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Shadowrun: Power Plays (Runner Resource Book)
by Sean H. [Featured Reviewer] Date Added: 06/25/2021 15:58:12

Shadowrun: Power Plays is a sourcebook, specifically a “Runners Resource Book” for the Sixth World Edition of Shadowrun covering the Big Ten Megacorporations who, let’s face it, run the Sixth World in a very real sense. While tagged as a Runner Resource, it strikes me as more a book for Games Masters who want to know what is going on at the higher levels so that they can decide what filters down to the level of hiring runners for. Overall, an interesting read with some excellent chapters and lots of inspiration for games.

Shadowrun: Power Plays, is a Runner Resource Book for Shadowrun, Sixth World Edition, providing a look at what is going on in the corporate world, as the megacorps are the primary villains in the world, knowing what is happening with them is important.

It begins with an introduction, as expected, this one talks about why the megacorporations get talked about so much, tldr: because the rule the world. One of the ubiquitous fiction sections follows then we begin.

Power Networking begins with a discussion of how the systems work that keeps the corporations in power and throws around terms like “postcapitalist corporatism”, “neofeudalism” and “zombie capitalism” but that section (thankfully) is thankfully short. It then moves into useful things, like what the letter rating means, what corporate scrip is (corporate internal money) and how it is used. A short section on the Zurich Orbital Bank and the Corporate Court and how they reinforce megacorporate power. And lastly, short overview of a few of the groups that oppose corporate dominance.

The next ten chapters are one for each of the Big Ten megacorporations, in alphabetical order:

Ares, big guns and big money, has fallen down to number nine in the rankings after the . . . kerfuffle in Detroit and then with the whole UCAS. But they are still big and swinging to try and move back up from their new home base in the CAS. It gives a lot of details about Ares corporate culture and what pies Ares has fingers in. As Ares’ CEO is about to step down there is a seven-way (or maybe already down to six) competition for who gets the big chair. All of this means job opportunities and there are some more snippets of adventure seeds in the shadowchatter. Lastly there are two new qualities, one positive and one negative, tied to Ares. (And a NERPS ad at the end of the chapter!)

Next is eveyone’s favorite villain, Aztechnology, it starts with the usual spiel about how while runners hate Aztechnology, the rest of the world loves them because of reasons (propaganda, false news, and so on) which I have never found convincing. Aztechnology has offended too many people with long institutional memories (the Catholic Church and Texas among them) for them to be continually perceived as so saintly, but that is my point of view and not the official canon take on it. But this mask, as it is described in the book, has just suffered a huge blow in the form of a massive data-breach the fall out of which will certainly show up as the timeline continues to advance. Light on directly actionable adventure seeds but setting up big for the future. The two new qualities, again one positive and one negative, one directly tied to Aztechnology, the other adjacent to their practices (Blood Magic Resistance).

Next we transform into EVO, the transhumanity focussed corporation, and the troubles and benefits it has received from accepting Monads (the AI-human fusions that were the major metaplot of the previous edition) as part of EVO. There is considerable discussion of internal conflict within EVO and how that is damaging the company. The new Monad inspired tech is causing waves especially the “anti-gravity zeppelins” that could revolutionize shipping. There are implied things for Shadowrunners to do, (join in the corporate schzim, highjack anti-gravity zeppelins) but no real support for any of it. This chapter just falls flat to me and I am not entirely sure why. Though the fact the new EVO-themed qualities, both positive, are not interesting (or worth the points to my mind) certainly did not help.

Next on the horizon is Horizon, the media corporation and smallest of the Big Ten. Horizon seems to operate under the work smarter, not harder paradigm, primarily producing non-material things: entertainment, advertisement, reputation polishing, spin doctoring, this is where Horizon excels. Horizon is guided by the Consensus, a computer program that constantly analyses the thoughts and opinions of its employees and uses that to shape the actions taken by Horizon. More successful corporate citizens have higher scores in the Consensus and their opinion weigh more heavily in the consensus (so there are political games to manipulate that score). There is a section on the sorts of jobs that Horizon hires for, usually data manipulations in various forms, and how they expect them to be done, which is quietly and without leaving traces, and how they deal with shadowrunners. All useful information along with implied adventures, nothing concrete though. The two qualities are both positive and includes a version of the previous edition’s “Too Pretty to hit” which uses Charisma for defence, but no indication how this should interact with the social armor rules from Firing Line.

