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jameson (ST)

Mutants & Masterminds - [Review] Due Vigilience #3: Sixgun

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Due Vigilance #3: Sixgun
Vitals: Published By Vigilance Press • 28 pages • $8.66 • full color PDF
Claimer: As a reviewer I do my best to maintain objectivity with regards to the products I review. For rules supplements this is usually easy. For character folios and genre sourcebooks that objectivity can sometimes slip away in the face of a particular theme or genre that you either love or hate. Why do I mention this? Because, I freakin' love cyborgs!
Who are Sixgun?
Sixgun is a group of mercenaries that you can drop into your game setting to run amok. Outfitted with high tech cybernetics, high end weaponry, and in one case cutting edge genetic modification, Sixgun are a ready to work for whomever will pay the bills, often with little in the way of reservations or compunctions about the job's specifics. Not shockingly Sixgun has six members.
  • Camo - The group's lone woman and infiltration specialist. Her bionics make her the ideal "face" of the group.
  • Deadeye - Outfitted with incredibly advanced cybernetic eyes and a powerful rifle Deadeye is the group's over-watch and their sniper.
  • Echelon (stylized as 3chelon) - The group's recon and hacking specialist. His cybernetically controlled network of drones provides the group with scouting and additional surprise firepower.
  • Headcase - The "full conversion cyborg" of the group. Headcase is a full on sociopath who's brain is all that is left of his human body.
  • Marauder - The group's leader, and both the glue that keeps the team together and the oil that keeps them moving.
  • Spot - The genetic chimera of the group, a beast built from the best predators on earth and then wired into the group with the same cybernetic communications implants that the others have.

As in prior Due Vigilance products each character is given a full workup; background, personality, artwork, and fully detailed character sheets. In addition we get both written group dynamics and, returning from the first in the series, a relationship map which allows for the reader to quickly ascertain how each character sees the others in the group. A page of tactics, group history, and a sidebar on how to use mercenary groups round out the first eighteen pages.

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Character write-ups are interesting and well written, with thought given to character's backgrounds and how those influence their role within the group. The character sheets are generally clearly laid out and are very diverse within the group, again giving each member a clear role that their build backs up.

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Extra Ammo

In addition to the above there is a history of OPS, the company that built Sixgun and now hunts them, a sidebar on how mercenary groups work in the real world, a handful of plot seeds, three additional NPCs, and standees for use at your table.

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The history of OPS, combined with Sixgun's own history, gives a good idea of the company. They become yet another antagonist group for the GM to use,and could easily be a recurring element in a campaign. The extra NPCs are supporting players, providing Sixgun's primary employer reference (a.k.a. Mr Johnson), their chief repairs specialist, and an outsourced transportation specialist. A clever GM could easily build multiple sessions worth of material around Sixgun, their supporting players, and OPS, generating an entire campaign around bringing down OPS and bringing Sixgun to justice. Alternately Sixgun could easily provide additional firepower for a less powerful "mastermind" style villain to use against the heroes.

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Art & Layout

As is quickly becoming evident Vigilance Press really cares about the presentation of their products. The layout is as clean and accessible as it has been in prior products. Meanwhile, the artwork is top notch, easily looking as good, or better, as anything coming out of the major publishers. As before, this artwork is used on the standees as well, ensuring that if you use them they will really stand out attractively on your table.

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Closing Thoughts

For the price Sixgun is easily the match for prior Due Vigilance products and stands out very well compared against Green Ronin's Threat Reports from two years ago. The quality of the artwork, writing, and the thoughtful nature of the product's extras provide a very usable product. This is easily one of the better character folios I have read.

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Rating: 100% - Maybe I'm not at my most objective here, but this is the Due Vigilance product I think I'd use before any other thus far.

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Author's note: A review copy of the product was provided to me by Vigilance Press for the purposes of this review.

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Sounds like a great book.

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Are the plot seeds ways to introduce sixgun into a campaign or mercenary plots in general?

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These guys are more powerful than I had intended Fusillade to be when I suggested them to you. I think the weakest is 3chelon at PL 9 and Deadeye is a rather powerful PL 11 (powerful because of PL and because the way he functions)

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Thank you, Jameson, for the review. This is very interesting, like The A-Team meets the Iron Age of comics.

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