Richard
FREE Demo, Operation: Flash Strike

Operation Flash Strike includes everything new players and a Mission Controller (GM) need to run the Flash Strike Mission. This adventure is designed to introduce new players to the Solar Echoes setting and gameplay mechanics with a learn-as-you-play approach. In this short mission, players must stop an illegal arms deal, prevent the high-tech weapons from ending up in the hands of criminals, and interrogate key individuals for valuable intel.
47 pages containing the basics needed for play, including:
- “Operation: Flash Strike” Mission for beginning level players
- 8 pre-made characters, with stats, skills, talents, and equipment
- Blank character sheet and character sheet pdf entry form
- Character sheet explanation
- Phase Cards
- Full-color character map icons
- Map key and full-color, 3-page battle map
Gregg
What impresses me the most about Solar Echoes are the alien races. Aliens in science fiction games usually suffer from one extreme or the other: either they are stereotypical “animal men” or they are creatures too bizarre to play. Solar Echoes does a phenomenal job in creating aliens which are both unique and playable, with complex and believable cultures that contribute to a character’s personality without dominating it. As a player, I had a difficult time choosing which one I wanted to play because I found all of them intriguing. As a GM, I could see an entire series of adventures focusing on the societal relationships between the different alien cultures.”
-Gregg, Player and GM
Tabletop Twats
I like the fact that all these race designs for aliens seem to be quite unique, like, you’ve got, in other sci-fi games you have like a grey alien, you have a wookie, you have a cat-person, whatever, but in this, you’ve got, like, a Cthulhu monster with two beam-sabers, a blob-thing with a gun, insect-person, a black…sort of panther-type guy? A flower, a lizard-folk, and a human.
Each character has unique skills, and they really pushed group, kind-of tactics, if you like, and working as a group…you sit and plan your maneuver, together, and then it’s moved out, and then there’s rolls for combat and stuff. It’s left quite open, so there’s rules for hacking, rules for chases, and all sorts of stuff. It really pushes to kind of create your stories around them.”
-Tabletop Twats, UK Podcast