Future Sourcebook Wishes

By Alisair Longreach, in Star Wars: Age of Rebellion RPG

This is for our suggestions and wishes for the content of of future Age of Rebellion sourcebooks.

The Spy book:

Species: one of the shapeshifting ones.

Careers: Spymaster

Rules for spycraft, you know the John Le Carre and Tom Clancy stuff.

The Commander book:

Careers: Heavy cavalry leader, artillery commander, large infantry group leader

Vehicles: Tanks, Imperial terrain vehicles

Information on battle tactics

The Soldier book:

Careers: heavy weapons guy, demolitions guy

Equipment: guns

Vehicles: Troop transports

Information on life as a Rebel soldier.

Regional sourcebook: worlds of the Empire. Know your enemy.

Species: Clone Trooper (Human), Herglic, Muun.

Adventure: An espionage/infiltration mission on Coruscant. Get in, get the data/macguffin, get out, do something with data/macguffin.

Rebel hardware and what happened to all that Clone Wars surplus military hardware?

Homestead/Businesses and Military bases examples and extra options!

Spaceship construction book

Force Traditions include examples and how to create new ones...

Corporate Sector The FFG guide

A book on the Empire as a whole. It would cover such things as organization, different branches and duties and ranks and what not.

My thoughts on Spy:

  • The Courier: Alliance Smugglers, they're mostly space jockeys but focus on getting past Imperials while appearing legitimate (safely getting into/out of patrolled worlds, past checkpoints, past Customs, etc.)
  • The Interrogator: similar to the Enforcer or Marshal specs. Combines Coercion, and some of the three underworld skills (Knowledge Underworld, Skulduggery and Streetwise), with maybe Brawl or Melee. Strikes the middle ground between imposing and intelligent.
  • The Operative: sort of like the Charmer spec. Pretty much your social Spy.
  • Kubaz and maybe Umbaran for Spy. Also Defel or Zeltron.

Soldier:

  • The Heavy: pretty much lifted from Dangerous Covenants, or something very similar to it.
  • The Marine: zero-g space combat/combat on starships (boarding)/some mechanical skills
  • The Ranger: wilderness combat, similar to Survivalist or Big Game Hunter
  • Talz. Cathar (although I suspect them for F&D). I don't know what else; something from WEG era? I can think of a few others, but they already appear in the books (Gotal, Twi'lek, Wookiee, Zabrak).

This might be in Strongholds of Resistance, but an adventure focused on being Senators or other legitimate politicians. So less about fighting the Empire outright and more about being actual Princess Leias, running "mercy missions" to aid the Rebels under the table.

Edited by Rortharr

To continue my previous:

Commander:

  • An internal security/counterintelligence specialization, possibly with overlaps with Marshal (for rooting and interrogating those Imperial infiltrators). Not included with Spy because their primary purpose is to keep the Alliance safe, which is a natural Commander thing.
  • A complimentary specialization for Spies (Spymaster). The fluff will talk about how they keep Spies in line and hand out orders, while the skills can include Stealth and/or Skulduggery.
  • A complimentary specialization for Diplomats. Although talented negotiators themselves, they're more concerned with keeping the valuable Diplomats safe and reigning them in when they get a little to over zealous.
  • SPECIES: Chagrian, Pantoran (hope of hopes), Pau'an, possibly a species that where involved with the CIS (Muun, Skakoan).

The reasoning: I think Commander is designed in such a way that it's specializations overlap with the other Careers on purpose. Any Commander can have roots in the areas covered by other careers, but is a leader at heart.

Engineer:

  • Scavenger/Scrounger: salvager/acquisitioner of technology, with maybe some Negotiation for purchasing second hand ships, vehicles and weapons.
  • Shipwight: capital ship repair/customization/support. Could have a talent/family of talents that allow for more hull trauma to be repaired in an encounter than just once.
  • Arms Tech: repair/upgrading weapons and armor. Or maybe just Outlaw Tech with a new coat of paint.
  • ALTERNATIVELY: Biochemist: the Alliance needs medicine, adrenals and stims, but those can get expensive and might draw the Empire's attention, so Biochemists focus on utilizing easier to obtain substances to make medicine and poisons. Might include new rules on that as well.
  • SPECIES: Ugnaught, Givin, Elomin, Sluissi, Anomid.

books on Imperial bastions, Imperial vassal states, neutral areas, and CIS Holdouts

More Sil 5, 6, and 7 capital ships especially some Alliance use Sil 7s that aren't badly outdated. The Nebulon-B2, CC-7700 and 9600, MC30C, Liberator, Dauntless, Strike, and Carrack cruisers would be awesome though I'm pretty Sure the Dauntless would be sil 8 but I would like some FFG created ones as well.)

A Naval task force command spec for commanders and a Ship design spec with rules for Engineer

Edited by RogueCorona

Now that I think about it the Echani would make a good race for a Solider book.

I would love it if some of the Careers had oddball Specializations. I would like to see something like "Deserter" for Soldier or some kind of egotistical Commander spec that gets talents to abuse underlings.