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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 €
Star Wars RPG Age of Rebellion: Strongholds of Resistance (HC)
Star Wars RPG Age of Rebellion: Strongholds of Resistance (HC)

Strongholds of Resistance takes you to worlds that have boldly revolted from Imperial control and to the secret bases which serve as the command centers of the Rebellion. Your team of Rebel operatives might visit several of these locations in your work for the Rebel Alliance, or embark on a series of adventures amid the conflicts and challenging terrain of a single planet. Game Masters can easily integrate these new locations in their ongoing campaigns using the included modular encounters, or even launch a fresh campaign focused on worlds that are actively resisting the evil Empire or on the war efforts of a specific Rebel base.

Worlds in Revolt
In the Galactic Empire’s early days, Imperial agents and stormtroopers ruthlessly cracked down on any world that balked at Imperial rule. However, as some attempts to silence dissenting voices failed, other victimized planets began to express their discontent, particularly in the Outer Rim. Many planets have spawned local resistance groups, but not all such groups become part of the Rebel Alliance. And while thousands of worlds may sympathize with the Rebels and even provide support to the Rebellion, only a few hundred worlds have dared to openly resist the Empire.

A diplomatic mission might take you to the core world of Chandrila, a founding member of the Rebel Alliance and a center for poltiical debate, democracy, and peaceful protest. Or you may be sent to smuggle technology and weapons out of officially “neutral” planet Sullust. On Mon Cala you might swim through the planet’s submerged capital city and negotiate deals on capital ships that can swiftly transport starfighters and Rebel troops to the site of the next battle. Strongholds of Resistance describes multiple locations and adversaries for not only these three worlds, but also several others, ensuring an immense variety of possible adventures on a range of planets.

Hidden Rebel Bases
The Rebellion may be fueled, armed, and legitimized by openly dissenting worlds, but the true bases of its operation are in locations scattered throughout the galaxy, kept secret from the Empire at all costs. In the bustling corridors of these bases new recruits are trained, strategies are formulated, troops are mustered, and the wounded are healed. You may be charged with ensuring that a base remains secret from encroaching Imperial spies, with diffusing tensions among the Rebel leadership, or with organizing a high-risk mission on a nearby planet. No matter what your assignment, you’ll have to perform it in close confines and under the constant threat of sudden Imperial discovery.

Strongholds of Resistance introduces four Rebel bases and includes suggestions for integrating them into your campaigns, or even creating your own hidden outpost. Each base has its own focus: Polis Massa is a center of espionage, starfighter support, and medical research. The Defiant Core base, constructed out of a salvaged Star Destroyer from the Clone Wars, is dedicated to hindering Imperial forces and exposing their abuses. Tierfon is a smaller base focused on keeping its starfighters operational. Finally, in the frigid wastelands of Hoth lies the most important and expansive base of all– Echo Base, the current headquarters for the entire Rebellion.

Native Strengths and New Adaptations
Naturally, some members of the species native to Alliance worlds may be recruited into the Rebellion. Strongholds of Resistance therefore introduces playable species from Mon Cala, Polis Massa, and the Roche asteroid field: the proud and belligerent Quarren, the peaceful and telepathic Polis Massans, and the technophilic, communal Verpine. Each species offers a unique set of abilities and brings their own story of Imperial rule and open dissent to the Rebel Alliance.

Players and GMs will also find in this sourcebook a panoply of new gear and vehicles from repair droids to a cloaking-enabled starfighter. Some of the new gear is species-specific: Polis Massans, since they lack vocal chords, may want to purchase artificial ones. Verpine bond gauntlets mimic that species’ exoskeleton and help the wearer perform delicate tasks. Other gear is designed to help you navigate foreign planets. If your adventures take you to watery Mon Cala, you may want some organic gills so that you can breathe underwater, or you may find yourself traversing the bottom of the ocean in an Explorer submersible.

Defy the Empire
The war against the Empire has as many fronts as the galaxy has planets. You never know where your missions for the Rebel Alliance will take you, who you'll encounter, or what will be the location of your next home base. With the new settings, adversaries, character options, and gear introduced in Strongholds of Resistance, the possibilities are endless.

144-page sourcebook

• An Alliance Worlds sourcebook for the Star Wars: Age of Rebellion roleplaying game
• Provides detailed information about Alliance Worlds and Rebel bases throughout the galaxy
• Introduces three playable species native to these Alliance Worlds, along with helpful gear and vehicles
• Includes four modular encounters that allow GMs to use these new locations in single-shot adventures or incorporate them into their Age of Rebellion campaigns

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44.00 €
Star Wars RPG Dawn of Rebellion (HC)
Star Wars RPG Dawn of Rebellion (HC)

The chaos of the Clone Wars has left its devastation in countless systems. Worlds have been ravaged and brought to the brink of collapse. Citizens of thousands of worlds suffer from the turmoil of a conflict they never wanted, and the exhaustion that comes with a galaxy’s struggle for mere survival has opened the way for a nefarious and tyrannical evil to take control...

The Jedi Order has been eradicated and, with it, their particular religion and its impact on society. The Separatist cause has been lost. From the ashes of the corrupt and bureaucratic Senate, the former Chancellor Palpatine has secured a new Empire, promising peace and security for all who submit.

