, with a touch of the ancient philosopher, and more than a touch of the pagan... A hunger in his soul drove him on and on, an urge to right all wrongs, protect all weaker things... Wayward and restless as the wind, he was consistent in only one respect he was true to his ideals of justice and right. Such was Solomon Kane."

Collected in this volume, lavishly illustrated by award-winning artist Gary Gianni, are all of the stories and poems that make up the thrilling saga of the dour and deadly Puritan, Solomon Kane. Together they constitute a sprawling epic of weird fantasy adventure that stretches from sixteenth-century England to remote African jungles where no white man has set foot. Here are shudder-inducing tales of vengeful ghosts and bloodthirsty demons, of dark sorceries wielded by evil men and women, all opposed by a grim avenger armed with a fanatic's faith and a warrior's savage heart.

This edition also features exclusive story fragments, a biography of Howard by scholar Rusty Burke, and In Memoriam, H. P. Lovecraft's moving tribute to his friend and fellow literary genius.

Format: Trade Paperback, 432 pages

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23.40 €
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 €
Star Wars RPG Age of Rebellion: Onslaught at Arda I (HC)
Star Wars RPG Age of Rebellion: Onslaught at Arda I (HC)

A full-length adventure supplement for Star Wars: Age of Rebellion!

This 96-page adventure is the first in the Star Wars: Age of Rebellion Roleplaying Game line and explores the themes of desperate struggles, tenuous alliances, and an overwhelming enemy.

Below, lead developer Katrina Ostrander gives a preview of what is to come for new Rebel recruits during the Onslaught at Arda I.

A Word From the Developer
Following its defeat at the Battle of Yavin, the Empire has tightened its grip on the surrounding systems. Nearby, a secret Rebel base on Arda I hides in the shadows of a twisting canyon known as the Gauntlet, seemingly safe from planetary sensor scans. When Imperial Star Destroyers appear in orbit the Rebels are caught by surprise and scramble to evacuate before they are overrun...

It falls to a group of new recruits to defend the base from the Imperial onslaught. But the real battle is only beginning, as evidence of treachery emerges from the fog of war. Aces and soldiers must keep the Imperials at bay long enough for the commanders and diplomats to scour the base and fellow Rebels for clues. Mysterious devices found around the base may hold the secret of the traitor’s identity, if spies and engineers can crack their encryption in time.

Together, the recruits must investigate the traitor on Jagomir and follow the trail all the way to Ord Radama before precious information falls into the hands of the Imperial Intelligence Service. Onslaught at Arda I will put the players’ problem solving and roleplaying skills to the test in order to whittle down the number of suspects and uncover the real traitor before he can threaten the Rebels once more.

Game Masters can use the adventure’s mass combat rules to help bring the large-scale Battle of the Gauntlet to life, and the Player Characters’ actions will help shape the outcome.

In-depth gazetteers cover a full-sized Rebel base on Arda I, the treacherous landscape of the swamp planet Jagomir, and the capital city of Livien Magnus on Ord Radama.

Also included are all-new adversary and vehicle profiles, including the T-47 sandspeeder, TIE Hunter, Viper probe droid, devlikk, and doran’enok.

Throughout the development process we strove to replicate the epic feeling of such conflicts as the Battle of Hoth or the Second Battle of Geonosis. The mass combat rules allow the Game Master to zoom out and depict the conflict on a grand scale and allow the players to see their actions play out against the backdrop of a pitched battle.

The opening battle is designed to kick off the adventure and the Age of Rebellion line with a bang, but the struggle to defeat the Empire continues even after the dust settles. The question of who or what revealed the Arda I base still hangs in the air.

Discover the Traitor
Get ready for an action-packed adventure on Arda I. Will you and your fellow recruits be able to uncover the traitor in your midst?

