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===Age of Rebellion=== *'''Star Wars: Age of Rebellion Core Rulebook''' *'''Class Books''' **'''Stay on Target''' - sourcebook for Aces, also provides expanded rules for Astromech PCs & NPCs and what they can do with a starfighter, as well as rules for beast and wild animals. **'''Desperate Allies''' - the book for Diplomats, and provides a whole lot of social boosting gear and equipment. Also provides a few helpful tips on how to narratively deal with losing strain in social encounters without characters falling unconscious like they would in combat. Finally, includes rules for running your own base, which ironically is done in a more mechanically friendly manner than the whole of the Strongholds of Resistance sourcebook. **'''Lead by Example''' - Sourcebook for Commanders, one of the thinner books. It has rules for massed combat which gets boiled down to a more complicated skill check, rather than sitting down playing a war-game. The book also has rules for field equipment though, so you can create small bases and static defenses. **'''Forged In Battle'''- Source book for Soldiers. Also includes rules for gaining trophies and battle scars which provide useful benefits based on the narrative. **'''Fully Operational'''- Sourcebook for Engineers. Contains "Blast" weapons, explosives, and tools to deal with such, including a Demolitions Toolkit that can negate a Despair rolled while working with explosives (so a must-have item), as well as some entertaining toys like Droid-brain demolitions timers and personal-scale explosives that have planetary-scale damage. This book also contains crafting rules for vehicles through the steps of Frame, Engine, Hull, and Assembly. They work best for ships in the Sil 3-6 ranges (which are the sizes PC's interact with the most anyways). Having any Disadvantage left during the Assembly step almost guarantees your ship comes out "not looking like much" (your baby's gonna be ugly). **'''Cyphers And Masks''' - Source book for spies, <strike> with a guide and rules for crafting cover identifies and false personas </strike> not really, though there is a section for the sneaky skills and skill-roll purchase tables for each. It's a book of what you'd expect for spies, but probably not what you were ''hoping for'' considering the setting. Hard-bitten species, stealthy/intel-focused specializations, new poisons/drugs, and real-life espionage inspired gear like false teeth and things-hidden-in-things. The prize winners in this one are probably the ships (one Landspeeder and one Fighter, there are no other ships) which are very customizable with HP 5 and 4 respectively, and the vehicle attachments, which include an actual Klingon Warbird-style cloaking device. Occupying 4 HP, but only on Sil 3+ ships, if you can shave down or build around that cost you can make your fancy new Super Star Destroyer turn invisible. *'''Adventure Modules''' **'''Onslaught at Arda I''' - adventure supplement, involving helping the rebels hunt down an Imperial spy. **'''With Friends Like These'''- adventure supplement, detailing a rebel mission to build support and alliances to defend a world. More importantly it has info and rules for Mandalorians, so everyone can finally make that special snowflake Mando they've been dreaming up. *'''Additional''' **'''Strongholds of Resistance''' - A book about running your own Rebel base, providing several examples, what benefits they can provide a party and several mission hooks surrounding them. It only has details for one base you can build from scratch though, but the information can be easily used substituted for one of your own. The book also has a lot of rules for underwater gear, since its where they squeezed in the Quarren race and added lots of info about [[Trap|Mon Calamari.]]
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