Mitsuhama Computer Technolgies, now the largest and most powerful of the megacorporations (and that is saying something). Though how it became so is rather circular, it is the most powerful because it is the largest and is the largest because it was the most powerful and absorbed so many smaller corporations . . . Though it is also the premier magical corporation and known for their “Zero Zone” policy for their corporate holdings, making them shoot to kill areas, which I have always thought was a bit foolish but such is the Shadowrun way. MCT is now struggling to integrate all of the new pieces into the greater whole, leading to extractions both against and within Mitsuhama. Additionally, MCT is exploiting the metaplanes, strip mining is the term used, and clawing every advantage it can. So, much to build off of and inspire missions. The two qualities are odd, I think they are negative but it is unclear.

Renraku with history to current activities, engagingly written and gives a sense of what the corporation has done to keep its status among the top corporations. Renraku is an interesting corporation, aggressively seeking out new opportunities to keep ahead of the game, it feels like a living corporation. Combined with some discussion about how Renraku handles hiring shadowrunners and how said runners can leverage working for Renraku to their advantage, hopefully. The new qualities are interesting with one interacting with contacts in an innovative way.

Next up, Sadler-Krupp, everyone’s favorite dragon run megacorporation. Due to recent trials and tribulations, SK is not longer the largest mega and that makes Lofwyr, the dragon in charge, unhappy, and no one likes an unhappy dragon. So SK is planning to claw its way back to the top and you had best not get in their way. The section of how SK interacts with runners is useful and the new qualities are interesting and both could easily be reworked to apply to the other megas as well.

Shiawase, the one that started it all in the Shadowrun timeline, it was a set of court decisions around Shiawase that established the idea of corporate extraterritoriality. It remains a powerful corporation with ties to the Japanese Imperial family and a long term view of business that has served them well. Shiawasa is both the archetypical megacorporation and Japancorp with these traits are reflected in how they do business both with shadowrunners and the rest of the world. There are some potential adventure hooks, especially for games set in Seattle (where Shiawasa has purchased the former Renraku Arcology!). The section end with three(!) new qualities, all positive, though I think Human 2.0 is over-costed for what it provides.

Moving to the newest of the mega, Spinrad Global! Brainchild of Johnny Spinrad, that living fashion trend, and built into an AAA corp by a merger with Global Sandstorm and the “rental” of a seat on the Corporate Court. Spinrad has gone from strength to strength, but can that continue? Well, that is the question, the corporate cultures of Spinrad and Global Sandstorm do not mix well and the new corporation has no lack of rivals. It will be a wild ride, one way or another. The new qualities are odd, the Fashion Influencer seems like it needs more information to make sense, after all if you are an influencer, people should recognize you, yes?

And we are finally to Wuxing, the last of the megas alphabetically, based in Hong Kong they are the only Chinese megacorporation. Wuxing are masters of finance and feng shui and have leveraged both in their climb into the top tier of corporate power. Wuxing finds itself beset by enemies from without and, possibly, from within as well, but they remain powerful, using magic that other do not expect. Their long term goals are ambitious, unifying China, so probably outside of the scope of most runs but there is smaller scale trouble for characters to get involved in. Wuxing only has one new quality and a new trait for gear (“cheap knockoff’).

At the end a couple of pages gives a few words for some of the surviving AA corporations, the tier below the megas. Sixteen are noted of which one is Korean, one is from South American (and noted as being a front for the cartels) and the rest are North American, European or Japanese. That seems like a missed opportunity to expand the range of corporate players.

As is sadly usual, there is no index, which is especially problematic in a book full of NPCs and twenty new qualities. A page dedicated to the ranking of the megas and another with Fin could have been put to much better use. An interesting book and vital for Games Masters and others who wish to stay current with the metaplot. However, many of the new qualities need to be cleaned up and better explained to fit into the current rules design. It certainly in an interesting read though and provides a lot of things to ponder.

