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RPG REVIEWS
FICTION
Reviews by Christopher Carr
Contested Ground Studios
Kryomek
20
Magnificent Egos
75
www.contestedground.co.uk
www.kryomek.com
www.magnificentegos.com
A|State
2
Karetaker Security Walkers
Reviews by Mark Theurer
Review by Mark Theurer
Written by Martin Fenelon
Jeff Valent Studios
77
www.jeffvalentstudios.com
Louis Porter, Jr. Design
RPG ADVENTURES
Reviews by Mark Theurer
www.lpjdesign.com
Dungeons & Dragons
Haven, Rap Sheet
3
Maidenhead Miniatures
78
Chariot of Tanith Ebar
22
www.xxx.com
Review by Mark Theurer
Written by J Michael Tisdel
Reviews by Clay Richmond
Green Ronin
D20 Modern
Kryomek USA
80
www.greenronin.com
www.kryomek.com
Rise of the Rat King
30
Book of Fiends
3
Reviews by Mark Theurer
Written by Gabriel Ratliff
Review by Clay Richmond
WARGAME REVIEWS
Luftwaffe 1946 Miniatures
84
Corwyl, City of Wood Elves
5
www.luftwaffe1946.com
Review by Brian Ahrens
Pinnacle/Great White Games
Reviews by J Michael Tisdel
Nocturnals
6
www.peginc.com
Adiken Miniatures
85
Review by Mark Theurer
Showdown
36
www.adiken.com
Medieval Player’s Manual
7
Review by Mark Theurer
Reviews by Clay Richmond
Review by J Michael Tisdel
Games Workshop
Excalibur Miniaturen
86
Aasimar & Tiefling
8
www.games-workshop.com
www.excalibur-miniaturen.com
Review by Graham Platt
How to Make Wargames Terrain
36
Reviews by Mark Theurer
Fast Forward Entertainment
Review by Clay Richmond
Privateer Press
87
www.fastforwardgames.com
LOTR: Siege of Gondor
37
www.ikwarmachine.com
Demonwars: Enchanted Locations
10
Review by Graham Platt
Reviews by Mark Theurer
Review by Larry Naeyaert
Majestic 12
Pinnacle/Great White Miniatures
89
Demonwars: Gazetteer
11
www.mj12games.com
www.peginc.com
Review by Larry Naeyaert
Starslayer
38
Reviews by Mark Theurer
Encyclopedia Vanguard
12
Review by Mark Theurer
20 QUESTIONS
Review by Mark Theurer
For the Masses
40
Magnificent Egos
91
Encyclopedia of Exotic Weapons
13
Review by J Michael Tisdel
www.magnificentegos.com
Review by Clay Richmond
FANPRO
Written by Mark Theurer and Chris
Clark
www.classicbattletech.com
Book of All Spells
13
Battletech: Dropships...
40
Review by J Michael Tisdel
Review by Joe Jeandervin
NEW RULES
Badaxe Games
Kryomek USA
Confrontation
www.badaxegames.com
www.kryomek.com
www.rackham.fr
Unusual Treasures
14
Frontlines: Korea 1950-1953
43
Random Terrain Placement
94
Review by J Michael Tisdel
Crocodile Games
Written by J Michael Tisdel
Living Imagination
www.crocodilegames.com
www.livingimagination.com
FIGURE SCULPTING
War Gods of Aegyptus, 2nd Ed.
44
Charge!
