Review: Tech Law: Vehicle Manual

Written by Ken Karlak
Originally posted on geekspeakweekly.com 09/09/02

It does my heart good to see Iron Crown Enterprises back in business and publishing books. For those of you who don't know, ICE went through a tough period within the last year. The company was forced to file Chapter 11and no new books were hitting the stores. A few months later ICE was purchased, I believe, or at the very least financially aided. I'm not certain of the details so I won't comment any more, outside of this. I'm very glad their financial troubles are a thing of the past and that they are releasing new product. In what is quickly becoming a d20 world, ICE produces two of my favorite skill based systems; Rolemaster and Spacemaster. For a detailed description of the changes within their company, go to www.ironcrown.com. Not only is it an excellent site for product support, but it describes the legal mumble-jumble that occurred after the company was bailed out!

So on to the review. Tech Law: Vehicle Manual is a fantastic choice for their premier Spacemaster product. Vehicles are a mainstay in any science fiction campaign and the Vehicle Manual can aid any game. Why? Like any quality sci-fi product, the book is divided into different tech levels. Whether you want to run a game in the High Cyber Age where man is first starting to explore planets or in the Quantum Age, where reactionless drives move man from one part of the galaxy to another.

Of course the book is also filled with ships. Tons of choices, from heavy assault fighters to freighters, to orbital drop armor (for all you out there who didn't get enough armor time in "Living Steel"). And if that isn't good enough, there are also rules for creating your own vehicles.

Like most Spacemaster and Rolemaster products, you can always customize you stuff with talents and flaws. Nothing like having a ship that can jump into hyperspace but unfortunately stalls when you run your microfrequency comm. rig for too long! Ha!

Yes, and now for the part you have all been waiting for. The charts. What would a Spacemaster book be without charts? Boring, that's what. You get charts on vehicle maneuvers, whether that vehicle is on the ground or in outer space. There are charts on malfunctions and repairs and most importantly, charts on Vehicles vs. Infantry. You can only imagine the critical hits generated off of that sucker!

There has also been a change to the books themselves. Older Spacemaster books were published with a cardstock cover and now you get a nice glossy cover. What is the big deal? Well we all know gamers like to snack, and if you would happen to spill a soda, that glossy cover might give you just enough time to grab your book and save it from being ruined. Plus, I think it looks better and I'm the one writing this review! So I'll leave you with this thought. Buy Vehicle Law and improve the ships your space farers travel in. Flesh out your surroundings and make the game more realistic. The more believable your sci-fi game, the more enjoyable.

KK