Showing posts with label star wars rpg. Show all posts
Showing posts with label star wars rpg. Show all posts

2/01/2013

Star Wars CMG Champions of the Force Booster Pack Review

Star Wars CMG Champions of the Force Booster Pack
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"Champions of the Force" is the fifth expansion set in the Star Wars Miniatures Universe, which started with the Rebel Storm Starter set back in September, 2004 (see more about the minis game itself in my addendum below). There are 60 different figures in this set. Each booster comes with seven durable, pre-painted minis (including one rare OR one very rare figure).
The first thing I look for in any expansion set are how many characters I recognize from the movies (vs. those that appeared only in the books). I am particularly interested in figures from the original trilogy. Unfortunately, there are only 9 figures from the original trilogy in this set. However, some of them are very good, and definitely worth getting (for example, Hoth Trooper with ATGAR Cannonn Luke Skywalker Young Jedi, Yoda of Dagobah, and Snowtrooper with E-Web Blaster). There are also a few great new common figures from the original trilogy in this set (most notably the Sandtrooper, R5 Astromech Droid, and Ugnaught Demolitionist)
Further, though I am not a big fan of the prequel, there are about 15 very good to excellent new figures from these movies as well (for example, General Windu, Queen Amidala, Qui-Gon Jinn, Darth Maul, and Darth Sidious). The rest are either from the books, or generic/minor characters that I have never seen or heard of before (however, some of the generic characters are also very good - especially for use in the Star Wars RPG).
In sum, this expansion set is only fair for those interested in the original trilogy, but is very good for those interested in the prequel. Also, by my count there are 25 figures with light sabers, making it among the best of the expansion sets in this regard (i.e., if that's the way you like to play this game, you will definitely like this set).
ADDENDUM: (Please note that I include this addendum at the end of all my Star Wars minis reviews, so if you've read it before, there is no need to read it again.) If you want to play the Star Wars minis game as it was designed to be played, it is best to have at least one starter (each starter comes with game instructions, a map, a D20, terrain tiles that are very helpful and add great variety to the game, and more). I like the Rebel Storm Starter the best because it's from the classic era/trilogy, but the Clone Strike and Revenge of the Sith starters from the newer movies will also work. If you don't want to invest in a starter, you can also get one of the three "Ultimate Missions" books, as each comes with a double sided map and a few smaller terrain tiles (again, I like the Rebel Strom Ultimate Missions book the best because it is also from the classic era/trilogy). Or, you can buy the "Attack on Endor" scenario pack, which comes with TWO double sided maps (in addition to a scaled AT-ST that is fully usable in play). The main point here is that you'll need some type of map/grid. If you don't want to buy a Star Wars one, generic ones are also available at most gaming stores (you can use your imagination to set the scene, or draw terrain with an erasable marker right on the grid). Of course, the minis are also useful for the roleplaying game (RPG) - in which case you may not need a starter or map, but will likely need the "Core Rulebook" instead. Finally, they are just fun to collect for those who like all things Star Wars!


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1/20/2013

Jedi Academy Sourcebook (Star Wars) Review

Jedi Academy Sourcebook (Star Wars)
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I'm running a game right now where the character wants to go to Luke Skywalker's Jedi Academy. This book told me what I needed to know about the academy, and also gave me some other stuff I wanted (such as new force powers).

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1/10/2013

Shadows of the Empire Sourcebook (Star Wars RPG) Review

Shadows of the Empire Sourcebook (Star Wars RPG)
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This is a great "Shadows of the Empire" book, unlike most other D6 Star Wars RPG books, this one is fairly limited in it's scope (obviously). All-in-all it is a good book and worth having.

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12/28/2012

Star Wars Sourcebook Review

Star Wars Sourcebook
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This book has just about all that is needed for people starting up with the SW:RPG. Main Imperial and Alliance warships, as well as a few ground vehicles. One of the only places i've been able to find the complete listing of Imperial starfighters. It also has a good listing of basic equipment available in the SW Universe.

