                    ______________    ____        ________
                  /    ____    ___|  /    \      |   ____  \
                /    /     |  |     /  /\  \     |  |____)  )
               (    (      |  |    /  /  \  \    |        _/
                \    \     |  |   /  /____\  \   |  |\   \  
                 )    )    |  |  /  ________  \  |  |  \   \
________________/    /     |  | /  /        \  \ |  |    \   \_________________
___________________/       |__|/__/          \__\|__|      \___________________
____________                 ___  ____        ________          _______________
  ________   \      __      /  / /    \      |   ____  \      /    _________  |
 /         \  \    /  \    /  / /  /\  \     |  |____)  )   /    /          \ |
|           \  \  /    \  /  / /  /  \  \    |        _/   (    (            ||
|            \  \/      \/  / /  /____\  \   |  |\   \       \   \           ||
|             \            / /  ________  \  |  |  \   \      )    )         ||
|              \    /\    / /  /        \  \ |  |    \   \___/    /          ||
|               \__/  \__/ /__/          \__\|__|      \________/            ||
|                                                                            ||
|             RPG Reviews (West End Games, 1987 to 9/94)                     ||
\\__________________________________________________________________________//
 \__________________________________________________________________________/ 

Welcome to the revised West End Games Star Wars Role-playing Game information
supplement.  I am neither an employee nor shareholder of West End Games.
I wrote and compiled these reviews because the need existed.
  _________
 /         \
= CONTENTS: \______________________________________________________
 \_________________________________________________________________)

SECTION 01: Introduction & Note to New Players
SECTION 02: Upcoming Releases                               ______
SECTION 03: First Edition Rulebooks & Sourcebooks         __________
SECTION 04: Second Edition Rulebooks & Sourcebooks       ______(0)___
SECTION 05: Galaxy Guides                                ____________
SECTION 06: Planet Guides                                 __________
SECTION 07: Cracken's Books         o-=-o                   ______
SECTION 08: Adventure Journals
SECTION 09: Solitaire Adventures      --::--
SECTION 10: Adventure Modules
SECTION 11: Internet Resources           
SECTION 12: Boxed Games and Flip Books        o-=-o
SECTION 13: Miniatures Guides & Miniatures                        --::--
SECTION 14: Pricing Information & Credits                 --::--

==============================================================================
SECTION 01: Introduction & Note to New Players

I've been playing and game mastering Star Wars since the game's
inception in 1987.  I believe the Star Wars RPG gives you more freedom
to role play and has fewer restrictive rules.  If you are thinking of
playing the game, make sure you have a Game Master who is both
inventive, fun loving, and most importantly forgiving.  I don't know
how many adventures we played where our group did not follow the plot
lines.

As both a role player and Star Wars lover, I suggest many of these
books for both the player and the Star Wars connoisseur.  You will
find that many recent Star Wars book authors have used these books for
ideas in their stories.  Ever wonder how a "wraith" disappears? What
are the physics behind hyperspace?  How many droid brains are in the
Millennium Falcon's computer?  What joke did Han play on Lando using
the Tonnika Sisters?  Is there a cloaking device that works for ships?
("Not that you'll ever see" --our GM's reply) The Star Wars books
cover all these topics and more!

LISTING ORDER AND RATING:
Items are listed by section chronologically according to when they
were released (except in the Galaxy Guide Section).

I have rated the books on a scale between one and ten (where ten is
the best).  I based the rating on the book's usefulness or in the case
of modules, how well they were constructed.  I am rating these books
in comparison to all RPG's, not just the SW RPG universe.  (Hence the
high level of ratings.)

NOTE TO NEW PLAYERS:
So you've got a few people together and you're thinking of
participating a little more actively in the Star Wars Universe?  But
what books do you need?  How does one get into the role playing scene?
Where can I find other players?  Are ritualistic Ewok Sacrifices
required? :)

The first thing to do is empty your bank account because although West
End Games is a good company, Star Wars books are not cheap and once
you've bought a few, you'll want more.  You can easily start gaming
with the purchase of the 2nd Edition Rulebook.  Almost all the other
books are only sourcebooks/modules and only expand the Star Wars
Universe.  So put a second mortgage on the house and buy the 2nd
Edition Rulebook.  [Take a look at the Pricing Information (section
12) for a good deal on an introduction set.]  The next book you'll
want is the Star Wars Sourcebook.  This book outranks all others on an
information per dollar scale.  After this point in the book buying
stage, you can probably read my reviews contained below and use your
own knowledge of the Star Wars Universe to select books.  You will
also need six sided dice.  Steal them from your Monopoly games or buy
them where you find Star Wars books because you will need hoards and
hoards of six sided dice for this game.  Although none are required, a
GM may want to buy some of the other multi-sided dice available
because they are "pretty" and sometimes useful in selecting random
factors in the role playing situation.

