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aGE of REBellion
Table 2–2: Starting Duty Value Rebels’ chance to not only survive in combat but to
fight effectively to achieve their goals.
# of PCs in Recommended Default
The Recruit specialization is a universal specializa-
the Party Starting Duty per player tion and the experience cost to take it is ten times
2 20 the total number of specializations that the character
3 15 would have with (and including) the new specializa-
tion. While this means that the specialization costs the
4 10
same as a career specialization, note that universal
5 10 specializations are not career specializations.
6+ 5 The additional career skills a PC receives when
taking this specialization are Athletics, Discipline,
Table 2–3: Duty Reductions Survival, and Vigilance. Alliance operatives who go
Additional Bonus Cost through this training enhance their physical fitness,
awareness, and general competency at a wide variety
+5 starting XP –5 Duty of skills. Those that commit extra time and effort can
+10 starting XP –10 Duty also enhance their abilities with weapons and ground
+1,000 starting credits –5 Duty vehicles, as well as their general knowledge of the
many worlds to which they may end up traveling.
+2,500 starting credits –10 Duty
Characters from almost any career can benefit from
Ithorian Bellow (page 40): In the Ithorian Bellow entry, becoming a recruit and gaining some basic military
replace the skill in the weapon profile with Resilience. training. Small teams of specialists going against the
Empire’s best will likely need to call upon every scrap
Gunner (page 44): In the Gunner specialization tree
of combat ability they collectively possess to survive
make the following changes:
dramatic fights for their very lives.
In the first row, replace Precise Aim with Overwhelm
Defenses, and replace Barrage with Debilitating Shot. The Alliance strongly recommends such training
In the third row, replace Precise Aim with Over- for any Rebels who are actively going into the field,
whelm Defenses. regardless of their career, goals, or role in a team.
In the fourth row, replace Barrage with Exhaust Port. Even Diplomats are actively encouraged to undergo
military training; they do no good to anyone if they
Squad Leader (page 48): In the second row of the
cannot come back alive from their latest efforts to ne-
Squad Leader specialization tree, replace Heightened
gotiate a treaty or acquire supplies. Becoming a Re-
Awareness with Situational Awareness.
cruit might not make a character a full-fledged special
Greased Palms (page 53): In the entry for Greased forces hero, but it certainly doesn’t hurt.”
Palms, replace rules text with “Before making a social
Additionally, insert the Recruit specialization tree
check may spend 50 credits to upgrade the ability of
on page 9 of this document after this entry.
the check once.”
Commando (page 59): In the Commando specializa-
tion tree, make the following changes:
Chapter III: Skills
In the first row, replace Blooded with Physical Training. Negotiation (page 81): In the Negotiation (Pres-
In the second row, replace Blooded with Physical ence) entry, second paragraph, “Presence and Cool”
Training. should read “Negotiation or Cool.”
Point Blank (page 59): In the Point Blank entry, re- Galactic Civil War (page 89): Replace “Galactic Civil
place “close range” with “short range.” War” with “Warfare” (Anywhere throughout the beta
Recruit (page 66): Add the following before the Step when Knowledge (Galactic Civil War) is called out, re-
6: Invest Experience Points section: fer to Knowledge (Warfare) instead.)
Replace the rules text for the Galactic Civil War skill with
“Universal Specialization – Recruit the following:
Due to Age of Rebellion’s focus on the Galactic Civil “The Star Wars galaxy has been shaped for millennia
War, most groups of PCs will find themselves em- by warfare. From the ancient conflicts that established
broiled in conflict very quickly. Against a force like the the Galactic Republic, to the Clone Wars mere decades
Empire, any form of military training can mean the dif- ago, warfare has played a large part in the history and
ference between life and death. While the Alliance isn’t lives of beings throughout the galaxy. Now, as the Rebel
as organized or regimented as the Empire, they do try Alliance engages in its desperate struggle against the
to give a decent number of their members some form Galactic Empire, characters with knowledge on the work-
of combat training. This training helps to enhance the ing of warfare are more important than ever before.
