If you've read The Red Star comics, you may have some idea what to expect for your purchase. For those who have not, prepare for a treat.
I came late to learning about the world of Red Star, but I enjoy it a great deal. What you have here is a Sci-fi Cold War setting in which science, sorcery and telepathy were developed simultaneously throughout the world's history. What this leads to are battles where massive airships exchange volleys of arcane power, telekinetically-enhanced weapon systems between super-soldiers, and powerful spells that can decimate the enemy.
This book comes with it's own classes apart from the modern d20 system. They may be few in number, but there's plenty of options to customize your character with the different builds available for each class. While the sorceress conjures the image of fireballs, she can also choose spells (called protokals in this setting) to heal your comrades, shields to protect, or teleportation gates to get them out of there.
This book also has many weapon options including the double-bladed telekinetic hook weapon, the transforming Hailer weapon, and rules for the telepathic skill available to all characters.
For those who have read the comics, this book offers a great deal of information on the setting unavailable in the comics. It has nice write-ups on the 3 major powers of the setting, information on the mysterious Spirit Realm, and rules for playing in an immortals campaign.
While the time of 3rd edition has past, this book has a lot to offer. While I got it mostly for the extra information for the setting, I've found little to fault for the actual mechanics. The production values for the book are high; it has plenty of the great art that the comic is known for, and is in full glorious color. For its cost, it is well worth the price, and I highly suggest it.