I'm a GM for edge of the empire and heard about squad rules repeatedly. I fully support the game in that I have purchased all books (minus one adventure) thus far as well as the EOTE gm kit. However after getting the AoR core book for my players to get more class options I sadly discovered the squad rules absent and was told they're in the AoR gm kit. I really would rather avoid buying another screen just for these rules (since my EoTE one does just fine as it stands) so I was curious if they where located anywhere else
Squad rules someplace other than gm kit?
Nope.
Negatory. They are quite the additional ruleset, fairly complex (as far as this game goes), with lots of nonstandard options.
But you do get a pretty good adventure out of the deal, too.
Bleh, if only I could buy the booklet aside from the screen, buying two screens just feels wasteful.
Ah well set it is
Edited by Dark Bunny LordBleh, if only I could buy the booklet aside from the screen, buying two screens just feels wasteful.
Ah well set it is
the screens are not the same. they have slightly different data on them. there equipment lists are different.
the screens are not the same. they have slightly different data on them. there equipment lists are different.Bleh, if only I could buy the booklet aside from the screen, buying two screens just feels wasteful.
Ah well set it is
Just to confirm, the only difference in data on the screens is a few entries on the weapon tables.
But on the plus side, having two screens means that you could put one down on the table as a reference source for your players (these screens are some of the best I have ever seen in 30+ years of gaming for useful info). At my table, I don't use a GM screen. This one gets used a hell of a lot as a handy reference device.
Or, you now have two screens that you can alternate using. Either to extend the lifespan of them or simply pick the screen that suits the mood of the adventure best. Good way to telegraph an adventure to your players if they turn up and see the AoR screen on the table, they know that they will be facing Imperial entanglements!
The included adventure could be re-badged to an EotE setup fairly easily (replacing the Rebellion with Hutts/Black Sun/Whoever would be a fairly simple affair, and still believable in the adventure). And it is a fun little adventure.
That's what I do. I use a different screen to telegraph the campaign's setting and feel. So far I have only used Edge because they are underworld individuals making their way into the world, however when and if they do throw in with the Rebellion, you can bet the next time they sit before me, they will see an Age of Rebellion screen.
I wish they'd put them somewhere else. The only reason I'd be buying the GM kit is for this one rule. The included game is nice and all, but I just don't usually run modules. I also don't really like the booklets, they get bent up and creased to easliy. Put it in one of the hardbacks.
Edited by Split LightI would feel bad about it except there is nothing to feel bad about. The GM kits are both good. They tell different info and when you have progressed past the need for them they are a great way to pass on SWRPG to new people. The Stories are fun and the rule is game changing. While I have turned the ruleset into 2 handouts I use in my game, I don't share them because I feel the designers earned for their work.
Also if you are worried about the books being destroyed, why not just use a hole puncher and a 3 ring binder like any junior high/ high school kid learned to do? Magically for about 5 minutes worth of effort you get 10000% more survivability.
I wish they'd put them somewhere else. The only reason I'd be buying the GM kit is for this one rule. The included game is nice and all, but I just don't usually run modules. I also don't really like the booklets, they get bent up and creased to easliy. Put it in one of the hardbacks.
even if you don't run the adventures you can **** them for ideas and adversaries.
I wish they'd put them somewhere else. The only reason I'd be buying the GM kit is for this one rule. The included game is nice and all, but I just don't usually run modules. I also don't really like the booklets, they get bent up and creased to easliy. Put it in one of the hardbacks.
even if you don't run the adventures you can **** them for ideas and adversaries.
Now I'm really wondering what that word is ....
even if you don't run the adventures you can **** them for ideas and adversaries.I wish they'd put them somewhere else. The only reason I'd be buying the GM kit is for this one rule. The included game is nice and all, but I just don't usually run modules. I also don't really like the booklets, they get bent up and creased to easliy. Put it in one of the hardbacks.
Now I'm really wondering what that word is ....
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Everything I try and substitute makes me burst out laughing.
Everything I try and substitute makes me feel bad for the adventures.
But seriously, the Squad Rules are a lot more than a single rule. It's a pretty complex set of rules that fundamentally change minion combat. I would consider it a worthy investment just for the minion rules.
The adventure has a fair whack of info in it to pillage for your own games as well even if you don't run it. Out of the "usefull" 28 pages in the booklet, 3 pages are the squad rules.
The remaining 25 pages of adventure get you the following bits that are very useful for any campaign.
1.5 pages description and info on a teeming shadow port located on the Hydian Way by the name of Port Tooga.
2 pages, plus lots more scattered throughout, description and info on a Nebulon-B frigate.
1 page worth of new "ships": Escape Pods, Life Boats, Kappa class shuttles and the ISP-6 Shuttle-pod.
1 page of stats for modified saboteur droids.
1 page of info on the planet Teagan in the outer rim.
So plenty to pillage!
Edited by HygricI said elsewhere, look at it like an adventure with a free screen.
I wish they'd put them somewhere else. The only reason I'd be buying the GM kit is for this one rule. The included game is nice and all, but I just don't usually run modules. I also don't really like the booklets, they get bent up and creased to easliy. Put it in one of the hardbacks.
even if you don't run the adventures you can **** them for ideas and adversaries.
Now I'm really wondering what that word is ....
I'll just leave you wondering cause...that's funnier.
I think I now... Does it start with the letter 'r'?
2 pages, plus lots more scattered throughout, description and info on a Nebulon-B frigate.
Including a cutaway of the Neb-B.
I think I now... Does it start with the letter 'r'?
magic 8-ball says it seems likely