Star wars edge of the empire dangerous covenants pdf


For more information about the Star Wars. EDGE OF THE EMPIRE line, free downloads, answers to rule queries, or just to pass on greetings, visit us online at . Sourcebook - Hired Gun - Dangerous - Free download as PDF File .pdf) or read online for Edge off the Empire - Far Horizons (SWE10) [OCR] Star Wars - Force and Destiny - Disciples of Harmony - Consular Sourcebook. In the Star Wars universe, you should always be prepared for violence. Dangerous Covenants is a rules supplement for Edge of the Empire.

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Star Wars Edge Of The Empire Dangerous Covenants Pdf Star Wars: Edge of the Empire RPG - Dangerous Covenants: Fantasy Flight Games: Toys & Games. Star Wars Edge of the Empire, Age of Rebellion, and Force and have them included when we add in the Dangerous Covenants specs. The “Suppress” force tree on the Force and Destiny black and white pdf is in color. Dangerous Covenants, a supplement for the Star Wars: Edge of the Empire Roleplaying Game, features new content for the Hired Gun career.

First off, the cover has a heavily-armored Aqualish brandishing a smoking multi-barrelled repeating blaster. The races added are Aqualish walrus dudes , Weequay Hondo Ohnaka and his pirate gang and Klatooinians tough dog-faced people from Klatooine. It provides a lot more detail and ideas for hired gun backgrounds and obligations for the new as well as the originial hired gun specializations. The book is divided into three chapters, the first is all about the new backgrounds, races and specializations as well as new signature abilities like the ones added for explorers in Enter the Unknown. The second chapter is new weapons, armor, explosives, attachments and vehicles. Toward the end of the chapter there is a quick conversion table to turn a civilian vehicle into a paramilitary version. This allows you to drop a template on any stat block for vehicles already detailed in previous books and make them armed and armored! The third chapter is GM-focused, and deals with encounters, campaigns and rewards that cater to the hired gun career, as well as tips about running cinematic combat. Most of the stuff in this book is going to appeal to PCs, though really any of it could be used by the GM. I think the combat system is one of the real strengths of Edge, and this book gives you a much bigger toolbox to work with than what is in the core.

Kind of like a catch-all Gadgeteer crossed with Rigger. It gives you enough Tinkerer ranks to upgrade your and your friends' gear, as well as getting some sweet vehicular abilities on the other side of the tree with Signature Vehicle. While it's not a big problem, you're clearly not as focused as either the Rigger or the Gadgeteer.

But otherwise still great for characters who just want to dip their toes into item modding without pigeon-holing themselves into a total technician role. Age of Rebellion[ edit ] Ace Driver - Identical to the Explorer specialisation, even if your focus is not atmospheric, can be worth taking for the stacking passive bonuses it grants.

Gunner - Good even if you can't pilot for shit, since larger vessels have turret mounts that few people get any bonuses using, different from the Heavy since it's less about mobility and more about aiming bonuses. But the talents also work broadly too, turning you into a Tank. If you are also a decent pilot Then well Pilot - Exactly the same specialisation the Smuggler gets, but a better fit for a character who wants to be a dedicated pilot, since the in-career specialisations combo extremely well together.

Your mileage may vary since mounted characters might be rare in your campaign. Rigger StTa - Holy Shit! Like the Gadgeteer, except for a vehicle, if your group has a shared starship and the setting involves a lot of space combat, someone should be MADE to play this class.

Hotshot StTa - Like the Pilot, except more about crazy active abilities like maneuvering enemies into each other or pulling the switcharoo during dogfights. Commander Commodore - Combo Mechanic and Fringer with command and defence abilities thrown in. Literally there are four straight-line paths to the bottom which means you aren't forced to mix up your abilities. It's generally straightforward if your character wants a two or more of those paths and couldn't get them without multi-classing more than once.

Squadron Leader - A defensive pilot. If he was on his own he'd be fairly inoffensive though he does get the Quick Strike ability for getting first hits in. His group skills mostly work on the ground as well as in vehicles, so he's not entirely useless.

But this should be chosen as a later specialisation, rather than starting the game as a squad leader. Tactician - Sort of a combination of Bodyguard and Mercenary Soldier, without the fighting talents of either but gets improved mobility skills so would have made a better "Bodyguard" than the Bodyguard specialisation.

Good if the party includes several fighting characters and could use someone to buff them up. Figurehead Lead by Example - This career is a generic commander, unlike the three core specializations, so they are good for all situations rather than just one. They keep their nerve and can buff their allies, as well as bringing passive Duty bonuses. Like a Boss. Instructor LbE - A combat support class, allowing their allies to gain free maneuvers or actions, or to gain bonuses on repeat actions.

