Showing posts with label Old School Science Fiction Gaming. Show all posts
Showing posts with label Old School Science Fiction Gaming. Show all posts

Wednesday, August 26, 2020

Free Old School Comic Download - EC Comics Incredible Science Fiction Issue #33 As Fodder For Your Old School Campaigns

 

Having grown up with the E.C.reprint comics & came to love Wally Wood's artwork, the great E.C. writing, plus the easy adaption for old school gaming. 

EC comics was the powerhouse of the Fifties and would have continued for many years possibly out doing Marvel in the present, but during the Comics Code came along with its sorted history and well changed the face of comics.
Out of this whole debacle came Incredible Science Fiction and according to Wiki : 
Incredible Science Fiction was a retitled version of the comic Weird Science-Fantasy, which changed its title in 1955 in order to be accepted under the Comics Code, which did not allow the use of the word "Weird". The comic changed its title with issue 30, but due to attempts to save money on postage, the numbering did not restart (and hence, issue 30 is actually the first issue of this title).

Aside from the title change, Incredible Science Fiction was also different from its predecessor because it now had to follow the tight standards of the Comics Code, which was created in 1954 to censor the controversial comics of that time. Eventually the Comics Code would spell the end of not only this comic, but all comics produced by EC. When a story in issue 33 did not meet the standards of the Code, publisher Bill Gaines and editor Al Feldstein decided to reprint the story "Judgment Day!" (originally in Weird Fantasy #18). A powerful anti-racism story, "Judgment Day!" was also rejected because Judge Charles Murphy, the Comics Code Administrator, demanded that the black astronaut be removed. Gaines refused and threatened to take the matter to the Supreme Court. The Comics Code backed down, and Gaines then printed the story without any changes.[2] But Gaines had seen the writing on the wall, and he left the comic book industry soon after. Incredible Science Fiction #33 was the last comic book he would publish.
Incredible Science Fiction ran for four issues, boasting a number of skilled artists including Jack DavisWally Wood,Bernard KrigsteinJoe Orlando and Roy Krenkel. Three of its covers were done by Davis, with the final issue's cover by Wood. This comic is notable for having Jack Davis' only science fiction work for EC.[1] Roy Krenkel also provided his only solo story for EC with issue 31's "Time to Leave".
The story "Food For Thought" from issue 32 (which featured art predominantly from Al Williamson but also Roy Krenkel as well) was awarded best artwork for an individual science fiction story at the 1972 EC Fan-Addict Convention.[1]


Grab It Right

This was a land mark issue featuring some of the straight up talents of such greats such as Wally Wood and many more this issue also had some ground breaking science fiction echoing the times, done in the classic EC style. The Big Moment is at once a post apocalyptic story, lost world, and sc fi adventure all wrapped together and its a perfect jump off point for a time travel adventure. There are some very deep roots here to pull a party of adventurers into the deep end of the sc fi pond.
Kaliscope is just the sort of adventure where an old man's imagination might provide some vital clues for a party to perhaps not his dreams and flights of fancy but memories of times long past which might be molded into a vital part of an adventure. Classic artwork makes this story a perfect blend of science fiction comic and classic fifties themes. 
'One Way Hero' gives a possible origin for an NPC whose suffered the effects of classic 'space madness' and washed out. This tale has bits of old EC horror in the background buts punch is a bit bitter. 
Small World is a classic EC one pager, a small side line story with the bits and pieces of the EC twist to it. 
An Eye For An Eye is a classic post apocalyptic wasteland tale with classic EC sci fi artwork and the twists that make EC such a great company. This tale can easily be used as a jump off point for a Mutant Future or even a Metamorphosis Alpha 1st edition jump off point. It has all of the classic EC earmarks and can easily be used for a touch stone for a number of old school adventures points.
Some really solid background is available right over HERE