16
Chronopia
96
Review by Mark Theurer
Review by J Michael Tisdel
www.excelsiorentertainment.com
BATTLE REPORTS
Paradigm Concepts
Devout Shadow Stalker
www.paradigmconcepts.com
Excelsior Entertainment
Written by Excelsior Staff
Slaves of the Moon
17
www.excelsiorentertainment.com
Review by J Michael Tisdel
ADVERTISERS INDEX
Great Canadian Miniatures
Ultimate Warzone
46
Shadow of the Devil
18
IFC, 93
Mark Theurer & Clay Richmond
RPG Objects
4, 59
Review by J Michael Tisdel
Rackham
Excalibur Miniaturen
7
Bastion Press
www.rackham.fr
Pinnacle/Great White Games
9
www.bastionpress.com
Hybrid
53
Wolfe Games
15
Doom Striders
18
Reaper Miniatures
25, 70
Mark Theurer & J Michael Tisdel
Review by Mark Theurer
Zombiesmith
27
TERRAIN
BYMTL
29
FANPRO
Dark Age Games
32
Fantasy Buildings, part 1
61
www.shadowrunrpg.com
Majestic 12 Games
37
Shadowrun: Man & Machine
19
Written by Clay Richmond
WarZone GTS
21, 39, 46, 63
Review by Duffy Carter
Crocodile Games
41
MINIATURE REVIEWS
Dark Basement Minis
51
OTHER GAME REVIEWS
Reaper Miniatures
69
Fantization
53, 73, 86
www.reapermini.com
Eos Press
20
Excelsior Entertainment
74, 95
Reviews by Mark Theurer, J Michael
Tisdel and Clay Richmond
www.eos-press.com
Magnificent Egos
76
Maidenhead Miniatures
79
Abuse!
Luftwaffe 1946
83
Review by J Michael Tisdel
Thunderbolt Mountain
73
Privateer Press
88
www.thunderboltmountain.com
Kryomek USA
90
1
RPG REVIEWS
BASICS
A|State is produced by Contested Ground Stu-
dios and is a 254-page hardcover book. It’s
described as a gothic-horror science-fiction rpg,
something that could turn out to be quite inter-
esting. It has a retail cost of $40.00 US and is
intended for more mature audiences.
and then they increase to x2 cost all the way up to x4 cost when
in the 90-100 range. Age can affect the number of points you
have for attributes/skills so you’ll have to decide if you want to
play a young buck full of piss & vinegar or an old geezer who’s
seen everything…or somewhere in between of course. Your
character concept (advantages and disadvantages) can also add/
subtract from your attribute/skill points with which you’ll build
your character, in a similar fashion to how they work in Champi-
ons. Finally, your upbringing play a factor in how you turn out,
giving you attribute bonus(es) and extra skills. So, you’re a col-
lection of attributes, skills, and quirks that make you stand out
against the crowd. Nothing too earth-shattering but also nothing
out of whack, which leaves character creation as a pretty simple
affair, but
The Players
section came after
The Procedure
section
and I’d have rather the order was switched so the book talked
about skills, attributes and characters before getting into what
rolls are made.
THE SETTING
A little more than half of the book (
The Pref-
ace, The Precepts, The Place and The Power)
goes into great
detail about the setting of the game. The Preface is a piece of
fiction that is only five pages in length and I really got a good
initial feel for the rather bleak world. After reading the introduc-
tion my summing up would be something of a cross between
Necromunda/Mutant Chronicles/The Fifth Element/Demolition
Man, well something like that but not too much like any of them.
Either way, I liked the intro fiction. The world of A|State is one
of futuristic flying cars and people killing each other with rusty
blades for a scrap of food. The City, where our adventures/lives
take place is made up of many distinct differences in technology,
transportation, status, accommodations, etc…that there are al-
most endless possibilities for play.
The Precepts
presents lots of
information about The City, some coming from simple text on
how television works, and is controlled, in the world of A|State,
but also in the form of short stories that do a lot to bring the
world to life.
The Place
gives a map of The City along with a
very nicely detailed section on what you’ll find crawling around
through the alleys and tenements and who you’ll meet.
The
Place
is not a short read at over 60 pages but it was very interest-
ing and tons of what is presented there could be ‘ported over to
other futuristic settings if you like.
The Power
is just under 40
pages in length and really gives you a good sense for who, or-
ganizationally, is doing what in The City. Criminal organiza-
tions, governmental entities, corporations, religious organizations
are all presented with enough detail to use them in an adventure
but also leaving room for a GM to add some of his own personal-
ity to. There is a mysteriously supernatural element to the game
in the form of the Shifted. There are many theories about the
shifted but none can really tell the whole story about them. Are
they aliens, monsters, some other kind of horrors? None or all of
the above? There are five races or types of Shifted presented,
from the ghost-like Drache to the monstrously horrific Ubel that
are described as having skeletons made of rotting wood with ex-
posed muscle and sinew and wearing tattered rags for clothing
and carrying rusty blades to hack their victims into pieces. I
found the background to be disturbing enough to want to explore
and play in but not enough to be a turn off.
