Forged in Battle - quick review

By ApocalypseZero, in Star Wars: Age of Rebellion RPG

Which book has the stats for those medical frigates?

Is there no demand for more spaceship deckplans?

The Nebulon-B has been used as a medical frigate, and it's in the AoR core. Other ships can be used in a similar way, and dedicated conversions--such as the CR90 becoming the Cybershop Ship from Special Modifications --are possible but not always necessary. The simple fact is that the real doctors should be where the concentration of Alliance personnel is highest (larger bases and capital ships).

Minor annoyance: I don't like that the background suggestions often point towards Medic characters having been doctors or having had formal medical education before becoming a soldier. In my mind's eye, corrupted by exposure to actual medics, a Medic is first and foremost a Soldier that has technical training for treating battlefield injuries. The Alliance would do well to put individuals with formal education on health, illness, and treatments to use as doctors, nurses, or other professions operating (pun unintended) behind the lines.

OK, enough on that. The book looks great so far!

It's kinda different with rebel forces like this.

You wouldn't have field hospitals and the like, in most cases.

If you are a doctor and you join up with a rebel cell, they won't send you away to some other remote location to be a doctor there, they'd teach you how to fight and be a combat medic.

In a proper military, what you say would be true, though.

They have medical frigates and large bases. These are where true medical professionals should be sent. Putting a doctor on the battlefield is a waste.

Well sure, but there's several layers of organization for the Rebels, and it also depends on the timeline.

During the Ep. IV era, they weren't as well organized and large.

By the time Ep. VI came around, they were a proper military force.

But even then, it would depend on the rebel cell.

Those medical frigates and large bases definately had medical personel on them, true.

But for the smaller rebel cells, that would be something they pretty much never went to.

And you're right, putting a doctor on the battlefield is a waste.

But then rebel cells often don't fight on battlefields. They are a guerilla type organization (especially at the lower tiers of organization) and don't fight openly.

So having a doctor isn't a waste there.

Especially since it's not like the smaller rebel cells can just ship people off to a rebel medical frigate.

Oddball can you give me the names of some of those companies?

Sure thing.

www.sfbok.se

www.alphaspel.se

www.adlibris.se (not sure about these shipping outside sweden though)

Edited by OddballE8

Oddball can you give me the names of some of those companies?

www.sphaerenmeisters-spiele.de

Germany based but they sell to all of EU, I don't know the shipping cost, but should be not so bad. I pre-ordered Forged in Battle there and it arrived on release date, but usually they are 1-2weeks behind...

Oddball can you give me the names of some of those companies?

www.sphaerenmeisters-spiele.de

Germany based but they sell to all of EU, I don't know the shipping cost, but should be not so bad. I pre-ordered Forged in Battle there and it arrived on release date, but usually they are 1-2weeks behind...

Oh man, why didn´t I knew this shop before... ordered it instantly now ^^

I didn't know about them either, but I ordered on Sunday and my order shipped yesterday, so I'm pretty happy!

So maybe mine will arrive on friday... ****, my mothers birthday :D

I was just wondering, with regards to the "Critical Injury for talent"-rule: Does it work so that the character have to wait for a critical of that type to come along and then pay the XP? Or do they take a "permanent" critical injury and then buy the talent? If someone could elaborate just a little I'd appreciate it.

With the GM's permission, upon recovering from an applicable Critical Injury, a PC can receive an appropriate talent at an XP cost determined by the severity of the Critical Injury.

P. 95.

I picked this book up last night - holy crap do I want to play my Defective Stormtrooper Clone again more than ever. Heavy is awesome as always, but I dig the pathfinder and I really love the sig abilities! Kiran would be have been an utter BEAST with these careers!

Edited by Desslok

I was just wondering, with regards to the "Critical Injury for talent"-rule: Does it work so that the character have to wait for a critical of that type to come along and then pay the XP? Or do they take a "permanent" critical injury and then buy the talent? If someone could elaborate just a little I'd appreciate it.

It's the former: You have to take a critical injury first (and the book suggests that it be an important one narratively) and then you can pay extra XP for a new talent, usually a single rank in one of perhaps half-a-dozen ranked talents. However, because they're called "Battle Scars," I would require that the Critical Injury be healed before you can do so, and probably healed in a less-than-ideal manner, so it actually leaves a scar.