Friday, August 14, 2020

Free Old School Comic Magazine Download - 1984 Magazine Warren Publishing Issue #9 (1979) For Your Old School Science Fiction Campaigns

 

Grab It Right Over
HERE
Welcome to issue number # 9 of Warren magazine's controversial and subversive more adult title, 1984 then  it's other titles either Creepy or Eerie. They went quite a bit further upon some of the sexual bits and story elements that are racy even by today's standards. Warren was competing with titles such as Heavy Metal. So consider yourselves warned! This stuff isn't for the kids. Considered yourselves warned! 
There's plenty of weird and high strangeness to pull from in these issues for old school gaming, everything from dark and dangerous one shot plot lines for adventures to dangerous characters as NPC's.
But really what was 1984 and what was its backdrop on the comic magazine scene back in 1979?
According to Wiki :
1984 was a black and white science-fiction comic magazine published by Warren Publishing from 1978 to 1983.1984 was edited by Bill Dubay. The title of the magazine was changed to 1994 starting with issue 11 in February,1980 based on a request by the estate of George Orwell.
 Back then it featured some of the top talent of comic book artists and writers. 
Artists who contributed stories to 1984/1994 included Alex NiñoRichard CorbenJose GonzalezJose OrtizFrank ThorneEsteban MarotoRudy Nebres, Abel Laxamana, Wally WoodLuis Bermejo, Alfredo Alcala and Vic Catan. Cover artists included Nino, Corben, Patrick Woodroffe, Jim Laurier, Sanjulián, Jordi Penalva, H.R. Giger, Steve Fastner, Rich Larsen, Lloyd Garrison, Terry Oates and John Berkey. Writers included Dubay, Thorne, Jim Stenstrum, Jan Strnad, Rich Margopoulos, Kevin Duane, Nicola Cuti and Gerry Boudreau.
The magazine featured a set of recurring characters : 
  • Mutant World (Artist: Richard Corben; Writer; Jan Strnad)
  • Ghita of Alizarr (Drawn and written by Frank Thorne)
  • Idi Amin (Artist: Esteban Maroto; Writer: Bill Dubay)
  • Rex Havoc (Artist: Abel Laxamana; Writer: Jim Stenstrum)
  • The Starfire Saga (Artist: Rudy Nebres; Writer: Bill Dubay)
  • Young Sigmond Pavlov (Artist: Alex Niño; Writer: Bill Dubay)

    Issue nine is of special interest because of its line up of stories to pull from for old school gaming. 
Break Even has a whole pack of trouble waiting for your interstellar adventurers right out of the gate. Strange technologies, odd interstellar worlds, and plenty of opportunities to get the PC's in the deep end. A nice and perfect little yarn for an X plorers or Stars Without Numbers one shot. 
Herma is a well drawn take on the princess frozen in the block of ice motif that got used numerous times in swords and sorcery comics here its the basis for a character whose got far more going on under the plot then first meets the eye. A nice back drop story for use with a retroclone like Astonishing Swordsmen and Sorcerers of Hyperborea. Imagine coming across an NPC Viking princess from Old Earth and all of the weirdness that would go right along with such a character. This is a perfect vehicle for such a character. 
Clear and Present Danger  is a time travel yard with some really interesting wrinkles on how a super science gimmick and device can be used to generate a whole cloth undercurrent for a one shot adventure. Imagine your party trying to prevent the birth of a madman who will go on to end the world far in the future? Suddenly the gateway is open for those old school evil assassin types in your campaigns. A nice yarn to use with all of those science fiction retroclones with super science and technologies. 
The Star Fire saga was a really well done series of adventures centering around a regular feature in 1984 and its perfect for something like Stars Without Number. Great 1970's star ships, classic science fiction elements and a perfect one shot adventure piece for fodder for game play. The origin point for one of the characters is pretty damn controversial by today's standards and I don't endorse that particular bit. Moving on. 
Rex Havoc and the Ass Kickers of the Fantastic is a strip that had its its tongue planted firmly in cheek, much of this material is perfect fodder for Planet Mother %$%$er or an encounter critical campaign. The art is about on the old Crack Magazine from the 1970's level and Rex is a real one of a kind character.
All in all I think that issue nine of 1984 was a pretty solid issue. The magazine ceased publication with issue 29 in February, 1983 due to the bankruptcy of Warren Publishing. You can read more about that right over HERE

