Archive for the ‘Star Wars’ Category

Fully Operational Review – Star Wars Age of Rebellion

April 8, 2018 Comments off

The latest sourcebook for Fantasy Flight Games Star Wars Age of Rebellion is Fully Operational. This sourcebook expands the options available for the Engineer career, and adds three new species, three new specialization options, as well as some interesting crafting options to the FFG Star Wars system.

As always, the career sourcebooks follow the familiar format of three sections: player options, gear/vehicles, and finally additional mechanics and systems for GM and PC use. Both Edge and Age have some overlap when it comes to careers and specializations that make sense for PCs in both lines. We’ve seen this show up in the past with FFG repeating certain species and specializations that could apply to careers in either line. One could almost understand if FFG wanted to copy and paste from the excellent Edge sourcebook for technicians Special Modifications. In this case, they resisted that temptation, and this book is a better value for it.

When reviewing this book, I immediately grabbed my copy of Special Modifications to see if there was any overlap, and I had to do a bit of a double-take: in the new Age book one of the new specializations is Droid Specialist, but in the Edge book it is Droid Tech. The trees have some similar skills, but some unique ones as well. This was a refreshing change from seeing careers like Heavy being copied whole-cloth between lines. It could also allow for some interesting multi-classing giving a PC an opportunity to stack lots of ranks of talents like Machine Mender and Hidden Storage, while also providing new talents in this book like Design Flaw (add 1 advantage per rank when attacking droids at personal scale) and Repair Patch Specialization (heal an additional wound per rank when using an emergency repair patch). Similarly, the crafting section focuses on facility and ship/vehicle crafting and doesn’t go over the gear/droid/cybernetics of the other book. What surprised me the most was how much of this book did not retread what had been established by Special Modifications.

Three new species are detailed in this book. The Bith on the cover (made famous as the band members in Mos Eisley cantina), Kaminoans (genetic engineers of the clones from the Clone Wars), and Skakoans, often synonymous with the Techno Union.

The Bith, while cool and recognizable from the original trilogy, don’t seem to make the best choice for an engineer. The have a one in brawn and a three in presence, and a two for everything else including Intellect. They start with a rank in perception and have sensitive hearing, but none of that predisposes them to make great engineers. They seem like a better fit for the Colonist-Performer specialization.

Kaminoans are a natural fit for this book, starting with a three in Intellect, a rank in Medicine, a rank of the Researcher talent, and most humorously trait called Expressionless. This results in a setback die for Charm checks and provides a setback die for others making social skill checks targeting Kaminoans. This really evokes Obi Wan’s experience when meeting them in the prequels, and would be fun to role-play.

Skakoans may be the least recognizable of the three, and as methane-breathers like the Gand, can pose environmental challenges other PCs may not face. Interestingly, this is the first species that start the game with a type of armor. They require a specialized pressure suit that provides +2 soak and 3 hard points. They start with a three in Intellect and a rank in Knowledge (Education) and Mechanics, but with only 80 XP. As an Engineer you were going to train those up anyway, so not a bad trade really.

The three new specializations include Droid Specialist, Sapper, and Shipwright. While the Droid Tech in Special Modifications focuses on building and commanding a droid army, the Droid Specialist can build them up, or break them down. In addition to the core Engineer skills of Athletics, Computers, Knowledge (Education), Mechanics, Perception, Piloting (Space), Ranged (Light) and Vigilance, this spec adds another Computers, Cool, another Mechanics, and Melee. These skills paired with the talents in the tree make this PC brainy, but pretty good in a fight at range or up close and personal.

The Sapper seems like it would be quite close to the saboteur, and much like the droid specs above they have some similarities, but are not identical at all. The Sapper focuses on construction as well as destruction, specifically of facilities and emplacements. In addition to the core skills, Sapper adds another Athletics, Knowledge (Warfare), another Mechanics, and Survival. One interesting new talent on the tree is Improvised Defenses. This allows the PC to make an average Survival check to create cover for up to four characters for the rest of the encounter.

Shipwright is quite the unique specialization. At first blush you would think it would be similar to Rigger in the Ace book or Modder in the Technician book, but it shares very few talents with either. Shipwright adds Gunnery, another Knowledge (Education), another Mechanics and another Piloting (Space) to the Engineer core skills making it the most laser-focused engineer specialization. Some talents you would expect are here like Solid Repairs, but also Dockyard Expertise which reduces time and cost of repairs by 25% per rank. Also Push the Specs which increases the top speed of the ship with an average Knowledge (Education) check. Creative Design allows a PC to apply a number of advantage equal to ranks in the talent to a crafting check, while allowing the GM to apply an equal number of threat.

The signature abilities include The Harder They Fall and Unmatched Ingenuity. The Harder They Fall allows once per session, a PC to spend two destiny points and make a hard mechanics check that if successful, automatically critically hit vehicles, droids or structures whenever they suffer wounds or hull trauma. This seems quite overpowered, but most of the signature abilities are. Unmatched Ingenuity allows once per session a PC to spend two destiny points and make a hard mechanics check to add one item quality to a weapon or item they are holding or operating. They can spend a triumph to add an additional quality, and advantage to increase the value of the quality if applicable.