I picked this book up last night - holy crap do I want to play my Defective Stormtrooper Clone again more than ever. Heavy is awesome as always, but I dig the pathfinder and I really love the sig abilities! Kiran would be have been an utter BEAST with these careers!

Edited by Absol197

Just keep in mind that not all battle scars are physical...

They are pretty much the coolest SigAbils that I've seen thus far. They keep getting better and better - since the Mystic book will likely be dead last, this is my one comfort: I'm likely to get some of the most awesome Signature Abilities of the bunch.

I've got three favorites. The Unmatched Expertise - the ability to reduce difficulties for any skill during the encounter is huge. The ability for a Entrepreneur to sell sand to Jabba at a significant mark up just makes me The Happy - and Last One Standing is wonderfully cinematic and completely appropreate for the Hired Gun career.

Edited by Desslok
They are pretty much the coolest SigAbils that I've seen thus far. They keep getting better and better - since the Mystic book will likely be dead last, this is my one comfort: I'm likely to get some of the most awesome Signature Abilities of the bunch.

In your mind, by your own unbullied opinion, what might be an example of a Mystic SigAbil that would be both reasonable and tantalizing? If we assume that FFG writers frequent this forum for gamer feedback, you may have a chance to influence what exactly you hope to see! I'd ask for your hoped-for species to be included as well, and/or equipment, but only add that information as you want to avoid derailing this thread; I'm more interested in what Mystic SigAbil(s) you want. Thanks! :)

Edited by cimmerianthief

I've got three favorites. The Unmatched Expertise - the ability to reduce difficulties for any skill during the encounter is huge. The ability for a Entrepreneur to sell sand to Jabba at a significant mark up just makes me The Happy...

...You edited your post before I could get to it :D ! I was going to remind you that not every Hutt is Jabba and that Nal Hutta in particular looks like it could stand to benefit from a little sand...

Interestingly, in my campaign I have a Hutt that's working for the Rebellion. Her job is to use Alliance funds to purchase slaves from places like Nal Hutta, Ryloth, and Zygerria and set them free, as well as offer them employment with the Rebellion if they so choose. When my players expressed surprise that a Hutt would be working with the Rebellion, she reminded them that there are maybe 100 kadijics, each with an average of around 10,000 Hutts working for them. But with a galactic population nearing a billion, that means there are a LOT of Hutts who aren't gangsters that don't work for the kadijics, and just maybe some of them aren't total scum :) .

Not that she doesn't use her species' reputation to do her work, making it hard for the Empire to determine where all the Rebel recruits are coming from.

...and Last One Standing is wonderfully cinematic and completely appropreate for the Hired Gun career.

Ah, Last One Standing. Or, as I call it, "the Mulan." Good times, good times :) .

In your mind, by your own unbullied opinion, what might be an example of a Mystic SigAbil that would be both reasonable and tantalizing? If we assume that FFG writers frequent this forum for gamer feedback, you may have a chance to influence what exactly you hope to see! I'd ask for your hoped-for species to be included as well, and/or equipment, but only add that information as you want to avoid derailing this thread; I'm more interested in what Mystic SigAbil(s) you want. Thanks! :)

Specs are easy: I'd want to see the Dreamwalker, the Stargazer, and the Witch. Maybe replace the Stargazer with the Shaman for a more nature-y Mystic, like the Hermit sort of. For a Signature Ability, maybe something like Font of Power or Unmatched Mastery, which increases the number of Force Points you get on any Force Power check by 1 for 2 rounds (more and longer with upgrades).

But, as you said, that's neither here nor there :) . Let's get back to our Soldiering! Soldier! Oo-Rah!

Edited by Absol197

In your mind, by your own unbullied opinion, what might be an example of a Mystic SigAbil that would be both reasonable and tantalizing? If we assume that FFG writers frequent this forum for gamer feedback, you may have a chance to influence what exactly you hope to see! I'd ask for your hoped-for species to be included as well, and/or equipment, but only add that information as you want to avoid derailing this thread; I'm more interested in what Mystic SigAbil(s) you want. Thanks! :)

Specs are easy: I'd want to see the Dreamwalker, the Stargazer, and the Witch. Maybe replace the Dreamwalker with the Shaman for a more nature-y Mystic, like the Hermit sort of. For a Signature Ability, maybe something like Font of Power or Unmatched Mastery, which increases the number of Force Points you get on any Force Power check by 1 for 2 rounds (more and longer with upgrades).But, as you said, that's neither here nor there :) . Let's get back to our Soldiering! Soldier! Oo-Rah!

