Open Source Customization

Galaxy at War Rodney Thompson - PDF

Rodney Thompson

The book is divided into seven sections: Chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

Chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. Also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

Chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an Imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. Also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the PC's to encounter. In addition, there is a random mission generator that allows the GM to come up with on the fly encounters for military PC's.

Chapter four describes a series of different military units including the Hapan Royal Guard, Katarn Commandos, Mandalorian Protectors, and Wraith Squadron (there are several others). In each entry has a section on history, methods, missions, and rank structure.

Chapter five is about base and battlestation construction. You can customize military facilities for your PC's to attack. This chapter is not at all useful for PC's.

Chapter six is a series of seven mini-adventures that are set during the Clone Wars or Rebellion eras, but can be easily customized for other eras. Again, only useful for GM's.

Chapter seven is a full length adventure set during the Clone Wars, but it could be adapted for another era fairly easily.

Overall, I found the first four chapters to be fairly useful. New alien races included the Barabel and Yevetha who both play important roles in the Expanded Universe. Also, new talents and feats are always useful. Specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

The second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. The two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

The third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--I think most players already have a good idea if they're going to play military charactes. The information on Imperial campaigns was useful, but I wish they'd expanded on other major military groups such as the Republic military, New Republic military, and Galactic Alliance military. The battlefield encounter tool kit while not very useful for PC's should be very useful for GM's, and the same goes with the random mission generator.

The fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but I really feel that they left off descriptions of some of the more important groups such as Rogue Squadron in particular. I'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

The fifth chapter on base and battlestation construction is mildly useful for GM's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. Still I'd say the chapter is more useful than not.

The sixth chapter really belongs in an adventure supplement. I honestly do not like the trend of putting mini-adventures in gaming supplements. I read them and while they were well designed and reasonably interesting, I'd have preferred the space to be used to fill out chapters three and four a bit more.

The seventh chapter again is a full fledged adventure while well done and such, I'd have preferred the space be used for chapters three and four.

Overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. Even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. I didn't like that tendency in Scum and Villainy, and I still don't like it in this supplement.

Stick to adventure hooks and give more military rather than straight up adventures, and I'd be happy. For the useful material (at least in my mind), I'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

Now if you like having adventures to read and put your PC's into, then you'll like the adventures in the last two chapters.

Also, as per usual, there are not enough pictures of droids, starships, and the like. I really like to visualize what these various items look like, so I'd prefer pictures. Of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. At least in the case of the military organizations, WotC did include pictures, so that is a plus.

Overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as I'd like and two chapters as well as the pages therein or wasted on adventures. I don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

223

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Galaxy at War book

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My app has two buttons, the the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

first button is for deleting record on user input and the second button is for deleting all records. 223 i could swear i saw the expression on her face changing. Use of 223 a temporary prostatic stent after transurethral microwave thermotherapy reduced voiding symptoms and bother without exacerbating irritative symptoms. Like end-of-course evaluations, i do not recommend incentives be given to complete a mid-semester evaluation as this may bias the the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

results. The expugnatio hibernica records that "dermitio" gave "filium suum chuchurum" as hostage to roderic of 223 connaught in. Ugly and live forever, or look attractive and 223 die in a year? The book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

morrison's screwdriver, or even a snatch of a popular song. Sphinx c compiler this msdos compiler is a sort of hybrid the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

c compiler and assembler that allows you to "create programs with the power and readability of c while retaining the efficiency of assembly language. Some of these mysteries and problems have been resolved while others are still outstanding. Not only do rompers mean fewer pieces of clothing to put on a squirmy baby, but they also usually come in fun, fashion-forward styles, making them an ideal option for playdates, family gatherings or photo shoots, or just for a cute warm the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

weather look. Furchgott earned a job working in a research laboratory at cornell university. the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

Maritime resource management mrm is a human factors 223 training programme aimed at the maritime industry. We plan to 223 collect telemetry data in the future to help us further improve this aspect of the game. The show can be seen from 223 october 19 to december 1 during library hours. The mp3 223 era marked one of the most exciting moments for the music industry. At his disposal, however, is a considerable arsenal of firearms and 223 melee weapons. Jordan did have one solid the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

season in seattle in, but it's too little, too late for the biggest bust of the draft. Agregated 223 cites: paper the non-neutrality of inflation for international capital movements in: european economic review. Het hotel beschikt ook over the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

een valutawissel en een lift. The beds were very comfortable and the house was equipped with everything possibly needed for the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

a great vacation! To make a less emotional point: in my opinion, it would look better for the wikipedia project as a whole if a more diverse selection of the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

languages makes its way onto the page. It also may the book is divided into seven sections: chapter one deals with new character races, new talents for both heroic classes and prestige classes, and contains one new prestige class the martial arts master.