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Star Wars Imperial Sourcebook, 2nd Edition (Star Wars RPG) Review

Star Wars Imperial Sourcebook, 2nd Edition (Star Wars RPG)
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This book is best used in conjunction with the Rebel Handbook and the Star Wars Sourcebook. Between the three of them most information is covered. (maybe this one DOESN'T cover TIE stats, but there's a nice chart in the Sourcebook that has all the different starcraft lined up.) Good flavor. Excellent illustrations, in words and in pictures. I recommend this book the the serious Star Wars fan.

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12/19/2012

Star Wars Rebel Alliance Sourcebook Review

Star Wars Rebel Alliance Sourcebook
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Mon Mothma asked for a full report on Rebel Forces... well she got more than what she asked for. Now Rebel Alliance is gettin crowded with a new alien race: Earthlings!!!This book is perfect for both the GM and the player, it contains history, short stories illustrating each chapter, new rebel ships, npcs, equipments, politic and military organizations, operational standards...You will just fell like a Tatooine farm boy when he first meets the Rebellion, in complete awe by its size, organization, people and ideals...May the Force be with you... Always

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12/16/2012

Han Solo and the Corporate Sector Sourcebook (Star Wars RPG) Review

Han Solo and the Corporate Sector Sourcebook (Star Wars RPG)
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If you like the Brian Daley novels and want to set a campaign in the CSA this book has it all-ESPOs, IRDs, Viceprexs, you name it! But it has even more- it has the structure, history, and equipment of the CSA as well. It also has the aliens, planets, and ships mentioned in the Daley novels as well. Get the Tramp Freighter guide and go for it.

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11/25/2012

Knights of the Old Republic: A Star Wars Miniatures Booster expansion (Star Wars Miniatures Product) Review

Knights of the Old Republic: A Star Wars Miniatures Booster expansion (Star Wars Miniatures Product)
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I got these to use in concert with the Star Wars: Knights Of The Old Republic Campaign Guide. They are excellent. In only 3 booster packs, we have already gotten more than enough minis to run a game, including quite a few choice ones to represent all the Jedi you would need in a campaign, and some great villains, including Darth Malak and Darth Traya! They are all quite nicely made, and the lightsabers are even a nice translucent harder plastic than the rest of the minis materials. All of the minis are also quite reasonably priced, and you get quite a few of them in each pack. Excellent value. I am going to keep getting the booster packs until we have all of them for the KOTOR set.
See the photos I have uploaded (above) showing what quite a few of the minis look like.

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A galaxy torn asunder by the forces of light and darkness . . .This exciting new Star Wars Miniatures Game set features characters from the Knights of the Old Republic series of video games and comic books, as well as characters from across the entire Star Wars saga.The Star Wars Miniatures Game allows fans to stage their own epic battles with the most diverse collection of high quality, authentic figures available.Each booster pack contains: Seven (7) randomized, pre-painted plastic miniatures Seven (7) stat cards, one per miniature in the box A Knights of the Old Republic set checklist

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11/04/2012

Star Wars: The Roleplaying Game Review

Star Wars: The Roleplaying Game
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Class, is it possible that Star Wars + RPG = Greatest game ever made? Well, no. BUT I can tell you that the rules found in between these hardcovers IS the greatest rules for running in the SW universe. Since this review is being written about a book published in 1987 and the review is being written in 2003, after the two new movies and the *cough* HORRIBLE! *cough* D20 game, I think the makers were visionaries. I like the first book more than the second edition for one reason: movie stills from the GOOD (original) movies. Some of the rules need work, but otherwise, this is GREATNESS. BUY HERE FOR FEW DOLLARS, INSTEAD OF D20 FOR MANY DOLLARS.

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10/21/2012

Imperial Sourcebook (Star Wars RPG) Review

Imperial Sourcebook (Star Wars RPG)
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This has a lot of detailed information on the imperial government, however the military aspects are lacking. If you want simple information such as the statistics of a TIE-Bomber or a how many squadrons and troops a Star Destroyer carries, you won't find that information here. Worse yet, the order of battle diagrams that take up several pages appear to use symbols that weren't included on the key. At best, it's a good look at the Empire from a broad perspective. At worst, it's vague and unhelpful.
This is also the older edition of the book. If you want the latest edition, you should look at the hard cover, ISBN 0-87431-210-8.

