Player’s Guide
The Solar Echoes Player’s Guide 2e is the core rule-book for Solar Echoes, the Tactical Teamplay RPG. Streamlined game rules for squad combat, starship and vehicle combat, hacking, and dialogue encounters are presented along with everything a player needs to create unique characters: playable alien races, skills, a huge library of talent choices, weapons, armor, other equipment, cyberware, and much more. Information about history, locations, and interesting organizations is provided in addition to details about starships and other vehicles players may operate in the game.…
Mission Controller’s Guide
The Solar Echoes Mission Controller’s Guide provides the Mission Controller with helpful tips and tools for creating and running an exciting Solar Echoes game experience for players. Improve game flow, add flavor, and learn to create your own missions, encounters, and hacking challenges. Greater depth can be added with new technologies, options for vehicle and starship customization, a variety of non-player characters, and information on new alien races, hostile lifeforms and dangerous robots, with details on how to create your own. Expand the universe with…
Union Guard Handbook
The Union Guard Handbook includes alien character art, information, and emblems for Players, plus a sheet of full-color character map icons. Also includes new emblems for the Union Guard, the Inter-stellar Union, and criminal organizations with descriptions, plus UG advice to help new recruits adjust to alien diversity. Inside the handbook: 7 new works of full color art by John Fell for each of the alien character races Alien character details including cultural details and a list of physical traits and racial talents New emblem…
Cecelia
“The world of Solar Echoes is well-rounded for me. It is neither overdeveloped, which lets the GMs add their own flair to sessions, nor too short. This is a pro for me, because I enjoy flexibility. Certainly the major pro of Solar Echoes, which other competitive products lack in my humble opinion, is the focus on professions usually overlooked by GMs – thus people who, on a smaller scale than the armies, let’s say, work in all kinds of third-level situations, for instance espionage and…