Showing posts with label wotc. Show all posts
Showing posts with label wotc. Show all posts

2/01/2013

Star Wars CMG Champions of the Force Booster Pack Review

Star Wars CMG Champions of the Force Booster Pack
Average Reviews:

(More customer reviews)
"Champions of the Force" is the fifth expansion set in the Star Wars Miniatures Universe, which started with the Rebel Storm Starter set back in September, 2004 (see more about the minis game itself in my addendum below). There are 60 different figures in this set. Each booster comes with seven durable, pre-painted minis (including one rare OR one very rare figure).
The first thing I look for in any expansion set are how many characters I recognize from the movies (vs. those that appeared only in the books). I am particularly interested in figures from the original trilogy. Unfortunately, there are only 9 figures from the original trilogy in this set. However, some of them are very good, and definitely worth getting (for example, Hoth Trooper with ATGAR Cannonn Luke Skywalker Young Jedi, Yoda of Dagobah, and Snowtrooper with E-Web Blaster). There are also a few great new common figures from the original trilogy in this set (most notably the Sandtrooper, R5 Astromech Droid, and Ugnaught Demolitionist)
Further, though I am not a big fan of the prequel, there are about 15 very good to excellent new figures from these movies as well (for example, General Windu, Queen Amidala, Qui-Gon Jinn, Darth Maul, and Darth Sidious). The rest are either from the books, or generic/minor characters that I have never seen or heard of before (however, some of the generic characters are also very good - especially for use in the Star Wars RPG).
In sum, this expansion set is only fair for those interested in the original trilogy, but is very good for those interested in the prequel. Also, by my count there are 25 figures with light sabers, making it among the best of the expansion sets in this regard (i.e., if that's the way you like to play this game, you will definitely like this set).
ADDENDUM: (Please note that I include this addendum at the end of all my Star Wars minis reviews, so if you've read it before, there is no need to read it again.) If you want to play the Star Wars minis game as it was designed to be played, it is best to have at least one starter (each starter comes with game instructions, a map, a D20, terrain tiles that are very helpful and add great variety to the game, and more). I like the Rebel Storm Starter the best because it's from the classic era/trilogy, but the Clone Strike and Revenge of the Sith starters from the newer movies will also work. If you don't want to invest in a starter, you can also get one of the three "Ultimate Missions" books, as each comes with a double sided map and a few smaller terrain tiles (again, I like the Rebel Strom Ultimate Missions book the best because it is also from the classic era/trilogy). Or, you can buy the "Attack on Endor" scenario pack, which comes with TWO double sided maps (in addition to a scaled AT-ST that is fully usable in play). The main point here is that you'll need some type of map/grid. If you don't want to buy a Star Wars one, generic ones are also available at most gaming stores (you can use your imagination to set the scene, or draw terrain with an erasable marker right on the grid). Of course, the minis are also useful for the roleplaying game (RPG) - in which case you may not need a starter or map, but will likely need the "Core Rulebook" instead. Finally, they are just fun to collect for those who like all things Star Wars!


Click Here to see more reviews about: Star Wars CMG Champions of the Force Booster Pack



Buy Now

Click here for more information about Star Wars CMG Champions of the Force Booster Pack

Read More...

12/01/2012

Alliance and Empire Booster Pack: A Star Wars Miniatures product Review

Alliance and Empire Booster Pack: A Star Wars Miniatures product
Average Reviews:

(More customer reviews)
"Alliance and Empire" is the seventh expansion set for the Star Wars Miniatures game, which started with the Rebel Storm Starter set back in September, 2004 (see more about the minis game itself in my addendum below). This set was released to coincide with the 30th anniversary of Star Wars. As such, these figures have a special square bases with "Star Wars" written on the front. HOWEVER, THIS SET IS STILL FULLY COMPATIBLE WITH THE OTHER STAR WARS MINIS SETS. There are 60 different figures in this set. Each booster comes with seven durable, pre-painted minis (including one rare OR one very rare figure).
The first thing I look for in any expansion set are how many characters I recognize from the movies (vs. those that appeared only in the books). I am particularly interested in figures from the original trilogy, and I am happy to say that there are at least 40 figures from the original trilogy in this set. Most are interesting and/or more powerful variations of earlier figures (for example, Boba Fett, Lando Calrissian, Jabba, Wampa, R2-D2 with C-3PO, Obi-Wan Kenobi, Princess Leia, Chewbacca, Darth Vader, Imperial Governor Tarkin, three different versions of Han Solo, and three different versions of Luke Skywalker). But, some of the figures have never been released before (for example, Wicket the Ewok, Ewok Hang Glider, and Jawa on Ronto). Notably, there are even a few great new common and uncommon figures from the original trilogy in this set (for example, Death Star Trooper, Death Star Gunner, Rebel Commando Strike Leader, Talz Spy, and a variation of the Ewok with a bow -- rather than just melee attack).
The rest of the figures are either from the prequel, the books, or generic/minor characters (however, some of these characters are also very good -- especially for use in the Star Wars RPG).
In sum, this expansion set is excellent for those interested in the original trilogy, and fair for those interested in the prequel.
ADDENDUM: (Please note that I include this addendum at the end of all my Star Wars minis reviews, so if you've read it before, there is no need to read it again.) If you want to play the Star Wars minis game as it was designed to be played, it is best to have at least one starter (each starter comes with game instructions, a map, a D20, terrain tiles that are very helpful and add great variety to the game, and more). I like the Rebel Storm Starter the best because it's from the classic era/trilogy, but the Clone Strike and Revenge of the Sith starters from the newer movies will also work. If you don't want to invest in a starter, you can also get one of the three "Ultimate Missions" books, as each comes with a double sided map and a few smaller terrain tiles (again, I like the Rebel Strom Ultimate Missions book the best because it is also from the classic era/trilogy). Or, you can buy the "Attack on Endor" scenario pack, which comes with TWO double sided maps (in addition to a scaled AT-ST that is fully usable in play). The main point here is that you'll need some type of map/grid. If you don't want to buy a Star Wars one, generic ones are also available at most gaming stores (you can use your imagination to set the scene, or draw terrain with an erasable marker right on the grid). Of course, the minis are also useful for the roleplaying game (RPG) - in which case you may not need a starter or map, but will likely need the "Core Rulebook" instead. Finally, they are just fun to collect for those who like all things Star Wars!


Click Here to see more reviews about: Alliance and Empire Booster Pack: A Star Wars Miniatures product

Celebrate the 30th anniversary of Star Wars with this special Star Wars Miniatures Game set featuring characters from across the entire Star Wars saga, including several characters from the classic film trilogy(A New Hope, The Empire Strikes Back, and Return of the Jedi). This 60-miniature set has square bases to highlight the longevity of the story set in a galaxy far, far away.Each Alliance and Empire booster pack contains seven randomized, prepainted plastic miniatures, a stat card for each miniature, and a set checklist.

Buy NowGet 20% OFF

Click here for more information about Alliance and Empire Booster Pack: A Star Wars Miniatures product

Read More...

2/07/2012

Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game) Review

Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game)
Average Reviews:

(More customer reviews)
The quality of the WotC Saga Edition campaign books have been amazing. Both this and the Force Unleashed Campaign Setting (Force Unleashed Campaign Guide (Star Wars))have been phenomenally well written and truly an example as to how such items should be made.
Chapter 0: Introduction
The introduction is concise and mostly consists of a timeline which begins at The Great Sith War (4000 - 3996 BBY). The timeline finishes with The Dark Wars (3956-3951 BBY). Compared to the FU introduction, I feel this one is a bit sparse, and it doesn't exactly mention what this era leads into, after the timeline "ends". Maybe Galactic Peace for nearly 4000 years? At any rate, the period the book does cover is quite active, and you should find no shortage of wars, battles, diplomatic missions and enemies throughout. in this 50 year span, there are no less than four enormous wars. You should be kept well occupied.
Chapter 1: Species
Here, we get 12 new options for character species. The species represented are: Arkanian, Arkanian Offshoots, Cathar, Draethos, Feeorin, Khil, Kissai, Massassi, Miraluka, Rakata, Selkath and Snivvian. All of them are quite interesting, and the Miraluka even give you a chance to play a race in which EVERYONE is force sensitive, yet blind. Quite interesting.
Chapter 2: Heroic Traits
The chapter begins with some assistance in creating motivation and back story in the Old Republic. It even offers some options as to how your team got together (instead of the oft used "you all previously know each other", or "you're all at a pub when..."). The chapter later focuses on the Heroic Classes. Each class gets a small description about how they function in this time period and they're given a few new talents to boot. The Jedi get five Consular, one Guardian, three Sentinel and a single Lightsaber Combat talent. Nobles receive two Influence and a Leadership talent. In addition, they get a new talent tree called Fencing, which comes with five talents for you to choose. The Scoundrel garners a new Fortune talent, while also receiving the Run and Gun Talent Tree, consisting of five new skills. Scouts get a new Awareness talent, and the Hyperspace Explorer Talent Tree with five of it's own talents. The Soldier get a Armor Specialist talent, a Brawler talent and a Weapon Specialist talent with a Rocket Jumper Talent Tree of five talents in itself. This chapter finishes off with some new feats. The feats are fair enough, and additionally, it points out a few "Feat Combinations" where two feats that your character might have will produce additional results when paired.
Chapter 3: Prestige Classes
New Prestige Classes and additions to existing ones. Elite troopers will see the Mandalorian Warrior Talent Tree added to their repertoire. Force Adepts will be glad for two new Force Item talents. Gunslingers also get two new talents. Jedi Knights get slightly more, two Duelist talents, the Jedi Battlemaster Talent Tree with five talents, the Jedi Shadow Talent Tree with five talents, and the Jedi Watchman Talent Tree with five talents. There's even four new talents for those pesky Sith Apprentices. There are three new Prestige Classes; The Corporate Agent, Gladiator and Melee Duelist.
Chapter 4: The Force
The users of the Force are much more pervasive in this era than in the standard Rebellion era. I wish they'd gone into detail with this just a little bit more, as it is they had a quarter page describing the situation. There are ten Force Powers, six Force talents distributed to the Alter and Control talent trees (four to the former, two to the latter) and ten Force Techniques. It goes on to mention different Jedi organizations, such as the Jedi Academies and Enclaves on Taris and Dantooine respectively, as well as the Temple on Coruscant. The Jedi Covenant, a secret sect within the Council, is also described. Then it goes into an intriguing bit about other Force-Using Traditions of the times. The Jal-Shey, Keetael, Krath, Luka Sene and the Order of Shasa are all detailed and given Talent Trees.
Chapter 5: Equipment and Droids
Short of describing the whole lot of items, of which a great many are quite interesting, I'll pick a few things out. They have alternate lightsaber crystals, which modify the abilities of your lightsaber somewhat. They have Pulse-wave weapons, which are the predecessors to Blaster weaponry. Also, they have templates that you can add to armor/weapons to adjust or improve their abilities. For instance, Echani armor doesn't protect as well as other pieces of armor, but it lets you move your full speed, while a Bothan weapon will deal extra damage when on Stun or Ion, but less when set normally. This adds some versatility to every weapon or piece of armor in the game, and could be quite the resource to make any piece of equipment unique and desirable by players. The Droid section is useful. It details the different degrees of droids and what their primary function is in this era.
Chapter 6: Vehicles and Starships
This chapter details the different modes of travel or space combat. It's useful and informative, if not a section that you can be terribly verbose about.
Chapter 7: Old Republic Campaign
This is a treasure trove of useful information about the state of the Old Republic. The subsections touch on the amount of Force users, and focuses on how not all of them are Jedi, and how the Jedi are not interested, at this time, in making all the force users unify under the banner of the Jedi. It explains the Exchange, GenoHaradan and Swoop Gang threats present in most cities. It goes on to touch on the four great wars to occur in this time, and what possible adventures could take place during each one. It then describes the different types of "mysterious enemies" that might be encountered like the Rakatan artifacts and tells of the new powers that are coming to the forefront, such as the Czerka Corporation. The chapter ends with a timeline that focuses on important events and battles in the KotOR era.
Chapter 8: Galactic Gazetteer
A few pages detailing new planets that are prominent in this time and descriptive adjustments to planets previously mentioned in the Core Rulebook.
Chapter 9: The Jedi
A short, if useful chapter describing the Jedi's slightly different philosophy toward the universe at this time, a description of how they're viewed during each of the wars and a few pages of important NPC Jedi of the time, including Ulic Qel-Droma and Bastila Shan, among others. The Jedi have a single unique ship added to their side at the end of the chapter.
Chapter 10: The Sith
Mirroring the Jedi chapter, it begins with a preface explaining how the Sith have gotten where they are today and there is a small timeline of how they're viewed and how they act during the wars. The chapter then suggests how to use the Sith and offers plenty of stat blocks for everything from Sith Troopers to Sith Mages to a Dark Lord of the Sith. It goes on to detail important characters, such as Exar kun and Revan. The Sith are gifted with the Interdictor-Class Warship, Centurion-Class Battlecruiser, Derriphan-Class Battleship, Herald-Class Shuttle and the Sith Interceptor. There's also a Sith Assault Droid.
Chapter 11: The Republic
As before, we get a timeline with information regarding the Republic during each war. It goes on to detail life in the Republic Navy and the Army. It talks briefly about the Senate and stats are given for different people, from a Republic Navy Lieutenant to a Republic Army Recon Commando. Various personalities are statted, such as Bao-Dur and Carth Onasi. Then it goes on to Republic only equipment and weapons. Unique ships are the Aurek Tactical Strikefighter, S-250 Chela-Class Starfighter, Conductor-Class Short-Haul Landing Craft, the Ministry-Class Orbital Shuttle, KT-400 Military Droid Carrier, Foray-Class Blockade Runner, Hammerhead-Class Cruiser and the Inexpugnable-Class Tactical Command Vessel.
Chapter 12: The Mandalorians
Keeping the trend going, there is a timeline through the four great wars. It then details what life is like as a Mandalorian and how you can join the cause. It then describes Neo-Crusaders and what life would be like as one of them. You get stats on a few types of Mandalorians, such as the Mandalorian Neo-Crusader and Mandalorian Neo-Crusader Shock Trooper. Descriptions of notable individuals include but are not limited to Mandalore the Indomitable, Canderous Ordo and Demagol. It lists a few pieces of unique equipment and the legendary Basilisk War Droid. The Starship section includes the Davaab-Type Starfighter, Shaadlar-Type Troopship, Teroch-Type Gunship, Jehavey'ir-Type Assault Ship, Kyramud-Type Battleship and the Kandosii-Type Dreadnaught.
Chapter 13: Allies and Opponents
A good bit of notable peoples and things are statted at this end to the book. You can find G0-T0, HK-47, Dob and Del Moomo, various opponents like the Czerka Scientist and Krath Adept and a few ships, like the Ebon Hawk.
I struggled very much, wondering whether to give it 4 or 5 stars. I believe that the FU Campaign Setting is a better book, it had a few things I think were done better. However, after going over all the information again, this book still deserves full marks. My largest irk comes from the artwork. I do not like the cartoony look that was adopted for the drawings, but as that has nothing to do with how great this book is, it won't affect my score. This book gives me so many ideas and boosts my enthusiasm for the game to new heights. This is what books are supposed to be like.