Saturday, August 8, 2020

Review & Commentary on Trey Causey's 'Strange Stars' campaign setting & 'The Strange Stars OSR rule book'

 "It's the far future, Old Earth is lost and shrouded in legend, and the children of paleo-humanity have long ago populated the stars, branching into new forms and strange cultures. Adventure is measured in light-years!"

Today was another day I was strolling through my Drivethrurpg library & I came across Trey Causey's 'Strange Stars' campaign  setting & 'The Strange Stars OSR rule book'. So let's make that distinct right off according to the author '
You need the setting book to maximally utilize the OSR rulebook.'



Strange Stars is like a smoke ring from the 70's or 80's from the fevered mind of its author, and its a graphic as well as artistic slight of hand trick of a laser sword of retro science fantasy gaming goodness. The author presents a great overview of his space opera setting with great artwork and a wary eye towards the material being used in your games. This book is wall to wall system neutral artwork as good as your going to find. The races are really nicely designed and can fit into a wide variety of science fiction or fantasy settings. 
Strange Stars is a wily and some what lean beast, its part setting book, part alien races, and a whole lot of details designed around the fact that this beast wants to be your go to space opera campaign. The OSR rule book gives all of the back up rules for these taken as a whole it works & works very well. 

The Strange Stars Game Setting book really dives into the universe of Strange Stars. The galactic politics is there, the factions, alien races, and all of this with an eye towards the retro Seventies & Eighties that we all grew up in. 

There's a definite, 'This is not 'Star Wars' but it might be Seventies Space opera' feel to these books. The author takes this and ratchet's up several notches in the setting book;  
"STRANGE STARS is a setting for any game where modern transhuman science fiction meets classic 70s space opera. Join a salvage mission to steal ancient tech from the wreck of a deranged sophont warship. Become a skiptracer in the lawless orbital megapolis of Interzone. Plan an elaborate data-vault heist on a diamond planet. Cross ceramic blades with a Zao Pirate in hard vacuum. Score sweet dreams or nightmare fuel from the oneirochemists of Eidolon. It's all somewhere in the STRANGE STARS!" 

Everything from the beginning possible PC's races to full adventure hooks are right there at your fingers. You can think of this book as a candy sampler of retro science fiction goodness that never existed until now. This starts with the cover which pays a nice nod to the original Star Frontiers game to the layout and graphics which references everything from Marvel style sci fi comic series to things like Star Wars. This is a style choice and a very well done idea in what it does. 
Nine ninety nine might seem a bit steep for a simple but its not because this is wall to wall well done artwork. If you grew up thumbing through Barlowe's Guide To Extraterrestrials, reading Micronauts under the covers with a flash light your going to want this book. 
Because this setting book taps into the nostalgia buttons but there's more. This is a very workable space opera setting with all of the trimmings to get you started in the universe of Strange Stars. Trust me, this is a world where one week your adventurers will be battling PHARESMID SYNDICATE and then taking down the machinations of the THE VOKUN EMPIRE. Its all right there at your finger tips and best of all its system neutral. 
Use it with your favorite OSR sci fi retroclone or Traveller or Fate or whatever system you want. I see how and why the author has done what he's done. This is a solid impact of a book into the sci fi market. Very cool and I highly recommend this book.

Using The Strange Stars Campaign Setting 



Jason Sholtis homage artwork  to Marvel's Fin Fang Foom in Strange Stars remains one of my favorite pieces of his artwork. 