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10/17/2012

Star Wars Roleplaying Game (Second Edition, Revised and Expanded) Review

Star Wars Roleplaying Game (Second Edition, Revised and Expanded)
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Reviewer's note: There are actually TWO different versions of the second edition of this book, and book sellers VERY OFTEN confuse the two and list them in the wrong place (so it is best to always ask beforehand to be safe). For this reason, I have included this review under both the 1992 and 1996 versions of this book (so please excuse me if you see it more than once). However, since I didn't know where most buyers would start, I figured it was best to provide this information under all relevant locations to be safe. That said:
This is the classic D6 version of the Star Wars Roleplaying game. If you are reading this, you likely already know of have heard that the West End Games version of Star Wars The Roleplaying Game is excellent (many people don't know this, but this is actually the basis for the newer Star Wars D20 RPG and Minis games, though many people think the original D6 version is even better). And this book is no exception (especially the 1996 version -- see below). This one book contains pretty much everything both the player and the GM need to play (though there are lots of great supplements -- including premade adventures -- you can use if you are interested and can find them). The book begins with a very nice "Player Section" that covers everything the player needs to know about creating and playing a character. The rest of the book is for the GM. For example, the "Gamemaster Section" covers all the basics that the GM needs to know run an adventure (including rules, combat and injuries, movement, space travel, the Force, etc.). There is also an "Adventure Section" (contains tons of ideas about designing adventures) and a "Universe Section" (provides tons of detail about GM characters, aliens/monsters, weapons/equipment/vehicles, droids, planets, etc). Finally, there are several appendices (with reference charts and character templates). In sum, if you are interested in giving this game a try, you can do so as both a player and a GM with this one book!
In addition to providing the above information about the book, I also wanted to make an important point of clarification re: the two different versions of the second edition of this book.
The first version of this book is simply subtitled "Second Edition" -- this one was released in 1992 (WEG40055 -- ISBN = 0-87431-181-0), and has a mostly blue cover with a picture of Darth Vader in a square on the front. This is still a fun book to read (and usually costs a lot less than the 1996 version). But, it DOES NOT contain the latest/final version of the rules. Further, thought the production quality is excellent, it is not quite as good as the 1996 version.
The second version is subtitled "Second Edition: Revised and Expanded" -- this one was released in 1996 (WEG40120 -- ISBN = 0-87431-268-X). It is also a hardcover, and has a picture of the Millennium Falcon racing through space while being fired upon by several TIE fighters. This book DOES contain the latest/final rules for this game. Further, the production quality is excellent, and it is printed in full color on high quality semi-gloss paper.
YOU DO NOT NEED BOTH VERSIONS OF THIS BOOK. If you just want to get a feel for the game and save a little money, buy the 1992 edition. In fact, if this is the case it may be worth buying the original first edition (which was released in 1987, and is also excellent and reasonably priced). However, if you want the latest/final version of the rules, than the 1996 edition is a must (it costs more, but I think it is worth it).

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9/23/2012

Galaxy Guide 9: Fragments From the Rim (Star Wars Roleplaying Game) Review

Galaxy Guide 9: Fragments From the Rim (Star Wars Roleplaying Game)
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Usually when you find a gem of a book like this one, it's valuable for one of two reasons. It either provides you with necessary stats for equipment, NPCs, vehicles, etc., or it provides well written backgrounds and galaxy information to use as a backdrop for your adventures. This is the latter. You will not find the biggest and the best equipment, but reading this book is bound to give gamemasters adventure material and ideas for story hooks. It covers the basics of corporate personalities, Rebels, Imperials, swoop gangs, mercenary groups and more. There isn't much that you can just transplant into a game, and there are no stand alone adventures in the book, but considering that you can often find the book for $7.00 or less (in used condition), there is no reason why a gamemaster shouldn't own the book.