Click Here to see more reviews about: Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game)



Buy Now

Click here for more information about Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game)

Read More...

11/08/2011

Star Wars Roleplaying Game Core Rulebook, Saga Edition Review

Star Wars Roleplaying Game Core Rulebook, Saga Edition
Average Reviews:

(More customer reviews)
The 30th Anniversary Saga Edition is the latest update for the Star Wars D20 RPG (with the latest rules and content from all six films). This one Core Rulebook still contains all the information both players and Gamemasters need to start playing. And though the structure of the book is very similar to the previous edition (see list of chapters at the end of this review), some of the rules themselves have changed quite a bit (i.e., most are much simpler -- especially character creation and the combat rules). However, the new rules are still similar enough to the old rules that those who have been playing for a while should have little trouble adapting.
Overall, the book looks great (it is printed in full-color on high quality paper, and contains lots of great full-color photos and illustrations). However, this new edition is surprisingly compact (not only are the dimensions of the book smaller, but it contains about 100 less pages than the previous edition). A character template is still included at the end of the book. If there is one drawback to the appearance of the new edition its that some of the introductory text and many of the photos were taken from the previous edition.
This book includes a double-sided battle map. However (and unfortunately), both of the maps were previously released (one in the Rebel Storm Ultimate Missions book and the other in the Attack on Endor Scenario Pack). Further, NONE of the terrine is properly marked on either side of the map (i.e., walls, hindering terrain, etc.). Perhaps they did this because it is meant to be used with the RPG, but it will unfortunately make it harder to use the maps with the regular minis game (i.e., Rebel Storm, etc.).
The shorter length has also lead to a few other minor drawbacks over the previous edition. Here are SOME examples: (1) details are provided about fewer characters from the movies and books -- and the information that is provided is more limited, (2) the allies and opponents AND vehicles chapters are much less inclusive, (3) the Star Wars galaxy map is no longer included -- too bad because that was a pretty cool part of the previous edition, and (4) the equipment chapter no longer contains a picture of the items being described -- again, this is too bad because this was a very helpful part of the previous edition.
Overall, however, I think most of the changes are for the best, and I think those who play the Star Wars RPG will be very happy with this latest edition. And, the simpler rules will hopefully appeal to a wider audience. Some might even like that this book includes less information as it makes it easier to find what is most relevant to making game easier to play.
Finally, as promised above, here is a list of the chapter titles (I looked all over for this info, and couldn't find it anywhere... So I decided to include it here in case anyone else is interested):
Chapter 1: Abilities
Chapter 2: Species
Chapter 3: Heroic Classes
Chapter 4: Skills
Chapter 5: Feats
Chapter 6: The Force
Chapter 7: Heroic Traits
Chapter 8: Equipment
Chapter 9: Combat
Chapter 10: Vehicles
Chapter 11: Droids
Chapter 12: Prestige Classes
Chapter 13: Galactic Gazetteer
Chapter 14: Game-Mastering
Chapter 15: Eras of Play
Chapter 16: Allies and Opponents
Hope this helps!


Click Here to see more reviews about: Star Wars Roleplaying Game Core Rulebook, Saga Edition

Immerse yourself in the excitement of the greatest space fantasy of all time!This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars miniatures and battle maps in play.

Buy Now

Click here for more information about Star Wars Roleplaying Game Core Rulebook, Saga Edition

Read More...