A lot of OSR retroclones, sci fi settings & more have come & gone from the marketplace since I wrote this review for the Strange Stars OSR rule & setting book. But the majority of my points still stand. There's a lot of science fantasy material here that could used with many of the OSR games on the market. The White Star Rpg comes to mind here but there's plenty more. And while the  Stars Without Number rpg has now gone into its second edition & I haven't had the time to truly investigate it. The Strange Stars books were perfectly suited for the SWN first edition game in spades. 



Strange Stars has its points for independent intergalactic role playing in spades this makes it perfect fodder for Venger Satanis's Cha'alt series especially Cha'alt: Fuchsia Malaise campaign book which fits the politic of Strange Stars as both setting & rule book! In point of fact it could be used easily with Castles & Crusades Siege Engine books. 





There's plenty of setting & brightness within the Trey Causey's 'Strange Stars' campaign  setting & 'The Strange Stars OSR rule book' to allow a DM to set up a campaign via a simple space dungeon & keep things going for years! The material is very well done & fits its OSR aesthetic very nicely. 

Friday, April 22, 2016

Merchant Princes, Star Frontiers, and Commentary On The Free Star Frontiers Adventure Dramune Run (Star Frontiers module SFKH1) by Doug Niles

So last night two of our players didn't show up for our Star Frontiers game due to a family emergency. That left us drinking beer and discussing the Star Frontier adventures that were planning on being run as part of an on going campaign. The DM began to delve into the background of the Sathar war and the looming clouds of intergalactic war gathering on the horizon. One of the adventures that kept coming up was the Dramune Run (Star Frontiers module SFKH1) by Doug Niles because the players wanted to make a profit from the rumored war  and set themselves up as merchant princes. Dramune Run was created to be run with the Knight Hawk's rules and takes the PC's into the world of smuggling, trading, and they end up making a cargo run for a man on the run from the Mob.


GRAB IT RIGHT HERE

The advantage to this module is the fact that it takes place on a very well known and more then slightly dangerous intergalactic trade route. This can lead to all kinds of adventure opportunity for the DM if he's willing to plug in and take full advantage of his own campaign's Star Frontier's background.

"Dramune! A system of conflict at the edge of the frontier. Its two life-bearing planets stand poised on opposite sides of an uneasy peace. Only the thin leash of one planet's democratic idealism prevents interplanetary war.
Far across the galaxy, a dying captain carries an explosive secret. In his battered but swift freighter he hides a curious cargo. A cargo that will snap the leash preserving Dramune's peace.
The captain has one last wish: to find a new crew and take his secret home. And he has one great obstacle: a notorious crime czar with a troop of slimy thugs. The odds are against the captain and his new crew, but together they must make this last voyage — the Dramune Run.
Dramune Run is an adventure designed for the STAR FRONTIERS game system, including the original role-playing game, Alpha Dawn, and its space-faring sequel, Knight Hawks. Both games are needed to play Dramune Run, which combines boardgame space combat with mystery, intrigue, and fantastic new characters for a thrilling science fiction role-playing adventure."

Download the Knight Hawk Rules Here

 So why take full advantage of this style of adventure for your old school Star Frontiers game? Because it gives the PC's extra income between adventures and also draws them deeper into this region of space. A perfect set up for extended campaign play for getting them back to the table. Here's why;"
Four planets orbit Dramune. In order from the star they are Close Reach, Inner Reach, Outer Reach and Lost Reach. The middle two are habitable. Tendrils extend from the Xagyg Dust Nebula into the system, reaching beyond beyond the orbit of the outermost planets." There a ton of detail right over here on this Wiki. but there are also some major spoilers as well.
This adventure can be set up from the  Mission to Alcazzar (SF4) adventure or back tracked into Dramune Run through the Mob and smuggler contacts in both adventures. This gives a back consistency to the entire intergalactic affair and highlights one of the strengths of the Star Frontier systems. The idea of a dynamic, evolving, and changing sandbox on intergalactic scale set against the backstory of the Sathar Wars.(WARNING MAJOR SPOILERS AHEAD)
  Is this a perfect module? Not by any means but it does give a nice blueprint for creating your own campaign level adventures set against the backdrop of the Star Frontiers universe. It also has plenty of room to DYI your own set ups and ideas for all kinds of Star Frontiers and intergalactic adventures. Star Frontiers still remains a cult classic intergalactic set of go to old school rpgs.