If you are an experienced role player, you will find the rules in Star
Wars to be rather simple.  There are not thousands of tables to look
up so that you know whether you have slain your foe with a lightsaber
riposte to the right index finger thus causing five tables of
criticals.  The rules are based on target numbers.  Most actions have
a target number and the player or bad guys rolls a number of dice that
he/she has in that skill pertaining toward the action.  If the player
rolls higher than the target number, the action is a success.  The
game leaves the storytelling and detail of the action to the Game
Master.

What's that you say?  You've never role-played before, but Star Wars
is so bitchin'-rad-cool that you and some friends wanted to give it a
whirl.  The books will give you a starting place and expand Lucas'
ideas, but the true fun in role-playing comes from an imaginative
group that wants a taste of the Star Wars Universe.  My suggestion is
to buy the rule book and have everyone in the group read the
introduction sections on role playing.  Whoever feels most clued-in
after reading the introduction section should have a go at running an
adventure.  You may find that some people are great at running games
and others create lively characters and there are always a few who
prefer to quote rules and make fun of Star Wars.  (Send these last few
into the living room to watch The Trilogy a few more times until they
are more agreeable ;) ).  Good luck with your game.
==============================================================================
SECTION 02: Upcoming Releases

GALAXY GUIDE 11: CRIMINAL ORGANIZATIONS         September 1994

CREATURES OF THE GALAXY                         December 1994

ADVENTURE JOURNAL, VOL 1, ISSUE 4               December 1994
==============================================================================
SECTION 03: First Edition Rulebooks & Sourcebooks

The designations in "{}" refer to whether the book is {H}ardbound or
{S}oftcover.

STAR WARS, THE ROLE-PLAYING GAME (40001), 1987.  144 pgs. $20 {H} 
1st Edition primary rules book.  Everything (except dice) that you
need to start is contained within.  The adventure system presented in
this book gives players and GM's a simple D6 based rules system to
further character development and story immersion.  REVIEW: This book
will satisfy your craving for a simple game in the complex Empire
Strikes Back universe.  Rating: 8

STAR WARS SOURCEBOOK (40002), 1987.  144 pgs. $20 {H} 
Supplement to basic RPG.  There are chapters on Spacecraft and systems
along with droids, repulsorlift vehicles and aliens.  It gives RPG
statistics for Heroes and Villains from the movies.  Includes both
X-Wing and Falcon deck plans.
REVIEW: The Sourcebook adds the flavor of the movies to the game and
increases the games' usable environment.  Rating: 9

STAR WARS CAMPAIGN PACK, 1987. $10 
The campaign pack was a gamemaster screen with a short adventure.
REVIEW: The campaign pack had a short interesting adventure, but is
now outdated and no longer published.  Rating: 7

RULES COMPANION (40043), 1989. 80 pgs. $15
Supplemental rules for basic RPG.  The book contains advanced force
rules; revised combat, movement, damage, and healing rules; rules for
droids as player characters and Star Warriors Conversion Charts.
Includes some never published before color pictures.
REVIEW: Before the 2nd Ed. Rule Book, the Rules Companion fills some
of the holes left in the original rules book.  Many of the rules from
the Companion were streamlined and incorporated into 2nd Edition.
Rating: 9

IMPERIAL SOURCEBOOK (40006), 1989. 144 pgs. $18 {S}
The Imperial Sourcebook contains supplemental information on the
Empire; detailing the both the military and intelligence wings as well
as the Emperor's self fashioned political regime.  Contains gloss
color photos.
REVIEW: An excellent addition for the SW GM as well as the Imperial
addict.  A very long section on Compnor (Imperial Intelligence).
Rating: 9

REBEL ALLIANCE SOURCEBOOK (40007), 1990. 144 pgs. $18 {S}
The Alliance sourcebook presents many facets of the Rebel Alliance
that were previously unexplored.  The book describes Alliance ground
troops, starships, leaders, equipment and includes diagrams of
Alliance ships.
REVIEW: A good sourcebook for the Alliance enthusiast.  Rating: 7

GAMEMASTER KIT (40048), 1991. 64 pgs. $10 
The second GM screen for Star Wars has an 11"x34" foldout cardstock
with valuable tables and equipment listings.  The 64 page booklet
contains game mastering help and an eight episode campaign in the Trax
Sector and Bissillirus System.  Includes Star Wars Miniatures Battles
Scenario.
REVIEW: Although the tables are complete, the Kit lacks the formatted
templates contained in the second edition screen.  Rating: 7

