Strongholds of Resistance stands out as one of the odd books in the collection as it does not fall into the two largest supplement categories, Career Supplement or Adventure Module, and because of this it is a rather odd book. This book is a sourcebook for many planets and helps give the GM examples of Rebel bases for them to use outright or as inspiration for their own. The book is divided into 4 chapters and covers planets, bases, player options, and some minor adventure modules.
The first part covering planets is a very in depth look at a lot of planets. It covers 8 planets in depth and then covers some other less notable locations. For the eight planets it has a variety of information such as stats for wildlife found there, cities, various points of interest, the current political state, and the culture of the people. There is a wealth of information here but unless you are playing a knowledgeable character or one that happens to be native to one of these planets this chapter will have very little use to you, except in the meta game.
The second chapter goes over a group of Rebel bases, including notorious bases like Echo Base from Episode V, and details how they work, important aspects about them, and potential adventure hooks found in them. It gives 4 bases in large detail and mentions a few others. Personally I do really enjoy the Defiant Core base (Pictured above) and the accompanying mission to restore it. It makes for a fun campaign and a great way to get a base for your party that they control. Unfortunately some of the bases are a little lackluster in their design, specifically Echo Base. It has been described as “both uninteresting and seeming too small”. Again, this sections is mostly useless to a player but can provide a GM with some useful bases and adventure ideas, especially the Defiant Core.
The third chapter is the most useful for players and is geared towards them. This section contains 3 new races including the adorable polis massans and the creepy-cool verpine. It also adds a few neat gear options like the bola carbine, mini-torpedo launcher, false voice transmitter, organic gills, and some neat droids. You also finally get some cool submarines which are fun. The section is organized similar to any of the core books which makes it easy to navigate and find the gear you want and for being a non-player focused book it has a nice selection of fun stuff. Unfortunately, this is the only section a player will get real use of as the rest is made with the GM in mind.
The last chapter covers modular encounters, or encounters small enough to be inserted in nearly any campaign. It has some fun situations involving invisible Tie fighters, called Tie Phantoms, some negotiation focused gameplay and some general missions involving sabotage and espionage that are pretty fun. This section also gives a plethora of enemy stats for you to use in both these encounters and others down the line. But since they are mostly meant to fit nearly any Rebellion campaign none of the adventures really shine. In fact the best adventure in the book seems centered around Defiant Core, with the Tie Phantom encounter coming second.
The book is nice and pretty helpful to GMs but the section on bases doesn’t give enough hard numbers or systems for making and/or upgrading bases, those rules are contained in the book Desperate Allies. I would still recommend it for the Defiant Core base, the neat gear, and the cool races but unfortunately outside of that the book is mostly unused. It reads well but doesn’t make a lot of the mechanics behind things, other than the gear, clear. Because of all of this I have to give it a low accessibility rating but I still like the book and recommend it for any GM as the stuff inside that they can use is definitely worth it. You can buy the book here.