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Re: [HoE] A Complete Review Of HoE
And now, for my running on about the mouth. My opinions differ slightly
from Chris' ;]
> 1.The wasted west
> Overall thoughts: Great, definitely required reading.
Agree. Must have for both players and Marshals.
> 2. Brainburners
> Overall thoughts: Good, definitely required for Sykers
Personally, I thought it was great and held off buying any of the HoE
character books until this one was released. A little info about before
the Last War, obviously centered on Sykers. Tells why Sykers are the way
they are. Segues into "Lost Colony". Wonder why the recall order came
just before the Last War ended, but the Sykers got back a year later
[even though it only takes a few weeks to get to and from the Tunnel]?
Maybe a typo. Steve says we'll have to wait and find out.
> 3. Children O' The Atom
> Overall thoughts: Very Good, despite that whole Atum nonsense. Required
> (obviously) for Doomies.
Thought it was good. Didn't really care for the "Hekants" thing, but the
Major Mutation tables are pretty swell, as is the "Super Mutant" Edge.
Story was pretty good.
> 4. Road Warriors.
> Overall thoughts: Great, but only if vehicles play a large part of your
> Wasted West games, if not, call it below average.
Bought it for the story and because it was the only HoE book I didn't
yet have. Story was okay. Not many secrets or much Evil Nastiness(tm).
Mostly a few new vehicles, mods, and weapons. If you want to take a
vehicle for "Belongin's", it's be a good idea to get this book. My posse
usually takes the HeelToe Express, so didn't have the appeal for me that
the other books did. But, after taking a gander at the Ghost Rider
[whose Spirit Fetter was fixed by Laszlo Huber, BTW] and talking with a
cow orker that actually was a bodyguard/driver for the CO of his last
base, I made a neat character with a neat car.
> 5. Last Crusaders
> Overall Toughts: Excellent, Up untill this point I was convinced that this
> was the best character book for HoE, then I read....
Echo that. Even if you don't like Templars [and who doesn't?] go get
this book *right now*. Jo gives me wood.
> 6. The Junkman Cometh
> Overall thoughts: The single best sourcebook for HoE. You won't be
> dissapointed.
Building Junkers devices takes a lot of number crunching, but we're
gamers, so we do that anyway. Story was excellent. Gives some view to
life before the Last War. Pakced full o' neat stuff. Had to cut some
stuff out. That sucks, because the book would be even more excellent
with the cut material. Tech Spirits are too cool. If you play a Junker,
you *NEED* a Browser Spirit. They are incredibly useful. Period.
> 7. Cyborgs
> Overall Thoughts: Great for Cyborg and Harrowed wasters, good overall.
More of a little bit of a view into life before the Last War. Harrowed
are good. Cyborgs are better. "Infiltrators" and "Light Cans" work
pretty well. "Drones" and "Heavy Cans" are extremely powerful. I'd use
them as NPC's, personally. Their weapons and armor are extremely
expensive and hard to come by, but they are Nasty. I'd rather take on a
couple Automotons [solo, even] than one Heavy Can. "Drone"/"Heavy Can",
good for high-power level games. "Infiltrator" and "Light Can", good all
around. "Cyborgs" in general, great book.
But, that's just my opinion, and I talk a lot....
I'm still chomping at the bit for "Monsters, Muties, and Misfits" and
"Iron Oasis" [they ready to go now John? How about now? Now? Please?!]
MgK
--
"The more you complain, the longer God lets you live."