Edge of Empire Supplements in an AoR Game

By wrabbit37, in Star Wars: Age of Rebellion RPG

I have picked up a few Age of Rebellion books, and I'm only really interested in running an Age of Rebellion storyline. That said, I know Edge of Empire has a number of sourcebooks out already, and they're compatible. Are there any books from EoE that would be huge benefits to an AoR game? What does each sourcebook offer that specifically helps an AoR game?

Thanks!

EVERYTHING!

Seriously though, Dangerous Covenants, as the "Merc" sourcebook is probably a good start. Honestly evey book has a collection of weapons, gear, vehicles, and other stuff that can all be handy. The explorer book has the sniper rifles, the smuggler one has the gunboats and patrol craft... it's really more a question of the direction of your campaign....

"Everything" is what I'd like to do, but my wife would probably peak at the cost, shake her head, and remind me who actually trumps who in the marriage.

The idea of the campaign is to lead in with the pre-published stuff so the group will have Whisper Outpost as a home base, and then likely use a shuttle of some kind for remote projects. I'd like to give them the Lambda Class shuttle that comes with the base, plus another, more Millennium Falcon-esk freighter (sounds like the Smuggler book might be good to get a few new ships).

Ideally I'll be sending them on missions to try to sway worlds to join them in the Rebellion, targeting military installations to sabotage them, and engaging in strikes of opportunity found from Whisper Station and possibly from a captured Imperial Officer (I love the idea of them having a higher-level Imperial under lock-and-key who feeds them information... but might be leading them into a trap...).

I'm mostly curious about the Colonist and Explorer books and what they have to offer, I think, because I can guess pretty well what the Merc and Smuggler books bring to the game.

http://swrpg.viluppo.net/books/

Click on a book and it gives a nice list of what's in them, and some of the more basic details. You'll still need the books since a majority of the stuff that isn't weapons has descriptions important to how they work.

In terms of what's in everything rule-wise:

  • Stay on Target (Ace) - Tips for running starfighter-based adventures, slotted Astromech rules, beast-riding rules, charts for dogfighting space hazards
  • Dangerous Covenants (Hired Gun) - Tips for different kinds of combat encounters/adventures, mass combat tips, converting normal vehicles into paramilitary ones, Hired Gun pay scale
  • Enter the Unknown (Explorer) - Tips for exploration-based adventures and general GM'ing tips
  • Far Horizons (Colonist) - Social encounters and colonist adventure tips, Homestead and Business building and upgrading information, Colonist Pay Scale
  • Fly Casual (Smuggler) - Smuggling, gun showdown, scam, heists, and gambling tips, Hintaro gambling rules, showdown rules, Astrogation modifiers and charts, charts for time it takes to travel through major galactic routes and smuggling runs

And obviously, career supplements have their extra specializations and Signature Abilities.

And then there's the handy Lords of Nal Hutta (Hutt Space) and Suns of Fortune (Corellian Sector) area books. These primarily just detail worlds and cultures, give some plot hooks for each world, and have some nice modular encounters. Definitely good if you plan on PCs visiting the areas at some point, but still handy if you only use the modular encounters and re-work them for different planets.

Edited by Lathrop

Colonist:

Races: Arcona, Gran, Chevin

specs: Entrepreneur, Marshal, Performer

Weapons: Holdout/light pistols, Stun weapons, riot control gear (shields, batons)

Armor: Riot gear, fancy coats, harsh environ gear

Gear: Performance and Law enforcement gear, some survival/colonization

Droids: Law enforcement, musical, medical, cleaning

Vehicles: Police air and landspeeders, riot control and construction walkers

Ships: Patrol ships, light freighters (HWK-290) luxury yacht and liner.

Tips for integrating/making adventures for colonists. Social encounter design.

Explorer:

Chiss, Duro, Toydarian

Archeologist, Big Game Hunter, Driver

Several sniper rifles, a shotgun, a net gun, glop nades, spear, big drill, chainsaw

Enviro suit, vest with pockets, crash suit, climbing suit

Lots and lots of scanning and survival gear

Lots of scouting type exploration droids

speederbikes and swoops

Scout ships, light frieghters (Ghtroc 720),

character integrations and adventure design/options.

obviously not everything, but that should help you decide

Edited by Ghostofman

That link is incredibly useful, thanks. And thanks for the details about the different books - this really helps me narrow my focus. Appreciate the help, you two.

The Sector books have ice collections of Vehicles as well and IMO very few EOE ships and vehicles are of classes that the Alliane wouldn't have at least a few of in their fleet.

If you plan straight combat centered games Age of Rebellion needs little supplementing, but if your player want or need to go undercover or be a little less obvious then Edge material is very good, i'd suggest at least Fly Casual for the smuggler theme, and Far Horizoions for the homestead rules, which can be explotied to create a rebel base somewhere. Dangerous Covenants should be mandatory to add more depth to combat characters and have suggestions on how to create varied combat encouters.

I'dd also suggest Suns of Fortune, as Corellia is always useful as setting and it has some very flexible modular encounters.

Also, i might go against common sense but i'd suggest you buy the Edge corebook: yes all the rules are duplicated but the new careers and specialization and species and the vehicles and starships can be very useful for you and your players.

If we talk about adventure books, nothing that would be a huge addition but both Beyond the Rim and Jewel of Yavin can be easily tweaked to potentially give a great contribution to the Rebellion.

Edge is good for those who seek to have non-combat and roleplaying advantages and specializations. There's also a number of weapons, armors, ships, and modifications that the Rebellion players would be interested in.

One way to try out books is to encourage the players to get the books. This way, they should know what they want, you can a brief runthrough of the book, and everyone would be growing together when it comes to the books.

At least, that's my take on it.

Dangerous Covenants has additional rules for explosives and demolitions as well as the cost of mercenaries.