I. Love. Shamans. If it included Sith alchemy rules to boot? Oh man it might be a contender for my favorite career book, along with the Explorer.

...and the Soldier. See? I got back on topic!

So my contributor copy for Forged in Battle just came in, so if you have questions, feel free to ask in the thread and I'll answer what I can about: New Backgrounds, Duty, Motivation, and Equipment (of the non-weapon, armor, or vehicle variety).

Minor annoyance: I don't like that the background suggestions often point towards Medic characters having been doctors or having had formal medical education before becoming a soldier. In my mind's eye, corrupted by exposure to actual medics, a Medic is first and foremost a Soldier that has technical training for treating battlefield injuries. The Alliance would do well to put individuals with formal education on health, illness, and treatments to use as doctors, nurses, or other professions operating (pun unintended) behind the lines.

OK, enough on that. The book looks great so far!

I see what you're saying, but of the various background templates (Avenger, Idealistic Recruit, Imperial Defector, Mercenary, and Clone Wars Veteran), only the first two are focused on actual civilians with medical training. The Imperial and Mercenary medics call out being a combat field medic specifically. I could have maybe added a line to the Clone Wars Veteran medic, but I really wanted to name check the RMSU doctors (the MASH unit basically) from the MedStar legends novels. The Avengers and Idealistic Recruits are, as I define them, people without prior combat experience.

I served in the military myself (US Navy), and have great respect for Navy Corpsmen and anyone else in a uniform. Though I will say, Navy Corpsmen, who act as the combat medics for the Marine Corps, actually train as medics first (and of course, are sailors first), and then apply to the marine program for combat training. In the Army, EVERYONE is a soldier first. Doesn't matter if you're a paperwork filer, a bugler, a medic, or a radar operator, everyone has basic soldiering skills there.

Again, I see where you're coming from, but also consider that the Rebels are the Rebel Alliance, as in, an alliance of various regional rebellions. Some might have robust bootcamps where idealistic recruits can get detailed medical training. Most probably don't, and just depend on those with prior medical experience to handle medical problems. These rebellions are largely made of civilians. Luke was given an X-Wing with only the briefest challenge by the squadron leader about his ability to handle one.

Another thing to consider (and something I really should have called out somewhere in my sections), is that in the films, pretty much all medical care is handled by droids. I probably could have worked that into Clone Wars Veteran and/or Imperial Defector somewhere, that maybe the character was a stolen Imperial/Republic Med Droid, or whatever.

Still, your point is well made. And of course, the backgrounds section is really designed as a starting point to help GMs and players get their own ideas going.

I love that we now have some more solid ideas for what scanners can pick up based on the Low-Feedback Scanner, but I'm not clear on the distinction between "radiation sources" and "power sources." Can you give a few examples of things from either category? Would vehicles fall under the former or the latter?

Sure, so the Low-Feedback Scanner came from an offhand mention in a WEG product (GG5) it was in a piece of fiction, and I don't believe it was actually written up or statted up. But I liked the name, and there was an association with the Endor Strike team, so that felt worthy of inclusion.

http://starwars.wikia.com/wiki/Low-feedback_scanner

Lore wise, sensors in Star Wars basically come in two varieties, active and passive. Active senors send a ping out, and the reflection (or lack thereof) of that signal provides sensor data. Passive sensors, on the other hand, merely listen. Sonar, Radar, and similar technologies are active.

As for what would constitute a radiation source that the low-feedback scanner could pick up, this is really open to GM interpretation. However, my intent was things like, activated shields, active sensors that do send out signals (aboard a variety of vehicles), actual radiation leaks, which,according to Han Solo in ANH, must not be completely unheard of, and things of that nature. The range on it is pretty short, but consider if the radiation source is large enough, you can actually detect it from quite a ways away. A starfighter with shields up, for instance, would likely be Sil 4, which you can detect at extreme range. So it can be used like a compass to direct a party a long, distance toward a shielded base, major radiation leak, whatever. When used in that way, I'd definitely add some boost dice to survival checks.