The weapons section is pretty excellent for what is one of the more brainy and less combat-focused careers, but as one might expect from a career that includes both saboteur and sapper, the explosives are the highlight. Grenade additions include both Incendiary and Cryoban, as well as explosive compounds and devices for taking out structures and emplacements. My favorite is Flex-5 Detonite Tape that consists of a bulky roll of tape for breaching doors or lightly armored objects. This section also includes stats for Bardium charges, Detonite (think c-4), Fuel-Air Bombs, and Shaped charges. Not only are there stats for one charge, but how they stack when using multiple charges.

Gear section highlights include the Model 40 Repulsor Hoist and modular base structures. For a mere 3 encumbrance and 550 credits you can get a set of 6 repulsors to help hoist a disabled vehicle for field repairs or towing up to a silhouette 4 up to two meters high. Modular base structures allow you to build a quick and inexpensive command center, barracks, and hangar/motor pool. This could be a fun adventure session in itself!

The vehicle section has some cool engineer-focused transports and construction vehicles. Among these are stats for a silhouette 7 mobile space dock that would serve as an interesting adventure locale to get ship repairs, or defend from imperial attack. New vehicle weapons include stats for a tow cable launcher, ion torpedoes, and a termite torpedo which would likely be quite the headache for a PC ship targeted by such a weapon.

The last section includes some interesting ideas for using the Mechanics skill, as well as spending advantage, threat, triumph and despairs on engineering-focused checks. There is a fairly substantial section on making repair and construction efforts in different settings and environments like an active battlefield, desert/tundra, high-atmosphere, a firefight, forest/jungle, underwater, etc. Next is a section dedicated to converting civilian vehicles and facilities to military applications. This would certainly inspire at least a session or two of game materials. Finally, the most substantial section is dedicated to crafting ships and vehicles. This follows the same format as droids, weapons, and cybernetics from Special Modifications and goes into quite a bit of detail about different aspects such as frames, engines, and hulls. Each of these have their own template tables and advantage/threat, triumph/despair result suggestions. This may prove challenging to get an entire table of PCs to get excited about during a session unless the adventure or campaign is focused on building out new ships and bases for the rebels.

To wrap up the last section there are a few campaign ideas focused on a shipyard, a battle station, and combat engineering. Yet again FFG Star Wars is proving to be consistently high quality and worth purchasing. Unlike other RPGs that run out of quality material before they run out of supplements, FFG Star Wars seems to be getting even better and more refined the more books they produce. This is one of the better sourcebooks in the Age line, and I imagine using several ideas from it in future adventures.

Categories: Books, Reviews, RPGs, Star Wars

Star Wars – Dawn of Rebellion review

March 3, 2018 Comments off

The recently released Dawn of Rebellion is the first Era Sourcebook for the Fantasy Flight Games Star Wars RPG line. Unlike previous books, this is the first to bridge all three lines of Edge of the Empire, Age of Rebellion, and Force and Destiny. This comes out just as the Rebels TV show is coming to an end. For fans of both the Rebels animated series and the Rogue One movie, this book is full of stats for both characters and vehicles seen in each.

This book is a bit thicker than most specialization books, but about on par with Lords of Nal Hutta and Suns of Fortune weighing in at 144 pages. There are four chapters broken down into Worlds in Revolt, Organizations, Player Options and Game Master Support.

Worlds in Revolt features several systems that play an important role in the era including Alderaan, Atollon, Dathomir, The Death Star, Jedha, Lothal, and smaller sections on other places just called Other Worlds. Each system has the familiar fact sheet and picture of the planet featured in other releases, followed by a longer description of points of interest as well as key NPCs and a modular encounter that would work nicely as a mini-session in each system.

Often RPG books can be broken down in a crunch:fluff ratio, meaning how much of the book is stats and numbers compared to flavor text that helps bring the world alive, without providing those numbers that mechanically affect the game. This book leans towards the fluff-heavy, but details a satisfying amount of gear, creatures, NPCs and vehicles to keep the crunch crowd happy. The organizations section in particular features a lot of information on the Empire, Rebellion and Independent Organizations like The Broken Horn Syndicate (Vizago’s smugglers from Rebels), The Free Ryloth Movement, and the Protectors of Concord Dawn. Each has a few key NPCs detailed and some background information. Each main character of the Rebels TV show is statted out, as well as Shore Troopers, Death Troopers, Agent Callus, the Inquisitors, Vader and Thrawn. From the Independent Organizations you get stats for Fenn Rau, Azmorigan, Hondo Ohnaka, Ketsu Onyo and Lando Calrissian (previously statted out in Jewel of Yavin). This section gives you plenty of key characters to interact with if you want to start a party that runs in parallel to the events of Rebels or Rogue One. This seems to fly in the face of the wisdom expressed in previous books about shying away from key figures, since it is a pretty big galaxy after all. I think it is pretty cool to provide the stats for folks, since people try and make them up in the FFG forums anyway, and can add some gravity to your session. Hopefully, Vader won’t cut through your party like he did those rebels at the end of Rogue One.