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6/22/2012

Rebellion Era Sourcebook (Star Wars Roleplaying Game) Review

Rebellion Era Sourcebook (Star Wars Roleplaying Game)
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The Rebellion Era Sourcebook is the first hard cover supplement from Wizards of the Coast since their release of their version of the role playing game. It should not be confused with the West End Games Rebel Alliance Sourcebook as just being the regurgitation of the same information in a different book, it isn't. The Rebel Alliance book is a breakdown of the Rebellion, major players, vehicles, vessels, tactics and history, whereas the new book is a survey of the time period from A New Hope, The Empire Strikes Back, and Return of the Jedi, with Shadows of the Empire, Truce at Bakura, plus it includes data on Emperor's Hands- background for the Thrawn trilogy.
Each section is laid out under the time period it covers- A New Hope outlines how the Empire came into being and the New Order, the beginnings of the Rebellion by Mon Mothma, Bail Organa and Garm Bel-Iblis. It briefly covers the anti-alien sentiment held by the Empire, the Death Star (no stats, however, but if they are needed, it can be generated). It also has stats for all the major character, (and some minor ones like Tarkin and Lemelisk- the man who designed the Death Star). It does quite a good job in explaining events, concepts, and has loads of additional data, Game Master hints and ideas, plus flowing through the book along side the general data are mini adventures for players.
The Dark Time section covers events from the Battle of Yavin up to the Empire Strikes Back, detailing Imperial intelligence, propaganda, supply fleets, Alliance bases, bounty hunters, the Corporate Sector, Kessel, and the Prophets of the Dark Side. The Empire Strikes Back is mostly character data, with key events described, but also includes probe droids, AT-ATs, Imperial and Alliance forces of the time, Vader's fleet, but no stats for the Super Star Destroyer. More bounty hunters, Dagobah, and the Dark Trooper project from the first Dark Forces PC game- sadly, almost no mention of Kyle Katarn or Jan Ors.
Shadows of the Empire (a book I have yet to read) covers the period immediately after The Empire Strikes Back, the creation of Rogue Squadron, Bothans and their SpyNet, Coruscant, Prince Xizor and the Black Sun syndicate, however no mention is made of Dash Render or his Outrider. I suspect Wizards might be planning a separate, more detailed Shadows of the Empire book. Finally, the last section is of course Return of the Jedi and they wasted nearly five pages on Ewoks! When will people learn that no one likes the furry little buggers? It ends leading into final main character updates and the New Republic Era and the Ssi-Ruu.
A solid piece of work in full color. Lots of stills from the movies, and some top notch art as well, including a great picture of Xizor. Once again, however, the book fails to provide anything but mediocre low-detail and very small maps. A minor gripe, but one that I hope Wizard's addresses soon. Beyond that, this is great book. Granted, most people who have played the game under the West End rules and have read some of the novels, would know most of the information, but it's all here in one volume- very neatly laid out, clean, clear and to the point. I suspect that Wizards will produce sourcebooks for both the Rebel Alliance and the Empire, until then, there is this book, and a good book it is.

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6/16/2012

Starships of the Galaxy (Star Wars Roleplaying Game) Review

Starships of the Galaxy (Star Wars Roleplaying Game)
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As an avid Star Wars fan and game master / player in several role playing games (Star Wars and others) I was thrilled when Wizards announced this title last year. The wait is finally over with mostly good results.
The sections in the book are well written and Wizards has used the space well. They seem to be supplementing the material in their source books with their magazine "Star Wars Gamer" Which is cool - so we should see a "Star Ship" adventure in the current magazine and not wasting space in this book.
The sections on ship construction, costs and modification are worth the price alone AND the deck plans are GREAT! They are modulure and can be used for making plans for a limitless number of ships. There are new prestige classes, skills, feats, manuvers AND ways to incorporate some old skills and feats into starship combat. With a few slick uses for some Jedi abilities to boot. The section with hints and advice for running combat situations was welcome, but not anything that a good G.M. wouldn't have already thought of. The list of ships statistics was fairly thurough and covered the whole range from Star Wars canon to expanded universe stuff and beyond.
The only thing that I don't care for and the reason I only gave this book four stars instead of five is the "new" combat system that was promised I think that was deceptive because it's not new at all, just and expanded version of the "abstracted combat already published". I have not talked to one person that cares for the "abstracted combat" from the core rules. It was hard for my group of players to wrap their brains around and we created our own "house" version of starship combat instead. All this book does is clarify the "abstracted combat" rules a little bit more (which was welcome) and add a new system of "abstracted distance" for combat. I was very dissapointed in the fact that they didn't have a optional version of ship combat with hard numbers using grids or miniatures for those of use who would prefer this.
Other then the "abstracted combat" part of the book - it's a gem and worth the wait. I would highly recommend Starships of the Galaxy for your Star Wars game.