Power Sources are things like power generators, or active devices that consume a fair amount of power. I wouldn't go quite so far as to say it can detect a power cell laying dormant in a blaster, but it might detect someone if they fire the blaster. Both the Low-Feedback sensor and the sensor unit in the Modular Backpack are things I envisioned as basically providing the player radar in the Battlefront video game (which, I'd remind you, is canon).

Just keep in mind that not all battle scars are physical...

The "scar" from a head injury could be amnesia... man how I would love characters with amnesia, have the GM make up a backstory within some broad parameters I set and then discover who my character was through in game role-playing

I've got three favorites. The Unmatched Expertise - the ability to reduce difficulties for any skill during the encounter is huge. The ability for a Entrepreneur to sell sand to Jabba at a significant mark up just makes me The Happy...

...You edited your post before I could get to it :D ! I was going to remind you that not every Hutt is Jabba and that Nal Hutta in particular looks like it could stand to benefit from a little sand...Interestingly, in my campaign I have a Hutt that's working for the Rebellion. Her job is to use Alliance funds to purchase slaves from places like Nal Hutta, Ryloth, and Zygerria and set them free, as well as offer them employment with the Rebellion if they so choose. When my players expressed surprise that a Hutt would be working with the Rebellion, she reminded them that there are maybe 100 kadijics, each with an average of around 10,000 Hutts working for them. But with a galactic population nearing a billion, that means there are a LOT of Hutts who aren't gangsters that don't work for the kadijics, and just maybe some of them aren't total scum :) .Not that she doesn't use her species' reputation to do her work, making it hard for the Empire to determine where all the Rebel recruits are coming from.

...and Last One Standing is wonderfully cinematic and completely appropreate for the Hired Gun career.

Ah, Last One Standing. Or, as I call it, "the Mulan." Good times, good times :) .

We call it "guys, I've got this"

So my contributor copy for Forged in Battle just came in, so if you have questions, feel free to ask in the thread and I'll answer what I can about: New Backgrounds, Duty, Motivation, and Equipment (of the non-weapon, armor, or vehicle variety).

Which weapons/armor/gear did you create?

I've got three favorites. The Unmatched Expertise - the ability to reduce difficulties for any skill during the encounter is huge. The ability for a Entrepreneur to sell sand to Jabba at a significant mark up just makes me The Happy...

...You edited your post before I could get to it :D ! I was going to remind you that not every Hutt is Jabba and that Nal Hutta in particular looks like it could stand to benefit from a little sand...Interestingly, in my campaign I have a Hutt that's working for the Rebellion. Her job is to use Alliance funds to purchase slaves from places like Nal Hutta, Ryloth, and Zygerria and set them free, as well as offer them employment with the Rebellion if they so choose. When my players expressed surprise that a Hutt would be working with the Rebellion, she reminded them that there are maybe 100 kadijics, each with an average of around 10,000 Hutts working for them. But with a galactic population nearing a billion, that means there are a LOT of Hutts who aren't gangsters that don't work for the kadijics, and just maybe some of them aren't total scum :) .Not that she doesn't use her species' reputation to do her work, making it hard for the Empire to determine where all the Rebel recruits are coming from.

...and Last One Standing is wonderfully cinematic and completely appropreate for the Hired Gun career.

Ah, Last One Standing. Or, as I call it, "the Mulan." Good times, good times :) .

We call it "guys, I've got this"

Just about every signature ability can be renamed, "Hold my beer."

So my contributor copy for Forged in Battle just came in, so if you have questions, feel free to ask in the thread and I'll answer what I can about: New Backgrounds, Duty, Motivation, and Equipment (of the non-weapon, armor, or vehicle variety).

Which weapons/armor/gear did you create?

i didn't do any weapons (though Ryan Brooks did all the weapons and armor, and he and I collaborate and peer edit each other's work very closely. I didn't do the vehicles either, that was a different freelancer. I worked on the non-weapon, non-armor equipment/gear/items.