The Player Options section introduces six new universal specializations that can be purchased for 10x the amount of specializations the PC currently has in XP. The book suggests this can add depth to a PCs past if chosen at the beginning of character creation, or could be a big reveal of a hidden past if chosen later. Either seems like a really compelling option to me, and I hope they come out with more of these in subsequent Era books. Those included in this are: Padawan Survivor (Kanan), Force Adherent (Chirrut), Imperial Academy Cadet (Han, Wedge, Sabine), Pirate (Hondo), Retired Clone Trooper (Rex), and Ship Captain (Hera). These trees include 4 bonus career skills (with the exception of Padawan which grants Force Rating 1 unless your PC already has it) and feature associated talents that can provide depth to your PC.

There are also four new species options from Rogue One: The loud-mouthed amphibian-like Dabatan, the Wookie/Wampa-like Gigorans, heavy-browed simian Iakaru (door gunner in the U-wing), and insecto-mammalian Tognaths (Saw’s lieutenant on Jedha).

The weapons section includes stats for Chirrut’s lightbow, Baze’s repeating cannon, and the Shore Trooper’s E-22 (linked 1 heavy rifle), and Death Trooper variant E-11D and DLT-19D Heavy blaster rifles.

The vehicles detailed include the AT-ACT, Occupier Assault Tank (Jedha), Delta-Class Shuttle (Krennic), TIE Striker and U-Wing. The U-Wing stats I found and used from FFG forums for my Rogue Two adventure were very close to the published stats. Also included are Arquittens-class Imperial cruiser and the hammer-head class corvettes use in Rebels and Rogue One, as well as the Ghost and both Phantom shuttles. There are also stats for the Death Star, which are so huge as to be nearly useless, but it does have a stat block.

The GM Support section includes a really nice idea about crafting a campaign like a season of a TV show, and even provides a roadmap for primary and secondary plots focusing on different characters as well as an overall story arc. We are attempting to do much this same thing with our own gaming group while sharing GMing duties. We’ve each contributed NPCs and planted story seeds that other GMs can choose to advance or go in a different direction. We’re only about 3 sessions in, but so far it has been really rewarding to not only share the GMing duties and responsibilities, but build our own corner of the galaxy together.

This section of the book provides the framework for either one GM to craft an entire season, or perhaps allow for a group to round-robin GM. This system has always provided a wealth of GMing resources and tips but this section of this book in particular goes above and beyond. It also discusses developing antagonists – villains that surpass a typical “big bad” at the end of an adventure and provide a long-lasting true nemesis. It also mentions antagonists don’t have to be evil to oppose the party such as Saw Gerrera, Fenn Rau and Cham Syndulla.The final part of the GM section deals with building a Rebel Cell campaign. This provides several ideas and seeds that can help groups write their own versions of Rebels or Rogue One.

Overall, this book is a great resource for those of us that watch the new movies or TV shows and start statting things we see out in our heads. It provides a ton of background information on this particular era of Star Wars and will be a great book for both players and GMs alike. I hope this is just the beginning and FFG is able to release a Knights of the Old Republic, Clone Wars, and possibly Force Awakens era books as well.

Categories: Books, News, Reviews, RPGs, Star Wars

Disciples of Harmony review

June 7, 2017 Comments off

The fine folks at Fantasy Flight Games are at it again, this time with the Star Wars Force and Destiny sourcebook for the Consular: Disciples of Harmony. This book follows the now tried-and-true format of three sections: new species/specializations, new gear/vehicles, and a GM section about consular-focused encounters. Out of Edge of the Empire, and Age Rebellion, Force & Destiny is the line I have actually played and run the least, but every line in FFG Star Wars has such great stuff it is worth picking up. This book is no exception.

The first section has some interesting and to me, surprising choices for new species. This book adds the Arkanian, Cosian, and the Pau’an.

Arkanians are usually white-haired, white-eyed, 4-fingered near-humans that are known for superior genetic engineering and generally superior attitudes to other beings. Space Aryan would not be my first choice for a Jedi, but the book goes on to explain force-sensitive Arkanians seek a perfect understanding of the force through analytical research, allowing them to transcend they typical scientific perfection their people are known for and attain a more complete perfection though the force. They start with a 3 in Intellect and 1 in Presence. Beyond that, they have Dark Vision which removes two setback, and start with a rank in Medicine. I suppose this could work well for a conceited Healer, and could be a good choice if you are looking to role-play someone with a superiority complex. Alternatively you could go against type, and be the black sheep Arkanian who is actually nice.

Cosians are a reptilian species that have kind of a beak, a tail that ends in a hairy tuft and blink up instead of down. Some may recognize this race from Jedi Master Tera Sinube from Clone Wars. Out of the three, this choice seems to be the most natural for what I think of as the consular role. Hailing from a planet in the deep core, Cosia is a verdant planet and their villages are interconnected in massive trees on the surface. They start with a 3 in Intellect and a 1 in Brawn, as well as a free rank of Knowledge (Lore) and the racial trait Strong Backed, which gives them an Encumbrance of 10 + Brawn.