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age of rebellion
This skill covers a character’s knowledge of conflict, while engaged with an opponent, the character may
both on the ground and in space. Many things factor suffer 2 strain to reduce the ranged modifier added
into this, from training and insight on the strategies for being engaged by 1 for the attack. So when firing a
and tactics of modern warfare, to an awareness of the Ranged (Heavy) weapon, the character only increases
personnel and technology of the factions involved in the difficulty by 1 when engaged, and when firing a
the conflict, to knowledge gained from studying the Ranged (Light) weapon, he doesn’t increase the dif-
other great wars throughout galactic history. Having ficulty at all.”
a broad awareness of the workings and history of con-
Exhaust Port (page 97): After Enduring, add the
flict allows a character to not only survive, but thrive in
following talent “Exhaust Port, Activation: Active (Inci-
the Rebel Alliance.
dental), Trees: Gunner, Before attacking a starship or
• A character’s knowledge of the strategies and tac- vehicle, the character may spend a Destiny Point to
tics of warfare both on the ground and in space is ignore the effects of the Massive rule for the attack.”
represented by the Warfare skill.
Fine Tuning (page 97): In the Fine Tuning entry,
• Any time a character wants to remember details change the rules text to “Whenever a character re-
about a significant event, organization, or indi- pairs system strain on a starship or vehicle, he repairs
vidual who played a role in a galactic struggle, he one additional system strain per rank of Fine Tuning.”
should make a Warfare check.
Form on Me (page 97): In the Form on Me entry,
The difficulty of the Warfare check is based upon replace both instances of “allies” with “allied vehicles.”
how hard it would be to acquire the information the
Heightened Awareness (page 98): In the Height-
character wishes to know. Classified, highly localized,
ened Awareness talent, replace “close range” with
or ancient information is obviously more obscure,
“short range.”
while standardized structures and patterns that the
character has encountered before are much easier to Invigorate (pages 99-100): In the Invigorate entry,
remember.” replace the main rules text with “Once per encounter,
when an ally within short range attempts a skill check
using the Brawn or Agility characteristics, the charac-
Chapter IV: Talents ter may roll º. Each ∏ adds ≥ to the target’s check,
Basic Combat Training (page 94): After Barrage, however each ∏ adds ∑ to the target’s check.”
add the following talent “Basic Combat Training, Ac- Overwhelm Defenses (page 102): After Outdoors-
tivation: Passive, Trees: Recruit, Brawl and Ranged man, add the following talent “Overwhelm Defenses,
(Light) become career skills.” Activation: Active (Incidental), Trees: Gunner, Upon
Commanding Presence (page 95): In the Com- making an unsuccessful attack with a starship or vehi-
manding Presence entry, replace the main rules text cle weapon, the character may spend ≤ ≤ per rank
with “The character removes ∫ per rank of Command- of Overwhelm Defenses. Reduce the defense rating in
ing Presence from all Leadership and Cool checks.” the defense zone targeted by the attack for the re-
mainder of the encounter by 1 for every ≤ ≤ spent.”
Creative Killer (page 96): After Coordinated As-
sault, add the following talent “Creative Killer, Activa- Physical Training (page 102): After Overwhelm
tion: Passive, Trees: Recruit, The character reduces the Defenses, add the following talent “Physical Training,
critical rating of all improvised weapons he is wielding Activation: Passive, Trees: Commando, The character
by 2 (to a minimum of 1).” adds ∫ per rank of Physical Training to all Athletics
and Resilience checks.”
Crippling Blow (page 96): In the Crippling Blow en-
try, change “Activation: Active” to “Activation: Active Quick Draw (page 102): In the Quick Draw entry,
(Incidental).” add “or item” after “easily accessible weapon.”
Debilitating Shot (page 96): After Deadly Accuracy, Situational Awareness (page 103): After Side Step,
add the following talent “Debilitating Shot, Activation: add the following talent “Situational Awareness, Acti-
Active (Incidental), Trees: Gunner, Upon making a suc- vation: Passive, Trees: Squad Leader, When in a star-
cessful attack with a starship or vehicle weapon, may ship or vehicle with functional coms, allies within short
spend ≤ ≤ to reduce the maximum speed of the range of the character add ∫ to their Perception and
target by 1 (to a minimum of 1) until the end of the Vigilance checks. Allies within close range of him add
next round. If the starship or vehicle was travelling its ∫ ∫ instead. This talent operates on planetary scale,
maximum speed, it has its current speed reduced to not personal scale.”
the new maximum.” Sleight of Mind (page 104): In the Sleight of Mind
Dynamic Fire (page 97): After Durable, add the fol- entry, add “ per rank of Sleight of Mind” after “∫.”
lowing talent “Dynamic Fire, Activation: Active: Inci- Tactical Combat Training (page 105): Before Tar-
dental, Trees: Recruit, When making a ranged attack geted Blow, add the following talent “Tactical Combat
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aGE of REBellion
Training, Activation: Passive, Trees: Recruit, Melee and
Ranged (Heavy) become career skills.”
