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Liminal: Haunting House
by Björn L. [Verified Purchaser] Date Added: 04/24/2020 07:35:42

A haunting case - a Mephisto review

Haunting House

Haunting House can be used a sequel to Prodigal Son as the crew is again hired by a senior Council of Merlin magician – this time to guard a book against the Council of Merlin and to investigate a haunting.

As with the other case files for Liminal, Haunting House present a story about supernatural creatures in the UK in a few scenes featuring various elements of the game. Personally, I like the approach of these straightforward case files presented on a few pages. While the game master probably has to improvise and extend the background, it is a perfect start for an easy-to-play scenario.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
Liminal: Haunting House
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Liminal: Ghosts of Glencoe
by Björn L. [Verified Purchaser] Date Added: 04/24/2020 07:35:39

Ghost-story with a scenery - a Mephisto review

Ghosts of Glencoe

In this Liminal case file, the crew of the players is on the search for a missing hiker in Scotland and confronted with ghosts and werewolves.

As with the other case files for Liminal, Ghosts of Glencoe present a story about supernatural creatures in the UK in a few scenes featuring various elements of the game. Personally, I like the approach of these straightforward case files presented on a few pages. While the game master probably has to improvise and extend the background, it is a perfect start for an easy-to-play scenario. Plus, the Glencoe form a really nice background to the story.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
Liminal: Ghosts of Glencoe
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Kult: Divinity Lost - 4th Edition of Kult, Core Rules
by Björn L. [Verified Purchaser] Date Added: 04/24/2020 07:11:27

Abandon hope all ye who enter here - a Mephisto review

(Warning: Kult present are very dark world with religious aspects in an extremely explicit way - people offended by the themes should avoid this game despite this five stars review)

Kult - Divinity Lost

When Kult appeared in the 90s, it was a roleplaying game that attracted a lot of attention. At a time when roleplaying games were in the process of expanding strongly from the classic fantasy background with its radiant heroes to different, even darker game worlds with rather ambivalent characters, the aim of Kult seemed to be to shock and polarize with its background and especially with its presentation. After 30 years of showing in many fictional worlds what readers, players and viewers can be confronted with nowadays, Kult is now back in a fourth edition. And one thing should be said right at the beginning: This edition of roleplaying can also polarize. With its occult and gnostic background, explicit themes, an explicit writing style and also the matching illustrations, the game will definitely not become everybody's cup of tea: A game that so openly deals with occultism, religion, sex and violence still challenges those who like to criticize roleplaying games...

The whole world is an illusion

The basic idea of cult uses some mystical, occult and gnostic concepts. The terrible truth, which is recognized by very few inhabitants of the game world, is that the world as we see it is only an illusion. At first glance, the world looks like ours, but at its core, it is nothing more than a prison designed to keep humanity weak and rob it of its special powers. Behind this is the fact that humankind itself originally consisted of almost god-like beings, until the so-called Demiurge locked it into the illusion and robbed it of its powers. The ten archons of the Demiurge created the principles that were to keep humanity bound: Principles such as honor, hierarchy, community or law were used to rob humankind of its freedom and power. But whoever the Demiurge was, with his disappearance this eternal order began to collapse. The Archons confront each other, and the illusion that holds humanity captive is starting to crack. Even the Demiurge's dark shadow, Astaroth, and his ten Angels of Death are gaining influence and have their own goals.

In this dark world, the player characters have the misfortune to take a first look behind the illusion and to be confronted with the horrors that lie behind it...

Everything one size smaller

While the basic background puts the entire existence of the universe and humanity in a different light, the player characters are only gradually confronted with the truth. They can experience monsters walking among humans and hunting them down. Perhaps they realize that dark types of magic are real, or they stumble into one of the places that lead from illusion to other, terrifying areas of reality. The personal horror that Kult has to offer is thus extremely diverse: monsters, brutal cults, senseless crimes, and even cosmological powers that not only want to enslave humanity but have done so for ages, are part of the arsenal that Kult unleashes on player characters. And it's absolutely clear that much of what lurks behind the illusion is more than a few numbers too big for player characters.