Pau’ans are the creepy race of (most notably) the Grand Inquisitor from Star Wars rebels. I had no idea what race he was, nor that all of them are that ghoulish in appearance. This makes them somewhat of an odd choice for one of the more diplomatic and “face” careers for Force and Destiny. They originally hail from the planet Utapau, but the various clans have been driven from their home world by the Empire. They start with a 1 in Brawn and a 3 in Willpower, but interestingly start with +12 wound threshold and +8 strain, which makes them a bit more balanced than at first glance. They start with a rank in Negotiation or Coercion, and have sensitive hearing which gives them a boost die on Perception and Vigilance checks as long as they have their protective earpieces. With those removed, they suffer an automatic threat as their ears are overwhelmed. This would certainly make an intimidating character or NPC, but seeing them in a diplomatic role is still a hard sell for me. Still, I’m glad to have the option for other careers/specs.

The new specializations compliment the core consular specs of Healer, Niman Disciple, and Sage quite nicely. The new specs are Arbiter, Ascetic, and Teacher. The challenge with the core consular specs is the career seems to focus on 3 characteristics: Intellect, Willpower, and Presence. While choosing one of the specs will allow you to narrow down to two main characteristics, if you are cross-specing within consular, you’ll want at least a 3 in each.

Arbiter is the classic role of Jedi as mediator or judge to resolve disputes. To the base consular skills of Cool, Discipline, Knowledge (Education), Knowledge (Lore), Leadership, and Negotiation, Arbiter adds Knowledge (Xenology), Lightsaber, another Negotiation, and Perception. The skill tree is a nice balance of defensive combat talents like parry and reflect, as well as “face” talents like nobody’s fool and a new one called savvy negotiator. My favorite new power on the bottom row of the tree is Aggressive Negotiations. Once per session you can perform a hard lightsaber check to reduce the difficulty of all Negotiation checks for the encounter by 2. Not downgrades… difficulty. That is one impressive lightsaber show!

Ascetics are essentially monks that eschew possessions and have studied the force in hermit-like isolation. To the core skills they add Athletics, Discipline, Resilience and Vigilance. Clearly this build relies more on Brawn than the others. Surprisingly, the only talent with an inherent conflict cost is in this tree: Mind Bleed. This allows a character to reflect physical damage on an attacker by suffering an equal amount of strain. It also requires the PC to have 2 or less encumbrance. The character suffers a number of strain equal to the wounds suffered from the attack. The attacker then suffers wounds equal to the strain suffered. Pretty dark stuff. The tree is also loaded with grit, so between being a brawny and gritty tree, its kind of dark being an Ascetic too.

The Teacher adds another rank of Knowledge (Education), Knowledge (Lore), Leadership and Perception. This would be an interesting choice to take as a first spec, as an inexperienced PC will have much to learn. Mechanically it is pretty nice since Well Rounded is a 5xp buy on the tree which allows you to choose two additional skills of your choice to make career skills. It also allows you to lend your expertise through talents like Skilled Teacher which allows you to suffer strain equal to ranks in Skilled Teacher and provide an equal number of successes to the ally’s next check. This has some very cool role-play opportunities. Teacher is probably my favorite out of the new three. Lots of interesting talents deep in the tree as well.

The weapons/gear/vehicles sections of Force and Destiny books are rarely the highlight, but this has a few really cool additions, including a lot of non-lethal options which can be fun for bounty hunters or those trying to not gain the conflict associated with murdering people. The concussive rifle is like a noise blunderbuss, and there are a few nice new grenades in the Spore Stun grenade, and the Spray Foam grenade. But the really cool addition is the melee Z6 Riot Control Baton, famously from the scene in Force Awakens with Finn and the lightning-baton wielding First Order trooper. This will be fun to arm potential foes of the PCs as it has the Cortosis quality, Disorient 2 and of course, Stun Damage. Armor includes a diving suit for aquatic diplomatic missions, as well as in interesting Reflect Body Glove that provides very low-profile armor, but degrades with each hit. It may be repaired with an average Mechanics check. The book adds some interesting lightsaber crystals in the Cracked Crystal which according to the text is from the debris of the first Death Star’s destruction in Yavin and a Corrupted Crystal, which is essentially a dark side crystal you can “reclaim” once your PC’s morality rises above 70. Seems like some cool role-playing options there. The vehicles are predominantly very low crew/passenger capacity. This would be cool for games with one or two PCs, but would seem to have limited usefulness in larger groups. The capital ship section is pretty cool, with stats for the iconic Consular-class cruiser first seen in the Phantom Menace. Its got a cool sealed conference room pod that servers as an escape pod in a pinch. This book also details stats for the Jedi training cruiser Crucible – which would be an awesome adventure in itself!

The GM section discusses incorporating three types of mentor NPCs to the campaign, each with different styles and examples from the movies and shows. There are some helpful tables that suggest styles and complications to bring your NPCs to life. They also include example stat blocks of each type: Trainer, Consultant, and Challenger. Most interesting to me was some details on alternative force traditons: Baran Do Sages, Dagoyan Masters, Gand Findsmen, and Sith Lords. Provided are benefits and drawbacks to studying with each group, as well as an XP cost to eventually overcome the drawback. The benefits include reduced XP costs to learn certain powers that correspond with the different groups. I hope they have similar stats for the Nightsisters adventure that is coming out soon! One really nice section discusses knowledge checks. It provides two possible approaches to encourage knowledge checks and make them more dynamic, and is illustrated by my favorite illustration in the book: a human consulting a datapad while his Nautolan friend holds off a Stalking Acklay. The final section talks about making diplomatic encounters exciting and provides a table of possible success/failure/advantage/threat/triumph/despair results. I’m still not convinced any amount of political maneuvering will be more fun than a firefight, but at least it gives you more tools to help spice them up a bit.