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33.00 €
Star Wars RPG Age of Rebellion: Stay on Target (HC)
Star Wars RPG Age of Rebellion: Stay on Target (HC)

Stay on Target focuses on the Ace career, expanding it with new specializations, talents, and signature abilities. Simultaneously, it introduces new character options for all players, including new species, starfighters, modifications, and equipment, as well as options for alien mounts. These large beasts feature prominently in one of the book’s new Ace specializations but lend advantages to any combatant who rides them into battle. Additionally, GMs gain new tools to help them incorporate Aces, starfighters, mounts, and rivals into a wide range of exciting and memorable adventures.

It’s Not Just a Career, It’s a Calling
Part of the reason the Ace excels at piloting, driving, and riding is because he views his ride as a means of more than transportation; it becomes a means of expression. More than just about anyone, the Ace can intuitively adjust his actions to account for the presence and limitations of his ride. This is true whether that ride is a single-pilot starfighter, a landspeeder, or a temperamental dewback.

Players looking to create an Ace, or to advance an Ace who’s ready for an new challenge, will find plenty of options within Stay on Target. The supplement rounds out the career with three new specializations: Beast Rider, Hotshot, and Rigger.

Beast Rider
Sometimes, instead of spending credits to adapt vehicles to worlds with extreme environments, the Rebellion finds it easier to call upon the talents of the Beast Rider. Just about anyone can ride a trained mount, but the Beast Rider is the one who can break in wild mounts and train them. Moreover, once he has trained a mount, the Beast Rider can coax it to perform incredible feats, even in the heat of a battle.

Even without a mount, the Beast Rider is an expert survivalist and can prove a great asset to any team looking to confront the Empire in rough and difficult environments.

Hotshot
Where the Ace Pilot uses hard-won skill, technique, and by-the-book tactics, the Hotshot is naturally gifted, overly aggressive, and makes the rest up as he speeds along. For the Hotshot, risk-taking isn’t just a style of flying, it’s a way of life. When he sees a chance, he takes it without blinking. His unpredictable and often irrational behavior, combined with his raw talent and control in the cockpit, makes the Hotshot a lethal adversary and a valuable companion, even if you’re likely to suffer through his bragging about his exploits afterward.

Rigger
While most Rebel Aces operate standard vehicles maintained by engineering crews, a surprising number bring their own private vehicles with them into a fight. The Rigger doesn’t believe in risking his life from the seat of a stock-class anything, and is always adding, tweaking, and fine-tuning his vehicle not only to achieve the highest performance, but also to bring unexpected surprises with him to the battlefield.

While each of these specializations further defines the Ace’s unique relationship with his ride, a pair of signature abilities allow experienced Aces to refine their talents to a degree that others simply cannot match.

Recruiting for the Rag-Tag Rebellion
While it focuses on the Ace career, Stay on Target nonetheless provides an abundance of materials certain to appeal to other players and GMs. The book introduces a wide array of weapons, armor, vehicles, and starfighters, as well as new Astromech Droids and rules for running Astromechs as NPCs or slotting PC Astromechs into starfighters.

Additionally, players can choose to build characters from three new playable species: Chadra-Fan, Dressellian, and Xexto. While these species are particularly well-suited to the Ace career, they can just as easily play other roles within the Rebel Alliance, or even within games set within the Star Wars: Edge of the Empire roleplaying system.

Finally, as Rebel and Imperial pilots continue to fly their starfighters into engagements across the galaxy, Stay on Target offers Game Masters a range of different advice, insight, and adventure seeds to help incorporate Aces, starfighter battles, and mounts into any Age of Rebellion campaign. You’ll find new ways to think about rivals, and you’ll find ways to work your Aces into any sort of adventure.

The Stars Are the Limit
In Stay on Target, the Rebellion’s finest pilots gain the opportunity to help turn the tides of battle, but to do so they’ll need all the help they can get.

Top Gear
A Rebel strike force is often in need of a good getaway vehicle, something capable of outrunning any Imperial pursuit. The sleek, precision-built AV21 landspeeder can carry two Rebels away from the scene of the crime faster than almost anything else on land. A favorite of racing aficionados and the wealthy elite, an AV21 would delight any speed-addicted Driver or Hotshot who could get his hands on one of these rare, expensive hot rods.