The career is also useful as a medic and bodyguard for keeping their allies alive. Not much in the way of personal combat ability other than extreme PT exercises, but combat utility should be granted from multi-classing. Strategist LbE - Most of your abilities pertain to Massed Combat, which might find little use in a typical RPG session, but they can heavily modify those combat checks when they happen.

The second half of the class is all about gathering and applying lore, turning this class into Sun Tzu in space. Can hand out boost die much like the Analyst. Diplomat Ambassador - they took the chatty part of the Politico specialisation and removed all of the foul language and gave them actual defences instead. They still can't stand up in a fight but they've got strain for days and are resistant to fear. Agitator - The angry portion of the Politico, made more focused.

They're much more thuggish like the Enforcer but unfortunately unless they cross-career into something tough, its all bark rather than bite. That said, the ultimate ability causes a literal riot. Seriously they can learn an ability that gets them free money every session. Mucks up the economy just like the Trader specialisation, but with less access to black market stuff, instead they learn how to use bribes as a game mechanic.

Advocate Desperate Allies - Not quite a "Face" like the ambassador, but certainly a tricky social beast, using strain as a resource for useful interactions both in and out of combat. You can interject to interrupt another person's including PCs social action and add bonuses or penalties your choice , you can retort against your opponent and inflict strain on their own check and you can even compel an incapacitated opponent to perform a single task of your choice.

Though this one chooses particular areas of expertise which they can absolutely dominate in. They can also generate floating boost D6s for an encounter, based on them applying knowledge to their situation. Propagandist DesAll - Want to debuff an entire organisation before you even roll for initiative? Then this is the class for you. They are also really good to have because they passively increase Duty gains made by the party, bringing rewards earlier.

Engineer Mechanic - Same as in the Technician Career, you fix stuff. Saboteur - Its about the bombs, though the first half of the progression is actually more about defensive abilities and you don't get the blast bonuses until later. Scientist - Like the Scholar, but less about being well rounded and more about application. You get the same knowledge and academic respect talents, but instead of all the mental fortitude since that went to the Ambassador you get to play with your gear making it better like an Outlaw Tech, plus utility belt for lulz.

Droid Specialist Fully Operational - Much more combat focused than the technician's droid tech, with talents that focus on getting as much as you can out of droids, and fighting enemy droids better.

Dangerous Covenants

Sapper FO - Essentially a Techmarine , you are the combat mechanic who can fortify your location , or bring it down with siege tactics. Gets bonuses like removed setback on fortification building, "Known Schematic" to give them knowledge of buildings, and "Contraption" to macgyver a solution to whatever problem they have.

Both of those talents are available very early on so you can put that big brain of yours to use right away. Sappers get a few demolition and explosives focused skills a bit like the Saboteur though nowhere near as specialized. Shipwright FO - The ultimate crafting expert with eye for detail and a new talent that can let you make some more quirky designs too.

Also still good at fixing ships, but not as well at the Mechanic. Shipwrights can repair ships faster and at a reduced cost. The addition of Gunnery as a career skill and a few piloting oriented talents exhaust port, and debilitating shot means that you could be made to serve as a pilot for these ships in a pinch.

They can also give vehicles temporary buffs like increased handling and speed. Soldier Commando- Combat Pro, though unlike the Merc Soldier is less about team command and more about being good in a fight. There is armour, resilience, melee and ranged buffs going for them. If you want to go deep on a punchy build there is a branch of the tree that rewards this. Medic - Do you need healing NOW? The military medic is based around patching people up immediately using consumable stim-packs that become less effective with repeated applications.

Also comes with an ability that says "fuck do no harm" as you use your intellect to make your shots do more damage.

Sharpshooter - Like the Assassin, but with less stealth and MORE killing, when this guy is maxed out and armed with a sniper rifle, very few careers can do it better.

In fact, it's the exact same tree as Heavy for Hired Gun, so you could conceivably cross-class from Heavy into Heavy and carry some really, REALLY big guns, while ignoring the non-ranked talents the 2nd download-through though actually you can't because they are considered the same specialization.

Trailblazer FiB - Move through the wild, setting up traps and ambushes Viet Cong style, With passive bonuses while in cover and bonus damage against disoriented enemies.

Nice spec if your looking for a good mix of survival and combat skills. Vanguard FiB - Another career that is a better bodyguard than the "Bodyguard".

You get a lot of talents that allow you to protect your allies and take hits for them, while making you more resilient and difficult to strike against. You also gain abilities aimed at jumping up the initiative order, so you can behave like a real guardian of bodies.

One other cool talent set allows you to turn failed attacks into "Suppressing Fire" and cause strain on your opponent instead of wounds. All in all a good class for those who want to tank for the group but aren't Soresu Defenders. Spy Infiltrator - In a word: Ninja. Strangely less about actual "infiltration" though does get stealth bonuses later on and more about dodging, flipping and overwhelming opponent's in melee Scout - just like the Explorer, works well here for stealth reasons and being able to go solo.

