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Shadowrun: Krime Katalog
by A customer [Verified Purchaser] Date Added: 10/04/2020 23:39:27

This book hurts so much to read. It could have been great. The potential is obvious.

The only conclusion I can come to is that it was written by someone who has never read Shadowrun 5th edition, but instead only heard about it from a friend describing it to them over the phone. Almost every single weapon will need a houserule to be usable, if only to define whether they are holdouts or heavy pistols, or sniper rifles or automatics, etc. Almost every single weapon with an accessory uses names of accessories that are almost, but not quite, the same as accessories that actually exist.

The PDF has no table of contents or index, and is informally split into 3 categories: weapons, weapon accessories, and vehicles. The problem there is that there are weapons in the accessories section, and there's a drone in the weapons section.

There are numerous other egregious errors that should have been caught by an editor.

Overall, this book is to other sourcebooks as Krime weapons are to other weapons: Low quality, cheaply made, and guaranteed to disappoint you.



Rating:
[1 of 5 Stars!]
Shadowrun: Krime Katalog
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Shadowrun: Slip Streams (Plot Sourcebook)
by Sean H. [Featured Reviewer] Date Added: 09/30/2020 19:10:15

Shadowrun: Slip Streams is very much a book for Games Masters, lots of information, lots of adventure seeds, all expanding on the effects that magic is having on the world. If the magic side of Shadowrun story is your jam, this is the book for you. Otherwise, it is an interesting read and there are no lack of adventure ideas that it throws off. For players, the in game information is a fun read and the new character option is intriguing but not for all campaigns, talk with your GM first.

Shadowrun: Slip Streams, is a Plot Sourcebook for Shadowrun, Sixth World Edition, expanding on the magical situation across the world but with a focus on events affecting North America.

As is expected, it begins with a brief introduction and a glossary of terms related to astral space, this is very handy and important to what follows. Then the requisite fiction section before the meat of the product begins.

The first section, Frayed Fabric, take a look at the weird events happening across the world, weird in this case meaning magical, ranging from echoes of other times and places to full on gateways between Earth and various metaplanes (other places, usually very magical in nature). This is all in world information but there are a handful of sidebars explaining how certain things function in terms of game mechanics. I highly approve of this, there is little more annoying that having things described that change the way a game world works and then not providing any mechanics for it, even if I think a few of the mechanics could have been more clearly expressed, it is still the right way to do things. However, there lots of interesting things in this section to drop in as background to a game or to use as plot hooks.

Next is Soldiers of III Corps, which ties into one of the big mysteries alluded to in the Cutting Black book, the disappearance of III Corps of the UCAS Army. Now, let me begin by saying that this plot line simply does not work for me, if a third of a nation’s army disappeared (and it is explicitly noted as a third), over 100,000 people in this case, plus a small town of 40 or so thousand people, vanished, it would be noticed. No official look-down on the news or denial is going to conceal that, yet here, it happens. But back to the book, the area from which the disappearance happened has been locked down, tight, by the UCAS government and a mysterious research facility is being built there and rapidly expanded, surely this will end well. The soldiers of III Corps are beginning to return but they are . . . different. Not just mentally messed up, though there is that too, but bleeding purple blood different. Most seemed to have been trapped in a place called Dis, which will figure more as we go on, and bad things happened to them. But the returnees are showing up all over the world and there is a race to get them both by the UCAS Government and other interested parties, things are getting messy, but good work for Shadowrunners. This section concludes with a page of statistics for the guards at the site of the disappearance and nasty people they are too.

Bad Mojo how some of the various power players are trying to leverage the weird things happening to their advantage ranging from various corporations (natch) to a variety of magical groups. Again, good for background material and adventure ideas.

Who you gonna call? Details some of the magical organizations, starting with seven pages on the Black Lodge which somehow fail to actually provide anything useful (for me anyway), but the Black Lodge is one of my least liked Shadowrun trope groups, so this is not surprising. It tries to make the claim that they are not really evil, they just do evil things because . . . mumble mumble. The Aleph Society gets some new information about their quest to bring magic to the masses (but to themselves first). The current status of the Astral Space Preservation Society (hint: they are not doing well) who are one of the few actual white hats in the Shadowrun setting, so nice to see some more info on them. And twelve more organizations including the Voodoo based collective Cracking the Bones and the Catholic Church’s magical investigations, the Order of St. Sylvester. Good information here and many potential enemies and employers.

