You’ll need to buy custom dice for the rest, available from FFG for $15 retail, or in the form of an app (standard price of $5). In combat, the most basic use of threat and advantage is to heal or inflict strain. For example, success on a slicing (hacking) roll with a lot of threat might mean that the character succeeded at obtaining the target information, but then tripped an alarm. The advantages and threats also cancel out, and if there are any leftover either way it will affect ancillary results of the task. The successes and failures rolled cancel out and the roll succeeds so long as a single success remains. The d12 dice also each have a single Triumph (a super-success/advantage) or Despair (super-failure/threat) symbol, as applicable. Negative dice have failure symbols and threat symbols. Positive dice have success symbols and advantage symbols. The higher of those two numbers dictates how many dice are rolled and the lower dictates how many of those dice are upgraded from normal green d8 “ability dice” to superior yellow d12 “proficiency dice.” Inherent difficulty or opposition adds purple d8 “difficulty dice” or (if hard enough) red d12 “challenge dice.” Circumstances may also add light blue d6 “boost dice” or black d6 “setback dice.” Character talents, equipment, and such can alter the composition of this dice pool – adding boost dice or removing setback dice, reducing difficulty, upgrading dice (for example, from a green d8 to a yellow d12), and so forth.Īll of the dice are custom, with four different symbols. For any skill roll, players will have a characteristic and a skill. The mechanics for Age of Rebellion are virtually identical to those for Edge of the Empire (and both owe something to FFG’s version of Warhammer Fantasy Roleplay). Pretty good rules clarity, not a bunch of purple prose, and the flavor was conveyed well where there was room. It’s a core book, so there’s less room for freeform stuff, but I was pleased all around. FFG’s usual high standard of editing was in effect, and I noted little in the way of errors despite the size of the tome. Layout and graphic design were solid as well. The art for the FFG’s Star Wars RPG, which draws on the same pool as Star Wars: the Card Game, continues to be just amazing. The final line, Force and Destiny, was released in beta format at GenCon 2014, and focuses on Force users. Their adventures may include Starfighter attacks on Imperial facilities, infiltration of Imperial bases, organization of Rebel cells on oppressed worlds, or negotiations to bring entire worlds into rebellion and the Rebellion. While Edge of the Empire covered those who operated at the fringe of the galaxy, Age of Rebellion covers those who are actively involved in the struggle against the Galactic Empire – typically this will be directly as part of the Rebel Alliance, but characters might also start out as part of an independent rebel operation. All three lines are set exclusively in the Rebellion Era, and specifically immediately after the end of Episode IV (Alderaan and the first Death Star have been destroyed, and folks are starting to take the Rebel Alliance seriously). I do not believe that this has any effect on the content of this review, but I note it in the event that it’s the sort of thing you think might.Īs noted above, Age of Rebellion is the second of the three announced Star Wars RPG lines. Good chunks of this review will be old hat for you, but you will likely want to visit the Duty section (the last part of the Basic Mechanics), the Characters section (to see what the careers and specializations are and learn about Duty), the Force section (to see what the new Force-sensitive specialization and powers are) the Gear section (to see what vehicles and starships are included), and then all of the sections at the very end to see what planets, concepts, and adversaries are included, plus any opinions I may happen to have.ĭisclaimer: Although I did not work on this particular book, I have done playtesting for Fantasy Flight on other Star Wars RPG books. Note: I imagine that many of you who will be reading this have, or are familiar with, Edge of the Empire, and will need no introduction to the basic concepts and mechanics of Age of Rebellion, which are almost identical. Age of Rebellion is a 460-page, full-color hardback that retails for about $60. Like its predecessor Edge of the Empire, it made its beta debut at GenCon, and received its full release a little less than a year later. Age of Rebellion is the second of three Star Wars RPG product lines from Fantasy Flight Games (the three they’ve announced, anyway).
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