Also, the player characters are not designed as radiant heroes in the roleplaying game. Instead, in many ways, they are pragmatists at best, but more likely opportunists or anti-heroes who are tainted with dark secrets and terrible flaws. How they deal with the confrontation with the truth will depend on the players, but even in the long run, there is no happy ending to be expected in the world of Kult - and maybe it would be easier if the player characters didn't even suspect what their world is really like...

Rules and systems

While Kult used its own rules system in the earlier editions, Kult - Divinity Lost uses the Apocalypse World system at its core - but with some adjustments. The classic two six-sided dice are replaced by two ten-sided dice, thus adjusting the value range. Nevertheless, the basic principle still applies that the two dice are added together and modified by a statistic of the character. The result indicates whether the player character has a full success, partial success or no success at all. As usual for Apocalypse World, the possible actions of the characters are summarized in so-called Moves, which cover basic actions and tests. Again, the game master never rolls dice and his characters, therefore, have different game values. The game master's moves consist less of concrete actions and more of narrative techniques to challenge the players. With a total of ten game statistics, Kult already offers a relatively high number of statistics, but this is small compared to the many dark secrets as well as advantages and disadvantages that more strongly characterize a character. While the dark secrets give the character more background and thus determine his motivations, the advantages and disadvantages offer rule aspects. The disadvantages often revolve around the fact that under certain conditions, dark sides of the character appear if the character does not keep under control. Advantages, on the other hand, allow additional moves or modify existing ones. Also relevant for the player characters are the so-called relations, which determine the relationships between the characters and also to non-player characters and can also influence dice rolls. Besides the rules of how physical injuries affect the player characters, there are also rules for stability, which defines the mental capacity of a character. As usual for Apocalypse World systems, character creation is basically very simple, as the player chooses one of 20 archetypes and makes a few decisions for elaboration. In total there are 25 archetypes, but five archetypes have reached the state of not only having a first glimpse behind the illusion but already reached a certain level of enlightenment, while one archetype is still entirely in the dark and therefore more challenging to play. Each archetype brings with it a few choices, especially in the dark secrets, as well as advantages and disadvantages, and has some descriptive elements.

On the other side

The rules relevant to the players make up about one-third of the book, while the second part is aimed at the game master. Here the traits of the game master are explained, but above all, the general atmosphere of Kult is introduced. Besides the question of how to deal with the sensitive and sometimes difficult topics of Kult in a gaming group, very practical tools like the intrigue map for planning adventures are also presented. Especially for the first game round, there are additional tips. Also, the handling of non-player characters, which function differently than player characters, is described accordingly.

Horror behind the illusion

The third part of the book is the truth of the world of Kult. Here the complex background with the Demiurge, the Archons and the different worlds is described in detail. However, here too, Kult is deliberately vague in many aspects, although much is explicitly addressed. Much is hinted at, but an unambiguous, clear picture is usefully left out. Thus the ten Archons appear rather abstract, which however corresponds exactly to their nature since they are to be understood more as concepts than as physical beings.

The chapter offers a detailed tour through the world of Kult and begins first in the illusion that corresponds to the world as we know it - with some darker aspects that are fortunately missing in our reality. Thus, the illusion contains stranded gods, lictors, fallen angels and other horrors whose encounter can be fatal for an average person.

Furthermore, madness, but also passions and dreams, can open the way to other worlds. These worlds include the Underworld, Metropolis, the Inferno or even Limbo. A central role is played by the endless city of Metropolis, as this seems to be the original home of humankind. However, with the imprisonment of humanity, Metropolis stands empty and is only roamed by a few dangerous creatures. Nevertheless, there are places that can lead to Metropolis to confront players with the terrible truth. On the other hand, Limbo is the world of dreams, where some extraordinary people have created their own dream realms - which are often just as terrible and dangerous. That the Inferno, the origin of the DeathAngels, is not a pleasant place to be, is needless to say...

