Forged in Battle - quick review

By ApocalypseZero, in Star Wars: Age of Rebellion RPG

I wasn't going to ruin the whole book for people. I left the Scars and Trophies out for a reason. :D

It's a solid book, worth the buy and read.

Maybe it's the parent in me, but I seem to be pushing the notion that you buy the book and read it yourself, and not look for answers on the internet. (My kids probably hate me...)

Pffff, knowing FFG it will be 2017 before they get that book to europe :P

I wasn't going to ruin the whole book for people. I left the Scars and Trophies out for a reason. :D

It's a solid book, worth the buy and read.

Maybe it's the parent in me, but I seem to be pushing the notion that you buy the book and read it yourself, and not look for answers on the internet. (My kids probably hate me...)

Pffff, knowing FFG it will be 2017 before they get that book to europe :P

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...

I am not sure what all your Problems are. I bought every FFG Star Wars Book and most of the time I did not have to wait longer than 2 weeks till the books are available in German Online Shops...

Hurray for grey-imports. ;-)

yeah our FLGS usually is fairly good at getting a few of the new books in quickly. They are supplied by Esdevium.

Here are some deeper thoughts on weapons and equipment. I will spoiler them, but only so I don't take up a lot of visual space.

Weapons:

I love the war shield/hat. It is awesome! At my table tonight we did agree to only one addition to it to really mimic Cap's shield, and that was adding Linked to it. But that is a minor thing. The flavor of it is awesome. A lot of the other equipment all comes together really well. In particular, what was something you worked on?

The weapons all fit the theme of the book exceptionally well. The SE-14C is a solid piece of murder, while the DH-17 can cause a lot of pain.The A280C is likely to become a favorite for frontline soldiers at the table, though we all thought the rarity was one or two higher than it should be. The Pulse Cannon's terror potential caused some deadly laughter.

The T-7 is guaranteed to find a Nemesis-level owner as a big bad in a game soon. It screams "Kill the PCs now".

The Energy Bow is sneakily deadlier than the Pulse Cannon in a straight contest. Also has good flavor. Some f us think that it should incur setbacks to non-Kyuzo users or bonuses to Kyuzo users.

The Z-6 is really good at what it does and the potential Heavy player is impressed. The J-10 and Quad Blaster were pretty cool. The 1.8FD is impressive, and we had an idea to move it around with beasts to avoid detection during ambushes.

The SH-9 was well received. The Berserker Rifle got very high marks. The Heavy Repeater seems very effective as well.

The Shaped Thermal Grenade got us awfully excited. The CSPL-12 doesn't look like it'll see much play in our group because of how nasty a despair can be. The LJ-50 works really well against fortified enemy, and thus synergies well.

The War Shield is amazing even without the little house-rule we came up with. The dagger is cool and the utility blade is effective.

Equipment:

3-MAL. I really like it. I like how small it is, which gave a lot of us the idea that it would be awesome for rebels in Imperial territory. So many options to make it not really an obvious sign that it is a comlink. The mechanical bonuses are also very effective for that role. We've taken to calling it the Trailblazer Com.

DH77 is really, really nice. The mechanical benefits are useful, and we all liked the fluff for it.

The Artillery Remote got a big reaction. It will be used for sure. Inaccurate 2 is painful, but the advantage can be tremendous. It adds a lot to the shoot and scoot formation we were thinking.

The Low Feedback Scanner is good, but the fluff got a big reaction. Good stuff there.

The Vigilant is really effective and something I see becoming a staple. There is no mechanical element to it beyond what the GM decides which is something I like since it always it to be a piece of equipment that molds to the needs of the story and group rather than a piece of gear you lug around purely for mechanical purposes.

Nullicaine is going to become a staple. There is nothing more to say than I think it will see consistent, strong use no matter the game.

The Stimstick is super situational but I think it is an awesome little addition. Will it be used often or in many games? Not really. But in certain games and with certain characters I can see it being something very special story and character wise.

the Traumapack is solid, but my group is 50/50 on it. In general most people seem to be willing to give up the extra credits and encumbrance for the medpak, but if credits and encumbrance are in short supply, the TP is solid.

The Condenser Unit is another of those things you won't see often, but in games where such things are important, will become vital.

The Entrenching Tool will become a required piece of gear for soldiers. It can be used as an effective weapon and is required for one of the coolest elements of the book. It is cheap. It will be used en masse. The fact it won't break is also amazing.