DEATH STAR TECHNICAL COMPANION (40008), 1991.  96 pgs. $15
This book presents the design, construction, and history of the Death
Star.  Includes blueprints of many areas of the station.  The book
also describes the political schemes and secrets surrounding the
construction of the Death Star with personal logs from Moff Tarkin.
REVIEW: Many adventures can be set using the Death Star as a focal
point to the adventure.  Special Ops missions on the death star can be
fun and somewhat deadly...only a million boys in white?  Rating: 8

HEIR TO THE EMPIRE SOURCEBOOK (40056), 1992.  144 pgs. $25 {H} $18 {S} 
The material in this book covers all the aspects of the novel that you
wondered about.  It discusses what happened between Jedi and Heir
along with the state of affairs of the New Republic.  The book expands
backgrounds on both new and old characters.  It covers most of the
aliens Zahn introduced in his books.  There are deck plans for the
GAT-12j "Skipray"!
REVIEW: An excellent sourcebook that add to the experience from the
book.  This book was released just prior to 2nd Edition, so the stats
presented are semi 2nd edition.  Rating: 8
==============================================================================
SECTION 04: Second Edition Rulebooks & Sourcebooks

Regarding 2nd and 1st edition combination.  Some may think that the
second edition will make all the older books obsolete.  We found just
the opposite.  The second edition gives a complete background of the
universe and seems to stray from the movie background.  Only the 1st
edition Rulebook becomes obsolete (I still dig through the Star Wars
Sourcebook looking up ship stats and other things).  I suggest using a
combination of the rules from both editions that your group enjoys and
agrees upon.

SECOND EDITION STAR WARS RULEBOOK (40055), 1992.  176 pgs! $25 {H}
Second edition includes some face lifts to the original rules.  The
skill section is expanded.  Many optional rules are suggested (like
the Wild Die).  The formatting of many items is much improved
(especially the alien species and ship stats).  Includes a better
treatment of space combat and 1st to 2nd edition conversion charts for
space speeds.  An introduction to role playing with many examples and
game master starting information complete the book.
REVIEW: Originally, I spent time looking up new rules and difficulty
tables (which is made much less burdensome with the Game Screen).  The
game provides complete rules for a richer game.  Organization is
lacking.  There is more information here for completing your
adventure.  It makes the Star Wars Universe more believable than was
provided in the first edition.  We found second edition to be a
healthy change that surprised us with its completeness of material.
There are some editing problems.  Great, never shown before color
illustrations!  Rating: 9 (4 on editing and organization) NOTE: The
editing and organization mistakes may have been fixed in future
printings of this book.

GAME MASTER SCREEN for Second Edition (40064), 1992, 48 pgs. $10
Includes four 11" x 17" cardstock screens.  The screens contain
pertinent information to the 2nd Edition game compiled in easy to read
tables.  The 48 page book contains many good game master adventure
ideas.
REVIEW: If you have any problems navigating through the Second Edition
Rules, this will definitely help.  The screens compile information
into useful tables in a centralized location.  Rating: 8

DARK FORCE RISING SOURCEBOOK (40058), 1992. 144 pgs. $25 {H} $18 {S} 
This book is updated for Second Edition (Works easily with 1st edition
as do most 2nd edition books).  Update on Aliens, the Force,
Equipment, and Starfighters.  Short character treatments along with
2nd edition stats are also included.
REVIEW: A useful sourcebook for Zahn lovers as well as those playing
after RotJ.  Rating: 8

DARK EMPIRE SOURCEBOOK (40071), 1993, 128 pgs. $25 {H} $18 {S} 
If it was in the comic, it's in this book.  Stats for all of the new
equipment and characters can be found in the bowels of this
sourcebook.  Sixteen page color insert artwork.  New Force powers also
described.
REVIEW: This is an excellent sourcebook that fully covers all the
technological and character jumps made since the Zahn era.  Rating: 9

GAMEMASTER HANDBOOK for 2nd Edition (40065), 1993. 128 pgs. $18 {S} 
This book was created to help beginning GM's run their adventure and
gives tips to the experienced GM's. The book includes a Player/GM
Questionnaire to help West End games discover what you want published.
REVIEW: The bonus adventure appears exciting.  The main pursuit of the
book is towards improving your GM abilities and teaching new GM's the
tricks to keep the adventure lively.  Rating: 7

MOVIE TRILOGY SOURCEBOOK 2nd Edition (40076), 1993. 160 pgs. $20 {H} 
A reformatted compilation of the original movie galaxy guides with
second edition expanded statistics of all the trilogy personalities.
REVIEW: Collected, revised and expanded.  The trilogy sourcebook
nicely integrates the previous movie galaxy guides in a second edition
format that's bound to contain what you're looking for.  Rating: 8

DEATH STAR TECHNICAL COMPANION 2nd Edition (40008), 1993. 96 pgs. $15 {S}
This sourcebook was released only a few months after the first
edition.  The price is the same, all the stats have been revised to
work with 2nd Edition rules.