Hiring Board is, well, exactly what you would expect from that heading, various job opportunities for people. A good idea, not so strong execution. Many of them are only one paragraph long and some get a sidebar giving additional game details but several are extrapolated from pieces in earlier chapters (and thus did not really need to be made explicit here) or give a hiring brief for a massive campaign which the GM will have to make up for bit and pieces in this book. I think an entirely out of game, “look here are ways to work these ideas into your campaign with some mechanics to support it” would have been far more helpful.

Cast of Shadows is a mix of generic and specific NPCs, a few spirits and a new creature. Some of the characters are tied to adventures in the Hiring Board section (but neither directly references the other, a few see p xx links would have been helpful here, people). Again, such things are always vaguely useful for a GM but a few of the specific character would have been better presented as clear examples of this sort of role played by an NPCs who has been influenced / empowered by the magic of a metaplane that wants X to happen.

Lastly, there is new Game Information for various things covered in the book, including new rituals, effects of mana flows, and rules for playing returned soldiers (purple blood and all). Interesting stuff though the GM should be careful and not use it all at once. Sadly, no index, which is especially annoying for a product with multiple sidebars which may need to be referenced.

Overall, a useful resource and good read for a Shadowrun GM. Though again, I lament the (over)emphasis on magic at the expense of everything else. What I liked about Shadowrun is the mix of cyberpunk and fantasy tropes and multiple ways to build to the same effect but the recent direction seems to be all about the magic with technology a poor second.

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



Rating:
[4 of 5 Stars!]
Shadowrun: Slip Streams (Plot Sourcebook)
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MechWarrior: Destiny
by A customer [Verified Purchaser] Date Added: 09/21/2020 19:26:29

I've played Mechwarrior since 1st ed and really enjoy this entry. The rules are simple and allow a great deal of flexibility in character creation. You can create any type of character from green to elite with little difficulty, and it wouldn't take much effort to fold in merits and materials from prior editions (aka, if you want to give a character a Land Grant, etc.). Vehicle conversion is simple and rules are provided for both narrative and traditional play (aka, you can play it with one GM and a group of players like any traditional RPG). Rules are definitely light, but it's not hard to add crunch. I use the rules from MW2 for money/equipment purchasing and conversion of additional gear. Note that the game definitely assumes that you have prior knowledge of the Battletech universe with minimal background material, and detail on pieces of weaponry/gear, but that is far from a bar to entry with the sheer amount of material available out there. Rules are provided for both the 3025 and Clan eras, with easy conversions for earlier or later periods. This is a great entry into the Battletech universe and I hope it gets the support it deserves.



Rating:
[5 of 5 Stars!]
MechWarrior: Destiny
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Shadowrun: 30 Nights (Campaign Book)
by h1355251@trbvm.com h. [Verified Purchaser] Date Added: 09/12/2020 07:45:43

Wie üblich bei neueren Shadowrun Abenteuern ist kaum material über die Ideen hinaus vorhanden. Teilweise geht es sogar so weit das in den einzelnen ideen noch nicht mal die Basics erwähnt werden. Bezahlung? Wer muss schon erwähnen was den Runnern für ARBEIT bezahlt wird? Mr. Johnson der die Runner versucht zu bescheißen? Kein problem. Quasi part of the Course. Aber einfach nicht mal im ansatzt darüber zu sprechen lässt den GM ziemlich in der luft hängen.

Auch an die Technologischen Konsequenzen wurde quasi kaum ein gedanke verschwendet. Die Magischen muss man sich zusammensuchen und auch hier werden keinerlei handreichungen oder Tipps geboten wie man sie vielleicht im laufe der Nächte einbauen könnte. Die wiederkehrenden Chars werden gerade mal am rande erwähnt und nicht wirklich über die nächte hinweg forgeführt.

Praktische Features wie man sie sich vielleicht als Hilfe erwarten würde sind alle Fehlanzeige: Timeline? Übersicht über die Stadt? Welcher NPC tut was wann warum? Nö. Das braucht der GM sicher nicht!