The BTS-A2 H-wing starship will interest any Gunners on your team. Perfect for long-range patrols, freighter escorts, piracy jobs, or safely transporting diplomats, the heavily armored and heavily armed H-wing punches well above its weight. It has two cockpits: one for the pilot, and another where a pair of weapons system operators control the turret-mounted laser cannon, forward-mounted light ion cannons, and forward-mounted torpedo launchers. Not many Rebel installations field the H-wings but your team might find it the perfect interstellar vehicle.

For Mechanics and Riggers wanting to customize a starship, the A3-Nimbus “V-wing” interceptor is ideal: durable, well-designed, and inexpensive. V-wings entered service with the Republic Navy late in the Clone Wars, selected for their speed and agility. They lack hyperdrive, but each one was originally outfitted with a Q7 astromech droid to monitor systems and perform light maintenance. With a little tinkering, your V-wing could have an X-wing’s speed and firepower.

War Beasts
Almost every culture in the Star Wars universe uses beasts of burden in agriculture, labor, and warfare. Stay on Target allows players and GMs to transform almost any animal that is large enough into a mount by giving the animal the traits of a vehicle: silhouette, speed (based on Agility), and handling (based on Agility, silhouette, and Willpower). Animals can be trained as mounts or mounted untrained at the rider’s own peril – a Survival check determines whether character can successfully ride a beast. Beast mounts can perform many of the same combat maneuvers that other vehicles can, but they can also climb, jump, and even push objects with their bodies. They may also be able to sense imminent danger, defend themselves in battle, or even save the life of a beloved rider.

No one knows where the narglatch evolved. Because of their immunity to cold, they are used as mounts on the freezing world of Orto Plutonia, yet they have also been found in the swamps of Naboo. These feline beasts have never truly been domesticated, but remain instinctive predators who quietly stalk their prey before closing in on the kill. However, once trained a narglatch will become loyal to its master and fearsome in battle with claws deadlier than many melee weapons. If you want to sneak up on an Imperial installation and attack before your presence is noticed, a narglatch may be the perfect mount for you.

Rupings have been used as mounts on the temperate world of Onderon for generations. These graceful, soaring reptiles possess two sets of eyes facing opposite directions, allowing them a huge field of vision and making them difficult to catch off guard. Rupings also are armed with giant claws that can deliver mortal wounds in an instant or snatch up prey and carry it aloft. They make ideal mounts for Rebel scouts gathering intelligence about an Imperial installation, and while a ruping may not fly faster than an airspeeder, it can keep you out of danger and touch down in tight spots where no airspeeder could possibly land.

The Ride of Your Life
If a ruping or narglatch doesn’t appeal to your Beast Rider character, Stay on Target describes fifteen other beasts, including tauntauns, banthas, and the immense reptilian fambaa that have been part of the Gungan army for decades. As a GM, you might deploy Imperial soldiers mounted on narglatch against your team of Rebels, or send your rebels on a mission in the Tatooine desert, with no transporation other than banthas.

Beyond rebel starfighters, Stay on Target also introduces three different starfighter carriers and a quartet of TIE fighters, including the fearsome TIE Phantom, equipped with a cloaking device that makes it invisible both to radar and to the naked eye. Whether you’re an Ace looking for the perfect ride or a GM seeking new obstacles for a team of Rebellion operatives, the vehicles and beasts of Stay on Target will enrich your Age of Rebellion campaign.

* A 96-page rules supplement for Star Wars: Age of Rebellion
* Expands the Ace career with new specializations, signature abilities, starfighters, vehicles, and alien mounts
* New playable species, talents, and equipment offer options for any character to explore
* Game Masters gain helpful tips for incorporating Ace characters into their campaigns
* Provides the idea seeds for a range of different Ace-focused adventures

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33.00 €

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