HAN SOLO & THE CORPORATE SECTOR SOURCEBOOK (40042), 1993. 144 pgs. $20 {S}
This sourcebook details the items and places from Brian Daley's Han
Solo Adventures series.
REVIEW: Although the book covers all the items from Brian Daley's
books, I was hoping for a larger section on the corporate sector with
more info on smuggling and trading.  The books main emphasis revolves
around Brian Daley's books and not "The Corporate Sector".  Rating: 6

LAST COMMAND SOURCEBOOK (40059), 1994. 144 pgs. $22 {H}
Zahn's third novel from his trilogy has its characters and vehicles
covered with 2nd edition statistics and the same format as the
previous sourcebooks.
REVIEW: I'm not sure why this book took so long to release, possibly
to keep the same excellent level of coverage as the other sourcebooks.
Rating: 8

REBEL ALLIANCE SOURCEBOOK 2nd Edition (40091), 1994. 144 pgs. $22 {H}
Material from the first edition version of this book is updated with
the expanded second edition stats system.
REVIEW:         Rating: ?

STAR WARS SOURCEBOOK 2nd Edition (40093), 1994. 144 pgs. $22 {H}
This book is an updated version of the original.  The formatting and
stats conform to second edition and the character backgrounds are
expanded.
REVIEW: Although this book contains everything from the first edition
book, I was hoping for expanded charts on all ships presented....a
sort of index sourcebook that briefly touches on EVERYTHING. Rating: 7

IMPERIAL SOURCEBOOK 2nd Edition (40092), 1994. 144 pgs. $22 {H}
The second edition Imperial Sourcebook also updates all the material
from the original.
REVIEW: Although I would have preferred inclusion of the post RotJ
material, this is still an excellent book.  Rating: 9

==============================================================================
SECTION 05: Galaxy Guides

GALAXY GUIDES, these are background books on assorted subjects.  The
Galaxy Guides give interesting source material for GM's who want that
extra touch.  The character accounts make interesting reading for
players.  The Alien Races and Tramp Freighter Guides have been the
most useful to us.  The movie galaxy guides describe all the
characters from those movies along with information about the Star
Wars Universe at that time.  Most of the descriptions of the Galaxy
Guides are short so a Review/Description is combined into one.

GALAXY GUIDE 1: A NEW HOPE (40038), 1989. 80 pgs. $13
A galaxy guide that covers the first movie with quite a bit of
interesting writing that fills in gaps in the movie by detailing the
histories and stats of many of the movies characters.  Rating: 8

GALAXY GUIDE 2: YAVIN AND BESPIN (40023), 1989. 80 pgs. $13 
Contains adventure suggestions in the two respective systems.  Rating: 6

GALAXY GUIDE 3: THE EMPIRE STRIKES BACK (40039), 1989. 80 pgs. $13
The second book did not seem as interesting to me as the first but
that must be because ESB is my favorite and I expected too much.
Rating: 7

GALAXY GUIDE 4: ALIEN RACES (40041), 1989. 80 pgs. $13
The Alien Races Guide introduces and covers many new aliens in the
Star Wars Universe.  42 Entries with 1 to 2 page background and RPG
statistics.
REVIEW: Troy Denning, award winning novelist, describes these
creatures.  Some of the creatures appeared in the cantina and Jabba's
palace scene from the movie, but many come from WEG's modules.
Excellent source information for all you bar and dark alley scenes.
Rating: 9

GALAXY GUIDE 4 - 2nd Edition: ALIEN RACES (40094), 1993. 96 pgs. $15
REVIEW: The 2nd Edition version has reformatted the original text and
added information on each creature to better integrate it into the
game system.  The rules have also changed on some races.  Rating: 9

GALAXY GUIDE 5: RETURN OF THE JEDI (40040), 1990. 80 pgs. $13
REVIEW: The third movie galaxy guide also gives stats for many of the
characters from the movie with expanded and insightful backgrounds.
Rating: 7

GALAXY GUIDE 6: TRAMP FREIGHTERS (40027), 1991. 80 pgs. $13
Details buying, maintaining, and upgrading tramp freighters.  Also
includes the Minos Cluster campaign.
REVIEW: The book gives rules for buying and fixing a tramp freighter
but the rules formatting seems almost haphazard and thrown together.
If you like smuggling and the thrill of space battle, climb aboard.
Rating: 9

GALAXY GUIDE 6 - 2nd Edition: TRAMP FREIGHTERS (40095), 1994. 96 pgs. $15
REVIEW: The 2nd edition version revises all the formatting and stats
of the original.  The second edition also organizes the ship building
rules, but places limits on the extent of modification.  The main
problem with this is that only 2 unmodified ships' stats are given in
the role-playing game and modifying these to the ultimate limits still
leaves one with a mediocre ship (in comparison to the example ships
listed in this book).  Rating: 7 [Needs more stock ship
choices...Galaxy Guide 12?]