Read more of my review on my gaming journal: https://seaofstarsrpg.wordpress.com/



Rating:
[4 of 5 Stars!]
Shadowrun: Power Plays (Runner Resource Book)
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BattleTech: Record Sheets: Succession Wars
by Edward C. O. [Verified Purchaser] Date Added: 06/19/2021 10:41:17

i had questions about this PDF so i figure i help the next person who's considering this purchase:

this is a compilation of all the mechs that were available from the Succession Wars down to Star League, there are some Variants that are available for Clan Invasion and Jihad in this, so if you want more advanced tech there you go.

these are all canon design mechs, however! if you have year specific TROs and/or Record Sheets, still hang on to those because the Late Succession War era isn't present in this PDF. i'm reffering to the 3050 TRO and Record Sheet, even though it's entering Clan Invasion, there was a brief time of a renaissance which some Lost Tech was rediscovered.

overall, i highly recommend getting this, all of the mechs record sheets in a 200+ PDF that you can print out your Lance or a specific Mech, and you're ready to go.



Rating:
[5 of 5 Stars!]
BattleTech: Record Sheets: Succession Wars
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BattleTech: Shrapnel, Issue #1
by Robert L. [Verified Purchaser] Date Added: 06/12/2021 01:51:00

The lack of a PDF format makes this, and every other issue of Shrapnel mostly useless.



Rating:
[1 of 5 Stars!]
BattleTech: Shrapnel, Issue #1
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Shadowrun: Street Wyrd (Core Magic Rulebook)
by Sean H. [Featured Reviewer] Date Added: 05/03/2021 16:45:58

Shadowrun: Street Wyrd is the long awaited Core Magic Book for the new edition of Shadowrun, and it is going to be a required book for Shadowrun games masters as it provides so many new resources in spells, adept powers, metamagic, magical groups and so much more. And players will be happy with new ways to improve their characters.

Shadowrun: Street Wyrd, is the Core Magic Book for Shadowrun, Sixth World Edition, expanding the available options for magic in all of its wonderful forms.

It begins with an introduction, as expected. One of the ubiquitous fiction sections follows which is the view of a single sequence of events from the perspective of four awakened and one mundane character, interesting reading.

Starting with State of the Arts, which looks at the perception of magic in the game world. The Unified Magic Theory which had dominated the perception of magic is starting to break apart and new forms of magic are emerging but not without push back from the existing structure. Magic from outside, from other planes, is breaking into the Sixth World and bringing with it new dangers, new spirits, new opportunities.

The Tome of Now is a collection of new spells for 6WE (and a few reprints from the core book to fill in various sequences) including favorites from earlier editions such as slay. This is a good addition to the range of spells but the best part is Grimmy the Grimiore a rogue “helper” program that pops in an presents four interesting spells including the delightful Loki’s Musical Number which can turn any heist into a scene from a musical!

Next is Elements of Magic which, after a short in-game world introduction, presents a spell design system and then shows how it applies to some of the existing spells (nice to show your work, as it were) and then some new spells using the system. Someone may find a way to break the math but it is very clear that spell design should be a collaboration between player and games master, which is also how it should be.

Entering into A Congress of Spirits with a warning of the changes to the spirit worlds. Then four new spirit types are introduced (plant, guardian, guidance and task, presented in that order) before moving to rules for free spirits, which have always been an interesting wrinkle in the Shadowrun cosmology, and their powers and ways to control or fight them. Rule for summoning ally spirits, expensive to do but they provide an amazing amount of power, and binding other spirits. All of this plays into the Astral Reputation mechanic which tracks how well, or how poorly, a summoner treats their summoned spirits, it is a needed mechanic to prevent certain types of abuse as summoners are potentially very powerful in the system. Lastly, there are new spirit powers and a little additional information on great form spirits.

From spirits to flesh, as the following section, Force and Grace, provides more information on adepts who use magic to make themselves better. It begins within world discussion about adepts and the ways that the corporations engineer perceptions of what adapts are to control their place in society. Then it moves on to the different types of adepts, defined as “ways”, such as: warrior, for combat specialists, speaker, for social types, and so on with burnout, who mixes cyberware and magic, being the most interesting to my mind. Each of the ways has some special twist on how they focus their magic. There is, of course, a set of new adept powers including using adept magic to improve mental abilities, which had been avoided in previous editions, and old favorites like the elemental powers are updated. Lastly, it includes new initiate powers for adapts which allow for some interesting character options.