Kult not only has a very unusual background but also tries to convey its drastic world in a correspondingly vivid way. This happens on the one hand in many sample texts, which sometimes work with hints and sometimes with very explicit descriptions. On the other hand, the illustrations in the rulebook are drastic and like to combine nudity with wounds and monstrosities, while the surroundings often combine cyclopean buildings and other fantastic sights.

No game for everyone

With a background in which, similar to the gnostic conception, the seemingly divine Demiurge appears rather as an enemy of humanity and in which basically all structures based on order, laws and hierarchies - be it churches or states - are only part of an illusion that is supposed to keep humankind small and in chains, K**ult can certainly cause offence already from the basic concept. Combined with the fact that the game does not only address sensitive topics such as insanity, rape, mutilation, abuse, senseless violence and other horrors in texts but also depicts them figuratively, Kult is not only a roleplaying game for adults but only for adults who are willing to get involved with these topics. From my point of view, it is easy to understand when someone, just by leafing through it, quickly makes the decision that Kult** is definitely not the roleplaying game for him.

On the other hand, the ideas of the roleplaying game are well and consistently thought out, and the textual and graphical implementation is also quite impressive. Already in the first edition, Kult was a roleplaying game that wanted to polarize, and he certainly succeeds in doing so in the new version.

Here it is probably worth remembering that Kult is nothing more than a game that challenges you to test your limits - and explicitly demands that you recognize these limits within the gaming group and not simply cross them. As usual in the horror genre, Kult deliberately presents things that are meant to scare players - and as long as this ultimately serves the fun of the game, that's fine.

In my opinion, Kult - Divinity Lost offers a very exciting background. Many of the themes and ideas are cleverly linked to urban myths, but also religious mythologies and offer a very wide range of themes that can become part of the game. The fact that much of the background is diffuse is essential, in my opinion. Too much concrete information would certainly have destroyed the atmosphere. Also, the fact that the player characters are not heroes but characters with distinct dark sides fits the genre. The choice of the Apocalypse World system for this setting is a good approach, as the focus is on storytelling and fewer rule mechanics. It also fits that many of the creatures and creatures presented have no game statistics at all since it often makes little sense anyway that the player characters compete with them in battle (And Kult is not a scenario that players can "win" by defeating the horrors in battle).

Even though Kult is already testing limits in some places, I find the new edition of the roleplaying game quite impressive. With the memory, how the edition of the 90s already polarized the players, I used it again for comparison: Here, too, you can see very clearly how much time has passed, because the rule book of the first edition is quite tame against the new edition. Apparently, tolerance thresholds are much higher nowadays...

Kult - Divinity Lost is a roleplaying game that covers topics that might bother players. If you are not deterred by this, you will get a horror roleplaying game, which is impressively implemented in terms of text, rules and graphics and offers a wide range of exciting stories with its background.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Kult: Divinity Lost - 4th Edition of Kult, Core Rules
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Liminal: Repairer of Reputations
by Ben S. [Verified Purchaser] Date Added: 04/23/2020 05:58:26

This is an interesting short adventure that could easily be played in a single session. I enjoyed the connections to real world events such as the tale of the Cottingley Fairies and the Hound of the Baskervilles. It's mostly a character driven adventure so if you're looking for big fight scenes, this wouldn't really be the adventure to get. On the other hand if you're like me and prefer to give players a mystery to solve that doesn't just involving punching everyone in sight, this is certainly worth your while. The end of the story also details a good number of plots hooks for continuing the adventure beyond the scope of its 11 pages for GMs looking for further inspiration. My one critique of this product is that the artwork didn't seem to be related to the actual adventure. I gave this product five stars because given the low price, it definitely provides a good story as well as a lot of story seeds for later adventures.



Rating:
[5 of 5 Stars!]
Liminal: Repairer of Reputations
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Conan The Scout
by kristine y. [Verified Purchaser] Date Added: 04/18/2020 13:33:58
This book follows the rest of the Conan class books. included is stats and info for Conan during this time of his life. Also included is information on the Picts and various froniter lands. How to play games set on the froniter and how to use settlements are included. New threats and creatures are included as well. Stat blocks are given fro them in an easy to find and use format. if you enjoyed the other Conan class boks you will find this one a fine addition to your collection.

