Border Reiver
SOC-14 1K
I was fully aware that this was a "generic sf" MGT product and was looking forward to some alternate tech. The preview including the outrageously devastating railgun was a little worrying, spinning disks do not make great penetrators but they look good on video games.
The new careers are great, adding the Wet Navy and AirForce to regular forces and adding some specialised Merc careers; Cadre, Guerilla, Striker, Commando, Security, Warmonger each with their own 3 specialisations.
The additional combat rules are a mixed bag. KillShots add a bit of fun, Blind Fire is Meh! I don't believe the author understands Suppressive Fire but it is there defined as shooting at a point next to a target to make them take cover??? Ok they've nearly got it but it kind of misses the point of using weight of fire to deny the use of an area rather than if I empty a mag into that wall the bad guy will duck for cover.:nonono:
The mass combat is flawed but more to come on that as I think this is merely an errata issue, otherwise not bad.
Merc tickets and recruiting. very good. Numerous tables for creating merc tickets, calculating rewards, success, penalties and more. Battletech/Mechwarrior did it better but still very good. The recruiting section is even better than the Book 4 original.
There is a large section on unit headquarters and facilities that makes me think they must have had a REMF as their sole military advisor. Very useful and interesting but so much detail about rear echelon and logistics
Equipment. I'm a gearhead and Ironmongery freak. No apologies. I was looking forward to alternate tech, different vehicles, classic Traveller military ironmongery, lots of guns and blades, armour, mecha and lots more. What we seem to have got is a mess, sure there are some gems but there is a lot of crud. If you want it point by point i'll give you them but a fox has hit my chicken coop and I'm off to sort things out.
The new careers are great, adding the Wet Navy and AirForce to regular forces and adding some specialised Merc careers; Cadre, Guerilla, Striker, Commando, Security, Warmonger each with their own 3 specialisations.
The additional combat rules are a mixed bag. KillShots add a bit of fun, Blind Fire is Meh! I don't believe the author understands Suppressive Fire but it is there defined as shooting at a point next to a target to make them take cover??? Ok they've nearly got it but it kind of misses the point of using weight of fire to deny the use of an area rather than if I empty a mag into that wall the bad guy will duck for cover.:nonono:
The mass combat is flawed but more to come on that as I think this is merely an errata issue, otherwise not bad.
Merc tickets and recruiting. very good. Numerous tables for creating merc tickets, calculating rewards, success, penalties and more. Battletech/Mechwarrior did it better but still very good. The recruiting section is even better than the Book 4 original.
There is a large section on unit headquarters and facilities that makes me think they must have had a REMF as their sole military advisor. Very useful and interesting but so much detail about rear echelon and logistics
Equipment. I'm a gearhead and Ironmongery freak. No apologies. I was looking forward to alternate tech, different vehicles, classic Traveller military ironmongery, lots of guns and blades, armour, mecha and lots more. What we seem to have got is a mess, sure there are some gems but there is a lot of crud. If you want it point by point i'll give you them but a fox has hit my chicken coop and I'm off to sort things out.