There are some who welcome this change. There are more, though, who see the Empire for what it is: a pernicious evil, a cancer upon the Force, and the enemy of all free people everywhere. Twisted by the dark side and his own insatiable lust for power, Emperor Palpatine and his formidable apprentice Darth Vader command a reign of terror across the galaxy. They wield destruction and fear as powerful weapons in their quest for galactic subjugation. And there is nothing standing in their way...

But there are those few brave individuals who still hold on to hope. Those lost among the stars who understand that, no matter how long the night, the dawn must come.

A new sourcebook for the Star Wars Roleplaying Game line.
Dawn of Rebellion is the first sourcebook of its kind, designed to be used alongside any of the three core roleplaying lines. Campaigns using Edge of the Empire, Age of Rebellion, or Force and Destiny—or any combination of the same—will find a wealth of valuable information within its 144 pages. Primarily focusing on the years preceding the Battle of Yavin, Dawn of Rebellion features descriptions, context, and statistics for many of the iconic characters and vehicles appearing in the Star Wars: Rebels television show and in Rogue One: A Star Wars Story. The might of the Empire is at an unprecedented peak and a successful rebellion seems like a fever dream to all but the most optimistic. Even those who have no personal stake in the Galactic Civil War feel the tremendous impact of this new order.

Edge of the Empire
The bootheels of law enforcement will never completely stamp out scum and villainy, not entirely. Trades both legitimate and illicit are still in high demand in the Outer Rim, where the Empire’s grip is tenuous at best and laughable at worst. Many Hutts and crime lords of all species view the change in leadership in the Core Worlds as simply a market shift; buying, selling, and swindling are all the same game, only the faces on the other side of the table have changed.

Opportunities abound for those willing to make some credits outside the law, be it local or Imperial. Bounty hunting crews will always find work from a vengeful mob boss looking to eliminate a threat. Rumors are even spreading that even the Empire itself has contracts available for those able to solve problems with upstart insurgents or singularly stubborn “complications,” though the issue of disintegration is generally not negotiable.

Smugglers willing to work the heavily controlled space lanes of the Mid Rim and Core ironically find that the increased presence of militarized patrols can be a great benefit; skilled pilots and smooth talkers that have reputations for dodging customs inspectors and border security see their values skyrocket. In fact, a nascent Rebellion would very likely need to rely on experienced and slightly reckless smugglers to be a secret supply line to various cells and strongholds.

Age of Rebellion
The galaxy as described in Dawn of Rebellion is one of oppression and fear. The white armor and unflinching ruthlessness of a squad of stormtroopers are as common a sight as any in most centers of civilization. The scream of a TIE Fighter’s engine can often lay low a heart more completely than its laser cannons. The Tarkin Doctrine — that the fear of force is a more effective means of control than force itself — has proven practical for the Empire but also presents a keen opportunity to those wishing to incite rebellion. Every atrocity committed in the name of supposed order recruits ever more souls into opposition. Eventually, the hate and fear-mongering will reach a tipping point from which Imperial vitality may never recover.

For now, though, characters in the Rebellion have a difficult road ahead. Securing military victories against a monolithic foe remains rare enough, but every success is born from a previous one. Powerful political allies need to be won in any way possible, not to mention the everyday necessities of food, materiel, and fighting bodies. The most potent ally of all, though, is the will of the people. A Rebellion is a cruel waste of life if the very galaxy they are fighting for does not believe in their cause. The obligation for struggle must be demonstrated, just as the possibility of ultimate victory must be proven. What the people need is hope.

Force and Destiny
Visions of the Force are clouded in uncertainty. The Jedi Order, a beacon of guidance to the galaxy for millennia, is but a poorly remembered shadow. Essentially all of their expansive records have been purged and destroyed, their traditions all but burned away like the morning fog at sunrise. But while Order 66 could destroy an organization, it could not destroy the Force. And every day, just as every day before, beings are discovering that they can do things — things they can’t explain, things they should not be able to do. For some, this crystallizes in an acknowledgement of the connectedness of all things; for others, it is a pathway to influence and authority otherwise denied to them in a dangerous galaxy.

What these characters do with their abilities is up to them. The Jedi are regarded as myth, but perhaps there is truth to the legends of those cunning warriors and wise sages who guided the lost in times of trouble? Perhaps the manifestation of the Force in these individuals can be explained away by a nod to natural intuition or dedicated practice? Whether seeking knowledge, fighting for the helpless, or pursuing personal power, the Emperor’s elite cadre of Inquisitors hungrily prowl for evidence of Force users, before they become a threat to all the Empire has struggled to build.

The Dawn Approaches
Dawn of Rebellion will equip players and gamemasters with new options, guides, and insights for the Star Wars Roleplaying Game when it releases later this year. In the meantime, stay on alert for more previews for how this exciting new book will expand your games of Star Wars Roleplaying!

• Full-color, 144-page supplement for the entire Star Wars Roleplaying Game line
• Characteristics and information on characters, locations, and equipment featured in Star Wars: Rebels and Rogue One: A Star Wars Story
• Introduces four new species and six new talent trees available to further increase player options
• Guides for gamemasters who want to implement a cinematic story structure in their campaigns

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44.00 €

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