SKILLS & COMBAT
The rules pertaining to the mechanics of “how” you do what you
want, whether that be rendering first aid, trying to bribe an offi-
cial or splattering some guy’s brains against a wall, are handled
in
The Procedure
(for info on die roll, modifiers and effects) and
The Players
(regarding specific skills and their use) sections and
require a percentile (d100) roll to check for success. This roll
starts off at your skill level and let’s say you’re firing a pistol
with a skill of 50 at close range. Your range modifier is 00%
(that’s a good thing!) but let’s say you are walking (-10%) in a
poorly lit room (-10%). You’re suddenly down to a 30% chance
to hit, but you can aim to improve your chances but that will take
time and if you’re spotted you might have wished you’d shot
first. Called shots are also allowed (-20%--40%) but aiming for
an unarmored area might just mean the difference between life
and death. If you don’t take a called shot your hits are allocated
to a random area. Combat rounds last 1-second so expect a lot of
lead to be flying around over the course of a short period of time.
If you hit someone and they have armor it might reduce the dam-
age or then again the hit might just come straight through. Shock
Points help determine how hurt you are but how many you take
from a hit is determined by comparing the damage of the hit to
your Resiliency (Health/10) and then comparing that to the hit
location to see how many SP’s you take. If you accumulate more
SP’s than your Resiliency you might go unconscious and at SP’s
equal to your Resiliency x1.5 you’re about to die. Of course, a
Serious head shot will also kill you. The system starts off pretty
easy with a d100 roll but does get into a few look-ups and com-
parisons, but should flow pretty easily after a few times through
it.
CHARACTERS
As you would expect, characters start off with a set of stats
(Strength, Agility, Dexterity, Health, Awareness, Intelligence,
Willpower and Personality). Most are self explanatory, but Agil-
ity differs from Dexterity in that the former deals with “large-
scale body movements” and the latter with “fine manipulation”.
The higher the better with a rating of 90 in an attribute is awe-
some. When building a character you start off with points to buy
attributes and skills. Attributes cost 1:1 until you get up to 70
STUFF
The Product
is about 30-pages long and describes the weapons
and equipment that you’ll want to buy. Since this is a UK pro-
duction (printed in Canada) I was not surprised at all to the costs
in Pounds. Not everything has an illustration to go along with it
but those that are here are very well done computer generated
images. In fact, all of the images in the book are computer gener-
ated and were very well done.
2
THE END
The book ends in an adventure that spans fifteen pages and in-
cludes information (somewhat brief) on running a game of
A|State and several adventure seeds that can set up many new
games with some of the prep work already done for the GM. If
you’ve read any of my previous reviews you’ll know that having
an introductory adventure included in a book is a big plus and
this one will set the mood of the game and involve characters
right away. I like that it’s scaled for 3-6 players so smaller
groups will get immediate use out of it also. There are two ap-
pendices at the back of the book, one dealing with the timeline of
the game world and the other with a glossary of terms that will
come up in common conversation. A set of tables is also here to
keep page flipping to a minimum, but I’d suggest just photocopy-
ing them and the character sheet to keep out on the table. Curi-
ously, I only found a permission statement allowing the copying
of the character sheet, but not the tables. Everything wraps up
with an Index and a few ads. The index is very welcome but
could have been a bit more complete. As an example, I was
searching for information on Resiliency, but it was not listed in
the index. I found it in section where it should be but some page
flipping and skimming could have been avoided had it been in
the index.
playing, we always have one person that volunteers to be the
scribe (or report writer) for the current adventure. They usually
use at least two pages for a single adventure so I’d say that the
amount of room provided here is only adequate for some very
limited amounts of information. If you’re part of a “crew” or
organization there is a page for you to detail a pretty fair amount
of information about it. For the dog lovers out there, no not that
kind of dog lover but I’m sure they’re floating around Haven
somewhere, you get a whole page for man’s best friend. Make
sure it’s a bad-ass pit-bull or rottie that’s hard as nails and willing
to jump in front of a bullet for you. Then write up a new one. If
you’re into, well your character anyway, better living through
chemistry there is a page for you to list your three most used
drugs and their effects. For the kung-fu fighters out there, you
get a page for HTH combat maneuvers and training. Another
sheet for firearms, one for vehicles, one for movement values /
environmental tolerances / hit locations and finally one where
you can draw out your crib.