Overall, this book surprised me with how much great stuff they packed into 96-pages. I would highly recommend this book for those looking to diversify their encounters and include some really intriguing options beyond force-sensitive PCs. Despite the entire shelf I now have dedicated to this system, quality has not gone down. Time to clear another shelf!

Categories: Books, News, Reviews, Star Wars

Star Wars Rogue Two – Less is More

March 31, 2017 Comments off

Recently I put together a FFG Star Wars adventure for Mace West called Rogue 2. The synopsis was brief, and apparently intriguing enough to fill the table months before the con:

“You are part of an elite commando team for the Rebel Alliance. The Empire has demonstrated the fearsome and devastating power of the Death Star. It is up to you to stand up for freedom in the galaxy. Your comlink indicates a summons to the briefing room with High Command. This next mission is going to be something big. Hopefully you’ll live long enough to tell about it!”

I studied episodes of Rebels, as well as Episode IV and what I could remember from Rogue One (this was shortly after the theatrical release) and did some research about what could happen in the short time frame between Rogue One and A New Hope. In one of the behind the scenes clips for Rogue One the writers revealed they wanted to include  Wedge Antilles in the planetary shield battle on Scarif, but realized he would have never seen it since at the beginning of the battle of Yavin he says, “Look at the size of that thing…” So where is Wedge during Rogue One?

Enter Rogue Two: The Antilles Extraction. Those of you familiar with how I have run several Bounty Hunter missions will know I like to plan for a three-act structure, maybe with an optional fourth, if there is time. I play-tested this once before the con, then ran it at the con, and both times we ran out of time in our 4-hour block before getting to Act III. That being said, the sessions were great fun, but one day I plan on getting to the third act. Here is the basic outline:

Act I – Planning/Infiltration

Act II – Rescue/Escape

Act III – The Emperor’s Snare – Interdictor Showdown

With just a few other notes, a very basic map, and a small deck of probable baddies/NPCs from the adversary decks, we were off! I’ve found the more I run this system, the better it is to provide a small sandbox like a map of a ship or facility, then literally let the dice fall where they may. Relying not only on my creativity, but leaning on the players to help interpret FFG dice results has been some of the most fun I’ve had running or playing an RPG… ever.

While my actual adventure notes were pretty slim, I did a bit of research before the session to help flesh it out on the fly during the session. Researching prison facilities in Star Wars led me to discover an old Dark Horse comic called Han Solo at Stars’ End which was based on a novel by Brian Daley. I didn’t go so far as to read the novel, but I used some of the visuals to inspire the map of the exterior of the facility. The shape of the prison is a tall silo that reminded me of the cells from an episode of the Clone Wars that required floating repulsor sleds to reach them (S3E7). Beyond that, I wanted a reason Wedge and his squad were captured alive, and what better than an Interdictor cruiser to capture both ships and pilots.



The first part of the session is planning the infiltration and requesting additional gear from Rebel High Command. The briefing is short on details, just the rudimentary reconnaissance scan gathered from an A-wing at long range. Mytus VII is a moon-like rock with no atmosphere and little natural gravity. I provided the squad with a choice of two available ships for infiltration: a U-Wing (with some home-brewed stats borrowed from forums) or a captured Imperial Lambda shuttle. Beyond that, they could make reasonable requests for other equipment that may be around the Yavin IV base. The playtest group requested a few speeder bikes (non-military versions, granted) and the con group requested ascension cables (which came in *very* handy). Now to plan the approach: land outside the facility and approach on foot or speeder? Land at the end of one of the tubes? Brazenly fly into one of the hangars? Any of these are options using this approach. The pre-gens I provided did not include any humans, which limited their options for posing as imperials in stolen uniforms, so both groups opted to land their U-wing (both chose the U-wing) well outside the facility and made a stealthy approach. The con team had the foresight to request an astromech droid to keep the engine running and stand by to fly in and pick them up. How they get in from here is entirely up to the table. The playtest group took out a pair of bored guards at the end of a landing tube, and stealthily made their way in to the main facility. The con group set some remote explosives on the outside of one of the tubes to the hangar, and took out a gunnery crew in one of the turbolasers.


