Written by: C.J. Carella
Release Date: March 1995
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GENERAL
Very shortly after the release of Dimension Book 2: Phase World we get a Sourcebook for the setting. Covering many of the issues I found lacking in DB 2: Phase World, we get a better insight into the ‘Big 3’ intergalactic empires (CCW, TE, UWW), what it’s like to live under their rule. We also start to see how those not aligned/conquered by any of the ‘Big 3’ can still get on and be a regional player; something akin to how less influential/non-aligned countries functioned during the Cold War between the U.S.A. and U.S.S.R. Of course we get a slew of entries for gear, vehicles and ships, all necessary for a setting based on space exploration and conflict. We also find ourselves presented with some intriguing new players in the setting. Building on the previous title, this Sourcebook gives a GM and Players some crunchy information to chew on.
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SECTIONS
Consortium of Civilized Worlds. We get some great little pieces on the daily life (resembles much you would expect from any futuristic urban sci-fi movie), law and citizenship, crimes and punishment, and a table that was just frustratingly truncated due to a bad decision to place an image next to it. Also, a note on how the Consortium Armed Forces (CAF) are overall protectors of the CCW, worlds have their own independent forces.
Planets of Note. A few more CCW Planets of Note are highlighted, including the In’Valian, and the eye-roll inducing Bushi Federation.
CCW Classes. We get an interesting In’Vilian Exoskeleton pilots, then the Oni and several Classes to flesh out their part of the CCW. Finally, we have the T’Zee, a race that oddly defines the Anarchist alignment, and the Gun Brother assassins that use bio-wizardry and magical tattoos typically associated with the Splugorth.
Note: I’ll be honest, I can understand the desire for ‘space samurai,’ but found the esthetic and background for the Oni contrived, and honestly a bit of a let down.

Transgalactic Empire. We get some more information/dark secrets of the Kreeghor dominated Empire. Laws and crimes are dealt with simply and brutally; guilty until proven innocent, and money/power talks. This system, of course, breeds more crime than the CCW, but statisticians are some of the most evil folks around, and the Kreeghor likely find a person to cook the numbers to their liking. The Imperial Legions are no joke, and the Kreeghor take pride in their capabilities and ruthlessness.
Planets of Note. Axis-5, the site of 75+ years of conflict with the CCW, along with a few others, provides some indication on the situation in the Empire.
The Dweller. An alien intelligence NPC villain that presents some interesting adventure ideas and tie-ins to any adventure.
Classes. Some additional Kreeghor classes, and the interesting Invincible Guardsman, a Kreeghor attempt at bio-wizardry that creates some fearsome warriors with access to Heroes Unlimited-style superpowers.
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United Worlds of Warlocks. The last of the big three, details on law and crime, the Warlock Navy, the Dark Covens and the risk they pose to the UWW.
Planets of Note. Alexandria, the largest concentration of True Atlanteans in the Megaverse, and the enigmatically named Asteroid Eaters, a collective that moves from one asteroid to the next to strip all minerals/resources of note.
UWW Classes. A few classes for the UWW Navy (Marine, Marine Magic Specialist, Turbo Jockey) and a particularly devious and diabolical Dwarf.
Organizations Within the Three Galaxies. Given the expanse of the setting, it should be no surprise to anyone that other elements are at play within the Three Galaxies than the CCW, TE, or the UWW.
Tri-Galactic Military Services (TMS). A mercenary company that is employed across the Three Galaxies. Using the Mercenary Company Creation Rules found in Rifts: Mercenaries [Link to Scholar's Review #1: Mercenaries], they are the largest in their industry, by far, with between 450,000 to 500,000 mercs.
The Intruders. A truly unusual alien threat that neither CCW or Imperial forces have been able to make contact, other than from the business ends of starship weapons. Reactions from the major players are outlined, and GM plot suggestions are followed by two types of Intruder RCCs that should have been presented as an alien threat, not as an R.C.C.
Using Aliens Unlimited. Although it shouldn’t take much a of a leap to connect AU with Phase World, there are a few plot points discussed.
Technology & Weapons
Naruni Enterprises. Yet more NE ranged weapon entries, grenades, and missiles.
Other Manufacturers. Another series of weapons.
Power Armour. Yet more power armour suits!
Robot Vehicles. Yet more robots and heavy vehicles!

Starships of the Three Galaxies
Fighter Ships. A couple of entries, and one nasty fighter entry for the Intruders.
Star Frigates. A couple of entries, and one nasty entry for the Intruders.
Space Cruisers. Larger craft that carry large crews and can carry large numbers of troops and fighters. An interesting Dwarven entry that has rules for going to (negative) -10,000 M.D.C.
Battleships, Carriers & Dreadnaughts. We’ve now started presenting Capital ships. These behemoths are the jewels of the fleets, with massive damage output and heavy armor. CCW (Human model, Wolven ship) and a Transgalactic one.

Space Combat. We’ve introduced ships with multiple weapon arrays; rolling each to Strike and deal damage is going to be a LONG process. A few suggestions to streamline the melee actions with capital ship combat, how to handle obvious damage to destroy a target, and some useful tables in terms of modifiers and negatives to Strike rolls based on the sheer size of the target. The random damage tables also provide something for the GM should the PCs be key crew members of a ship taking damage.
IMPRESSIONS
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Current Assessment (7/10). So, right on the heels of Dimension Book 2: Phase World, we get the Phase World Sourcebook. The contents answer a lot of the questions and criticisms I had with the previous Dimension Book, but still leaves a couple of items on the list. This sourcebook presents more information for the ‘Big 3’ and even a few minor organizations that add depth to the setting, with some great fodder for a GM to absorb and use for their campaigns. The setting is getting fleshed out, and this is a good thing. As one would expect from a Palladium Books product, the artwork from all artists is superb and adds to the feel of the setting. Vince Martin provides some stellar pieces: the Dweller (p 30) and Invincible Guardsmen (p 32) were truly evocative; his ship design unique and Naruni Fire Eater Attack Ship (p 83) another favorite. Not to be outdone, the Long cover and Warshield Cruiser (p 92), and Breaux’s Hunter Class Destroyer (p 86) stand out.
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As we begin our journey to review the Phase World books, I’m still left wondering how much of this series was in place and ready to go before DB 2 hit the shelves. Did the author provide a metric ton of information in one go that was subdivided as presented, or did this come in incrementally? If the latter, this explains the release schedule and the way the books are presented. If the former, I’d say this was a missed opportunity to present the information in a more cohesive manner as suggested below:
DB 2: Phase World. Center and some general information and baseline requirements to play the setting
DB 3: Phase World. Consortium of Civilized Worlds (CCW)
DB 4: Phase World. Transgalactic Empire (TE)
DB 5: Phase World. United Worlds of Warlock (UWW)
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We’re starting to get a better sense of the setting. It suffers a bit from trying to present something for everyone and not allowing itself to go in depth on anything; it is also encumbered by several Classes I found less than compelling. There are plenty of grand adventure ideas to be had, and the GM has no shortage of smaller discrete adventures that can dovetail into a more galaxy-spanning conflict. Introduction of the mysterious Intruders was a nice touch, something that all parties are going to have problems with. At only 112 pages, it’s light compared to DB 2: Phase World, but what’s there packs some punch. We get some crucial social background and guidance on the cultures of the ‘Big 3’ that the GM can use to create a more immersive scenario.
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