GALAXY GUIDE 7: MOS EISLEY (40069), 1993. 96 pgs. $15
REVIEW: A comprehensive coverage in 2nd Edition format of the planet
Tatooine and the infamous Mos Eisley Space Port City.  NPC Templates
and Adventure Ideas included.  Rating: 8

GALAXY GUIDE 8: SCOUTS (40061), 1993. 96 pgs. $15
REVIEW: Scouts, both character templates and scout ships are covered
along with equipment and a well organized scout environment generation
system.  Rating: 9

GALAXY GUIDE 9: FRAGMENTS FROM THE OUTER RIM (40063), 1993. 96 pgs. $15
REVIEW: This book details characters, places, excellent equipment,
even new Force powers.  A must have for players and GM's.  The book
gives information on the outer systems of the galaxy.  A good
companion to a scouts campaign.  Rating: 9

GALAXY GUIDE 10: BOUNTY HUNTERS (40073), 1994. 128 pgs. $18
REVIEW: Bobba Fett is coming for you!  Yet another excellent Galaxy
Guide about the infamous and deadly bounty hunters.  Detailed and well
formatted rules are given on creating and role-playing bounty hunter
characters.  Contains profiles/stats of many known and unknown bounty
hunters.  Rating: 9
==============================================================================
SECTION 06: Planet Guides

PLANETS BOOKS, These books contain detailed information (aliens,
government, geology, technology, etc.) on 18 total planets.  There are
adventure hooks for each planet.  Rules for creating your own planets
are provided.  Rating: 7

PLANETS OF THE GALAXY, VOL 1 (40050), 1991, 80 pgs. $13
REVIEW: Contains the planet generation rules.  Very Usefull.

PLANETS OF THE GALAXY, VOL 2 (40057), 1992, 80 pgs. $13
REVIEW: Some planet descriptions and environment are lacking in this
guide.

PLANETS OF THE GALAXY, VOL 3 (40072), 1993, 96 pgs. $15
==============================================================================
SECTION 07: Cracken's Books

CRACKEN'S REBEL FIELD GUIDE (40046), 1991.  80 pgs. $13 
This book is more of a "what could be," for experimental game masters.
Although many of the items fit right into the game, the rules for
cyborgs (who are evident in the game) are covered, but not heavily
supported in further game books (including the 2nd edition Rulebook).
REVIEW: Notes by Cracken at bottom of each listing make the book
worthwhile.  A good equipment book for the rebel operatives.  Rating: 9

WANTED BY CRACKEN (40062), 1993. 96 pgs. $15 
This book lists the New Republics most wanted criminals and other
galactic garbage.  Once again, personal addendums by general Cracken
are included.  
REVIEW: If you liked Cracken's Field Guide, you wont be disappointed.
The book has many suggestions for bounty hunter missions.  Rating: 9

CRACKEN'S REBEL OPERATIVES (40084), 1994. 96 pgs. $15
REVIEW:         Rating: ?

==============================================================================
SECTION 08: Adventure Journals

ADVENTURE JOURNALS: The adventure journals are a quarterly
magazine/sourcebook for the Star Wars Universe.  Each journal has many
topics including: news on Lucasfilm products, short stories, short
adventures, equipment stats, NPC profiles, and many other items of
interest.

ADVENTURE JOURNAL, VOL 1, ISSUE 1 (41001), 1994. 288 pgs. $12
ADVENTURE JOURNAL, VOL 1, ISSUE 2 (41002), 1994. 288 pgs. $12
ADVENTURE JOURNAL, VOL 1, ISSUE 3 (41003), 1994. 288 pgs. $12

==============================================================================
SECTION 09: Solitaire Adventures

JEDI'S HONOR (40103), 1990. ?? pgs. $10
Solitaire plot-your-own-adventure game book. Player takes the part of Luke. 

SCOUNDREL'S LUCK (40102), 1990. ?? pgs. $10
Solitaire plot-your-own-adventure game book. Player takes the part of
Han Solo. 
==============================================================================
SECTION 10: Adventure Modules

MODULE DESIGN: All modules propel the player into the action with an
adventure script that leaves the players in a messy situation.  Many
modules interrelate NPCs who appear from adventure to adventure (or
until our party killed them off).

