Rules for conflict, combat, and Force sensitive emergents in an Age of Rebellion campaign.Convenient charts of weapons, gear, devices, starships, and vehicles.Clear descriptions of the game’s skills and talents.Concise rules for character generation and advancement.An introduction to roleplaying in the Star Wars universe.It includes everything players and GMs need to start their Star Wars roleplaying campaign: The heart and soul of Age of Rebellion is the 464-page Core Rulebook. The Star Wars Universe at Your Fingertips They brave the consequences in hope of building a better life for themselves, their families, and the galaxy at large. They reject the Emperor and his fear-mongering and oppressive ways. They fight for freedom from oppression for both themselves and for others. The Rebels’ drive to destroy the Empire reflects their spirit and determination to live free. In short, just about everyone has a skill the Rebellion could use somewhere in the galaxy. It needs mechanics and technicians, scouts and doctors, engineers and procurement specialists. It needs spies and saboteurs to infiltrate the Imperial bureaucracy and military facilities. It needs military officers and personnel from admirals to soldiers to staff its ships and armies. But to succeed, the Rebel Alliance requires people of all types and capabilities. Its success emboldens others to join the fight. The Rebel Alliance is the greatest hope and largest single symbol of dissent in the galaxy.
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