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#1
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NEW Adventure Module!
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#2
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Glad to see the modules are still about half the size of the rules. Seriously, a 154 page module? Sounds more like a source book to me.
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#3
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I can't order it until paypal stop pissing around with my account, or it comes to amazon pod which I think Chris mentioned somewhere. I'd love fresh copies of all the old stuff too, some of mine are a little grubby.
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#4
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The last revision I read was 65 pages in length, but that was over 10 years ago.
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#5
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I got a PDF version of Operation: Daidalos (Recon Pack - 014), since the printed copies are gonna be delayed a few weeks. Quick summary:
Illustrations are nice looking, though there isn't a drawing of the new Morrow vehicle; and for some reason page 129 has a couple of nice drawings of an M88. Some more maps would have been nice. -- Michael B. |
#6
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Quote:
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#7
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Keep in mind the outside cover mentions "the specifications, layout and personnel of Juliet Echo One." The Morrow Base
The Daidalos Community
Science
Production
Things I Do Like
I feel I will get my money's worth from this, and our players will enjoy it, but for our campaign a lot of reworking of the Morrow base will be needed. Robert O'Connor, listed a content contributer, is presumably the same guy who made the excellent "North American Target List" and "UK and Western European Target List" documents for "classic" MP. I'm pretty sure he's the one who described the effects of the San Onofre reactor being destroyed. -- Michael B. Last edited by Gelrir; 09-01-2018 at 07:42 AM. Reason: realized the team has two armored cars |
#8
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More reading of the Operation: Daidalos scenario.
SPOILERS FOLLOW
More thinkings needed ... -- Michael B. |
#9
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I have been thinking about how the team gets into the base thou, as written I think there could be a problem with how it is done. |
#10
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Yeah, I think the authors underestimate the size of the island, and the amount of 20th Century "stuff" on the island. "... a Morrow Project installation somewhere on Catalina Island ... In 2167 nothing remains of the facility, but careful searching with a Magnetic Anomaly Detector (MAD) or metal detector will locate the steel door ... buried under about five feet of soil, rock and vegetation ... " So we're to expect a team will search the entire island with a metal detector, and whenever they get a signal they'll dig at least five feet down? They'll be doing a lot of digging! Attached is an elevation view of the base for our (classic era) version. -- Michael B. |
#11
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I have begun doing up stats for portable metal/mine detectors for the game. The elevator is what has me scratching my head. Overall I like the module. |
#12
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"Feet" ... bah, mixing metric and Imperial units ... Quote:
-- Michael B. |
#13
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The magnetic sensor is not well defined in either 3rd or 4th edition. But the description fits fairly well with the airborne sensors I have researched. The only difference would be the way it is mounted. In the air, the sensor is either a unit suspended under a rotary wing aircraft or on a stinger-like boom off the tail of a fixed wing aircraft. If the sensor were mounted to a metal vehicle, then it would be safe to say the rules description of a dead zone would be quite fit. I would think the dead zone would be closer to the 15m in 3rd edition rather than the 1m in 4th edition. So to find this base, they just drive around and have the autonav marking the detected deposits and depths. Then look for the one that seems the most like an underground base, go to what looks like a hatch candidate and then start digging. What happens to the group as they drive all over the island is a different matter. Note: I don't have this module, so I am just basing this on the information in this thread. |
#14
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-- Michael B. |
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