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Fantasy Flight Games SWA02 Star Wars - Age Of Rebellion - Core Rulebook Hardcover – 2014

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Product Details

  • Age Range: 8 and up
  • Hardcover
  • Publisher: Fantasy Flight Games; 1st edition (2014)
  • Language: English
  • ISBN-10: 1616617802
  • ISBN-13: 978-1616617806
  • Product Dimensions: 8.7 x 1.3 x 11.3 inches
  • Shipping Weight: 3.9 pounds
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (37 customer reviews)
  • Amazon Best Sellers Rank: #52,976 in Books (See Top 100 in Books)

Customer Reviews

4.4 out of 5 stars
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Most Helpful Customer Reviews

35 of 38 people found the following review helpful By Jetpack on July 3, 2014
The eagerly awaited Rebellion source book has now hit the shelves, so got my copy right away. This is the same system as Edge of the Empire (they cover different types of gameplay). Force and Destiny will be the third corebook next year.

If you are new to the narrative dice system, this is the first game that has made me want to roll dice in probably 15 years. Success with threat? Failure with an advantage? The special dice really encourage roleplaying and finding something to neat in a dice roll other than "You hit", and I never thought I would see a dice system do that. The corebook even includes a table to convert regular dice, though I really suggest picking up at least one set of the custom dice. Consider the Beginner's set....

Do you need this if you have Edge of the Empire? Possibly not. I don't have the Beta book, but I've heard that you can use the AoR Beta book instead, due to a lack of changes. Do more research before making that decision though.

Duty makes its appearance, replacing obligation.

Want to play a Bothan, Gran, Mon Calamari, Sullustan or Ithorian? This is the book for you.

There are several careers and specializations to choose from:

Ace - (Driver/Gunner/Pilot)
Commander - (Commodore/Squadron Leader/Tactician)
Diplomat - (Ambassador/Agitator/Quartermaster)
Engineer - (Mechanic/Saboteur/Scientist)
Soldier - (Commando/Medic/Sharpshooter)
Spy - (Infiltrator/Scout/Slicer)

There is also a universal specialization - the Recruit, and the new Force class, the Emergent. The Emergent has the Force powers of Move, Enhance and Forsee

For many people, the star of the book is probably chapter 7, with the many new ships.
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8 of 9 people found the following review helpful By Ron Cole VINE VOICE on August 17, 2014
Age of Rebellion is a pen-and-paper roleplaying game (RPG) based in the Star Wars universe. Its rough focus is the time and events of the original Star Wars trilogy, and it primarily deals with the Rebel side of things. It is also the second core rulebook in Fantasy Flight's Star Wars roleplaying game series, and is compatible with the earlier core rulebook Edge of the Empire (a game focused on the scoundrels and outcasts of the galaxy, but in a similar time period). In order to properly play either of these games, you will need a set of specialized dice that have symbols on them instead of numbers (listed as either "Edge of the Empire Dice" or "Age of Rebellion Dice" and sold separately; there's also an app to simulate them). The dice themselves tend to be the most intimidating part of the game, but most players get used to them after a few sessions of use.

But on to the game itself! If you enjoy RPGs and Star Wars, Age of Rebellion (AoR) has a lot to offer! The book itself is filled with some of the best FULL COLOR artwork of any product to date, and really helps to get the feel of the setting into the minds of the players. The gameplay flows well (after the shock of the dice is overcome), and allows for a large selection of humans, aliens, and droids to be chosen as player-characters (PCs). AoR tends more towards storytelling, and even has dice mechanics that allow players to briefly take control of events and sculpt the outcome. Those prospective players that lean more towards hard rules and number crunching might prefer the previously published D20 Star Wars game by Wizards of the Coast, which was a fine but very different experience.
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43 of 61 people found the following review helpful By Mason Trupe on July 8, 2014
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The book quality itself, as well as the system in general, are both superb. Probably some of the best in, if not THE best in PnP RPGs on the market, as is its predecessor rule book, Edge of the Empire.

However, I find myself to be thoroughly underwhelmed as far as the additional content that sets this book aside from Edge of the Empire. Sure, Duty is great, I actually greatly prefer using it to Obligation; yes, capital ships are grand, but when are we ever going to get to use them? Truly, they have stiffed ground operatives, for there are no more than 5 ground vehicles contained in this section. There is nothing for the Ace/Driver to command as far as trueblue rebel vehicles go, all they get is the Echo-Base style T-47 airspeeder. Referencing video games, art, and books, there are plenty examples of Rebel hover tanks that my group was gleefully poised to command. Nothing. One speeder bike, two airspeeders, two imperial walkers. That is it.

If you wanted bigger naval battles and something to flesh out the naval experience, then this is the book to get. Lots of military grade cruisers and capital ships. They cut down the number of available ship mods and didn't bother to add anything whatsoever (except extended comms...which allows you to communicate at longer range...whoop.)

Returning to the subject of things that are lacking, equipment is essentially cut and pasted from Edge of the Empire with the addition of a couple of landmines and roughly three loose pieces of equipment. I didn't expect weapons to be any different, but the fact that equipment, armor, and mods didn't at all change to more reflect the militant life of a rebel agent is very disappointing.
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