Chapter VI: Conflict
Vehicle Combat Training (page 106): After Utility
and Combat
Belt, add the following talent “Vehicle Combat Train- Interact with the Environment (page 140): In the
ing, Activation: Passive, Trees: Recruit, Gunnery and “taking cover” section of the Interact with the Environ-
Piloting (Planetary) become career skills.” ment entry, replace both instances of “+11” with “1.”
Well Travelled (page 106): After Well Rounded, Cover (page 150): In the Cover entry, replace “in-
add the following talent “Well Travelled, Activation: creases the character’s ranged defense by 1” with “al-
Passive, Trees: Recruit, Knowledge (Core Worlds) and lows the character to gain ranged defense 1”
Knowledge (Outer Rim) become career skills.”
Chapter VII: Starships
Chapter V: Gear and and Vehicles
Equipment
Fly/Drive (page 165): In the Fly/Drive entry, add
Item Qualities (page 112): In the Item Qualities en- the following sentence to the end of the paragraph:
try, at the end of the fourth paragraph add: “Weapon “Moving between one range band and the next always
qualities can only trigger on a successful attack, un- takes two maneuvers regardless of speed, with the
less specified otherwise.” following exceptions detailed below:”
Burn (page 113): In the Burn entry, replace the last Blanket Barrage (page 166): Before the Damage
sentence of the first paragraph with “Damage is ap- Control entry, add in the following action:
plied at the start of each of the target’s turns.”
Stun Damage (page 115): In the Stun
Damage entry, second paragraph,
change “a free action” to “an inciden-
tal.”
Armor Piercing Grenade (page
118): In the Special entry of the Ar-
mor Piercing Grenade, add the “Lim-
ited Ammo 1” quality.
Anti-Vehicle Mine (page 118):
In the Anti-Vehicle Mine entry, re-
place its skill with “Mechanics”
and its crit rating with “2.”
Anti-Personnel Mine (page
118): In the Anti-Personnel
Mine entry, replace its skill
with “Mechanics.”
Synthetic Standard
Strength Neuroparalytic
(page 124): In the Synthet-
ic Standard Strength Neu-
roparalytic entry, “Stuns”
should be “immobilizes.”
Thermal Cloak (page 128):
In the Thermal Cloak entry re-
place “∫ ∫” with “∫ ∫.”
Fusion Cutter (page 129): In the
Fusion Cutter entry, remove “Impro-
vised 2.”
Balanced Hilt (page 132): In the cost
entry of the Balanced Hilt attachment,
replace the cost with “1,500 credits.”
“Blanket Barrage Damage Control (page 166): In the Damage Con-
trol entry, the second sentence in the second para-
Pilot Only: No graph should read “In general, PCs can only attempt
Silhouette: 5+ one Damage Control check to reduce hull trauma (one
per success) per encounter.”
Speed: 0-3
Overwhelming Barrage (page 167): Before the
The gunner uses the ship’s weapons to raise a curtain Perform a Combat Check with Vehicle Weapons entry,
of fire around the ship, protecting it from starfighters. add in the following action:
Any smaller vessel attempting an attack run will have
to brave a hurricane of heavy weaponry. “Overwhelming Barrage
When performing the Blanket Barrage action, the
character makes an Average (π π) Gunnery check, Pilot Only: No
and selects all weapons of a single type (heavy turbo- Silhouette: 5+
lasers, medium ion cannons, etc) within one or more of
Speed: 0-3
his ship’s firing arcs. Those weapons count as firing that
round. Until the end of the character’s next turn, all ve- The gunner disperses the vehicle’s fire to overwhelm
hicles with silhouette 4 or smaller upgrade the difficulty the target with a multitude of shots, hitting it and ev-
of any combat checks made against the ship once, plus ery adjoining vehicle. This tactic is often used to over-
one additional time per ≤ ≤ scored on the check. If whelm formations of enemy ships and vehicles.