chapter two deals with new equipment to include: melee and ranged weapons, explosives, armor, other equipment, advanced cybernetics, droids, war beasts, and vehicles and starships. also included in the chapter is a new gear requisition system that allows military characters to have better equipment but they can only use it during missions related to their military group and a new rank and privilege system that allows a character to do request actions from their military group based on their rank (the higher the rank the better the help you can get).

chapter three covers a description of what army life is like for enlisted and officers including basic training, hooks for military adventures, how to run an imperial campaign including the types of campaigns you could run as well as the types of heroes that are appropriate. also included in the chapter is the battlefield encounter tool kit which allows gamemasters to add things like mines as hazards for the pc's to encounter. in addition, there is a random mission generator that allows the gm to come up with on the fly encounters for military pc's.

chapter four describes a series of different military units including the hapan royal guard, katarn commandos, mandalorian protectors, and wraith squadron (there are several others). in each entry has a section on history, methods, missions, and rank structure.

chapter five is about base and battlestation construction. you can customize military facilities for your pc's to attack. this chapter is not at all useful for pc's.

chapter six is a series of seven mini-adventures that are set during the clone wars or rebellion eras, but can be easily customized for other eras. again, only useful for gm's.

chapter seven is a full length adventure set during the clone wars, but it could be adapted for another era fairly easily.

overall, i found the first four chapters to be fairly useful. new alien races included the barabel and yevetha who both play important roles in the expanded universe. also, new talents and feats are always useful. specific to the book are new martial arts feats and team feats which allow a team to be a bit more powerful together (feats that improve skills when a team works together).

the second chapter had quite a number of military droids not to mention rules for advanced cybernetics and some ground vehicles. the two new systems for gear requisitioning and rank and privilege should also really help in military campaigns.

the third chapter was somewhat wasted with descriptions of what roles enlisted and officers play as well as what basic training is like--i think most players already have a good idea if they're going to play military charactes. the information on imperial campaigns was useful, but i wish they'd expanded on other major military groups such as the republic military, new republic military, and galactic alliance military. the battlefield encounter tool kit while not very useful for pc's should be very useful for gm's, and the same goes with the random mission generator.

the fourth chapter was the most interesting with four page descriptions of fifteen different military or mercenary groups, but i really feel that they left off descriptions of some of the more important groups such as rogue squadron in particular. i'd have liked it if the book had expanded on the existing groups by another two pages and perhaps added some more entries and deleted the last chapter for sure.

the fifth chapter on base and battlestation construction is mildly useful for gm's who have a dearth of creativity or are in a rush for putting together an encounter, but to be honest, if you are creative, you can make all that up or just use a hex map and draw the stuff yourself randomly assigning modifiers for hazards and such. still i'd say the chapter is more useful than not.

the sixth chapter really belongs in an adventure supplement. i honestly do not like the trend of putting mini-adventures in gaming supplements. i read them and while they were well designed and reasonably interesting, i'd have preferred the space to be used to fill out chapters three and four a bit more.

the seventh chapter again is a full fledged adventure while well done and such, i'd have preferred the space be used for chapters three and four.

overall, almost 100 pages of the book is devoted to battlestation/base construction, mini-adventures, and a full length adventure while 135 pages are devoted to actual information about playing or running military campaigns. even allowing that the base/battlestation construction chapter is useful, the book includes over 50 pages of adventures. i didn't like that tendency in scum and villainy, and i still don't like it in this supplement.

stick to adventure hooks and give more military rather than straight up adventures, and i'd be happy. for the useful material (at least in my mind), i'll give four stars to that, but the inclusion of well written but not very useful material lowers the rating to three.

now if you like having adventures to read and put your pc's into, then you'll like the adventures in the last two chapters.

also, as per usual, there are not enough pictures of droids, starships, and the like. i really like to visualize what these various items look like, so i'd prefer pictures. of late, there have been a dearth of pictures in supplements, which makes for slow reading in my opinion as rules information is often fairly dry. at least in the case of the military organizations, wotc did include pictures, so that is a plus.

overall, it is a good supplement, probably useful if you are wanting to play/run a military campaign, but there just isn't as much diversity as i'd like and two chapters as well as the pages therein or wasted on adventures. i don't regret buying it, but if you aren't running/playing in a military campaign it is probably a waste unless you are interested in the alien races/new talents/new feats/new prestige class in the first chapter.

be the most well-supported scientific theory that is rejected by a large proportion of americans e.

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