Rating:
[5 of 5 Stars!]
Conan The Scout
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Black Void: Dark dealings in the Shaded Souq
by kristine y. [Verified Purchaser] Date Added: 04/18/2020 13:27:54

If you like games with a dark tone set in a arabian theme world then this is for you. The adventure takes place in a single city. This city could easily be used in any other fantasy game. The city map is clear and easy to use and includes several useful locations. The book gives you enough information to use the city beyond the adventure. The artwork stands out from a lot of typical fantasy games.
The adventure is a standard the pcs are falsely accussed of committing a crime and must clear their names. What makes this adventure stand out is the city and and how the arabian setting makes it feel so different from most other fantasy games. It would be worth buying this just for the artwork and the city.



Rating:
[5 of 5 Stars!]
Black Void: Dark dealings in the Shaded Souq
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Conan The Wanderer Sourcebook
by RODRIGO R. [Verified Purchaser] Date Added: 04/17/2020 07:49:26

This is a great book and the only reasons I'm not giving it five stars are: (i) the fact that it could have used more maps; and (ii) the fact that it ignores the Naacal people, their enslavement of the Lemurians, and them being the ancestors of the Stygians: For those of you guys that aren't really into the setting, the Naacal were a people inhabiting the east of the Thurian continente during and after the last cataclysm. After the destruction of Lemuria its survivors were enslaved by the Naacal, and then they migrated east. Hyrkanians are the descendants of the Lemurians. Now, the Naacal also migrated, and after intermigling with some (human or inhuman) Stygian race they became the current Stygians. Other sourcebooks deal with this history.
Wanderer not only states that part of the Lemurians became the Stygians, but fails to identify the Naacal as those who enslaved the Lemurians. Instead the book states the Lemurians were enslaved by an "inhuman culture" (check p. 37 for both references). This contradiction reveals an unfortunate lack of consistency.



Rating:
[4 of 5 Stars!]
Conan The Wanderer Sourcebook
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Conan The Scout
by Ben S. [Verified Purchaser] Date Added: 04/16/2020 07:04:20

This is an extremely useful and well bookmarked source book for not only the world of Conan, but also for any frontier fantasy game. About half the book is more Conan specific (Even giving his stats during the time he spend wandering the Frontier kingdoms) but a good deal of it can be used in any game as it includes a host of useful random tables for generating entire borderland kingdoms and plot hooks to go with them. The information specific to the game includes information on the Frontier Kingdoms and the prominent NPCs that inhabit them complete with a special section on the Picts. As Howard's Bran Mak Morn stories were my first introduction to his writings, the Picts always had a special place in my heart so I was especially excitied to see them included in such detail.



Rating:
[5 of 5 Stars!]
Conan The Scout
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Liminal
by Björn L. [Verified Purchaser] Date Added: 04/16/2020 01:01:00

Supernatural crews in a European world of darkness - a Mephisto review

Liminal

Besides the world, as most people know it, there is a hidden world. In this world, magic and monsters exist. While vampires, ghosts, and fairy creatures are part of the hidden world, there are also the Liminals, who sit on the border between both worlds. They do not belong to the hidden world, but they are also not completely human or know too much. They are magicians, werewolves without packs, dhampirs, changelings, or simply people who have come into contact with the hidden world and now know the truth. And as liminals, they stand between the worlds.