their combat check generates ∑ ∑, they suffer one When performing the Overwhelming Barrage action,
automatic hit dealing half the base damage (rounding the character fires all weapons of a single type (heavy
up) of the type of weapon used in the Blanket Barrage turbolasers, medium ion cannons, etc) within a single
action. If their combat check generates µ they suffer firing arc. This action requires at least two weapons to
one automatic hit dealing the base damage of the type use, and cannot be used if there are not two weapons
of weapon used in the Blanket Barrage action. of a single type in the chosen firing arc. Although he
At the GM’s discretion, the Blanket Barrage might not is firing multiple weapons, he makes a single combat
cover all arcs of the ship (if the ship had no aft weapon- check, as per the rules for Performing a Combat Check
ry, for example, it may leave an opening aft), and some with Vehicle Weapons action. If the attack succeeds,
ships might be able to approach from this direction and the character may spend ≤ to deal one automatic hit
not suffer the penalties from Blanket Barrage.” to one vehicle that is at short range from the original
target, plus one additional vehicle for every 10 weap-
Concentrated Barrage (page 166): Before the
ons involved in the attack. Vehicles hit in this way must
Damage Control entry, add in the following action:
have a silhouette equal to or higher than the original
target. For example, firing 10 weapons allows him to
“Concentrated Barrage
hit 2 additional targets with ≤, firing 20 weapons al-
Pilot Only: No lows him to hit 3 additional targets, and so on. This
can be triggered multiple times, but cannot target any
Silhouette: 5+ ships that have already been hit during this action.
Speed: 0-3 These hits deal the weapon’s base damage, +1
The gunner directs the vehicle’s fire to focus on a precise damage per ≥ on the check.”
point in the opponent’s hull. Focussing fire in this way Alliance T-47 Airspeeder (page 179): In the Alli-
has the potential to deal significant damage. ance T-47 Airspeeder entry, replace the “Ensnare 5”
When performing the Concentrated Barrage action, quality in the aft turret-mounted electromagnetic har-
the character fires all weapons of a single type (heavy poon with “Tractor 3.”
turbolasers, medium ion cannons, etc) within a single All Terrain Armored Transport (page 179): In the
firing arc. This action requires at least two weapons to All Terrain Armored Transport entry, replace the ar-
use, and cannot be used if there are not two weapons mor value with “5.”
of a single type in the chosen firing arc. Although he
is firing multiple weapons, he makes a single combat T-65B “X-Wing” Multi-Role Starfighter (page
check, as per the rules for Performing a Combat Check 180): In the T-65B “X-Wing” Multi-role Starfighter en-
with Vehicle Weapons action. If the attack succeeds, try, replace the armor value with “3.”
the character may spend ≤ ≤ once to add damage TIE/IN Interceptor (page 181): In the TIE/IN In-
equal to the number of weapons involved in the attack terceptor entry, add “Sensor Range: Close” after the
to one hit of the attack. Navicomputer entry.
The Concentrated Barrage action can only be used Vigil-class Corvette (page 183): In the Vigil-class
to target ships with a silhouette 5 or higher.” Corvette entry, replace the speed value with “3.”
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aGE of REBellion
Dreadnought-class Heavy Cruiser (page 185):
Add an “Additional Rules” section to the end of the
Chapter IX: The Game
Dreadnought-class Heavy Cruiser entry containing Master
the following rule “Massive 1: When making an attack
targeting this starship, the critical rating of any weap- Compatibility with Other Games (page 207): Add
ons used counts as 1 higher.” the following to the end of Chapter IX:
rule “Massive 1: When making an attack targeting is Obligation and Duty. These two aspects of a char-
this starship, the critical rating of any weapons used acter—chosen during step 2 of character creation in
counts as 1 higher.” either game—emphasize the character’s ties to the
themes of that game line. When playing with a group
MC80 Liberty Type Star Cruiser (page 188): Add comprised of player characters from both games, the
an “Additional Rules” section to the end of the MC80 two mechanics can be used in several different ways
Liberty Type Star Cruiser entry containing the follow- depending on what kind of game the Game Master (or
ing rule “Massive 2: When making an attack targeting the group as a whole) wants to run.
