🚀 Unleash Your Inner Rebel!
The Star Wars Age of Rebellion Onslaught at Arda I Expansion is a thrilling addition to the roleplaying game, designed for 2-8 players aged 10 and up. This 96-page adventure module introduces mass-combat rules and detailed settings, allowing players to engage in strategic battles against the Galactic Empire. A copy of the base game is required to play.
C**S
Great produce, price, and delivery time.
Great product, price, and delivery time.
T**N
Shocked and amazed
The ad suggested slightly used (I forget the exact phrase.) Nothing of the sort! The book arrived as if I had bought it off the shelf. Wrapped far better than necessary ... arguably over wrapped.If they take this level of care for a book, anyone should be VERY happy with anything else they offer.
R**E
Nice adventure with significantly varied missions
Star Wars Age of Rebellion: Onslaught at Arda I is the first hardback adventure book/module released for the Age of Rebellion game. Though it can be run with players at any XP level, it is designed for newer characters. The book itself provides a few suggestions for integrating this adventure with the one found in the back of the Age of Rebellion core rulebook if that has not already been played (basically, just changing a few names). It should take multiple gaming sessions to run through this adventure completely.Overall, I found the Onslaught at Arda I adventure to be a very respectable, both gameplay-wise and in maintaining the feel of the Star Wars movies. Rebel characters of varied careers/specializations will all find they have something different and important to do in various parts of the adventure; as well, the different parts have varied objective focuses to keep things interesting (one is starship piloting, another is combat, another is investigation, etc..). My biggest complaint is that there's not a lot of flexibility to things - the characters will be heading "down the rails" and can really only succeed or fail at each task (there's no jumping around or significantly altering the course of events).As to the "New Rules for Handling Mass Combat" the back of the book touts, they cover 2 pages (30-31). I didn't find them to be particularly significant, though they do make Leadership a lot more useful (it acts to upgrade dice).On a side note, this adventure can be easily modified to run in an Edge of the Empire campaign. Perhaps the EotE characters are mercs hired to help the Rebellion / smugglers delivering needed supplies / etc; only a few "speeches" and a little creative reasoning are needed to make it work.Rating: 4 Out of 5 Stars. If you are looking for a decent Age of Rebellion adventure, Onslaught at Arda I definitely has the feel of the movies to it - just don't buy it only for the new rules, however.
J**N
Fun RPG - A great addition to the Star Wars Universe
The adventure is fun and well paced. Really feels like you are apart of the Star Wars Universe. Easily fits with new or old characters.
I**4
Solid story with a great ending. It also helps you if you want ...
Solid story with a great ending. It also helps you if you want to do mass combat outside of this book.
F**R
Five Stars
as is
M**A
Five Stars
Awesome book
J**K
Nicely made adventure
This is the first of the AoR adventures. It's designed to either be the start of am AoR game, or the transition point of an EotE game to AoR. Though, you could certainly use it as a stand alone Edge adventure. Nice that FFG put the thought into this.The Onslaught of Arda takes up the first 48 pages. After that is dealing with the consequences. This adventure should really drive home what it is like to be a Rebel against the Galactic Empire. The adventure also gives ideas on how to turn the game into a planetary rebellion campaign, or other ideas for the Esstran Sector.As usual, you get great idea about how to use advantages, threats, despair and triumphs.I do have one thing that I didn't like, which I will share. Arda I has 4 A-Wing prototypes as part of it's "Dust" squadron. With X-Wings and Y-Wings. OK, two things I don't like as I type this. A-Wings, X- Wings and Y-Wings should not be part of the same squadron. You're asking the poor A-Wings pilots to just get killed if they have to maneuver with Y-Wings. The other item - note the word "prototype". Is Arda I a research base or designed for A-Wing development? Not that I saw. So WHY ARE THEY THERE? I think they are there, because A-Wings are cool, but definitely replacing them with either Y or X Wings. I'll also make Dust be a one ship squadron. It just makes sense, especially as "Rust" squadron is made up of Z-95's (get the joke?)The usual great art. My favorites - the raid on pages 12 and 13, the rapelling on page 36 (don't look like sandtroopers to me though...), the chase on page 43 and the rebel officer on 46 surveying the fleet.Easy pick up decision. Drove up to FFG Center in Minneapolis to get mine. Not doing that again. While I love the book, 9 hours driving was a biiiiit much.
Trustpilot
3 weeks ago
2 months ago