Now the team is in the facility, they need to find which cells have their rebel pilots and successfully extract them from the vertical tower of cells in the center of the complex. Optionally (if they are somehow captured) they could be facing off against gladiator droids in the arena on the very top level of the central tower (this is in reference to a scene in the comic) but this did not come up either time I ran it. Leaving the interior of the facility vague gives the game master great flexibility to improvise. Elevators or turbolifts can be anywhere you need them to be, as well as interior doors, tunnels to the turbolaser batteries, utilities like power and gravity generation may be in the basement. If your team seems stumped, provide them with options in a rudimentary directory (“Hmm, this says central generator on B1, arena on level 42, Warden’s Office on 41…” etc.) they can pull up from any terminal or datajack. Regardless of how they eventually get there, this will lead to an encounter with Imperial Dungeoneers in repulsor sleds. Judging from the visuals in the Clone Wars, I set up a central control tower, and at least three sleds with two dungeoneers on them a piece. Since this is an Imperial facility, I replaced the floating little cam bots in Clone Wars with interrogation droids, which make for pretty nice rival-level adversaries. This is generally where the stealth part of the mission breaks down. Alarms start going off, you can send in squads of storm troopers and their red-pauldroned sergeants as back up. Both times I ran it, this involved a few PCs in the central tower identifying the cells of the rebel pilots, and a few PCs going from cell to cell, freeing them. The con team set the gravity generators into a diagnostic mode that turned the gravity both off and on every two minutes, adding to the chaos. Once you retrieve Wedge and his squad (4-6 pilots) they reveal they were captured by the Emperor’s Snare, an Interdictor Cruiser that ripped their squad out of hyperspace. Their ships are still intact, and recoverable, if the team can capture the impound hangar. This can lead to a battle with TIEs on the base. I would encourage GMs to use group checks to narrate how the squad is doing rather than rolling a bunch of checks for NPCs, and let the PC squad take ship actions as normal. The rebels will likely outgun the Imperials until…


The Emperor’s Snare drops out of hyperspace on the horizon. Now both the commandos and the pilots are trapped unless the commandos can board that Interdictor and shutdown the gravity wells! I wrote this before watching the amazing Rebels Season 3 finale in which Interdictor cruisers play a big role, but if you are looking for inspiration for this chapter, check out the end of Rebels season 3! Having run out of time both times I ran this scenario we never actually made it this far, but I would suggest more group checks for the rebel pilots while having the PCs make some daring checks to board the bridge of the Interdictor and either shut it down or (more likely) sabotage the gravity wells before escaping. If the U-wing is still intact they may be able to take that, or if its destroyed in the ensuing battle, have them find some other shuttle or escape craft in a battle to the hangar bay. In a truly Rogue 2 like twist, the commandos may be captured or even killed in the attempt to disable the Snare and ensure the pilots get back to Yavin for the battle against the Death Star!

I hope you enjoy this adventure outline. I’m providing the map I used as well as six pre-gens for potential commandos below. Happy gaming, and may the Force be with you!









March 4th! GMs Day! Mace West Preview!

March 4, 2017 1 comment

drownedHappy GM’s day gamers! RPGnow is having a big sale, and many awesome publishers are participating. Get yourself or your favorite GameMaster something cool! I’m celebrating GM’s day by preparing for the games I’m running at an upcoming convention: MACE West 2017! This will be the third year the event will be held in Asheville, NC just outside the Biltmore at the Doubletree hotel, March 24-26th. The first year I attended I had a great time, and each year it keeps getting better and better! This year there are a staggering number of board games, RPGs, and other events listed this year at the OGRe.

The Skyland Games guys alone will be running Dungeon Crawl Classics, Mutant Crawl Classics, Age of Rebellion, Metamorphosis Alpha, Apes Victorious and Imperial Assault. Games are filling up fast, and we are looking forward to another great year at our “home” convention!

Kevin is running the Frost Fang Expedition, a 3rd party published DCC adventure that is almost purpose-built for cons since there is a ticking-clock element to the adventure. The full review is here, but the short version is this: if the heroes don’t succeed, rocks fall and everyone dies. Not everyone in the party, everyone in the town below the crumbling, floating castle. That old chestnut. He is also running one of the Metamorphosis Alpha adventures from the recent Epsilon City kickstarter, and a homebrewed Star Wars adventure called Rogue Two, in which a small rebel commando team is sent to Mytus VII, star’s end, to break out a group of rebel pilots including Wedge Antilles to aid in the assault on the Death Star.

Mike is running a homebrewed Mutant Crawl Classics adventure he will also be running at GenCon, but MACE West gets it first! Where the drowned god dwells looks to be an exciting post-apocalyptic underwater adventure! Apes Victorious from Goblinoid Games is based around Planet of the Apes and looks to be quite the enjoyable romp if you’ve ever wanted to play the role of a 70s astronaut marooned on future earth. This one is also on sale as part of the GM’s day event. If you haven’t played it yet, you can try out Goodman Games Lankhmar with Mike running Masks of Lankhmar, an adventure he was fortunate enough to playtest with the author Michael Curtis at GaryCon VII.

Scott is running three slots of Imperial Assault, and thanks to the hard work and excellent skill of local mini-painter Galen, they will be some great looking sessions! Minis in the front are some of the bones from recent kickstarters, but the back shelves are all Star Wars! There are more games and events than ever before, these are just the few events we are running. Check out the event pages on facebook and at Justus Productions to find out more. See you there!



Star Wars Edge of the Empire – No Disintegrations Review

February 11, 2017 2 comments

swe16_book_leftThe day has finally arrived, and FFG has saved the best for last. No Disintegrations, the last career sourcebook for Edge of the Empire has finally hit the shelves, and it was worth the wait. This book follows the now very familiar three-section format. The first details new race and specialization options, the second focuses on gear and vehicles, and the third provides GMs with adventure ideas focused on the particular career. As someone who has been running plenty of bounty hunter games, I was eagerly awaiting this release over any other in the FFG RPG line, and it does not disappoint.