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5/27/2012

Tempest Feud: An Adventure for 9th-Level Heroes (Star Wars Roleplaying Game) Review

Tempest Feud: An Adventure for 9th-Level Heroes (Star Wars Roleplaying Game)
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If you've been running a Star Wars campaign for a while and your players are at the level 8/9 stage, do yourself a favor and buy this adventure. The amount of detail and polish in this adventure is excellent. I'm starting the adventure next session with my group, but having already read through the entire book, I'm very excited about what it will do for my campaign now and for the future.
This adventure obviously has a set plot, but the authors wrote it so well that your players will be able to enjoy it regardless of what they choose to do. I'm really impressed by the latitude I can take with it.

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5/26/2012

Star Wars Galaxy Tiles: A Star Wars Supplement (Star Wars Accessory) Review

Star Wars Galaxy Tiles: A Star Wars Supplement (Star Wars Accessory)
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The item description says this item contains six double sided terrain tiles, but that's not quite true. It does contain six double sided sheets, but four of them break out into multiple (between 5 and 13) smaller double sided tiles. All in all there are 38 double-sided tilesin this set (for a grand total of 76 images). Here is a brief description of what's on each tile:
TILE 1 (one 8x10 square tile): Empty grey tile floor/room on one side, and open brown grate tile floor with two computer consoles (low objects/hindering terrain) on the other side.
TILE 2 (one 8x10 square tile): Empty grey tile floor/room on one side, and grey tile floor/room with some low objects/hindering terrain on the other side.
TILE 3 (five tiles ranging from 2x4 squares tiles to 4x8 squares): Empty grey tiles on one side (to expand the size of rooms or for hallways), and steps and shaft with walkway on the other side (mostly for hallways/walkways).
TILE 4 (five tiles ranging from 2x4 squares tiles to 4x8 squares): Empty grey tiles on one side (to expand the size of rooms or for hallways), various hindering terrain (pits, low objects) on the other side.
TILE 5 (thirteen tiles ranging from 1x1 square to 2x8 squares): Empty grey or grate tiles on one side (to expand rooms or for hallways/walkways), and various hindering terrain (doors, pits, low objects) on the other side.
TILE 6 (thirteen tiles ranging from 1x1 square to 2x8 squares): Empty grey or grate tiles on one side (to expand rooms or for hallways/walkways and some hindering terrain), and grates (to expand rooms or for hallways/walkways) and various other objects (doors, turbo lifts, etc.) on other side.
On the plus side, the images are high quality, and they are printed on a very thick, high quality card stock that should hold up for many uses. I also like that there are several smaller tiles rather than just six big tiles. Because of this, the set is fairly versatile and can be used to create numerous maps. Three sample complexes that can be made with these tiles are provided on the inside package, but I see many possibilities - especially if you buy more than one pack. So all in all, you get a fair amount of bang for your buck.
On the minus side, the various types of terrain are not marked (walls, low objects, hindering terrain, pits, etc.), so these tiles cannot be used with the Star Wars minis game. I recognize these were designed for the RPG and not the minis game, but it would have been VERY easy for Wizards have given us a (Ploovo) Two-For-One by also making these tiles usable with the minis game (after all, that's what they did with the D&D minis cards -- they put stats/info for both the minis game and the RPG on each and every card). I'm very disappointed they didn't do something like that here.
In sum, if you play the Star Wars RPG and want an easy way to create your own maps, I think you'll be happy with this item. But, if you were hoping to use them for the Star Wars minis game (i.e., Rebel Storm, Clone Strike, etc.), I would pass on these tiles.