Tuesday, April 19, 2016

Character Workshop for The Star Frontiers Adventure - Mission to Alcazzar (SF4) Actual Play Event


So I'm finally back home and I got together with friends to do a quick primer, brush up, and overview of Star Frontiers. Tonight I got together with friends to tackle one of the tougher and more dangerous Star Frontiers adventures Mission to Alcazzar (SF4). This is an adventure to be respected for its plot, tightness of design, and dangerous encounters for Star Frontiers adventurers.
The set up is classic Frontiers ; "You press against the steel hatchway,as the explorer bounds up the river bank, out of the water. Over the: roar of the engines comes the unmistakable whine of a high-performance groundcar. Quickly, you scan the horizon. At first the plain appears empty. Then you see them.

"Bandits at 11 o'clock. Three of them!'7 you shout into your chronocom. Instantly, the driver slams the heavy explorer into reverse, backing down the bank for cover. The rear doors burst open as Rocton dashes out to set up a heavy laser. Harradd, the Yazirian, follows right behind carrying five power beltpacks. Already someone is handing extra ammo up to you.
At 80 kph, those ground cars are closing fast. Targeting the lead car, you squeeze the trigger and a rocket flashes out of the tube. At the same instant a shell streaks past you, exploding in the river and spraying steam into the air.

You came to Alcazzar on a tough mission — it just got a lot tougher.""
Basically what we did was went over the rules, brushed up on any rough spots, set up PC's and gave the whole party background for this module. This module is one part sandbox, two parts plot driven corporate and military adventure and three parts adrenaline rush. This module gives everything the PC's are going to need to get themselves dragged into a planetary cluster hurt with all of the trimmings.


 

The basic idea here was to pull all six players into the deep end of the module to get the players hooked into a party of adventurers right out of the gate. We basically picked PC's together and had the whole group helping each other with generation and application of the Star Frontiers rules. We as both a group and players were pretty damn rusty. But things got off the ground rather quickly and we had to deal with the well organized kitchen sink approach that this module takes. This is in stark contrast to the way the Volturnus series of adventure handles its encounters. This module was a welcome change up, here everything is well organized and concise. This is not a module for the inexperienced or those who want to be hand held through the adventure. This is a wild planet with lots of dangerous encounters for an experienced set of adventurers.


Like many of the other Star Frontiers adventures everything is supplied straight out the gate for PC's with background and more boiled down right in the first couple of pages. Here the DM and players are given everything that their going to need to run and enjoy this module and this includes mission details, equipment, starting pay, and more. Everything in this module shows off the system just like the first series of adventures did but in a more one on one style of focused gaming. This isn't a bad thing at all, this style of gaming keeps everyone focused on the adventure and not really what's happening in the greater universe of Star Frontiers.
By doing a character work shop we do not only the PC builds together but keeps everyone on the same page. This adventure has a nice focus on bringing to the fore the military and corporate war aspect of the Star Frontiers game an aspect that many players seem to forget. But came through loud and clear in the various Dragon magazine articles with the Star Frontiers support.  This adventure takes that old school sand box corporate & military elements and brings them center stage.


So over the next day or so I'll be posting updates and keeping you informed as to this latest venture into old school gaming. But now I'm off to bed, we'll talk in the morning.

