Which Sourcebook has which Rules?

By Fl1nt, in Game Masters

Hello there,

I recenlty completed my collection with buying the whole F&D line and now own all of the FFG Star Wars Books. But I haven't had time to thoroughly read through them all yet.

Since I'm prepping a new Campaign, I wanted to compile a condensed summary for me and my players.

My Question is now, is there a reference somewhere on what Rules are where?

I know in EotE, Special Modification has Crafting Rules, Hyperspace Travel is in Fly Casual and Investigations in No Disintegrations.
In AoR, Fully Operational has Expanded Mechanics and Shipcrafting, Cyphers and Masks has Covert Ops, Desperate Allies got Social Encounters, Forged in Battle has Fortification Rules, Lead by Example Mass Combat and Stay on Target has Beast Riding.

1. Have I missed some in my old Edge of the Empire and Age of Rebellion Books?

2. What Rules are there in the F&D Books?

If this has been asked / compiled somewhere before, I haven't found it.
But I'd be grateful if someone could point me in the right direction if it has.

Cheers

Three different flavors of lightsaber crafting are in the FaD Core, GM Kit, and Endless Vigil. The Core's are borderline nonexistent, but allow it to be done quickly and easily, the GM kit rules take forever but are a bit more in-depth and cover all lightsaber types. The EV rules are in line with the other crafting rules but you're limited to handful of base templates.

Keeping the Peace cover Armor Crafting, again following the usual format.

Stay on Target also has NPC Astromech rules.

The AoR GM Kit has squads and squadrons, which for certain scenarios is almost mandatory reading.

The EotE GM kit has upgrading NPCs... which I find kinda meh as I don't think you need rules for that..

Far Horizons and Desperate Allies cover Homestead/Small Business and Rebel Base building respectively. Bear in mind they aren't especially in-depth and are more of a PC driven narrative backdrop.

Edited by Ghostofman

Thanks, for completing the list for me 😃

The Lightsaber crafting is ... interesting to say the least, I think I'll take the Endless Vigil version since it conforms to the other Crafting Rules. All those Rules are subject to GM discretion anyway so maybe I'll take some influences from the GM Kit Rules, which I like flavour-wise.

6 hours ago, Fl1nt said:

Thanks, for completing the list for me 😃

The Lightsaber crafting is ... interesting to say the least, I think I'll take the Endless Vigil version since it conforms to the other Crafting Rules. All those Rules are subject to GM discretion anyway so maybe I'll take some influences from the GM Kit Rules, which I like flavour-wise.

It's a trap!

When you deep dive it, you can't use just one option. Each build method provides special little not-so-obvious perks that ensure everyone in the party can build a lightsaber. So while you can just pick one, you'll find that in addition to limiting player choice of saber type, there's also a good bet that you'll end up with one or two party members with awesomesabers, one with a derpsaber, and old Charlie there who uses a stick and makes "voom voom" noises with his mouth because he just plain can't make a lightsaber to save his life.

Hm okay, I'll have to do that deep dive then, have only been able to skim over it as of yet.

Thanks for the heads up 😃

Short version:

Step 1: Get a Crystal

Core: Anyone that can pass the Negotiation Check to buy a hilt, can instead say they buy parts for a hilt. Takes a little time to assemble, but no check required. Pro: All hilts available, no check to build, doesn't take long. Con: No real customization beyond normal Attachments.

GM Kit: Pass an Average Streetwise check OR just get the money for the base cost of the hilt. Make an Average Mechanics or Lore check, and work hard on it for 3 days and you have a Saber. Threat and Advantage can be spent to do some pretty cool customization to the hilt, but there's only a few options. Your first attachment installed can also get 1 Mod installed for free. Pro: All hilts available, Easy to start, Variable Skill, Free upgrades! Free materials assuming you know a guy... Cons: You still need to make certain checks that not every character will be good at, 3 Freaking Days!?!? (can be reduced by roll results, but still...)

EV: Uses the crafting format so Template+Materials+Mechanics+Tables results=Saber. Pro: Known system structure, lots of upgrade options, cheap!, a Techie can really get a tricked out saber. Con: Restricted to templates only so not all saber types available, requires Mechanics which not all characters will have at a sufficient level.

Edited by Ghostofman

Thanks alot for the summary. 👍

I think it shouldn't be a problem to combine these, let the player decide which route he wants to go :)