The Portable Power Generator is required in certain 'builds' of a group from this time hence.

The Plastent is very useful.

The Modular Backpack is AMAZING. Not only are all the units in the book amazing, but it got the entire group discussing about other modules that could be used. Artillery Remote modules, medical, etc. a lot of great stuff. It is an amazing piece of equipment not only because of what it does in the book, but what it can inspire outside of it. That, to me, is a sign of amazing work.

It is hard to pick my absolute favorite. If I had to rank my top five:

1- Modular Backpack

2- Nullicaine

3- Entrenching Tool

4- The Vigilant

5- Artillery Remote

The A280c almost became every smuggler's cargo of choice...

So my copy arrived yesterday, and thus far I've done little else besides reading through it (partly because I ordered it specifically so I could create a Trailblazer for a campaign, but the point stands). This one has some more darn good art - my favourites being the two-page spreads for Chapter 2 and the Wilderness Combat section.

Pffff, knowing FFG it will be 2017 before they get that book to europe :P

For getting books in Europe, I go through GamesLore , who are UK-based and do very fast shipping with discounts from the RRP. They've sold me all my SWFFG books, and haven't failed me yet.

The A280c almost became every smuggler's cargo of choice...

The A280 was the piece of gear that really confused me actually: twice the price of a blaster rifle for the same damage, one higher crit rating, one higher Encum and Cumbersome. Accurate 1 and easier Maintenance are ok, but not nearly worth the asking price, and certainly not when you account for the trade-offs.

I'm not certain about the discrepancies between the SE-14C in this book and the SE-14r in Dangerous Covenants. The damage and critical rating could be excused as being the trade off for a more stable cost (as the SE-14C doesn't run out of ammo as much as the 14r), but the encumbrance and hard points? The price and restrictions?

I'm not certain about the discrepancies between the SE-14C in this book and the SE-14r in Dangerous Covenants. The damage and critical rating could be excused as being the trade off for a more stable cost (as the SE-14C doesn't run out of ammo as much as the 14r), but the encumbrance and hard points? The price and restrictions?

It's odd - Wookieepedia (that source of all knowledge) suggests that the SE-14C is the upgraded member of the weapon family, while the SE-14r is the light sidearm. However the books paint the C as clearly the more powerful. Perhaps it's a simple matter of confusion between the two (which at the end of the day isn't a major thing). That would be supported by the contexts in which the weapons are used - Doctor Evazan uses an SE-14C, placing it in EotE territory, while the SE-14r is Imperial issue, and thus surely an AoR thing. But I don't know the details of the creative process, so I can't really comment.

I would have to look at them side to side I still don't have a copy of forged in battle yet to compare them.

Has here been a consensus on how to read the Shistavastan inititive ability?

Is there any rule, ability, or common houserule to use discipline for inititive (ambushes particularly)?

Should the ability read Vigilance, and it's a copy paste error? What was the copy paste from?

Is it even supposed to be inititive, and not Fear or post combat strain recovery? Where was that error copied from?

The abillity is pretty clear. You can roll survival for initiative. The error probably come from the fact that both vigilance and discipline are tied to willpower.

Edited by vilainn6

I don't have the book yet but judging by some of the images that were posted it looks like a copy-paste error from one of the spec talents.

Picked this up for two reasons, as the only PC soldier in my party is a medic focusing on her force abilities.

The environmental combat results tables look awesome, less thinking on my GM brain to interpret dice results

The Battle Scars and Trophies. These look great and really thematic.

So, the Kyuzo energy bow... what does it look like? How big is it? Gimme ideas! :ph34r:

About battle scars and talents,can anyone elaborate more?. I think is interesting enough to buy the book. but i need some clarification. thanks

About battle scars and talents,can anyone elaborate more?. I think is interesting enough to buy the book. but i need some clarification. thanks

There's a guideline for offering certain talents in exchange for having healed a critical injury and opting to leave a nasty scar.

The scar is a narrative thing with possible mechanical aspects (setbacks and boosts, I'd imagine) if the GM and player think it's appropriate.

The talents are given in chunks with the sort of critical injury that would work for them, but it seems more a guideline than a hard and fast list.

The severity of the injury (they are, and have always been, ranked in terms of difficulties) determines how much XP it costs to get the talent you're shooting for.