A very neat system that suffers in this specific implementation due to some glaring flaws with the way tables are laid out, the price of items, and the lack of meaningful abilities on opponents. If this was the first Micro RPG book I read I probably would not have gotten into the system at all. I managed to make things work by rewriting a lot of tables so that they didn't use bell curve distribution (you're more likely to roll a good melee weapon or a bad ranged weapon on the weapon table, since it's a 2d6 roll straight down) when clearly something more flat was intended. The consumables list (a 3d6 roll) is espeically bad about this. Well, maybe not so bad since bottles of mini vodka can be very helpful depending on character build. There are other oddities too, like Scavenger Hideouts existing in the Ruins area, which cannot generate Scavenger enemies. They do appear as a non-combat encounter in the Move table for the region, though.
One thing I did like about the rules was that Radiation was used both to represent succumbing to the dangers of the irradiated wastelands, as well as being cybernetically augmented, but for that system you have to pick up the Augment book (Expansion 3.3) as well. At the current pricepoint, picking up this book as well as some of the expansion books and the one adventure book did not break the bank, but I was a bit disappointed overall. Solo TRPG gaming can be a bit of a DIY venture some times, so I didn't mind too much having to write my own tables, but if that's a concern for you then maybe you might want to steer clear of this particular book.
I much more highly recommend the Micro Sci-Fi RPG starter book that has much better math on starting funds (you get 1d6 less starting funds in those rules, but items cost single digit amounts rather than the quickly ramping multiples of 5 in Neon Road) and the opponents available have a variety of different abilities within each category.
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