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Due Vigilance- SixGun $8.66
Average Rating:5.0 / 5
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Due Vigilance- SixGun
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Due Vigilance- SixGun
Publisher: Vigilance Press
by Marc P. [Verified Purchaser]
Date Added: 03/05/2013 19:41:58

Claimer: As a reviewer I do my best to maintain objectivity with regards to the products I review. For rules supplements this is usually easy. For character folios and genre sourcebooks that objectivity can sometimes slip away in the face of a particular theme or genre that you either love or hate. Why do I mention this? Because, I freakin' love cyborgs!

Who are Sixgun? Sixgun is a group of mercenaries that you can drop into your game setting to run amok. Outfitted with high tech cybernetics, high end weaponry, and in one case cutting edge genetic modification, Sixgun are a ready to work for whomever will pay the bills, often with little in the way of reservations or compunctions about the job's specifics. Not shockingly Sixgun has six members.

  • Camo - The group's lone woman and infiltration specialist. Her bionics make her the ideal "face" of the group.
  • Deadeye - Outfitted with incredibly advanced cybernetic eyes and a powerful rifle Deadeye is the group's over-watch and their sniper.
  • Echelon (stylized as 3chelon) - The group's recon and hacking specialist. His cybernetically controlled network of drones provides the group with scouting and additional surprise firepower.
  • Headcase - The "full conversion cyborg" of the group. Headcase is a full on sociopath who's brain is all that is left of his human body.
  • Marauder - The group's leader, and both the glue that keeps the team together and the oil that keeps them moving.
  • Spot - The genetic chimera of the group, a beast built from the best predators on earth and then wired into the group with the same cybernetic communications implants that the others have.

As in prior Due Vigilance products each character is given a full workup; background, personality, artwork, and fully detailed character sheets. In addition we get both written group dynamics and, returning from the first in the series, a relationship map which allows for the reader to quickly ascertain how each character sees the others in the group. A page of tactics, group history, and a sidebar on how to use mercenary groups round out the first eighteen pages.

Character write-ups are interesting and well written, with thought given to character's backgrounds and how those influence their role within the group. The character sheets are generally clearly laid out and are very diverse within the group, again giving each member a clear role that their build backs up.

Extra Ammo In addition to the above there is a history of OPC, the company that built Sixgun and now hunts them, a sidebar on how mercenary groups work in the real world, a handful of plot seeds, three additional NPCs, and standees for use at your table.

The history of OPC, combined with Sixgun's own history, gives a good idea of the company. They become yet another antagonist group for the GM to use,and could easily be a recurring element in a campaign. The extra NPCs are supporting players, providing Sixgun's primary employer reference (a.k.a. Mr Johnson), their chief repairs specialist, and an outsourced transportation specialist. A clever GM could easily build multiple sessions worth of material around Sixgun, their supporting players, and OPC, generating an entire campaign around bringing down OPC and bringing Sixgun to justice. Alternately Sixgun could easily provide additional firepower for a less powerful "mastermind" style villain to use against the heroes.

Art & Layout As is quickly becoming evident Vigilance Press really cares about the presentation of their products. The layout is as clean and accessible as it has been in prior products. Meanwhile, the artwork is top notch, easily looking as good, or better, as anything coming out of the major publishers. As before, this artwork is used on the standees as well, ensuring that if you use them they will really stand out attractively on your table.

Closing Thoughts For the price Sixgun is easily the match for prior Due Vigilance products and stands out very well compared against Green Ronin's Threat Reports from two years ago. The quality of the artwork, writing, and the thoughtful nature of the product's extras provide a very usable product. This is easily one of the better character folios I have read.

Rating: 100% - Maybe I'm not at my most objective here, but this is the Due Vigilance product I think I'd use before any other thus far.

Author's note: A review copy of the product was provided to me by Vigilance Press for the purposes of this review.



Rating:
[5 of 5 Stars!]
Due Vigilance- SixGun
Publisher: Vigilance Press
by Jae C. [Verified Purchaser]
Date Added: 03/02/2013 05:52:32

This is a company that clearly loves it products and respects its customers - for the price you get an excellent pdf of super-powered mercenaries, well designed yet flexible enough that you use them them in any capacity including as the Marauders or the A-Team - all options are possible. The characters are extremely well written, and as in Black Chapter (another excellent must have), they are well thought out and come with "I want" extras whether its their cyberpathic link that enhances their team work or their useful NPCs (including a Russian female equivalent of Mad Murdoch).

For the money you get a well designed PDF, all of the hero lab files, separate graphics of all the main characters and the cardboard figures to use in play. What's not to like... If you play M&M3e then this is a must have!



Rating:
[5 of 5 Stars!]
Due Vigilance- SixGun
Publisher: Vigilance Press
by Sean F. [Featured Reviewer]
Date Added: 03/01/2013 15:12:46

Excellent art and layout. Well-written write-ups. Solid mechanics. This is a fantastic book for any GM running M&M and wanting a mercenary crew with high-tech gear and weapons for their heroes to fight.

It's also an excellent book for any GM wanting to get more into the complexities of having a merc team as part of the super-powered landscape. I absolutely love the relationship chart for the team; what a fantastic way to give the GM the necessary shortcuts to portray the dynamics right out of the box!

Well worth the price, and a fine addition to your superpowered RPG bag of tricks.



Rating:
[5 of 5 Stars!]
Due Vigilance- SixGun
Publisher: Vigilance Press
by Megan R. [Featured Reviewer]
Date Added: 03/01/2013 11:57:35

It had to happen.

We have groups of superheroes working as part of legitimate law enforcement or as vigilantes. We have groups of supervillians busy about their schemes for world domination... and so now we have a bunch operating as a private military company available for hire to, well, anyone who can pay their fee.

They are a fascinating bunch, these heroes-for-hire. There's plenty of background for the GM to take aboard and use to weave SixGun into the plot. Allies or enemies? That's up to you. You could even decide that they are your party of characters - they are well-developed enough to make fascinating pre-gens, and indeed the background suggests a campaign-full of plot ideas even as you read through it. Group dynamics, in particular, are detailed comprehensively and should prove entertaining in play.

There are several adventure ideas supplied, as well as complete individual backgrounds and character sheets for each member of the group as well as a comprehensive overview of the group itself and how it came to be. There are also some 'supporting cast' characters - a pilot, a cyber-doctor who runs their maintenance and even a potential client - each with their own plot hooks and tie-ins to SixGun themselves.

For those who like to lay it all out on the table there are paper 'standee' miniatures for all characters (and a neat stealth aircraft); and there's enough details about Private Miliary Companies to enable you to use them effectively in your game even if you haven't been tracking their rise in real life. Overall an excellent resource with loads of potential!



Rating:
[5 of 5 Stars!]
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