Age of Rebellion Roleplaying Game - Core Rulebook (2nd Printing)
Product description
What this book is
This Core Rulebook serves as the central guide for running Star Wars Age of Rebellion adventures. It’s not a complete standalone game by itself, you’ll need the core Star Wars Age of Rebellion product to play, but this 448-page volume lays out the rules, character options, combat, conflicts, and gear you’ll use in most sessions.
Who it’s for
If you’re building a Rebel campaign and want a clear framework for starfighter skirmishes, base assaults, and covert missions, this book is the hub you’ll reference repeatedly. It’s pitched toward groups that enjoy fast, narrative rules with concise guidance for GMs. It’s also a solid upgrade if you’re transitioning from a lighter setup and want more structure for conflict and force-sensitive moments.
What stands out in use

On the page, you’ll find streamlined rules for skills, talents, and combat, plus a practical starter adventure to get players going quickly. The inclusion of charts for weapons, gear, devices, starships, and vehicles is handy for planning encounters without rifling through multiple sources. For GM prep, there are tips tailored to running an Edge of the Empire campaign with the Age of Rebellion framework.


The best and the not-so-perfect
Convincing points: it consolidates core mechanics in one place and provides a tangible jumpstart for a Rebels campaign with an introductory adventure. It’s especially useful if you value an organized reference for conflict, combat, and Force-related moments. Not-so-perfect: it’s explicitly a core rulebook, not a standalone experience. If your group wants a complete game session experience out of the box, you’ll still need the base game product and possibly supplementary materials.
Ideal readers and use cases
This is a strong fit for groups planning a Rebel Alliance campaign who want structured rules and GM guidance. It suits players who appreciate a clear, quick-to-access reference for gear and equipment and those who value an approachable intro adventure to kick off a campaign.

Limitations and things to check before buying
- It presumes you already own Star Wars Age of Rebellion roleplaying game content to play. If you don’t have the base product, this book won’t be a complete game experience.
- The book focuses on core rules and a starter adventure, more advanced or expanded material may come from additional sourcebooks.
- The average playtime is around one hour per session, which may influence how you schedule longer campaigns.

How it compares to alternatives (implicit)
If you’re weighing options, this core rulebook is best when you want a cohesive reference with GM guidance and a streamlined path to a Rebel campaign. If you’re after more depth in a single purchase or a different Star Wars setting, you might combine it with other core materials or expansions. In any case, it’s more about structure and guidance than a stand-alone, plug-and-play session by itself.
Practical usage example

Imagine you’re a GM setting up a stealth mission behind Imperial lines. You’ll flip to the conflict and combat rules, reference the gear charts for tools and devices, and refer to the introductory adventure to keep pacing tight. The streamlined rules let you focus on storytelling—what the player characters say, how they act, and how the galaxy responds in the moment.
FAQ (based on available data)
- How many players can use this book effectively? It supports 2 to 8 players, with sessions suited for a typical group size.
- Is there an included introductory adventure? Yes, there is a complete introductory adventure designed to help you start a campaign quickly.
- Do I need anything else to play? Yes, you’ll need a copy of Star Wars Age of Rebellion Roleplaying Game to play.
Final decision: Is it worth it?
Worth considering if you want a solid, rules-light framework and GM guidance for a Rebel Alliance campaign, plus an introductory adventure to start quickly. It’s a good fit for groups that value structure and a clear path from character generation to action sequences. If you’re looking for a fully self-contained experience without needing the base game, this core rulebook may not be the best fit.
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