Alchemy get its section, sort of, in Imbuing Magic, which talks about a new style of alchemy (verboten to be used by player characters but its products are commercially available) and intrudes a wide variety of new triggers. The new alchemical items can be used by anyone, but only made by the corporations, they have fun names for the effects and magic for the masses in an interesting idea. Two things stood out to me, first, these new preparations take up fourteen pages of the book and they are all versions of existing spell effects, the descriptions are fun but that is a lot of pages. Second, it is a real insult to player character alchemists whose ability to be a functional option took a big hit in the Sixth World edition and here is a whole bunch of neat, shiny alchemical things which . . . they are not allowed to make. Problematical and iffy game design at best.

Seeing and Believing look at and expands the magical traditions available, beyond the basic hermetic and shamanic division, ancient religions, Abrahamic religious, karmic traditions, animist tradition, modern traditions, and more, each with its own set of suggested qualities to help model that tradition. At the end are new magic themed positive and negative qualities.

Rungs of Power is an expanded look at initiation and metamagic, mostly metamagic, after a brief in-game discussion of initiation, it goes into new metamagic options, nineteen of them in fact, ranging widely from divination to improved ritual magic. What caught my eyes was the new defensive (“apotropiac”) metamagics, referenced in Collapsing Now and now have full rules, that reflection metamagic is going to ruin someone’s day. It ends with some clarification on what are material and sympathetic links and how they can be used.

Continuing the initiation theme, we move into Conclaves and Covens, which looks at how initiatory magical groups work. It starts with an introduction to the types of groups and very nicely weaves the rules and mechanics though the in-game material. The rules for how to use magical groups for player characters is a model of clarity and simplicity, easy enough to grasp and for a GM to use. It also looks at a handful of groups in detail, and to serve as models for GM or player created groups, and a bunch more just as thumbnails for inspiration. Excellent chapter, skilful blend of source material and game mechanics.

Toil and Trouble ventures into some of the dark sides of magic, blood magic and insect shamans. Blood magic has two sides (“a life side and a death side’) but only one, unsurprisingly the life side, is safe to one’s soul. Death magic is a route to quick power but at the cost of addiction to the magic and corruption of one’s spirit (that soon becomes visible to anyone who can see the blood mage’s aura). Invae, the name the insect spirits use for themselves, are slowly becoming more multi dimensional (no pun intended), not exclusively the enemy as some are seeking ways to ally with metahumanity. But they remain alien and while there are shared interests, the distrust and inability to communicate run deep, however it does allow for more interesting and nuanced plots involving the invae. The chapter end with new blood magic spells, metamagic and a foci, and expanded rules for insect spirits in the new edition. While not quite as smooth as the previous chapter, this one also nicely integrates rules and in-world perspective.

An appendix restates how mana ebbs and flows function. Sadly, no index follows.

A vital book for magic use in the Sixth World Edition of Shadowrun, all games masters should acquire one and players who like awakened characters will probably want to pick one up to. (Though enchanters are nearly completely neglected.)

4.5/5 rounded up for DriveThru's Star System.

Read more of my reviews and other writings at: https://seaofstarsrpg.wordpress.com/



Rating:
[5 of 5 Stars!]
Shadowrun: Street Wyrd (Core Magic Rulebook)
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Shadowrun: Collapsing Now (Runner Resource Book)
by Sean H. [Featured Reviewer] Date Added: 03/15/2021 12:00:16

Shadowrun: Collapsing Now is a sourcebook, specifically a “Runners Resource Book” for the Sixth World Edition of Shadowrun covering a variety of groups that shadowrunner might work for or against. It suffers from a lack of direction and uncertainty if it is a player or GM facing work. For the lore and background information, worth picking up for Shadowrun Games Masters, but not an immediate must have unless you are featuring one of the highlighted groups in your campaign.

Shadowrun: Collapsing Now, is a Runner Resource Book for Shadowrun, Sixth World Edition, providing a look at some of the groups that shadowrunners might work with, for or against.