TATOOINE MANHUNT (40005), 1988. 32 pgs. $10
Includes 22"x17" map of Cantina and Mos Eisley Spaceport and Star
Warriors scenario with extra counters.  A rebel bounty hunting
mission.
REVIEW: A tough adventure (really tough) for first time players.
There are many intertwining plots that make this a good adventure but
a pain to GM.  Rating: 7

STRIKE FORCE: SHANTIPOLE (40009), 1988. 32 pgs. $10
Includes 22"x17" map of Station Shantipole.  This adventure takes
place in the Roche Asteroid Field where the characters meet the
Verpine.  Bonus: Star Warriors scenario and extra counters.
REVIEW: A well formatted adventure that will allow inexperienced
characters to build good mechanical contacts.  Rating: 9

BATTLE FOR THE GOLDEN SUN (40017), 1988. 40 pgs. $10
A 22"x17" map of Sea Base included.  Introduces Imperial Sea Troopers.
The characters go diving on a special operations mission and find the
boys in white layering in the water.
REVIEW: A good adventure for beginning characters.  Rating: 7

STARFALL (40016), 1989. 40 pgs. $10
Includes 22"x17" map of Victory Class Star Destroyer.  The players
start trapped on a Star Destroyer and must get off before it .....
BONUS: ATST Combat Scenario with counters.
REVIEW: If your players like running amuck in the middle of a Star
Destroyer, they will like this module.  Requires some ingenuity on the
GM's part to describe undetailed areas of the Star Destroyer that
players want to visit.  Rating: 8

OTHERSPACE (40018), 1989. 40 pgs. $10
Includes 22"x17" map of "Desolate".  The scenario puts the Rebels in
an "eerie" situation that must be persevered.  BONUS: Miniatures
Scenario with Counters.
REVIEW: If run by an experienced game master, this adventure will have
players shooting and screaming at everything.  Rating: 10

OTHERSPACE II: Invasion (40028), 1989. 40 pgs. $10
The characters revisit the Otherspace scenario, but this time in their
world.  BONUS: Assault on Hoth Scenario with Cards and Counters.
REVIEW: Although the plot is not tightly conceived, the game is a good
follow up to Otherspace.  Rating: 6

SCAVENGER HUNT (40024), 1989. 40 pgs. $10
Includes 22"x17" deck plans of Lambda-class shuttle.  The rebels get
to play inside a big junk pile and meet the Squibs.  BONUS: Star
Warriors scenario and extra counters.
REVIEW:  A good, humorous adventure.  Rating: 7

RIDERS OF THE MAELSTROM (40021), 1989. 40 pgs. $10
The rebels are chased by land, sky, and space.  Includes Deck plans of
the Kuari Princess.
REVIEW: If you're players are tired of chasing down Imperials, then
let the Imperials chase them around for a while.  Rating: 7

CRISIS ON CLOUD CITY (40022), 1989, 40 pgs. $10
The Crisis on Cloud City pulls the characters into a murder mystery in
the City of Clouds.  BONUS: Sabacc card deck (84 cards) and rules for
the game.
REVIEW: Haven't played this one...sorry...no review.  I admit that I
bought it for the Sabacc deck which is...okay...but not great.
Rating: ?

BLACK ICE (40030), 1990. 40 pgs. $10
The Black Ice freighter carries gazillions of fuel units that the
starved Alliance could desparately use.  BONUS: Star Warriors
mini-campaign and extra counters.
REVIEW: I believe this is one of the best written modules we played.
The Star Warriors campaign fits into the plot and brings the
characters into the action of the story.  If you don't enjoy space
battles though...  Rating: 9

THE GAME CHAMBERS OF QUESTAL (40033), 1990. 40 pgs. $10 
Political intrigue on the imperial controlled gaming planet of Questal.
REVIEW: Although this adventure is thrilling in certain parts, we
found some plot elements to be lagging.  This would be a good first
time adventure.  Rating: 6

THE ISIS COORDINATES (40036), 1990. 64 pgs. $10
The Rebel Safe House planet has been discovered by the Imperials!
Save Mom and Dad by eradicating the spy who found it.
REVIEW: This game uses puzzles to simulate the characters working out
problems in the adventure.  Some of the puzzles are tricky (and can
kill characters).  One puzzle did not seem to have enough information
to solve.  Rating: 8

DEATH IN THE UNDERCITY (40037), 1990. 64 pgs. $10
The rebels are sent underwater again on the planet Calamari where they
meet an interesting undersea race, the Quarren.
REVIEW: Another well structured adventure for the Rebels to tromp
through.  Rating: 8

