The Star Wars Saga RPG design team continues to squeeze every last drop out of the franchise with its latest release, Galaxy at War. Surprisingly, Galaxy at War is somewhat crunchier than the previous sourcebook, Rebellion Era Campaign Guide, with new rules on martial arts and cybernetics, several new races (all quite obscure, and some actually extinct) and a host of new feats, talents and equipment.
Without a doubt, the best part of Galaxy at War is the expanded martial arts rules. There are eight new martial arts feats representing different unarmed combat traditions including Wrruushi (Wookie martial arts), Stava (Noghri martial arts) and the famed Teräs Käsi. In addition, there is a new Martial Arts Master prestige class.
Obviously, a sourcebook about war is going to have a lot of weapons and armour, and this book doesn't disappoint, but I think even more valuable are the new cybernetics. They even include rules for total replacement cyborgs like General Grievous, although these rules seem a bit thin, so I'm not sure if you could actually reproduce all the capabilities of Grievous using them. However, a cyborg similar to Darth Vader would be possible. There are also a bunch of other gadgets that no well-equipped rebel commando would want to be without.
The crunchy bits of Galaxy at War comprise about 70 pgs of the book. Beyond that, there is a large section describing various famous military units such as the Senate Guard, the Mandalorian Protectors and Wraith Squadron. There's also a section on battlestation design, which doesn't seem all that useful, and about 50 pgs of adventures and hooks. All-in-all, it's a decent release, not as meaty as Jedi Academy Training Manual or Knights of the Old Republic Campaign Guide, but certainly better than I was expecting.
RIP Stephen Lee Lortz 1949-2017
1 day ago