It begins with an introduction, as expected, which is actual rather useful in explain the purpose and organization of the book, well done. One of the ubiquitous fiction sections follows before we get into the meat of the book, the ten organizations. Each of the organization sections ends with statistics for operatives for that group and sometimes other things too.

Starting with the Freedom Network, a European (specifically Dutch) originated set of groups with a shared anti-magic/anti-technomancer agenda, running from a respected think tank down to thugs on the ground. It is, in many ways, the Alt-Right mapped to the Shadowrun world but with an anti-magic stance alongside the nationalism. Includes references to, but no rules for, advanced counter magic and anti-technolmancer tricks this group has access to.

Next up, Greenwar, everyone’s favorite eco-terrorists, and their ties to the greater ecological movement. It is an interesting chapter that explains some about Greenwar’s methods and aims and a rouge sketch of their organization with much implied but little explicit about the leadership there of. Included with the Greenwar NPCs are new, unpleasant weapons like the acid thrower and spore grenade which are signature weapons of the group.

Grey Cell is next, it is an interesting group, well financed and deeply informed, with access to elite operatives, cutting edge technologies and magics and dedicated to quashing magical threats. Intriguing and . . . totally out of place to my view of Shadowrun. They are heroes, their operatives are Professional Rating 8 (special forces level) and they are probably backed by a dragon. Who needs the player characters to save the world when you have Grey Cell? It is a fun idea after a fashion but just does not fit in my view of the Shadowrun cyberpunkish dystopia.

Halberstam’s Brain is pure creepshow, a crazed AI (more or less) and a genius toxic shaman are harvesting human brains and using them for processing power and torture, which they call research. They are both evil and have even more evil plans for the future. They must be stopped, which make them excellent villains. Very good support for the horror side of Shadowrun which is a rarely used sub-theme. A new adept power (Improved Mental Attribute) is included.

The Monads are next, leftovers of the big metaplot threat of the last edition, which I had my problems with (overwriting character’s personalities does not usually make for a fun play experience). Where to find the holdouts that are still around and what sorts of tricks they have, interesting powers but dangerous. GM will have to be careful how they use monads for the reason noted above and the fact that they can totally screw over tech-based characters with very little effort.

Ordo Maximus follows, turning back to the magic side of things, the Ordo is a secret society of the right and wealthy masking an inner circle composed of those infected with the vampiric virus in all its happy variants. It talks a little about the organization of the Ordo, some of its projects and an actual section on advice on using the Ordo in a campaign. The Ordo is interesting, but we already have the Megacorps, the Black Lodge, the Dragons, Immortal Elves and the Tirs, various governments, the space for conspiracies is getting awfully crowded . . .

The Sea Dragon rears her head next. Moving from being a background character to a major player, if not the major player in North America, this section helps to explain how that happened without anyone noticing, which I find highly suspect. Apart from that, a valuable resource on what resources The Sea Dragon brings to bear on problems, which you should avoid becoming one of.

Why do shadowrunners not form a union? The Shadow Chapters section tries to answer that question and the people trying to change that equation. Given the ways I have seen shadowrunners portrayed over the year, such a task seems Sisyphean at best and this section does little to change my opinion of that.

There is a megacorporation among law firms, Stark, Theissen and Van der Mer, and they are given some coverage here (they also figured heavily in the 5th edition adventure Toxic Alleys), a bit more about the founders of the firm and how they became so powerful and who they work for. There are some implied jobs but mostly just information.

And ending the book, is the Yakuza, with a discussion of their manners, methods and history. The Yakuza of the Sixth World rose in power along with the Japanese Imperial States and the Japanese Megacorps, but somehow they remain powerful while being extremely limited in their recruitment, primarily only recruiting male, non-metahumans of Japanese origin for the higher ranks (and -to a lesser extent- at all). Except for BTLs and a little over a page on what the Yakuza are doing in various parts of the Sixth World, there is little here you could not get on any other source on the Yakuza. This section could really have benefited from some Yakuza specific plot hooks and advice on playing ex-Yakuza characters.

As is sadly usual, there is no index. It is an interesting book, containing a lot of interesting information on the Sixth World but I am not sure who this book is aimed at, the information in general is aimed at Shadowrunner but there is also information that is obviously directed at Games Masters and should not be available to players . . . Ultimately, it needed more support for both sides, more information on playing campaigns centered around these various factions and more support for the GM to be able to do so.

