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Old 04-11-2005, 01:00 AM
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[RPG]: Blood and Space 2: High Flyers and Ground Pounders, reviewed by NPC Jeremy (4/4)

http://www.rpg.net/reviews/archive/11/11197.phtml

Jeremy Reaban's Summary:

Some useful extras for use with a starship based d20 Future game. First in a series of PDFs based on the original Blood & Space, which was a starship and space supplement for regular d20.

Go to the full review for more information.
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Old 04-12-2005, 12:28 PM
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Sentence. Fragments.

Post originally by MrMoto at 2005-04-12 11:28:07
Converted from Phorums BB System


Dear reviewer,
Your article is sometimes hard to read. Because you use so many sentence fragments. Like the following excerpts.

The first of which is High Flyers and Ground Pounders.

That is, classes, feats and such.

While the 2nd is more options for Star Ship combat.

The Operations Expert, the Starship Gunner, the Starship Marine, and the Starship Chekov, er Navigator.

Which is pretty much the same result as simply giving the class a d12 for hit dice instead of d10.

Which is the average for a d12.

Because being able to move quicker is more important for shipboard troops than land ones.

Including rules for promotion and requisitioning stuff.

Basically 2 things: Crew Quality and Ship Boarding/Crew Combat and "Terrain" for space battles.

The great "Kaaaaaaaaaaaaaaaaaaaaaaahn!" space battle in Star Trek II which happened in a Nebula.

Or in Empire Strikes Back, the fight in the Asteroid Field.

Accretion disks, black holes, asteroid fields, gravity wells, various sorts of stellar objects that explode.

Which isn't very.

Which was pretty good.
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