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5/22/2012

Arms and Equipment Guide (Star Wars Roleplaying Game) Review

Arms and Equipment Guide (Star Wars Roleplaying Game)
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This is probably the one book that players of SWRPG have been waiting for. At first glance the book seems to be a bit on the small side at only 96 pages, and in truth it is- however, the authors have managed to do a good job of cramming all kinds of fun stuff in here.
And now for a synopsis.
Chapter 1: Weapons starts off with a quick-and-easy system for customizing your character's personal weapons. No longer must a character be a Tech Specialist to build a unique weapon (although it's still true that only Tech Specialists can mastercraft). Now anyone can make certain modifications or personalizations, as long as you have a sufficient Craft skill. Examples include increased range, improved critical, reduced weight, and increased accuracy. It is also very thoughtful that most modifications are balanced with a tradeoff in some other aspect of the weapon.
There is also a small but useful section that describes the process of Concealing a weapon on your person.
The main body of this chapter describes over 50 different blaster weapons, which is more than the entire weapon list from the Core Rulebook. There are also a few Ion Guns, a handful of lethal Disruptors (think disintegrator guns), slugthrowers, dart pistols, flechette launchers, crossbows and magna casters, wrist weapons, a good-sized list of melee weapons, grenades and grenade launchers, flamethrowers, sonic weapons, and even a few species-specific weapons like the Squip Tensor Rifle and the deadly but fragile Verpine Shatter Gun. Whew!
Chapter 2: Armor also starts off with a description of how armor can be modified, just like Chapter 1. In total 17 pieces of armor and protective gear are described, from simple tracker vests and leather jerkins up to some very tasty (and very expensive) sets of power armor.
Chapter 3: Droids, as you might guess, has an extensive list of Droid types. There are a lot of droids here, almost 20 pages worth in fact, which was a bit of a surprise. The droids cover the entire spectrum from Mouse Droids and assassin droids to Astromechs and tutoring droids. There is also some additional info on playing Droid characters.
Chapter 4: Vehicles is pretty short but still manages to describe a good array of machinery, including speeders, swoops, aircars, and walkers. Like chapters 1 and 2, there are additional rules for customizing vehicles.
Chapter 5: Equipment describes dozens of pieces of miscellaneous gear. Examples include breathers, comlinks, sensors, and medical equipment. Nothing here stands out as overly powerful, but most of it seems to be useful for a character to have.
And there you have it. There's enough equipment and technology in here to keep players and GMs picking and choosing for quite some time. In that respect, the book certainly delivers. All the items seem to be well thought out and nothing appears to be game-breaking or overbalanced.
The interior of the book is in black and white, not color, but is nonetheless tastefully done and easy to look at. The buyer should be aware that only about half the items described have a picture, but I found this to be acceptable, especially where a group of items were closely alike.
I did have a few complaints. In some cases, the picture for a given weapon or Droid is not on the same page, but on a page several numbers away. This is just a tad annoying. While I like the rules for modifications, I was disappointed at the utter lack of blaster pistol attachments (0) and rifle attachments (a mere 2). There were no cybernetics, also a disappointment (although rumor is cybernetics will appear in a future book).
In addition, there is not an alphabetical index, which can cause a bit of delay in finding a specific item. Finally, I felt that the book should have been hardcover. I don't like softcovers since they are too easy to damage. I would have gladly payed the few extra bucks.
Overall, though, these were minor complaints. I was very pleased with the book and feel that it can add a great deal of depth to any campaign. The GM can now unleash a bunch of new equipment, and the players have enough options to keep them happy too.
In total I give this book an extremely strong 4 out of 5. Along with the Core Rulebook, it is definitely the other "must have."

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Hokey religions and ancient weapons are no match for having a good blaster at your side.The galaxy is a dangerous place, and even the most capable heroes need the right equipment to get the job done. Outfitting for a rescue mission on a frigid ice planet differs from gearing up for an assault on a crime lord's jungle world headquarters. But with the right connections, and enough credits, heroes can acquire all the weapons and tools needed to survive any situation.This sourcebook features:• An arsenal of weapons and armor, along with rules for customizing and personalizing them.• A wide variety of droids from across the galaxy, including the legendary R-Series astromech droids, binary load lifters, and the RA-7 "Death Star" droid.• An array of vehicles from landspeeders to military walkers.• Essential survival equipment, including breathers, comlinks, scanners, medpacs, and tools.To use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.

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