Alles in allem könntet ihr das Buch also auch der Prämisse nach selbst meistern und einfach jeden abend auf einen 'Random Run Idea Generator' klicken. Das gefühlt währe wahrscheinlich ziemlich das gleiche. Wer lust hat mit einer gegebenen Prämisse ein nettes kleinen langfristiges Abenteuer mit selbst erschlossenen Weltbewegenden Konsequenzen zu leiten der findet hier zumindest einen guten einstieg. Aber seid gewarnt: Es erfordert wie immer vom GM reichlich arbeit. Unter 20-30h Vorbereitung werdet ihr hier keine Kampange finden die es sich lohn zu Spielen.



Rating:
[2 of 5 Stars!]
Shadowrun: 30 Nights (Campaign Book)
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Shadowrun: Shaken (No Job Too Small)
by Allegra V. R. [Verified Purchaser] Date Added: 08/22/2020 12:57:36

I loved Wolf & Raven when it came out, and this had a similar feel and genre, of a "half and half" runner/PI. But this one is so much better

[Spoilers] So many things I liked:

  • The slice of life combined with an ongoing storyline that makes sense? Fantastic
  • The trope of having to face the old enemy again, and a good explanation for that coincidence? Fantastic. The writing was good enough that the "coincidence" didn't bother me as much as it normall would have, and the payoff on it was phenomenal
  • Incorporates the best non-corp parts of the SR setting
  • Made me like Gentry- I saw his entry in SR Anarchy and thought the elf-lover was kind of cringe, but now I kind of want to play him XD It's a lovable cringe


Rating:
[5 of 5 Stars!]
Shadowrun: Shaken (No Job Too Small)
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Shadowrun: Krime Katalog
by Sean H. [Featured Reviewer] Date Added: 08/20/2020 15:16:50

Shadowrun: Krime Katalog is an Equipment Book for Shadowrun, for both the 5th and 6th World editions, detailing the new offering from Krime! Mostly weapons and weaponry support but now with vehicles too! Krime always verges on the too silly for my tastes but the book has a lot of interesting equipment and ideas in it, so it is still quite useful even if you strip away the trapping of the Krime and players always like new weapons and vehicles to play with.

Shadowrun: Krime Katalog, is an Equipment Book for Shadowrun, Fifth and Sixth World Editions, having mechanics and statistics for both. Providing weapons and beyond from the company Krime that specializes in weapons and equipment for larger metahumans.

It begins with an introduction to the Krime Corporation which may or may not been started by former Shadowrunners and their meteoric rise to success as providers of weaponry scaled to orks and trolls, with the implication of some shady business deals and a lot of luck propelled them to their initial success.

Then, the new weapons, starting with personal weapon ranging from a holdout pistol and moving up through size and destructiveness ending with a rocker propelled grenade launcher. One of the things I found most interesting was the writeup of a T-shirt cannon, that has some fun uses. The weapons are interesting if occasionally, well, silly and some of the art of the weapons is absurdly impractical. Some players will like that, some not so much. But there are a lot of interesting ideas even if you choose to use them in a different form.

There are a few vehicular weapons, heavy machine guns, rocket launchers and anti-drone optimized grenade launchers. Then new weapon accessories, ammunition (laser rounds! Basically fancy tracers) and grenades. Certainly things that can be adapted and that players will have fun with.

Next, introducing Krime Motors! With offering ranging from troll and ork scaled subcompacts to massive 10-ton prime mover trucks, a “fishing” boat and even a tankette (a single person tank)! Some fun and interesting vehicles.

Lacking is a single compilation of weapon and vehicle statistics and which specific skills (or specializations) are used with each of the weapons. But overall a strong product with a lot of good ideas . . . as long as you do not find Krime a little too cute and beloved by its creators (as, well, I do).

