QUOTE (Sengir @ Dec 29 2011, 02:26 PM)
I'm less wondering about the fluff vs. stats consistency than about the usefulness in those situations when you need some instant NPCs...basically what one could expect from the ad text
Ah, I hadn't looked at the blurb on the back...no, it doesn't really give you more useful instant NPCs than AU does.
I think the Veteran Steet Sam is missing a line or two at the end, but regardless...a 'veteran' street sam with Willpower 3 and no non-combat skills above 4? No thanks...
It does advertise NPCs for a corp campaign though, so let's see:
Security Mage: Not half-bad, but no sustaining focus for his reflexes or armor spell. Nice armor; 12/6 w/non-conductive 4, before spell. Sorcerer aspect. 15 dice pool for combat spells. It works.
Security Adept: Even more armor on this one - 13/9 - Critical Strike 6, Distance Strike, stats are alright...12 dice pool for Unarmed feels a bit 'low', but otherwise it works.
Minuteman Fast Response Team: Combat skills at 4, 4(+2), and 3(+2) =/ decent cyberware, mediocre mental stats (2-4)
MCT Strike Team: Similar to the one above; they'll work as grunts but won't offer much challenge unless there's many of them.
KE Elite Guards: On par with RedSamurai from basic book, but...no special ammo?? Aside from that; dangerous! Not sure if the Automatics(Assault Rifles) 6(+4) is a typo or if they included smartlink or something. If so, it means a DP of 18 for ARs.
Elite Corp Sec: Quality: Magic Resistance 4? Feels a bit muchkin-y for a 'standard' NPC, but hey... Good selection of cyber and gear, good skills: a few of these can cause real problems... Humans with B 9, A 8, R 9, S 3 and INIT 14/3, and weapon DPs of 15-17, excluding smartlink. Will 3 though.
Apart from that, there's a few different Mr. Johnsons (Corp; High-ranking; Spirit; Subtle - all quite decent), a corp secretary (meh...), and an Untrustworthy Fixer (nicely statted I think), Organized Crime Muscle, Duelist Adept, and Knights of Rage.
No Corp Spiders, Researchers, Corp Hackers, Executive Protection Teams, Company Men, or any Execs beyond the Johnsons...
Some of those roles kind of exist in the individual chapters, under named NPCs.
Oh! I almost forgot... there's stats for Anaconda Shapeshifters! Complete with BP cost and stats for making PCs. =)
Also, a new Awakened Monkey, and some fairly interesting stuff involving MCT-research, biodrones
...and I just found the first glaring mistake: a mage with a bunch of spells and not a single magic-skill - he has the Tasking group though
- looks like his skills were copy-pasted from the Technomancer template...
Mistake number two: In one of the runs, there's a weapon given to the runners that do not have stats anywhere except in
WAR!, and there's no reference of where the stats for it can be found. And it
does state that the book 'stands on it's own'.