DOMAIN OF EVIL (40034), 1991. 64 pgs. $10
A haunting adventure based on a Dagobah type of planet.
REVIEW: This adventure correctly states "for veteran players only".
Make sure the party has a capable Jedi by this adventure.  Rating: 9

GRAVEYARD OF ALDERAAN (40019), 1991. 64 pgs. $10 
What happened to the relics from Alderaan that were blasted to bits by
the Death Star?  Does anything remain?  The characters get to meet Han
in this one.
REVIEW: An awesome plot has the characters flying around the remnants
of Alderaan.  Did I mention that they meet Han in this one?  Rating: 9

MISSION TO LIANNA (40052), 1992. 64 pgs. $10
Distress call from Lianna.  Send out the Rebels.
REVIEW: This adventure is more open ended for GM's who like to put
spice into their adventure.  The basic plot synopsis and adventure
background are given, but the GM needs to do some of his own planning.
Rating: 9

PLANET OF THE MISTS (40049), 1992. 64 pgs. $10
What?  This planet doesn't show up on our nav charts.  Hey...those
look like Imperial signatures down there.  Insectoid life forms also
detected.
REVIEW: The Rebels didn't even sign up for this adventure, but they
will get much more then they bargained for...maybe.  Good mid-milk-run
adventure.  Rating: 8

THE ABDUCTION OF CRYING DAWN SINGER (40053), 1992. 64 pgs. $10
The rebels march around the galaxy in search of a bird singer.  If
they don't find him, the Rebellion is doomed.
REVIEW: A rather long adventure in which we annoyed our GM to no end.
Parts of the module's plot may also annoy players.  Rating: 8

POLITICS OF CONTRABAND (40067), 1992. 64 pgs. $10
Five short adventures that take place in the New Republic (or ESB
times with a little conversion).  These adventures are for small
parties with at least one smuggler in the group.
REVIEW: These adventures run smoothly until the players decide to
sidetrack things...then you need to watch out for imploding star
systems.:) Rating: 7

TWIN STARS OF KIRA (40060), 1993. 96 pgs. $15
Seven mini-adventures in the Kira system including planet logs and 2nd
edition format.
REVIEW: These adventures seem to be well designed but alas, I haven't
played or run them.  Rating: ?

SUPERNOVA (40066), 1993. 96 pgs. $15 
Five mini-adventures set around the doomed Demophon system.  New alien
races.  Get out before the Sun explodes.
REVIEW: Found this to be a good set of adventures with the obvious
climactic ending.  Rating: 8

==============================================================================
SECTION 11: Internet Resources  (This section is under construction).

STAR WARS SOURCE BOOK Volume 1 & 2 
  at internet address ftp.wpi.edu starwars\SWRPG directory
==============================================================================
SECTION 12: Boxed Games and Flip Books

STAR WARRIORS (40208), 1987. $18  
Starfighter Combat.  Includes one countersheet w. playing pieces
(ships, markers), one countersheet w. asteroids & 3 Star Destroyers,
one full color game-map, cardstock 11"x17" stand-up reference card
(useful), 24 control sheets, 48 page rulebook, 6 six sided dice, cool
counter storage tray.
REVIEW: We found the game to be tedious, yet it usually ended
climacticly.  It has been well supported by all the early modules,
including rules for transfer to and from the RPG rules.  Extra Star
Warriors pieces come with many of the early modules.  Rating: 8

ASSAULT ON HOTH (40203), 1988. $18 
Adventure board game.  Two-person battle game.  Includes terrain map,
over 55 stand-up playing pieces, 2 decks of move cards, 8 picture
dice, and rules book.
REVIEW: We played this game about four times and found it moderately
exciting It has the possibility to become addicting.  We prefer to
play the RPG.  Rating: 7

BATTLE FOR ENDOR (40206), 1989. $18  
Solitaire adventure board game.  Includes terrain map, 62 playing
pieces, 2 decks of move cards, 6 picture dice, and rules book.

ESCAPE FROM THE DEATH STAR (40207), 1990. $18  
Solitaire or multi-player adventure board game.  Includes Death Star
schematic, 4 stand-up character cards, deck of sector cards, 4 score
pads, 3 dice, and rules book.

LIGHTSABER DUELING PACK (40010), 1988. $18  
Two-player game utilizing two "flip" books and two score cards to
play.

STARFIGHTER BATTLE BOOK (40011), 1989. $25  
Flip-book game similar to Lightsaber Duel. 2 books come in slipcase w/
color artwork of X-Wing & TIE fighter.
==============================================================================
SECTION 13: Miniatures Guides & Miniatures

MINIATURES' BATTLES RULES (40044), 1991.  112 pgs. $15 
Haven't tried using miniatures yet although in many situations it
would help.  Many of the adventures come with pieces and maps that
could easily have miniatures substituted in for them.