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



Rating:
[4 of 5 Stars!]
Shadowrun: Krime Katalog
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Shadowrun: Krime Katalog
by Allegra V. R. [Verified Purchaser] Date Added: 08/08/2020 13:46:57

It was a fun read, a couple of gripes:

  • The weapon types aren't clear: IE, would a pistol-sized carbine be treated as a rifle or a pistol? What about a pistol-sized shotgun? Or the t-shirt cannon?
  • Some of the weapons do have their type listed, so this is frustrating. It's not a big deal, unless you're playing 5E, or you're playing 6E and have a specialization
  • Quite a few typos

Other than that, it was enjoyable. 15k words for a $10 price point seems a little pricey, especially when they're releasing 100k word books at $20, but it was worth it.



Rating:
[5 of 5 Stars!]
Shadowrun: Krime Katalog
by James D. [Verified Purchaser] Date Added: 08/02/2020 14:33:41

This could have been so much better with just a little bit of care. Krime is a really fun and interesting corp, and I loved the idea of a book all about the stuff they make. But, a lot of the stuff wasn't special or interesting, or was a straight downgrade of already existing gear. There are some interesting looking cars that seem to be priced specifically to make them not something you can make use of as a player. Some of the items are just straight broken and unsalvagable, and will ruin the game the moment the GM allows them in play. There is a grenade that requires a spreadsheet to calculate how much damage you actually do based on distance from the explosion, and spoilers: At ground zero it does a LOT. A lot of the guns don't bother to even tell you what type of gun they even are, so you have to just guess. And a few weapon accessories describe themselves as having a disadvantage that in fact has no actual mechanical effect.

With all of that said, there are some cool and fun things here as well. Some of the weapon accessories are really cool. I've seen some people really excited about a couple of the vehicles. And I really liked the fluff from the book.

Is it worth buying? Maybe when it's on sale. But certainly not for full price.



Rating:
[3 of 5 Stars!]
Shadowrun: Shadow Stock: Ingentis Athletes
by Sean H. [Featured Reviewer] Date Added: 07/30/2020 10:21:48

Shadowrun: Shadow Stock - Ingentis Athletes provides ten non-player characters, all trolls, sharing a sports theme and information on the troll meta-variants (cyclops, formorians, giants, and minotaurs). More useful for Game Masters than players, it would have been supported by providing more context for the role of trolls in sport in the Sixth World and a few examples of shadowruns where sports were directly (or indirectly) involved.

Shadowrun: Shadow Stock - Ingentis Athletes, is the first of the Shadow Stock resources for Shadowrun, Sixth World Edition, providing NPCs organized around a theme and new character options, trying to be something for everyone.

It begins with a brief in game introduction which boils down to “here are a bunch of athletes and ex-athletes who are operating in the shadows.” Then on to the characters!

The ten characters cover a wide range of sports from football and soccer to urban brawl and “azzieball” (and no, that later one is not really explained) and have a wide range of skills: brawlers, drivers and even organizers. Sometimes there is a little mismatch between character description and the skills the character has and, since many of these seem like they could be used for player characters, it seems odd they are not given knowledge skills as well. But most of the characters have more than one way they can be brought into games which is good design. Lacking is any actual character art, there are a few generic troll pieces but nothing specific to the characters and only one that touches on the sports theme.

The work concludes with an in-game world discussion among the various troll variant types about how they differ, which is an amusing read, and then game mechanics for the variants.

Overall, a solid if niche work, nice to see some broadening of roles for trolls. I look forward to seeing more of the Shadow Stock line.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



Rating:
[4 of 5 Stars!]
Shadowrun: Shadow Stock: Ingentis Athletes
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BattleTech: Chaos Campaign: Succession Wars
by Epik S. [Verified Purchaser] Date Added: 07/29/2020 18:51:48

I got my print-on-demand version and everything checks out. No damage on arrival, no printing errors and most of all, no problems.



Rating:
[4 of 5 Stars!]
BattleTech: Chaos Campaign: Succession Wars
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Shadowrun: Krime Katalog
by Andrew K. [Verified Purchaser] Date Added: 07/20/2020 20:32:36

No. Such a lack of imagination. You own Shadowrun. There are a ton of brand names you could have used for all of the equipment. All you had to do was plagiarize yourself and this would have been way better. Bring back the Street Samurai Catalog. This RPG practically invented this style of book. Why is this so bad?