Monday, March 14, 2016

Invasive Cargo - The Pyrrus Gambit - An Adventure Encounter For The Colonial Troopers Rpg or Your Old School Campaigns Includes Free Sci Fi Classic Download

 Introduction
The exoplanet ship The Slippery Slim has brought a deadly set of biological life forms to the out lying interstellar colony of Harrison and things go wrong from there. The ship was a part of the the Special Corps and actually is carrying valuable ore. Your party of mercenary adventurers has been hired to lens and cleanse the colony of these dangerous life forms. But not all is as it seems.


The Adventure Set Up

 A exoplanet survey space craft has come in from the Pyrrus system carrying valuable biological samples but they've gotten loose on a small low technology Bernal sphere colony world called Harrison. The authorities can't spare anyone to help out the colonists. Aboard the ore processing faculties is a small cargo of
radioactive ores from the planet Pyrrus itself. There have been numerous supernovae in its vicinity, meaning that planets in the area are rich in radioactive ore and there are potentially billions in galactic revenue.
The situation has the potential to devastate the delicate ecological systems of the colony's structure. There already have been fifteen to twenty deaths of colonists. The life forms are incredibly dangerous, a small cross section of cat sized mammals have neurotoxic venom that has caused the deaths. The real problem is the carnivorous plants that have worked their way into the colonies system. A mixed mercenary force of close in troops would most likely work here.


 Mission Details
There are five levels and seven  rooms each with some of the deadliest plants that PC's will face; the PC's will have twenty four hours to complete they're mission and a psychic character is a must. There will be 1d6 life forms that have infiltrated the colonies systems. There are additional wandering life forms in some rooms which will attack PC's and poison them. A 20 % chance exists for getting a PC's spaced if a weapon's damage exceeds the colony's defenses and the entire room could be blown into space. Players should be warned when choosing weapons and armor for this mission. Rewards might include a small percentage of the ore, experience points, and a one way mission to Pyrrus

Pyrrus Catoid
AC: 4 [16]
HD: 3
Atk:  2 claws
Dmg: 1d6 each
Save: F7
Move: 180
Those hit by these horrors must save vs death or be subject to a horrid death by neurotoxin. Because of the evolving biology of these horrors they will adapt to many humanoid types even during combat.

Pyrrus Plant Horrors
AC: 3 [17]
HD: 10+30
Atk: 4 tentacles, 1 bite [varies]
Dmg: 1d6 & grip, 2d8 [varies]
Save: M10
Move: Slither 50”
These life forms are the far more dangerous as they mutate and adapt to the colony's ecological systems, and the colonist's defenses.

There will be a war ship dispatched to destroy the colony unless the PC's can stop this invasive species. The DM can add or subtract rooms and levels as needed.

  Source Material And End Points
Deathworld is the name of a series of science fiction novels by Harry Harrison including the books Deathworld (first published 1960, serialized in Astounding Science Fiction). Since the book is public domain I've decided to use it as the basis for an off the cuff Colonial Troopers game adventure over the weekend. There are plenty of material that can be taken from  Deathworld by Harry Harrison and there are homages spread throughout the adventure encounter. This material could be used to work up a complete touch stone campaign set on Pyrrus.
Dungeon masters looking to use this material should grab the free download right over here

So why use Death World? There are plenty of adventure opportunities in the interstellar stage of Death World and the factions are perfect for adapting to any number of old school games such as Gamma World and Mutant Future as well as more military oriented games such as Colonial Troopers. Many players haven't even heard of the Deathworld books let alone taken the time to have read them. This is an advantage that DM's should be quick to exploit for a full array of death filled fun. They really a good solid read and are chock full of ideas to adapt and play with for old school games. The opportunities for this sort adventure and campaign  are pretty much endless.


Thursday, February 4, 2016

Review & Commentary on The Colonial Troopers Rpg System From Night Owl Workshop For Your Old School Rpg Campaigns

Colonial Troopers puts the hard military sci fi spin on OD&D zero edition as a head spinning retro clone. This is the interstellar setting and mix of influences like  Star Ship Troopers, hard military sci fi, European comics from the 70's and a ton of other sci fi pop culture i distilled down into a zero edition style game.