Comes with a bunch of parkour-like talents one is actually called Freerunning for navigating your way through short distances or up walls.

You can make life more difficult for pursuers by imposing setback dice on their checks through stealth, or even run through a marketplace and create difficult terrain behind you in the classic chase scene trope. Thanks to a certain "Improved" talent, you can also embrace your inner drug-mule by hiding items within your "modified body. So get good ranged defenses and don't get caught.

Has probably the best talent in the book 'Made You Talk' which provides different bonuses depending on the opponent's threat level, with Nemesis giving each player character their own Destiny Point to spend during the next session which is then discarded, not flipped. Rank up Brawl and Medicine skills to crush all resistance to your will with the other 5th tier talents. Also is the only specialization that gets a combat talent anywhere near the beginning with "Creative Killer" letting you "Colonel Mustard in the Library with the Candlestick" someone.

Another talent lets you raise your Cunning attribute until the end of an encounter, which can be a potent boost in certain builds. So does not tie itself into force usage.

You also get "Healing Trance" where you can heal yourself over encounters naturally by committing force dice, rather than actually attempting to roll for it. Niman Disciple - A good generic lightsaber style based on Willpower instead of Brawn, comes with some flat defensive bonuses which are always good to have and allows you to increase the crit ratings of hits that strike you so you are less likely to be hurt badly.

Finally, it's the only Saber style that grants an increase in Force Rating, making it a great general option for any Jedi character. Sage - They start out as Force-wielding scholars where they get a bunch of bonuses to interaction and knowledge checks. Later they start pulling out impressive set-pieces with the Force, like by meditating to add white spots to your force checks in the following encounter or being able to perform Force powers as maneuvers instead of actions.

The Sage is also one of the few classes that gets two Force Rating increases but no Dedication , so is a very good option to consider for a Force-heavy character. Arbiter Disciples of Harmony - A class dedicated to talking their way out of trouble, it focuses heavily on adding boosts to or removing difficulty from different conversation skills.

Includes the skill Calming Aura to weaken incoming Force attacks, with a couple Reflects and a Parry thrown in for good measure, giving it some use in battle as well. Ascetic DoHa - An odd "jack of all trades" character with talents empathizing a "less is more" approach. As in: there are a couple of talents which provide Force and recovery boons when they are carrying less than 2 encumbrance after reductions, like actually wearing your armor, and the Burly talent.

They also get a huge boost to strain and can spend it to upgrade any ability check. Letting them roll a yellow on every check without flipping destiny points, as well as being able to make a single skill check when you lack the necessary items. Instead of armor they can commit force dice to increase soak and can suffer additional strain when injured to reflect wounds back to their attacker.

Their capstone is unique in that it adds a force spot directly, which means force powers that don't require more than one never fail. Teacher DoHa - Has some of the scholarly aspects of Sage, but focuses more on boosting up allies and bailing them out of tight spots. A bit fiddly, but has some neat stuff at higher levels, like swapping out any stat for your combat check.

Also lets you cheapen the XP costs of up to four skills, two of which you get to pick, which is always appreciated. Some cool abilities here, allowing you to get the whole team performing maneuvers out-of-turn if you need the group to surge forward or coordinate actions.

It's the only career with Supreme Parry so you can block for days rather than tiring yourself out. Obviously, this specialization is more about blocking incoming attacks rather than hitting hard so your group will need someone else to do the heavy punching or shooting.

Protector - Kind of like a medic crossed with bodyguard.

Index of /public/Books/ Wars/FFG/Edge of the Empire/

Your other abilities include using stim-packs for immediate healing rather than a medicine check, but which get worse with repeated use, but you're "better" with them, you also get Force Protection, so you can commit force dice to increasing your soak value temporarily.

Armorer Keeping the Peace Like the Gadgeteer specialisation; it sounds obvious from the title but their main focus is armor, turning the tank career class into a genuine soaker of damage, although it doesn't have the broad range of tech abilities like the Artisan or Rigger, but can still make and improve personal scale items. It also adds a few lightsaber moves like Saber Throw to round it out.

Warden KtP an unarmed fighter, a bit rougher around the edges like the Enforcer specialization. Warleader KtP Makes for a fantastic squad leader in teams of non-Jedi. Gets the passive ability to improve cover for your teammates, or to grant allies the ability to hit with ranged attacks even when they miss, so long as they roll well enough. This guy is someone your party really wants on its side.

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Mystic Advisor - The "face" of the group, the class is fairly straightforward granting you bonuses to interaction checks while ignoring penalties. You also get a couple of trading boosts thrown in for good measure. Not a great deal for force users except for one ability where you can switch out your force rating for your ranks in Knowledge Lore once per gaming session, which can be good if you min-maxed, but in the late game your force rating may eventually overtake your skill ranks.