The pink shabby neon light logo looks exactly like this trashy stripper joint I used to drive by on my way to work.

And why are their more Shadowrun 6th edition books in German than English? They are better quality too.

+1 star for being in color.



Rating:
[2 of 5 Stars!]
Shadowrun: Krime Katalog
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Shadowrun, Sixth World Core Rulebook
by Chris P. [Verified Purchaser] Date Added: 06/30/2020 16:11:07

I think this was a noble effort to streamline a game that can be very clunky at times. However, there is a noticeable lack of proof-reading (references to concepts from 5th ed that were removed in this version make for some confusion) and probably playtesting.



Rating:
[3 of 5 Stars!]
Shadowrun, Sixth World Core Rulebook
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Shadowrun: Tales from the UCAS: Age of Rust
by Sean H. [Featured Reviewer] Date Added: 06/28/2020 12:07:41

Shadowrun: Tales from the UCAS: Age of Rust is a missed opportunity, a sourcebook for the Omaha, Nebraska, region which is undergoing a period of unique instability and change making it a potential hotspot for the sort of work Shadowrunners do. Unfortunately, it fails in providing anything beyond the most basic plot hooks and minimal background material.

Shadowrun: Tales from the UCAS: Age of Rust, is location/adventure resource for Shadowrun, Sixth World Edition, expanding on the situation in part of the UCAS and providing adventure hooks.

It begins with an introductory piece laying out what the situation is in Omaha, Nebraska, where due to border shifts and changes in the UCAS, NORAD has withdrawn from the Offutt air force base here (where it apparently relocated after the creation of the NAN) leaving a massive economic and political hole in the local area. But with instability comes opportunity for some and that is what this work tries to present.

The next seven pages (almost half of the product) are game world artifacts, conversations, reports and such like talking about the situation in Omaha followed by two pages of in-setting analysis from commentators. While a fun way to present data, this could have been condensed a bit more to provide more room for other material.

Next we have some information on the city of Omaha itself, which is only two and a half pages and somehow fails to mention organized crime or notable fixers, both things that visitors from the wrong side (i.e., shadowrunners) might want to know something about. Nor does it mention the local Henry Doorly Zoo, sport teams, universities or a host of other cultural things that might be of interest.

The next section is on looting NORAD, while I entirely approve of base crawls as a style of adventure there is not much here to help out a GM. It suggests that weapons (naming AK-97s as a potential find, a Russian made weapon, really?) and ammo might be found and what magical assensing can show at the only three locations it names on the base. In fact it only devotes a page and a half, and almost a page of that is what they can find assensing, to what could be really interesting exploration mini-campaign. A huge missed opportunity.

Lastly there is a new vehicle and a half explanation of one of the strange events which refers the reader to a PDF only sourcebook for a previous edition! As the last page was only half used, they could have as least explained it in broad strokes.

While an interesting read it is simply not very usable as is, there are plot hooks but no useful support is for them and one, I quote “More information about what Buzzard Transit is up to will come in future books” which essentially says, do not use Buzzard for anything but background because otherwise we will contradict you in a future published supplement. No maps, and it needed at least three: one for Omaha, one of the local area (to show NAN encroachment) and one for the base. No index either but that is at tolerable for such a short work.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



Rating:
[3 of 5 Stars!]
Shadowrun: Tales from the UCAS: Age of Rust
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Shadowrun: Firing Squad (Core Combat Rulebook)
by Sean H. [Featured Reviewer] Date Added: 06/13/2020 21:51:19

Shadowrun: Firing Squad is the first sourcebook for the Sixth World Edition of Shadowrun covering combat, always an important part of the game. The new equipment, combat options and advice widely expand the tactical choices and the discussions of the role of violence and its place in the world and characters’ lives allow for interesting roleplaying if that is your focus. A must have for any Shadowrun GM and any player who enjoy combat focused characters.

Shadowrun: Firing Squad, is the Core Combat Book for Shadowrun, Sixth World Edition, expanding on the combat side of the game through new gear and new rules and options. Pretty much everything a street samurai could need.