In the roleplaying game Liminal, the players take on the role of the same name at the border between the normal world and its mystical side. Liminal assumes that the players form a so-called crew, which solves cases in the world of the supernatural. Because of their position at the interface between the two worlds, Liminals can act as mediators. Beyond that, the liminals are a very mixed bunch. There are, for example, the academic magicians of the Council of Merlin, who form a very exclusive circle and who distinguish themselves from the "alley magicians." Then again, there are changelings who grew up as fairy creatures in the world of humans or as humans in the world of fairies. Dhampirs are vampires who have not yet completely lost control and have been able to preserve their human side. Werewolves without a pack join the Liminals. Even ordinary people belong to them—investigators or scholars who have learned about the hidden world. There are people who are in the service of one of the organizations of the hidden world or who, like the Order of St. Bede or the policemen of the P Division, face its dangers. The character concepts can be very varied, but the central idea is that these individual persons can only exist as a team, as a crew, on the edge of the hidden world, and so cooperation is possible and necessary.

The rules of Liminal is very simple: you roll two d6s and add the skill value and possible bonuses to this result. This way, you have to beat a minimum difficulty. If you exceed it by more than five points, you have achieved a critical success. If the roll fails, it is possible that the test simply failed or leads to unpleasant "side effects": the character takes damage or simply takes much longer. Players choose a drive and a focus for their characters, which indicates where their specialty lies. Skills and traits also define the characters. The traits are a mixture of supernatural powers and other benefits. For supernatural beings, there may also be limitations, which give them the chance to acquire additional traits. Apart from a good range of skills, the differentiation lies in the traits. These also serve to determine whether a character might be a werewolf or a mage. Because traits (and limitations) can be chosen individually, not every werewolf or mage is the same and can be adjusted regarding their supernatural characteristics. In addition, there are traits that simply make a character better in certain areas, so that he/she has an artifact or is very well-read, for example. Magic is divided into different schools, which have to be learned separately and teach magic skills in a certain area. In addition, traits acquired in addition to these magic schools can expand the possibilities here.

While the rule system is simple, and the traits allow you to create very individual characters, much of the book's focus is on the background. Liminal offers a world with vampires, werewolves, ghosts, mages, fairy creatures, and much more. Even though this range reminds of the World of Darkness, Liminal conveys the game world with a completely different flair. The number of supernatural beings is much more limited, and their power, although substantial, does not result in global conspiracies. The game, which presents England as the default setting, therefore feels less directly "American" and more subtly "European." Even if there is some kind of inquisition with the Order of St. Bede, it does not have the power of a 2nd Inquisition in Vampire. The vampires also operate as local nests rather than as global sects. The rulebook also provides two example cases, and several cases are available as extensions. The unique thing is that these cases are described very efficiently so that the average adventure has only ten pages.

From my point of view, Liminal is a fascinating done roleplaying game. The background of the hidden world may remind superficially of the World of Darkness, but offers its own flair and is much more subtle. Due to the freer character creation system, the player characters can be designed individually, so that even the abilities of a werewolf in the player's group can differ fundamentally from those of other werewolves. The background offers many chances to integrate the characters into the game, because even if the organizations are less powerful and comprehensive, the Council of Merlin or the werewolves of the Jaeger family, for example, offer clear points of contact with their ideas. The system of rules is simple and reminds a bit of Powered by the Apocalypse. The concept of short and compact adventures is, in my opinion, an excellent approach, which offers gamemasters a quick start and possibilities for individual modifications. It should not remain unmentioned that Liminal was illustrated very atmospherically and that the photos, often transformed into drawings, leave a very fitting impression. Liminal successfully combines a simple and fast game with a wide range of possible characters and a coherent and atmospheric - and very European - background to a recommendable roleplaying game.

(Björn Lippold)



Rating:
[5 of 5 Stars!]
Liminal
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Achtung! Cthulhu - 7th edition Investigator's Guide
by Björn L. [Verified Purchaser] Date Added: 04/15/2020 13:57:32

Fighting the Great Old Ones in a secret war - a Mephisto review

Achtung! Cthulhu 7th Edition

The horror of the Great Old Ones of the Cthulhu mythos is timeless, and various roleplaying games have covered the fight against this horror from the Stone Age to the distant future. Achtung! Cthulhu takes the plot from the primary setting of the '20s and '30s further into World War II.