First up: new species. The Devaronians debuted in the Force and Destiny book, Nexus of Power, and are the devilish looking aliens first seen in the Mos Eisley cantina scene. Most notably, the species possess two livers, and add an automatic success to Resilience checks they make. Don’t get in a drinking contest with the devil. They also start with a 3 in cunning which will serve them well in a bounty hunting role. The other two races are new additions to the FFG Star Wars system: Clawdites and Kallerans. Clawdites are known for their shape-shifting doppelganger abilities, as showcased in episode II of the movies by Zam Wesell, the Clawdite hired to assassinate Padme. Mechanically, to change their appearance from their natural somewhat reptilian look, they suffer 3 strain and make an average Resilience check. Starting out with a rank in Resilience as their other species feature helps. These guys start with a 3 in cunning as well, and with their Changeling ability, offer a very compelling option for a bounty hunter. Kallerans were introduced in the Kanan: The Last Padawan comic. They can breathe through their skin which presents quite the paradox: they are strong but fragile, starting with a 3 in Brawn but only adding 8 for their initial wound threshold. Compare this with a Wookie adding 14 to their initial wound threshold and it is tough to make the case for a Kalleran PC. They have hypersensitive antennae which provides them with a rank in the Heightened Awareness talent, so could make an interesting force-sensitive PC, but seems like an odd choice as a bounty hunter.

zamNew specializations in this book include the Martial Artist, Operator, and Skip Tracer. Martial artist has a lot of interesting talents focusing on unarmed strikes and parrying in melee and brawling combat. Clients often pay more for live acquisitions, though this particular specialization may appeal to more than just bounty hunters. This may be a compelling choice for smaller parties that require more well-rounded PCs instead of specialists. To the core bounty hunter skills of Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged (Heavy), Streetwise and Vigiliance, Martial Artist adds another Athletics, Brawl, as well as Coordination and Discipline. Your key attributes would certainly be Brawn followed by Agility, but this would make you a good pilot and a good shot in addition to being the muscle. If you are looking to create an all bounty hunter group with highly specialized PCs, hand the piloting keys over to the Operator. They add Astrogation, Gunnery, as well as additional ranks of Piloting (Planetary) and Piloting (Space). With a nice mix of talents from Ace:Driver and Explorer: Navigator, your key characteristics would be Agility followed by Intellect. Talents like Debilitating Shot allow the operator to disable vehicles with gunnery checks, as well as Shortcut and Improved Shortcut making them superior racers and ideal during vehicular pursuit of an acquisition. The Skip Tracer may be the most versatile of all three, but it is also the least focused. They add Cool, Knowledge (Underworld), Negotiation and Skulduggery, all new skills to the bounty hunter tree with two out of the three relying on Presence. With talents like Bypass Security, Good Cop, and Hard-boiled this would make a solid choice as a leader for a bounty hunter group, and certainly who you would want in the room while negotiating the contract, but suffers from being a Jack of All Trades, Master of None. This would be a fun choice for a small group focusing on investigations/noir kind of adventures, but it will take a lot of experience before they are as good as a larger group with more specialists. Ideally, you would want a 3 in Presence, Agility, and Cunning, which will give you a good pool for most of your career skills.

The two signature abilities are Always Get My Mark and Unmatched Devastation. Always Get My Mark is a narrative ability that basically fast forwards the plot until you start an encounter at your mark’s location. The book mentions the inherent issues with this as it has the ability to essentially skip the majority of an investigation/pursuit adventure and suggests this will always be a negotiation between the GM and the PC. I guess it could be cool, and I’ve never had a single character long enough to buy into one of the narrative signature abilities, but it doesn’t do a whole lot for me as a GM. It seems the cons far outweigh the pros. Unmatched Devastation is the more combat-oriented power, allowing a PC to make an additional combat check against the same target with increased difficulty and must be made with a non-ship/vehicle weapon not already used this turn. The “there was a firefight!” (NSFW language) scene from Boondock Saints immediately jumps to mind. With upgrades you can choose more targets and draw more weapons as well as move as an incidental for two strain. This ability would certainly allow a notorious bounty hunter to carve through crowds of mooks and create some truly memorable battles – especially for well-armed, outnumbered hunters.

swe16_weponsNow to the gear! The second section of the book is definitely the highlight for me, as we now have official stats for Mandolorian armor and attachments, a few nice rifles, and five flavors of mini-rockets for either under-rifle launchers, pistol or wrist mounts: Anti-Armor, Explosive, Flechette, Incendiary, and Ion. There are also rocket attachments to increase range and improve accuracy as well as adding the Guided quality. They are awesome! There are a couple of melee weapons, including an ion pike that only does ion damage, but does 10 pierce 4! That would be a must have for a droid bounty. There are a few new interesting armor types, but of course the most intriguing is Mandalorian Armor with its five hard points. Armor attachments include micro-rocket launcher, integrated holsters, and repulsor-assisted lifting which reduces encumbrance so you can add more stuff! There is so much great gear in this book: holonet homing beacons, rocket boots, a holographic disguise matrix… the gear section is amazing.