It begins with a short introduction laying out what is in the book, then we have one of the ubiquitous fiction sections, before we find the Weapons Rack section, more new toys for the violently inclined ranging from new melee weapons to guns of all sizes to crowd control water cannons. More options are always good and there is something for just about everyone, lethal, less lethal, probably non-lethal, big, small, it is all here. There are also new ammo types (two) and gear mods (though more of those later). Even a combat chainsaw (from the Ash Arms)! It does fill in some needed gabs, like a portable flame thrower but has some strangeness, such as why the ‘Xiphos’ Tactical Gladius, which is literally modeled on the classic Roman short sword, is an exotic weapon? The second part of the weapons rack section is new weaponry from rEVOlution Arms, weapon designed by Monads (if you have not been following the metaplot, human bodies and brains inhabited by AI) which all use the wild die, which has not seen much use in the game until now, and include wacky things like laser weaponry, PULSE stunners, and more. I have serious game balance questions about some of them (PULSE stunner I am looking at you) but they mostly seem like interesting bleeding edge technology to add to the game.

Suit Up comes next, which is defense to the previous section’s offense, it also introduces a “social rating” for clothes and armor that affects edge gain in social situations (surprise!). So you get everything from Ares customized ‘Bug Stomper’ armor and Mil-Spec armor to high fashion from Armante and Vashion Island. There are also a wide variety of possible modification to armor, some of which are extremely effective and will be highly sought after including one (“mystic weave”) which actually provides some protection against magic!

Customizing Weapons follows which is a section about . . . customizing weapons. Long, short, heavy, light, guns, melee, guns that are melee weapons, it is all here, get the precise weapon you want. My favorite has to be custom style which lets you get a social bonus from a properly decorated gun!

Honing Your Edge provides advice on planning for combat and basic tactics. Much of this is in character, in game world discussion which makes it more interesting. But there are also rules for tactical formations and tactical networks to give mechanical effect to the applied tactics. This is followed by Sharp Combat which includes 32(!) new Edge Actions and two new Edge Boosts. This seems like a lot of Edge Actions, because it is, but it includes all of the sorts of special maneuvers that were separate actions in previous editions, wrapping them all into Edge Actions makes sense. Play will see if tracking all the Edge Actions becomes unwieldy and if they are all relatively balanced. This section ends with Martial Arts, giving players more things to spend their precious karma on in exchange for additional options in combat. The new form of martial arts developed in the Sixth World is easily my favorite part of this section.

These Violent Delights looks at the use of violence as a tool, especially for people such as shadowrunners, both in a moral and practical context, this discussion is again almost all in world. Then it looks at some of the codes of honor existing in the Sixth World, adds a new negative quality of Pacifism and has some additional tweaks to the heat and reputation rules.

Violent Ends looks at the trauma receiving and inflicting violence can cause to people both from an in world perspective and gives mechanical rules for suffering and recovering from trauma. While I appreciate the concept and the deeper understanding of the problems of violence, actually using such rules to inflict trauma on characters seems likely to make players unhappy, so I would suggest discussing it with them before using these rules.

The last section is Fighting Forces which provide statistics for various security forces, paramilitaries (read Humanis) and gangs. Especially for the security forces I would have liked a little more information about standard unit size, expected deployments and, although basic tactics are mentioned, I would have liked that expended on as well.

The book concludes with tables of new equipment, which is nice but would be better if: 1) it incorporated the weapons from the core book, and 2) if the rEVOlution Arms listing included what sort of weapons they are as the alphabetical listing of names is not always clear. The armor list does include the armor from the core book to include the new social rating. As is sadly usual, there is no index.

Note: Read more reviews and other gaming articles at my journal https://seaofstarsrpg.wordpress.com/



Rating:
[4 of 5 Stars!]
Shadowrun: Firing Squad (Core Combat Rulebook)
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BattleTech Touring the Stars: Jardine
by Daryk Z. [Verified Purchaser] Date Added: 06/06/2020 07:04:05

A perfect companion to the recently released fiction about this world. And the price is right! As a fan of older eras, the look into Jardine's past was particularly enjoyable. The Touring the Stars format provides an excellent balance between detail and flexbility for players and GMs to build their own stories. More please!



Rating:
[5 of 5 Stars!]
BattleTech Touring the Stars: Jardine
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