Achtung! Cthulhu focuses on the secret war, in which the horrors of the mythos play a role on the battlefields. The world is not only threatened by the horrors of war. The player characters are recruited by the mysterious secret Section M, which fights for the Allies against cthulhoid dangers and occult secret societies like the Black Sun. As a result, the characters usually have a military background (although civilians are also playable) and are sent on dangerous missions by Section M.

The setting is much more action-oriented, and, in contrast to the classic Cthulhu, investigative work has less importance. While the rules initially focus on "smaller" creatures of the mythos, the player characters are allowed to save the world at times in the published campaigns.

Achtung! Cthulhu follows the classic tradition and is divided into two books: The Investigator's Guide is aimed at players and describes character creation. Apart from a clear chronological outline, the setting is presented from a military point of view, but also from the perspective of "normal" life.

In the new edition, the rules are adapted to Cthulhu in the 7th edition. All background texts and other information are unchanged from the previous version. The rules to play the setting with Savage Worlds rules are removed, so the books focus on one rules system. Accordingly, redundant information from the Cthulhu core rulebooks like the regular spells or books of the mythos is now missing. Therefore new material like spells or enemies - including experiments of the Nazis with mythos powers - is now provided.

Achtung! Cthulhu is a significantly different setting from the classic Cthulhu because here, the action is more important than library research. Fights are more frequent. Because of the background with Section M, this setting offers a clear structure for campaigns. With the military context, the players get much more robust and better-equipped characters. Personally, for me, the approach of combining the real horrors of war with the fictional horrors of mythos does not always feel right, and, e.g., the Black Sun as a mixture of Nazis and cultists seems a bit one-dimensional. Whether you need game statistics for tanks to use them against the horrors of the mythos is also questionable, in my opinion. On the other hand, the approach that the characters are in the service of a secret organization and have to pass dangerous missions as agents provides a lot of potentials. World War II is a background where major mythos outbreaks are possible, which are overlooked in the turmoil of war. In the end, the background is a matter of personal taste or what you make of it. Based on the ideas and the extensive material, Achtung! Cthulhu definitely offers a challenging and exciting setting for the fight against the Great Old Ones.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
Achtung! Cthulhu  - 7th edition Investigator's Guide
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Achtung! Cthulhu - 7th edition Keeper's Guide
by Björn L. [Verified Purchaser] Date Added: 04/15/2020 13:55:14

Mythos secrets to use against Section M agents - a Mephisto review

Achtung! Cthulhu 7th Edition

The horror of the Great Old Ones of the Cthulhu mythos is timeless, and various roleplaying games have covered the fight against this horror from the Stone Age to the distant future. Achtung! Cthulhu takes the plot from the primary setting of the '20s and '30s further into World War II.

Achtung! Cthulhu focuses on the secret war, in which the horrors of the mythos play a role on the battlefields. The world is not only threatened by the horrors of war. The player characters are recruited by the mysterious secret Section M, which fights for the Allies against cthulhoid dangers and occult secret societies like the Black Sun. As a result, the characters usually have a military background (although civilians are also playable) and are sent on dangerous missions by Section M.

The setting is much more action-oriented, and, in contrast to the classic Cthulhu, investigative work has less importance. While the rules initially focus on "smaller" creatures of the mythos, the player characters are allowed to save the world at times in the published campaigns.

Achtung! Cthulhu follows the classic tradition and is divided into two books: All information about the Cthulhu mythos is contained in the Keeper's Guide for the game master. Here enemies, conspiracies, spells, monsters, and the like are included.

In the new edition, the rules are adapted to Cthulhu in the 7th edition. All background texts and other information are unchanged from the previous version. The rules to play the setting with Savage Worlds rules are removed, so the books focus on one rules system. Accordingly, redundant information from the Cthulhu core rulebooks like the regular spells or books of the mythos is now missing. Therefore new material like spells or enemies - including experiments of the Nazis with mythos powers - is now provided.