VALUE
Everything in the Rap Sheet was easy to read and all of the
spaces were large enough to write in without having to resort to a
microscopic script. If you're a big fan of Haven it’s likely that
you’ve already gone to the trouble to writing all of the stuff con-
tained herein on your own so in that line of thinking you might
not get a lot of use out of the Rap Sheet. Along another line, it’s
really, and I mean really, easy to become a greasy red stain on the
ground in Haven and you might not want to go through writing
and erasing exercises too often. Actually, at lower (and some-
times higher) experience levels in any game you can get really
dead really quickly so that’s really a drawback to any character
folio, not just this one. The biggest problem that I have with the
Rap Sheet is it’s very like to be obsolete soon (or maybe already
depending on when you read this review) because Haven is being
ported over to d20 Modern. My feeling on the transfer of Haven
to d20 Modern is that it will be great because there are undoubt-
edly more d20 Modern players out there than Haven players and
bringing the setting to d20 Modern will bring a well fleshed-out
modern dark action setting to one of my more liked games. So,
for Haven in general it’s a great move and a good amount of the
old material can be transferred across without too much trouble
but products like the Rap Sheet are pretty much out of luck, ex-
cept for players of Haven that want to stick with the original sys-
tem. Sure, there will be some out there but they will start to fade
away if/when all haven support goes in the direction of d20. If
you’re old-school and plan to stay that way then the Rap Sheet
can have some use for you but some pages might go unused if
you don’t have a dog, use drugs, etc… For me, I’ll be waiting for
the d20 version with bated breath so I can unleash it in my d20
Modern campaign.
VALUE
First off, the “mature” tag is warranted but I was not offended by
anything here. One thing that I really, really liked about A|State
is that even though it’s a thoroughly bleak and dark world that the
characters find themselves, they are heroes and are expected to
do good. I don’t mean namby-pamby everyone hold hands and
pretend that things don’t suck, but actually being good guys,
helping people out and giving a sense of hope in what otherwise
is a rather hopeless situation. Forty bucks is a bit higher than you
might normally pay for a book this size, but it’s a hardback and
that almost always pleases me. I found the setting very playable
and the I did like the percentile mechanic for determining suc-
cess/failure. Definitely take a look at the demo version (a 1.2MB
PDF) available at their website (
www.contestedground.co.uk
)
first but I think that if you like that you’ll love the book and it
will be well worth the price.
BASICS
Rap Sheet is a character folio, or “Player Re-
source Kit” as it’s labeled, for Haven: City of
Violence by Louis Porter, Jr. Design. It’s 16
pages (including a single advertisement page)
is bound with a soft cover depicting the skyline
of Haven. It will set you back five bucks.
INSIDE
The first three pages cover your basic character
information like attributes, skills, special abilities, etc… and also
has spaces for your three most-used firearms, something good to
have on-hand and easy to find. For those that are artistically in-
clined there is a spot to sketch out your character. Two more
pages are devoted to contact lists, which you’ll probably accumu-
late a decent number of. If you live long enough, that is. Living
long enough is a whole other story in Haven, though. The next
two pages are reserved as an adventure log with enough space to
write notes about six blood-soaked adventures. There’s enough
space here to write down some basics but not much more than
that. In my adventure group, regardless of what game we’re
BASICS
The book of Fiends
is put out by Green Ronin
Publishing. The book is actually a compilation
of three works, two of which have previously
been published,
Legions of Hell
, and
Armies of
the Abyss
. The new work, which they added, is
Hordes of Gehenna
. This was originally sched-
uled to be published as a stand-alone book, but
when D&D version 3.5 came out, it was de-
cided to put all three into a single tome and provide the needed
updates to make all compatible with edition 3.5. It is a hard-
3
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