GRAB IT HERE


PC's can choose between classes such as agent, hunter, diplomat, mercenary, trooper, and pilot as well mixing classes with the usual OD&D penalties. Races include Rackni (K’tk^nit’m~on) are alien biological adapting spideroids ,Humans, Lur (Clodhoppers) are giant eight legged vaguely reptilian aliens ,Zassarians (Skinnies, or Scalies) alien thin reptilian humanoids,Synthetic (Syntiacs)(self contained androids created by joint alien/human technologies) & Zealots are an ideology as much as a mixed factional race if you will.
This is a much a role playing game as it is a role playing game with an interstellar war, Colonial Troopers is like picking up an issue of early Eighties Heavy Metal and being thrust into the center of the story. You have to hang on and figure out what's going on. That's not a bad thing and the combination of OD&D tactics and PC generation along with the fluff of the game makes this work on a couple of levels. The artwork is up to the standard that we've seen in Guardians but the focus is solid military and warfare. This isn't Warhammer 40K at all but a completely different vibe. The PC's and party are going to have real motives and reasons for being together and this is bound into the meat and fluff of the game.

The game presents a solid frame work for your PC's to have military style adventures against the backdrop of space and has a nice assortment of specific toys and whistles to accomplish this sort of an interstellar game and its a well done story concept that echoes throughout the system.
"In the 21st century man created computers that process and correlate data
millions of times faster than any human. This lead to a near catastrophe when a
machine designed to seek out and mine uranium nearly destroyed the Earth by
perfecting the production of uranium at the expense of humans, and monopolized
the resources of the Earth, moon, and nearby asteroids (including several powerhungry
nations) to accomplish its purpose. A grueling battle for humanity’s survival was fought against this artificial superintelligence and its allies, and barely won by a ragtag band of hardened human soldiers led by a great military genius, Adam Benjoseph. A federation of surviving states formed a new constitution, rebuilt civilization from the ashes, and outlawed artificial super-intelligence."

Now the big question on everyone's mind is two fold, is this game fully compatible with Warriors of the Red Planet Second edition and can I use it with Guardians! The answer is yes but one thing about all of these games from  Night Owl Workshop  is that they are and can stand on their own. If you've already got a Warriors of the Red Planet Second Edition game in motion and play are you really going to want to introduce super heroes or hard military sci fi into the mix of play. These are questions that you as a DM really need to ask both yourself  and your players. This is a game with some very nice add ons and ideas but PC's in personal power armor can do a number on an existing campaign. So I say the above statements with warning and some caution. That being said I think that this is a welcome addition to the market. Colonial Troopers provides a whole range of interesting systems that can be used to port over incredible military style systems into a wide range of campaigns. I also think that this is a game that has a ton to offer. Within one hundred pages you get a fully working star ship combat set of rules and wargaming systems. World generating tables and stats, complete work ups for sci fi equipment and more.




The artwork is very nice, the tone rings true for a Seventies military style game and the material is solidly done. I think that this would work as a fully thought out system unto itself or a DM could mix and match this with other Night Owl Workshop  products to create the campaign that they want. That having been said I also think I need to address something. I don't know that Colonial Troopers would be a good expansion for White Star. There's two things going on here. White Star puts the PC's at the center of a Star Wars style space opera. Colonial Troopers puts the PC's into a military situation and then brings the action into focus where the PC's while internal to the greater events of the universe are not going to make a heck of a difference to the overall  interstellar picture. Colonial Troopers has the sort of vibe that echoes through the late Sixties and early Eighties post Vietnam science fiction. Echoes of warfare and the lessons of war coupled with the classic science fiction lessons of Robert Heinlein, Poul Anderson, Isaac Asimov, and Frank Herbert. This makes Colonial Troopers a winner in my book. Download and start playing with this game today.