These are some very fine, easy to build houses. I built one of the models in about an hour. While there are no instructions, the builds are quite simple complete with interior and exterior textures. The roof lifts off easily to reveal the interiors. As advertised, the buildings can fold flat although I made mine permanent construction. The file is layered so you can mix and match different looks and come out with several different building designs.
The one drawback which does not really warrent one less star is the file size. The file is about 45mb. I am a LINUX user. The native LINUX pdf browser could not render some of the textures. Even in windows using Adobe Reader, the file opened kind of slowly. I was able to print to a PDF which made a single building type at 5MB. That, I was able to print fine.
So, in all, this is a fine set to have to fill out villages and provide some interesting houses for any wargame table or role playing campaign. My only wish is that the...
Other reviewers must have gotten a different file than I did, because I would not call the text crisp. It's legible, though.
I mainly bought it for the pictures, anyway — nice photos of miniatures (some set up in evocative scenes), plus paintings reprinted from various RPG products. Some of the photos seems a little fuzzy, but I think it may be slight blur in the original compounded by the scan. I don't have a hard copy anymore, so I can't compare.
I have nothing to say about the rules. I read them years ago, but never got any minatures or co-players....
This is one of the most ambitious packs yet along with the ultimate elementals.
There is an armored cultist, an elemental monster, and an elemental leader in each of the 4 elements - fire, water, earth, and air.
Make sure to get this with the ultimate elemntals to cover all your elemental bases!
These gnolls are great.
There is a bit of SNFW with the topless queen, so maybe not the best figure to include if you are running a game for kids.
This set reads great on the table, a little big at the 1:60 scale, but that just makes them a bit more intemedating for your PC's.
These hags have a ton of character!
Way better than the standard "hunched old lady" normaly used. Not sure I will have a use for the black and white versions, but they make great coloring pages to keep my friends kid busy while we play D&D.
Nice job on these, guys. We have a MakerBot at work that we're allowed to use for personal projects and I've been printing these for a few days. They come out great and sturdy. Nice designs. These will *really* enhance my Traveller games when we do just about any scene on a ship, space station, or lab. Please make more!
I have ever loved Stackpole's works, whether with BattleTech, Shadowrun, or Star Wars and, as always, this is an impressive entry to continue the story of the BattleTech universe.
It's too bad there are so many spelling and word errors in the novel.
The game probably is not bad (not played yet, seems to have a realistic feel and the right atmosphere) but the rulebook needs rewriting.
For example: Page 8 in **Bold** but without any reference writes "To Evade, you must pass an AV Test". We learn what an AV test is after 4 and a half pages into a small parenthesis. Sorry after 2 pages but I missed it in the first reading (you understand what I mean).
The Bombed House was my first Papercraft project and I had no problems with it. I too mounted it on fibreboard for gamiing use afterward. To aid in assembly, I used small nails to hold the floors and walls in position while my PVA glue set. I then painted the edges to match the stone and beams.
This ia amazing product. I have been building large starships for my games (6'x2') and I wish I had these when I started. Totally customizable 6'x6' tiles. The decks and hull of my newest ship are covered in nothing but these tiles, and no 2 are exactly the same.
I cannot recommend this product enough.
Coaling Stations finds a good balance between a fast play rule set while maintaining some feel for the pre-dred period. What I like about Coaling Stations most is the card-driven command mechanism. Each squadron is allocated a aspirational set of orders (move, turn, fire weapons, make smoke etc.) using cards (the basic information is provided, but you have to make your own) each turn and the number of orders that can be enacted is determined by a roll againts the squadron 'command rating'. This builds in a nice degree of uncertainty into the game that makes solo play very interesting.
To me the collision/ramming rules are a little too extreme - touching the base of another ship means automatic collision - so I tend to use a successful roll against your command rating to 'save' against collision occuring (on 2d6). If you fail, collision occurs.
The rules could do with a revision as there are some holes that require the player to study the examples of play to interpret them, but if...