Forged in Battle - quick review

By ApocalypseZero, in Star Wars: Age of Rebellion RPG

I really thought the guy with the discus hat was just a skinny gand. Why the need for so many similar species?

And since we're throwing in opinions, aside from the shistavanen, I'm with Marcy on this one: not a fan of the choices.

Here's hoping that Endless Vigil has pantorans and zeltrons!

I really thought the guy with the discus hat was just a skinny gand. Why the need for so many similar species?

And since we're throwing in opinions, aside from the shistavanen, I'm with Marcy on this one: not a fan of the choices.

Here's hoping that Endless Vigil has pantorans and zeltrons!

I don't get it, you claim to want species that are less similar to each other and demand two re-skinned humans?

Going from Memory right now, will confirm later. Wounds and Stain are where I'm most fuzzy. (Personally comments in parenthesis.)

Shistavanen:

Brawn: 2, Agility: 3, Intelect: 3, Cunning: 2, Willpower: 1, Presence: 1

Wounds: 12+, Strain: 10+

Ability: Can use Survival instead of Discipline or Cool for Initiative. (Obviously for ambushes only).

Kyuzo:

Brawn: 2, Agility: 3, Intelect: 2, Cunning: 2, Willpower: 2, Presence: 1

Wounds: 12+, Strain: 10+

Ability: Suffer 3 Strain to jump Vertical or Horizontal to Medium Range as a maneuver, once per turn. (Yes, Force Jump for 3 Strain essentially.)

Edited by ApocalypseZero

I don't get it, you claim to want species that are less similar to each other and demand two re-skinned humans?

Hey, I never claimed I was being entirely logical or objective on this matter! But your point is well made :) .

Going from Memory right now, will confirm later. Wounds and Stain are where I'm most fuzzy. (Personally comments in parenthesis.)

Shistavanen:

Brawn: 2, Agility: 3, Intelect: 3, Cunning: 2, Willpower: 1, Presence: 1

Wounds: 12+, Strain: 10+

Ability: Can use Survival instead of Discipline or Cool for Initiative. (Obviously for ambushes only).

Kyuzo:

Brawn: 2, Agility: 3, Intelect: 2, Cunning: 2, Willpower: 2, Presence: 1

Wounds: 12+, Strain: 10+

Ability: Suffer 3 Strain to jump Vertical or Horizontal to Medium Range as a maneuver, once per turn. (Yes, Force Jump for 3 Strain essentially.)

I know a player that never needs to know this exists . Two, actually.

I believe I heard something about 'fortresses.' Are these another player resource, like homesteads, businesses (both from Far Horizons), and starships (Core Rulebooks)...or more like a player reward like a mechanic's workshop (from Special Modifications)?

Thanks in advance!

Fortifications!

More like something one can create. Still need to completely read this section, but the in-depth skim I did shows maybe less like a Business/Homestead/Bases and acts more like something else I can't describe.

Fortifications!

More like something one can create. Still need to completely read this section, but the in-depth skim I did shows maybe less like a Business/Homestead/Bases and acts more like something else I can't describe.

On the surface, at least, it seems like a fortification might function similar to a mechanical workshop. It's not really at starting option for the group, is very narrow in focus (despite having a lot of options, the options are still mechanically-based), and is something with which to reward the party. I wonder if it adds a skill die to the party, or otherwise allows the to rest and recuperate wounds and strain, with a smaller group focus than other beginning resources.

Thanks!

If the Kyuzo can leap like that, I wonder what the Terrellian Jango-Jumper, if we ever get them, will be able to do.

Here's hoping that Endless Vigil has pantorans and zeltrons!

You're new here, aren't you? :)

I hope my book arrives friday. I am so excited I could explode.

Looks like you need to change the share settings.

Thanks for this though! Can't wait to see it!

Awesome! The Vanguard is nuts! Moving Target, Supreme Body Guard. It seems the idea is to make sure you act first.

The Ambush talent from the Trailblazer is pretty darn nifty, too! Gotta do the analysis, but at first blush is say I like it!

Edited by Absol197

Awesome! The Vanguard is nuts! Moving Target, Supreme Body Guard. It seems the idea is to make sure you act first.

The Ambush talent from the Trailblazer is pretty darn nifty, too! Gotta do the analysis, but at first blush is say I like it!

Both new specs are good. The Trailblazer is amazing addition to Sharpshooters to make Snipers or to a Commando to make a Ranger.

Vanguard will be one gun monkeys will crave. I think a Marauder would do good from most of it, outside the Dynamic Fire talent.

It's been cut off in the picture, but what does Vanguard's "Seize the Initiative" do?

Oh man, the reciprocating quad blaster cannon is this thing . Only the most hilariously over-the-top weapon I think I've ever seen in Star Wars. Man, I love that series.

OMG, what does the beam splitter do?

OMG, what does the beam splitter do?

Shotgun effect: Makes a blaster do Blast at -1 Range. I also think it allows Knockdown or Disorient is mods.

Seize the initiative:

Once per session the player may take a seize maneuver

Then make a hard athletics check and the PCs may take thier turns immediately.

Basically its a everyone acts now on the vanguards initiative slot.

Supreme Bodyguard sigh kinda makes the bodyguard tree obsolete.

Me personally, I put Improved Body Guard in where the Enduring rank is and move Enduring down to replace the bottom-tier Barrage in the Bodyguard spec.

Why would someone literally called a Bodyguard not be able to take a bullet for their client?

Edited by Absol197

I'll have to see how to zoom in on those trees, looking cool. Thanks!

Downloaded and zoomed. This looks sweet! if only I could see the aircraft. Fortifications look cool.

Edited by SteelEagle

Anyone notice the text for the Shistavanen where it says they can use Survival for Initiative instead of a Discipline or a Cool check?

Hey, Mr. Zero, would it be too much trouble for us to get the Signature Ability trees, as well?

Preeeetty please?