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Rules of Engagement: The Rebel SpecForce Handbook

Author: Timothy S. O'Brien
Category: game
Company/Publisher: West End Games
Cost: $18.00
Page count: 128
ISBN: 0-87431-501-8
Playtest Review by James Maliszewski on 06/05/98. Genre tags: none

Rules of Engagement: The Rebel Specforce Handbook is an extremely thorough treatment of ever-popular (in role-playing games anyway) topic of military special forces. It’s also a rather good treatment of the topic as well. Rules of Engagement does an excellent job in presenting players and referees with the information and rules modifications that they need to run an enjoyable adventure or campaign involving special forces. In fact, it’s one of the best I’ve ever come across for a role-playing game not specifically focused on military matters.

Of course, this is a supplement for the Star Wars role-playing game and that’s why my glowing commentary above must be qualified. Don’t get me wrong: I very much enjoyed Rules of Engagement and heartily recommend it to those interested in the topic. However, I nevertheless think that it’s subject matter isn’t really all that appropriate to Star Wars campaigns, most of which center around a rag-tag band of freedom fighters, not well-trained guerrillas. Admittedly, this is a matter of taste. Some people like their Star Wars games to have a more military flavor. If so, this book is certainly for you.

If not, there’s still plenty of useful information in Rules of Engagement to recommend it. In order to give a sense of the book’s content and how useful I found it to be, I’ve prepared some comments on each of its chapters below.

Chapter 1: Rebel SpecForces
This is a rather "fluffy" chapter devoted to the nature of special forces in the Star Wars universe. The information here pertains solely to Rebel special forces and includes some bits of background color and history as well. It’s not a bad introduction to the book, but it lacks anything that really distinguishes it.

Chapter 2: SpecForce Life
This is yet another thin chapter, which is too bad. One of the things that should distinguish special forces from the regular military is their peculiar daily life and the esprit de corps that it engenders. This chapter provides little real insight into this. Instead, it spends much more time detailing ranks and the slang/jargon of the SpecForces.

Chapter 3: Operations and Missions
This is an excellent, if rather overly detailed, chapter. In some respects, its the heart of the whole supplement. Here players and referees get an extremely thorough look at the types of missions commonly undertaken by special forces. This chapter seems well researched. There’s lots of information here to digest, but most of it is solid and easily usable as the basis for adventures. Every element of an operation, from the high level (intelligence gathering) to the low level (securing a zone), is given fine treatment. Reading this chapter will really get one into the mood of running a special forces scenario.

There is also a rather detailed set of optional rules concerning, of all things, contaminated water! To be honest, I found this very odd. I understand that part of the flavor of special forces games comes from "roughing it" in the wilds while on a dangerous mission. Yet, I still found the inclusion of this system unusual. I suppose my surprise goes back to my earlier comments about the suitability of special forces in the Star Wars universe. Like most of Rules of Engagement, these rules are good enough to use, perhaps even excellent, but they seem rather out of place a long time ago, in a galaxy far, far away. My prejudices come through again.

Chapter 4: Quartermaster’s Supplies
I’m no fan of adding lots of equipment to the Star Wars universe. I like to keep things simple, but most players don’t. They want lots of equipment, the more unusual the better. This chapter should more than satisfy their needs. I must admit that even I liked a lot of the equipment here. It definitely adds to the special forces flavor of the supplement. Another nice feature of this chapter are small rules modifications describing climbing, communications, encumbrance (a must if you don’t want to allow SpecForces to become one man armies), and equipment maintenance. These are nice little additions that help to differentiate a SpecForces campaign from a normal Star Wars game.

Chapter 5: Transportation
Like equipment, I can usually do without more spacecraft and vehicles. In this case, it’s a warranted inclusion in the book. In addition to the usual cool starships, there are some nice vehicles here, like paragliders and submarines. These are unusual enough vehicles to inspire adventures all by themselves (and indeed they already have). There are also some four-footed conveyances and droids in this chapter.

Chapter 6: Weapons
What special forces campaign would be complete without cool weapons? This chapter details many, many new weapons for use in a SpecForces game. Most are just variations on the usual weaponry. After all, how many different ways can you dress up a 5D blaster pistol? Others, like the garrote, are rather distasteful for a game centered around the "good guys." However, what really makes the chapter worthwhile is some good advice about handling the lethality issue of a SpecForces campaign. It’s all fairly common-sensical, but it deserves to be said again. Likewise, there are some nice optional rules for combat in this chapter. Some are so good that I have adopted them for wide-scale use in my games.

Chapter 7: SpecForce Organization
This is a pretty bland chapter, describing as it does the various divisions of the rebel special forces. Each division includes a short description and NPC template. It’s not a bad chapter, but it doesn’t add much to the supplement either.

Chapter 8: Notable SpecForce Units
This, too, is a rather unexciting chapter. It describes a few "famous" rebel units and their game statistics. This sort of chapter could have been used to present some more color. Instead, however, the units presented aren’t very interesting and they didn’t inspire much in the way of adventure ideas.

Chapter 9: Bases and Staging Areas
Another dull chapter. A chapter like this is necessary, but should be handled better. I’d have preferred one very detailed special forces base to the sketches provided in this chapter. My advice is to use the new supplement Strongholds for more inspiration.

Chapter 10: The Enemy
Admittedly, a lot of the information here is reprinted, but that’s forgivable. A referee needs all of the stats for every conceivable Imperial trooper in one place. The Empire is, after all, the primary opposition to rebel special forces. This chapter describes the Empire’s minions in all their glory, from the lowly Army trooper to the heights of the Emperor’s Royal Guard. This is a nice chapter, if only for the two page illustration of all the different Imperial lackeys. Another nice feature are the discussions of how to make stormtroopers into the crack troops they’re supposed to be rather than the armored clowns every players know them to be.

Chapter 11: SpecForce Campaigns
This is a wonderful chapter. It goes along way toward correcting some of the inadequacies of earlier chapters. The advice offered here is solid. A referee reading this chapter and taking it to heart should be able to run an excellent SpecForces game, complete with its own unique flavor. The chapter also concedes that a SpecForces game would be a very different sort of setting from the usual Star Wars campaigns. In fact, the entire chapter illustrates this very well, so as to provide all that’s needed to run a game in this new "sub-genre." The chapter also includes some optional martial arts rules that some players will undoubtedly love.

Rounding out the book are a lot of templates, one for most of the SpecForce specialties described in Chapter 7.

The book is a mixed bag, art-wise. There is some rather nice art by Jacen Burrows throughout. However, the early chapters contain a lot art by Tim Bobko that is cartoonish and totally unsuited for the gritty feel that a SpecForces adventure would have. Unfortunately, art of this sort has become common in a lot of West End’s recent supplements. I can only hope that future supplements will return to some of the better artists that have graced their pages in the past.

Despite my various reservations, this really is an excellent book. I rather doubt that I’ll run a special forces adventure in my own Star Wars campaign, but my campaign will certainly be enriched by a lot of the information presented here. I am sure that the same is true for most referees as well.

Style: 3 (Average)
Substance: 4 (Meaty)

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