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Three variants for the Free Trader - The rift trader, skip tracer and salvager. All with B&W deck plans.
Given the price excellent value for money.
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A D&D Adventurer's League for 5e for 3-7 1st level PC's and optimised for five 2nd level PC's, there is a section at the beginning on making adjustments based on party strength.
There is a certain amount of time pressure on the PC'd and a battle on the high seas with a truly appalling map! However, pirates so thumbs up.
Also rather reasonably priced.
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Mongoose Traveller version of Highguard book.
This version plunges straight into Ship design ignoring naval careers, it does include power generation and consumption though making it more like classic traveller. I especially liked the rules for primitive and advanced spacecraft allowing items to be used at up to 2 TL lower or improvements that could be added on at higher TL's.
Next is a section on space stations, rather than having the information in a seperate booklet like the previous version another plus point.
This is followed by a section of memory hungry advanced computer programmes for capital ships computers and a section called high technology, which is accurate for the drives described and some of the weapons, but other weapons and screens are available at lower TL's. Next are sections on Belt Mining, Fighters andCapital Ship battles, which uses a weird fleet maneuvre chart, but does simplify Capital ship battles.
Finally there is Jaynes Guide to starships of the 3rd imperium covering everything from the 10 ton Fighter to the 500 kton Tigress battle dreadnaught.
An impressive amount of information, but with odd rules tucked away here nd there maing them hard to find.
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vague details of attachemts to Romanian mountain divisions for early war. I would have liked to have seen what units were attached to specific divisions and when they were updated, similar to German divisions in this series.
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Very vague details of likely attachments at corps and army level for Romanian units. I would have liked to see precise details of which units were allocated to which corps or army at which time.
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Gorgeous plas for a marine assault transport reasonably priced, great
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A 5e D&D adventure for 4-6 level PC's. No encounter maps and fairly open ended.
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An adventure set in the Boderland, reasonably priced and makes use of the various Borderland profiles.
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For 5e D&D, desgned to take a 1st level party to 5th level by the end.
Great value for money as it is free.
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Great rules, very playable. Purchased as part of a bundle of holding, so excellent value for money.
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pirates, what's not to like? Purchased as part of a bundle of holding so excellent value for money.
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As far as I know these are the only rules medieval combat at sea, designed for combat with 1/1200 scale ships organised into squadrons (or independent ships in the tactical game).
Two versions of the rules are provided for Fleet actions and tactical games. There are 10 different ship types with different factors for each. There is also a campaign game provided for England vs France. Finally there is a useful glossary of termonolgy some of which was new to me.
Something of a niche market, but enjoyable,
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This comprises a brief introduction paragraph followed by a page of notes on uncharted space and folloed by a page and a half on the Grand Duchy of Requille, this is especially pleasing as it covers the military of the GDR and how it obtains advanced equipment.
It continues the standard format with 3 pages on the Umemii system (one under the secondary star called Vatch), then 4 pages on Umemii in detail and 2 pages on adventures in the system.
Overall this is my favourite of the Borderland profiles and the GDR makes an interesting patron or antagonist.
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This is compatible with any version of Traveller, but is aimed at support for Mongoose's Pirates of Drinax campaign.
The introduction page describes the voisedge cluster. This is followed by a page on Vargr and Corsair culture. Four pages describe the various bodies in the Inurin system and is probably worth purchasing for all this work done for you alone.
A further 4 pages cover Inurin in more detail, with another on Saxcorp and a page on piracy and raiding. None of the militaries are fleshed out, presumably Saxcorp can afford to hire mercenaries and the others are too low tech to matter.
Finally 2 pages cover possible adventuring opportunities on Inurin.
Overall good value for money, but incomplete.
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This is compatible with any version of Traveller, but is aimed at support for Mongoose's Pirates of Drinax campaign.
This comprises a brief introduction paragraph, followed by a page on the mercenary trade, which is available elsewhere.
A further 3 pages cover the Tanith system, which is all useful materiel. Another 2 pages describe Tanith itself. Six pages cover mercenary company's based at Pylkoe City. Some of these organisations are broken down to the individual specialist although no stats are provided.
Finally 3 pages cover possible adventuring opportunities on Tanith.
Overall good value for money.
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