this starship, the critical rating of any weapons used
counts as 2 higher.” Obligation Only
Hydraulic Control Circuits (page 189): In the Modifi- In this type of game, all the player characters in the
cation Options section of the Hydraulic Control Circuits game only have Obligation, and Duty is ignored en-
entry, there should be a “1” before the last sentence. tirely. Players who wish to play characters from Age
of Rebellion in this type of game simply use step 2 of
Retrofitted Hangar Bay (page 190): In the retrofit-
character creation from the Edge of the Empire Core
ted hangar bay entry, replace the Modification Op-
Rulebook in place of the normal step 2 from Age of
tions entry with “5 Additional maximum silhouette
Rebellion.
(+1) capacity Mods.”
This way of playing is perfect for campaigns focus-
ing on the underworld and fringes of the galaxy, or
for running pre-made adventures from the Edge of the
Empire game line. In this style of game, characters
from Age of Rebellion can be represented in many dif-
ferent ways. They could be ex-Rebellion members who
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age of rebellion
Mix and Match Either Obligation or Duty
In this type of game, each player in the game has a
BETA UPDATE
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aGE of REBellion
Chapter X: Hired Thug (Aqualish) (219): In the Hired Thug (Aqual-
ish) entry, replace the Wound Threshold value with “6.”
Adversaries Hired Thug (Weequay) (219): In the equipment sec-
Alliance Infantry (page 210): In the Abilities section tion of the Hired Thug (Weequay) entry, replace the
of the Alliance Infantry entry, replace the rules text range of the Vibro-ax with “Range [Engaged].”
for Covering Fire with “may spend a maneuver to add Pirate Captain (page 220): In the Pirate Captain en-
+1 ranged defense to up to three allied characters or try, replace the Wound Threshold value with “20,” and
minion groups within short range until the end of the replace the Damage of the Vibro-ax with “9.”
next round. This does not stack with multiple uses.”
Slicer (page 220): In the Slicer entry, replace the
Alliance Commander (page 210): In the Abilities Willpower value with “2.”
section of the Alliance Commander entry, replace
the rules text for Improved Covering Fire with “when Smuggler (pages 220-221): In the Smuggler en-
allied minion groups within short range perform the try, replace the Intellect value with “2,” replace the
Covering Fire maneuver, they add +2 ranged defense “Ranged (Heavy) 2” skill with “Ranged (Light) 2,” add
instead.” “Adversary 1 (upgrade difficulty of all combat checks
against this target once)” to the Talents section, and
Mechanic (page 211): In the Mechanic entry, re- replace the Equipment section with “Blaster Pistol
place the Soak value with “3.” (Ranged [Light]; Damage 6; Critical 3; Range [Me-
Starfighter Pilot (page 212): In the Starfighter Pilot dium]; Stun Setting).”
entry, replace the Wound Threshold value with “5.” Dianoga (page 224): The Dianoga should be a Rival
Compnor Agent (page 213): In the Compnor Agent instead of a Minion.
entry, the Knowledge (Galactic Civil War) skill should Jedi-in-Hiding (page 224): In the Jedi-in-Hiding en-
be followed by “2.” try, replace the Soak Value with “4” and replace the
Imperial Moff (pages 213-214): In the Talents section “Melee 4” skill with “Lightsaber 4.”
of the Imperial Moff entry, replace the “≥” with a ≥.
Stormtrooper Specialty Corps: Darktrooper Chapter XI: Operation
(page 216): The Stormtrooper Specialty Corps: Shell Game
Darktrooper should be a Rival instead of a Nemesis.
TIE Fighter Pilot (page 238): In the TIE Fighter Pilot
Stormtrooper Speciality Crops: Spacetrooper
entry, replace the Cunning score with “2,” the Wound
(page 217): In the Talents section of the Stormtroop-
Threshold value with “4,” and the Melee Defense val-
er Speciality Crops: Spacetrooper entry, replace the
ue with “0.” Additionally, add the Gunnery skill to the
“±” with a ±.
Skills entry.
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BETA UPDATE
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age of rebellion
ACTIVE
Universal: Recruit Talent Tree
Recruit Bonus Career Skills: Athletics, Discipline, Survival, Vigilance
PASSIVE
Cost 5
Cost 25
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age of rebellion
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