Makashi Duelist - Presence-based Lightsaber style heavily focused on dealing with a single opponent in melee, so you get no Reflect talents. You do have some cool techniques though, which can allow you to dominate your opponent, like feinting to turn your missed attacks into penalties for your opponent, or by taunting your opponent into losing strain points while recovering them for yourself.

Your ultimate ability is the Makashi Finish, which can massively boost your critical damage rolls and rip your opponent a brand new asshole if you manage to hit him with it.

Seer - A more practical counterpart to the Sage, it also gives you two Force Rating increases. But instead of knowledge or interaction bonuses, you get much-improved initiative checks and some boosts to outdoor survival checks. It doesn't quite have the same force boosting talents as the Sage, but you can get some floating re-rolls on power checks, and with "Forewarning" you can massively increase your allies defenses up until the point they act in an encounter.

Alchemist Unlimited Power - Harness the power of the force to become a drug dealer, brewing all kinds of special concoctions. Using the light to whip up healing potions, or the dark to brew poisons.

Also lets you add Force Dice into a crafting check to create extra successes or advantages, plus some resistances to poisons useful, given what you'll be brewing.

Involves a lot of lore based abilities, removing setback and reducing the difficulty of such checks, while Knowledge Is Power lets you count Lore skill as Force Rating on a single power. Comes with Channel Agony, letting you suffer wounds to generate automatic dark side points on force checks, as well as Healing Trance to recover wounds lost.

Also has some ranks in Confidence and Resolve to resist fear and strain inflicted from learning stuff man was not meant to know. Prophet UnPo - Become a magical evangelist motivational speaker, spreading word of the force and using it to inspire hope in others. Includes an aura of awesomeness for you or anti-awesomeness if you turn it against your foes , the power to inspire fear or comfort in others, or the ability to become a Force generator for a full encounter.

You do get some awesome damage potential, like the ability to hit an opponent multiple times in a single attack and with a lightsaber he's going down , throw your lightsaber as a ranged weapon or close the distance fast and leap to your opponent's space. However, the style is heavily dependent on your pool of strain points, so if you cannot finish a fight fast you may find yourself running out of things to do. Hunter - A very practical specialization that works in situations where you don't need or own a lightsaber.

Good at tracking and with perception checks and is good for dealing damage to animals and beasts, as well as avoiding incoming ranged damage. It also allows you to use your force dice on ranged weapon attack rolls, making it a good fall-back class for anyone. Pathfinder - The Druid to the Hunter's Ranger.

This also gives you a whole bunch of outdoor survival boosts and travel enhancements. As the class progresses, you get your own permanent animal companion, though as your force rating increases you could swap it out for larger and meaner creatures. Its best gimmick is adding it's force rating to any weapon that isn't a rocket launcher or starship turret.

So, in essence, it's the best combat-focused force specialization hands down. In return you get an additional force rating in the tree, lots more strain increases and a higher focus on your animal companion, granting several abilities that improve your animal companion and make it more useful to you.

Navigator SS - Some marriage between a Scout and a Pilot: A hybrid of piloting skills and overland travel boosts, mixed with general tracking ability. Comes with a bunch of Astrogation talents you might not find a use for unless you need to jump to hyperspace quickly, but the class does have an overall focus on escaping.

Sentinel Artisan - The Mechanic and generally the guy you want fixing your vehicles and broken stuff. A non-force wielder like a technician or proper mechanic might be better in general situations, but this guy can imbue his items with the force to gain enhancements, or he can even use the force to add hardpoints when modifying items.

Shadow - The Thief archetype, you are really good at stealth. To the point that you can make yourself invisible to other force users and make your own force powers being undetectable.

You can even make people forget about your existence once per session. It has lots of ranged weapons including a slew of options for the Heavy to be running around with , Armor, Explosives, Gear, Enhancements, and plenty of Vehicles and Ships. All the new options a party planning to load for bear might be looking for.

Chapter 3 is the GM chapter. It has tons of advice for the GM to incorporate Hired Guns into their game, or even have a party of nothing but Hired Guns. For a GM that alone might be worth the price of admission. At the end I found this a very good pickup for your Hired Gun character to give plenty of exciting new options to them. Poison wrote: What I meant by that was, you'd have 5 people with search or inquiry of 25 or so, making a challenging test.

They might find something, statistically, I think there is a fair shot at success. On the other hand, I saw whole sessions where we didnt have anyone succeed on those rolls. Yes, maybe the GM was bad, and it should have been easier, I dunno.

Why are they always Challenging? What modifiers did the GM apply, if any? As I and Mel said above, the GM determines difficulty. Poison wrote: I also never mentioned combat, so I am not sure if that was a veiled shot at calling me a rollplayer or munchkin, or an assumption that all I cared about was combat, but it missed the mark.

Calm down.

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