But that is only half of it! In a brilliant stroke of brand synergy, the ships and vehicles section gives you EotE stats for almost every Scum ship in the X-wing miniatures game, since that faction is made up of all the famous bounty hunters from Star Wars. It stats out IG-88’s Aggressor Assault Fighter and provides a mechanic that makes it more maneuverable with safety limiters turned off, which causes 3 strain to organics, but only 1 to droids. The signature craft of 4-LOM and Zuckuss G1-A is provided as is the Kihraxz star fighter, YV-666 Hound’s Tooth and the soon-to-be-released C-ROC scum capitol ship.  It also stats out a few ships from recent Rebels episodes like the Mandolrian Protectorate starfighter and the Shadowcaster. The vehicle attachments include a minelayer and six types of mines! Unlike typical weapons, mines require a hard Piloting (Space) check and their damage equals the base for the mine plus uncancelled failures. Uncancelled threats can be used to trigger various qualities for the different types of mines.

swe16_shadowcasterThe third section of the book is focused on the GM, and includes a lot of information for running investigations (which a lot of bounty hunts could certainly be) this is almost word-for-word identical to the section in Force and Destiny Endless Vigil, which is a bit disappointing. They do go into a bit more depth towards the end about creating obstacles and transistions between scenes, as well as creating an investigative campaign. If you were interesting in building these types of adventures and could only own one, I would certainly recommend this over Endless Vigil. Beyond that, there is some specific information for what benefits and risks go with being a guild bounty hunter as opposed to freelance, and outlines a few example investigative campaigns. The book ends with a section on rewards for different types of bounties and provides a table of sample bounties and modifiers in addition to exploits. Exploits provide a mechanical benefit to the bounty hunter based on performance after bringing back a Major or Legendary target. Some of these include: Humane: boost die to negotiation checks for bounties, but setback die for coercion checks about physical violence. Professional: may ask for a 10% advance on the next bounty after delivering a target within three days. Oppressor: hunter was a part of the rebel alliance or affiliate organization – adds 10% to bounties posted by the empire and increases the difficulty of social checks with rebels once.

Bottom line: This book is epic and amazing. If you only own one sourcebook for Edge of the Empire, this should be it.

Age of Rebellion – Friends Like These Review

January 29, 2017 Comments off

swa41_book_leftThe latest release for Fantasy Flight Games Star Wars Age of Rebellion is the adventure Friends Like These. This review will endeavor to be spolier-light, but not spoiler-free so if you have any intention of playing this, and don’t want any information about the plot points, stop reading now.

Just us GMs? Good. This adventure is geared towards experienced rebels with the recommended earned XP at 150. The main mission is to gather what nearby allies and resources you can marshal to defend a foundry and turbolaser factory from impending Imperial attack. It is pretty well structured to provide a good amount of detail for likely approaches PCs will take when faced with the encounters while allowing a fair-amount of sandbox play with page references to various sections based on PC choices.

There is quite a bit of negotiation and social challenges in this adventure as well as personal and mass combat. There are several opportunities for any type of role to shine, but I would say it favors leader/face types of classes. The entire adventure is a race against time as Foundry Four on the planet Xornn has been tipped off that Imperials have discovered they are retrofitting freighters with turbolasers in support of the Rebels. An ambitious Imperial Captain is hoping to capture a navicomputer that holds the coordinates to the main rebel fleet and deliver this vital data to the Emperor. The Rebels are sending a massive fleet to counterattack and save the base, but it will arrive 5 hours after the Imperials. Can the heroes gather enough allies and prepare fortifications to hold out?

Each segment of the adventure has times associated with it, and PCs must weigh what they should spend that time on in order to give them the resources they need to hold out against the Empire. Eventually the PCs will discover the only options who can get there in time are 800 Mandalorian mercenaries and the Zygerrian slave armies of Prince Molec. Most Rebels aren’t too keen on slavery and so the adventure puts the PCs in a position of picking between bad options: collaborate with an empire built on slavery, or attempt to liberate those slaves against very long odds. The book allows for either approach, and highlights one of the strengths of this system: putting PCs in a no-win situation and letting them debate at the table how they want to approach the encounter.

swa41_mandaloriansThis adventure is a bit different from the others as previous books were divided into three acts, and this is divided into four. It isn’t any longer than any of the other adventures, still weighing in at 96 pages, but is structured as fortifying Xornn, dealing with the Mandalorians, choosing how to handle the Zygerrians, and then the climactic battle. Included in the book are stats for creating a Mandalorian human PC. This seems a bit odd, considering PCs should have 150 earned XP going in to this adventure, but I supposed you could create new PCs specifically for this adventure. You would think they would then detail some Mandalorian gear, but other than a few bits in NPC stat blocks, there are no other details in this book. There is a page dedicated to slaver tech and weapons, but not Mandalorian arms and armor. I guess we’ll have to wait for No Disintegrations on that.

Overall, I think this will be an excellent adventure to run. I do wish there were more detailed maps for Foundry Four and the orbital and surface battles for act IV. There are some areas and details mentioned that are not very clear on the maps provided. Beyond that, I would recommend this for AGE GMs looking for a diverse adventure that will allow various types of PCs to shine, but I would discourage novice GMs from running this as there is a lot to keep track of and different paths your PCs can take. Once you’ve run several sessions and have a good feel for the curve balls your group and some wacky dice rolls can throw you, it will be a story your players certainly remember!

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