Achtung! Cthulhu is a significantly different setting from the classic Cthulhu because here, the action is more important than library research. Fights are more frequent. Because of the background with Section M, this setting offers a clear structure for campaigns. With the military context, the players get much more robust and better-equipped characters. Personally, for me, the approach of combining the real horrors of war with the fictional horrors of mythos does not always feel right, and, e.g., the Black Sun as a mixture of Nazis and cultists seems a bit one-dimensional. Whether you need game statistics for tanks to use them against the horrors of the mythos is also questionable, in my opinion. On the other hand, the approach that the characters are in the service of a secret organization and have to pass dangerous missions as agents provides a lot of potentials. World War II is a background where major mythos outbreaks are possible, which are overlooked in the turmoil of war. In the end, the background is a matter of personal taste or what you make of it. Based on the ideas and the extensive material, Achtung! Cthulhu definitely offers a challenging and exciting setting for the fight against the Great Old Ones.

(Björn Lippold)



Rating:
[4 of 5 Stars!]
Achtung! Cthulhu  - 7th edition Keeper's Guide
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Achtung! Cthulhu: Under the Gun (7th Edition)
by Björn L. [Verified Purchaser] Date Added: 04/15/2020 13:51:06

A quick mission for Section M agents - a Mephisto review

Under the Gun

Compatible with the new rules for Achtung! Cthulhu, Modiphius has also released Under the Gun, a short intro adventure. The investigators are called to Dover, where a fantastic discovery has been made here while building defenses inside the chalk cliffs. It's up to the players to investigate.

Under the Gun is a very short adventure, which is especially suited to introduce new players to the setting of Achtung! Cthulhu. Players are allowed to complete a short investigation before they have to engage various enemies in combat. In this respect, the adventure is suitable to get to know the basic setting as well as typical rules - especially the combat rules. In fact, from my point of view, the background of the story would have had much more potential, so that the game master can either expand the setting or use it as a first introduction to the world of Achtung! Cthulhu. As a quick setting for the first start, Under the Gun is quite suitable, but for veterans, it might be much too short.

(Björn Lippold)



Rating:
[3 of 5 Stars!]
Achtung! Cthulhu: Under the Gun (7th Edition)
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Infinity: Mercenaries Sourcebook
by kristine y. [Verified Purchaser] Date Added: 04/15/2020 09:25:45

The book is very well done. The layout is very easy to understand what is covered. Stat blocks are clear, concise and fit on the page they are on making it easy to look up and use. This book is very well detailed in how to use a merc company and how they fit into the game world. Most of this info could easily be used in any other game worlds. The example merc companies are varied in style and background to fit several different play styles. Pc creation rules are concise and easy to use. Advice on how to create and operate your own merc company are included and easy to use.



Rating:
[5 of 5 Stars!]
Infinity: Mercenaries Sourcebook
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Infinity: Mercenaries Sourcebook
by Ben S. [Verified Purchaser] Date Added: 04/15/2020 09:07:54

This is a high class supplement not only for Infinity, but also for any game that need mercenaries from a multi world setting. This book is full of well detailed and fully fleshed out mercenary companies and NPCs usable as both groups to join and to use as adversaries. Included is a history of mercenary companies in the Infinity setting as well as all the rules you need to create and arm both mercenary PCs and NPCs, complete with tables allowing easy random generation of motivation and other character details. You will aslo find a list of the sorts of adventures to put newly minted mercenary PCs through. All in all if you plan on a game revolving around interstellar mercenary work, this is a great resource to have at your fingertips.



Rating:
[5 of 5 Stars!]
Star Trek Adventures: Gamma Quadrant Sourcebook
by Stephen M. [Verified Purchaser] Date Added: 04/11/2020 23:11:16

This book is an excellent exercise of speculation on behalf of the writers. Taking lots of loose plots and dangling threads from the shows and connecting them up in a way that makes sense, and makes sure the book isn't just a rehash of the info you got from the shows. Amazing art as always, and also advances the timeline of the overall product line into the Dominion war proper.



Rating:
[5 of 5 Stars!]
Star Trek Adventures: Gamma Quadrant Sourcebook
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