STAR WARS MINIATURES BATTLES (40090), 1993. 128 pgs. $18
REVIEW:

STAR WARS MINIATURES BATTLES COMPANION (40070), 1994. 96 pgs. $15
REVIEW:

Metal Figure Sets, 25mm sculpted metal miniature gaming pieces,
unpainted.  Most of these sets are no longer available, but the same
miniatures can now be purchased in blister packs from WEG.  Many of
the early miniatures were made with a rounded base and you either need
to use a lot of sandpaper to file down the base (or a file) or glue
them onto a different base.
(40301) Heroes of the Rebellion, 1988, 10 figures
(40302) Imperial Forces, 1988, 10 figures
(40403) Bounty Hunters, 1988, 10 figures
(40404) A New Hope, 1988, 10 figures
(40305) The Empire Strikes Back, 1989, 10 figures
*(40306) Return of the Jedi, 1989, 10 figures
(40307) Stormtroopers, 1989, 10 figures
(40308) Rebel Characters, 1989, 10 figures
*(40309) Mos Eisley Cantina, 1989, 10 figures
*(40310) Jabba's Palace, 1989, 8 figures
*(40311) Rancor Pit, 1990, 2 figures
(40312) Rebel Troopers, 1990, 10 figures
(40313) Imperial Troopers
(40314) Zero-G Assault Troopers
Items with a * should still be available in stores.

Currently Available Miniatures Sets 
FIGURES
(40401) Luke, R2-D2, & C3PO  
(40402) Han, Chewie, & Leia  
(40403) Stormtroopers 1    
(40404) Stormtroopers 2
(40405) Rebel Troopers 1   
(40406) Rebel Troopers 2
(40407) Users of the Force 
(40408) Pilots & Gunners  
(40409) Stormtroopers 3
(40410) Imperial Crew w/ Heavy Blasters
(40411) Imperial Army Troopers 1
(40412) Imperial Naval Troops 1
(40413) Rebel Troopers 3
(40414) Rebel Commandos 1
(40415) Imperial Officers
(40416) Stormtroopers 4
(40417) Rebel Commandos 2
(40418) Imperial Army Troopers 2
(40419) Imperial Naval Troops 2
(40420) Bounty Hunters 1  
(40421) Rebel Troopers 4
(40422) Bounty Hunters 2
(40423) Droids 1
(40424) Cloud City
(40425) The Emperor 
(40426) Bounty Hunters 3 
(40427) Denizens of Tatooine
(40428) Sandtroopers
(40429) Aliens of the Galaxy
(40430) Jedi Knights
(40431) Snowtroopers 
(40432) Hoth Rebels
(40433) Scout Troopers
(40434) Rebel Operatives
(40435) Wookiees
(40436) Mon Calamari
VEHICLES
(40501) Landspeeder
(40502) Speeder Bikes (2)
(40503) Rebel Speeder Bikes (2)
(40504) Storm Skimmer w. Pilot
(40505) AT PT w. Pilots
(40506) Rebel Snow Speeders

==============================================================================
SECTION 14: Pricing Information & Credits

Special Introductory Pack       $34.95
Introductory Pack includes Rulesbook (2nd), Rebel Sourcebook (1st),
Otherspace, Otherspace 2, and Riders of the Maelstrom. [$73 individually]

I usually order everything from War Games West.  They have most items
in stock and have nice, respectful customer assistance.
Call them at 1-800-SAY-GAME or (overseas) 505-242-1773 of FAX at
1-800-733-GAME or (overseas) 1-505-242-1047

CREDITS:
Original Author: ?Unknown?
Last 3 years worth of revisions: James Hoffman jrh@pine.cse.nau.edu
Editors: Stephen "GM Tarkin"  marinacc@tessa.iaf.uiowa.edu
         Lance Steele         lsteele@ksu.ksu.edu
         Daniel Thiel         dthiel@plains.nodak.edu
         Brian Zaugg          btzaugg@ucdavis.edu

Future Versions of this WEG Guide include: 
1) Reviews of all books.
2) Contents listing of Adventure Journals.
3) Expanded Internet Resources Section.
4) Moving the New Players Guide to a separate document.
5) *Expanded Miniatures Section*

*If there is anyone who believes they can give me good comprehensive
reviews of the miniatures produced by WEG please contact me.

Open Invitation: If you feel that any of the reviews or the document
itself needs some heavy revision of just a few touchups...please
contact me.  The more feedback I get about the various modules, the
more accurate the reviews will be.

Send comments to: James Hoffman (jrh@pine.cse.nau.edu)
==============================================================================