See more of my reviews and other writings at: https://seaofstarsrpg.wordpress.com/



Rating:
[3 of 5 Stars!]
Shadowrun: Collapsing Now (Runner Resource Book)
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Shadowrun: Third Edition
by kostas S. [Verified Purchaser] Date Added: 03/08/2021 15:06:47
Still my favourite edition of Shadowrun! :) The PDF made it much easier to look for details while running the game.

Rating:
[5 of 5 Stars!]
Shadowrun: Third Edition
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BattleTech: Technical Readout: Irregulars
by steve m. [Verified Purchaser] Date Added: 02/28/2021 16:14:15

This was absolutely fantastic. The content is fascinating and long-awaited. I know it's deliberately set much later-on, but I think most of the material could fit in just about anywhere, for example; the Mech Landing Craft, Prime Mover and Wheeled Scout.



Rating:
[5 of 5 Stars!]
BattleTech: Technical Readout: Irregulars
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BattleTech Record Sheets: Clan Invasion
by A customer [Verified Purchaser] Date Added: 02/15/2021 13:22:07

Nice art, tons of record sheets, but inexplicably missing some mechs like the Kit Fox A. They added a one-off variant like the Bounty Hunter, but not a config that's used by hundreds of clan warriors? Also has next generation Falcon mechs like the Cougar, but is missing next-gen Wolf mechs like the Linebacker and Pouncer despite the fact that these mechs were introduced EARLIER. Why does Catalyst keep releasing incomplete products?



Rating:
[3 of 5 Stars!]
BattleTech Record Sheets: Clan Invasion
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Shadowrun: Mercurial
by Michael d. V. [Verified Purchaser] Date Added: 02/06/2021 10:48:06

This is an absolute classic shadowrun adventure. It oozes atmosphere and the scenes that are provided are actually quite good and are really on point (from a thematic perspective). At the same time this adventure can be easily reskinned or lifted into another ruleset. There's very little that ties this to the shadowrun universe (there's a dragon but you can change her into a firespitting drone if needed or leave this out entirely). If you're looking for a Cyberpunk RED/2020/2077 adventure this really is a treasure trove.

If you're going to play this "as is" watch out for the plot. There's a huge (back)plot that is very difficult to share with your table. Without this plot it's almost impossible to set up the emotional pay-off that makes a good adventure brilliant. There's about a 99% chance that your table won't get it. If you're a new DM/GM you'll be disappointed in yourself. As a DM/GM you have access to the plot and will wonder why it didn't come together during play. Spoiler-alert: it's not your fault so don't blame yourself. Mercurial relies on a 2+ page piece of written exposition at the start of the book that is hidden and will most likely remain hidden even if your table pokes around for it. To bring the plot forward you need to totally reskin the adventure, provide a plot hand-out, or do the exposition at the table - none of these solutions are ideal. The best solution I have found is to spin out the background story/plot in a seperate one-shot with disposable characters and run it as a session zero or as a pallete cleanser. This won't work at every table and requires a lot of work even for a seasoned DM/GM. Yet with all it's imperfections this is an absolutely brilliant adventure that is absolutly worth to be ran in 2021 (modified) at your table! Also - at it's current price this is an absolute bargain so there's very littly that should stop your from picking this up.



Rating:
[4 of 5 Stars!]
Shadowrun: Mercurial
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BattleTech Record Sheets: Clan Invasion
by Timothy S. [Verified Purchaser] Date Added: 02/05/2021 05:10:46

This pdf contains 478 Battlemech record sheets for the Clan Invasion Era. FOUR HUNDRED AND SEVENTY-EIGHT. That's a stunning variety of Battlemech goodness in one very affordable location, and particularly useful to the newer Battletech enthusiast who does not know how to navigate, much less own, the cascade of older books that this material is otherwise be spread across.



Rating:
[5 of 5 Stars!]
BattleTech Record Sheets: Clan Invasion
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MechWarrior: Destiny
by Alban L. C. [Verified Purchaser] Date Added: 02/02/2021 02:11:42

As a fan of Shadowrun Anarchy, I hoped to see the same work on MechWarrior. However enven if I have the simple system, the pre generated characters, the synopsis and a good mech catalog I'm still wondering why the authors chose to bring so much specific rules. I can understand it needed some DNA from the previous games but the mix is not well done. So I think the game is still playable, especially if you're a Battletech fan, but i won't play it as the mixture narrative+simulationnism is not very well made. In order to finish with a positive thing I really appreciated all the characters in the book. And it's really easy to read.



Rating:
[3 of 5 Stars!]
MechWarrior: Destiny
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)
by William J. [Verified Purchaser] Date Added: 01/29/2021 01:36:10

This is actually one of my favorite Shadowrun sourcebooks.

So this is a Deep Shadow book, which is a book that covers a run type on some strategies and gear, and a location. This book covers wetwork and Havana, Cuba. And it's real fun.

In SR, Havana is the capital of the Caribbean League. A loose federation of Caribbean pirates and neo communism. I am all about SR lore and this was a wonderful read and a great update to the Caribbean League.

On top of which, this also has a lot of fun weapons for murdering. Some things, like depleted uranium rounds is obviously not how it works in the real world, but my suspention of disbelief can be stretched pretty far when rule of cool is being applied.

Anyway, this is a wonderful book. 10/10. Would highly recommend if you like making things dead and Cubans.



Rating:
[5 of 5 Stars!]
Shadowrun: Hard Targets (Deep Shadows Sourcebook)
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Shadowrun: Hell on Water
by William J. [Verified Purchaser] Date Added: 01/29/2021 01:20:33

This book is pretty fun. It does a great job at capturing the Sixth World and it was just a straight up fun read.

What makes this book so fun to read is our nameless narrator. Whom kind of reminds me of Marcus from Borderlands. A very strange use of metaphors which really helps flavor the book. It also uses a very interesting jumping around narrative style to make it like you're piecing together the story as you read. Something akin to a Catch-22 or Pulp Fiction, where the story isn't told in a linear fashion. I honestly liked it, but it might not be for everyone.

The story itself follows a team of runners as they make it through the gauntlet known as the south bridge to Lagos Island. They have to deal with tribal disputes, the undead, magical organizations, and organ leggers while attempting to deliver 3 mysterious packages. That basically captures everything that makes Shadowrun such a great setting. It's not about one thing, but instead about many moving parts that make the world feel real. And the narrative does a great job at making all these conflicting goals come together.

With that said. there are things that could have made it better. A character dies pretty anticlimacticly. I realize not everyone needs a heroic death, but it feels out of place. The narrator also looses his voice towards the end, as if maybe the writer was getting tired of writing this book and just wanted to get this book over with.

Anyway, it's still a pretty fun read and does a good job at capturing the feel of Shadowrun.



Rating:
[3 of 5 Stars!]
Shadowrun: Hell on Water
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BattleTech: Recognition Guide: ilClan Vol. 10
by nick t. [Verified Purchaser] Date Added: 01/25/2021 18:18:40

I would give this 5 stars because it is a great product except for the glaring issue with one of the recordsheets missing the ammo which in theory should be an easy fix.



Rating:
[4 of 5 Stars!]
BattleTech: Recognition Guide: ilClan Vol. 10
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BattleTech: Hour of the Wolf
by Christopher H. [Verified Purchaser] Date Added: 01/04/2021 22:59:43

The clan invasion storyline started in the 90s and finally comes to a close, or does it? Two factions with the most elite of warriors bred for war. Their leaders Khan Alaric Ward of Clan Wolf and chingis Khan Malvina Hazen of Clan Jade Falcon will blaze over Terra to crush Exarch Devlin Stone's Republic of the Sphere, defenders of terra. But in the end, only one Clan can take Terra and the mantle of IlClan and reforge the Star League.

Blaine Lee Pardoe takes war across earth, with the many 32nd century machines of war. The on going battles keep pulling you inward and slowly ramp themselves upward becoming a catalyst that will see country sides in ash.

We are into a new era of Battletech. Whether you are a grizzled veteran of the 3rd Succession Wars or fresh into the fiction Hour of the Wolf is a perfect starting point into a new chapter of the interstellar game of war.



Rating:
[5 of 5 Stars!]
BattleTech: Hour of the Wolf
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