Armageddon 2089: Total War

Towards the end of the 21st Century, the world is torn apart once more by war. The vast armies of the previous century’s conflicts are obsolete, replaced by a small number of highly trained soldiers each armed with the awesome destructive power of a WarMek. This is the state-of-the-art combat machine used by the two main players in the Armageddon War, the European Federation and the United States. WarMeks have transformed the modern battlefield. Carrying as much armour as a battle tank but with more weaponry and far greater flexibility and manoeuvrability, they can be landed by ship or submersible and then operate for days behind enemy lines. These missions are typically short due to the difficulties of re-supply in the field. WarMeks must carry all their fuel, ammunition and other consumables with them, retreating to the shores once more when they begin to run short. Each WarMek team has a dedicated Comms Mek able to signal home with coded messages sent via satellite when they need to be picked up. Other team members are likewise specialised, piloting extensively customised machines depending on their function.

The Armageddon 2089 roleplaying game presents the most dynamic and detailed d20 System rules yet released, modelling real world physics with incredible fidelity. Real world scientists and high technologists were consulted during the creation of these rules, ensuring the technical and political extrapolation are as realistic as possible, making Armageddon 2089 the game for roleplayers looking for hyper-reality in their campaigns. As well as providing everything players need to simulate combat between WarMeks, Armageddon 2089 is a complete setting in which to base many scenarios. Supported as only Mongoose Publishing can do so, the Armageddon 2089 line features many new supplements and sourcebooks, including Armoured Companies, bringing the power of tanks and artillery to the game, and the Soldier’s Companion, introducing new rules and scenarios for special forces and espionage squads. The High Frontier expands the war far beyond the boundaries of Earth itself, to colonies and outposts throughout the Solar System. Add to this a range of forthcoming novels detailing the major battles and events of the war, and Armageddon 2089 becomes one of the most complete settings available in the roleplaying market.
 

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**Disclaimer: I have recieved this as a free review copy and have done work for Mongoose in the past, but these facts have no bearring on this review or its score.

First Impressions- Cover, Contents, Welcome & Introduction

  • Charm: Creativity/Originality/Playability: 4 - As with all books the cover is the first chance to capture a reader's attention and present in pictoral form the "heart" of the matter. Mongoose does this well with their cover for Armageddon 2089: Total War... it places you in the cockpit of a WarMek facing off with three other WarMeks within your cockpit view. My only compliant is the scene is static and might have been more eye-catching and poignant if there was some action going on... after all once one reads this Main Rulebook one discovers it is meant to be a fast-paced and deadly campaign setting and the cover although nice does not drive home this point. The back cover presents the Armageddon 2089 logo, which is quite striking and is a stylized W with a T piercing it, a nice touch. The backcover blurb is unispiring, but the Welcome chapter is quite creative in the way it lays out the speculative future of Earth. It does an excellent job in presenting a plausible series of events that leads to the ultimate confortation between the United States and the European Federation that results in the Armageddon War and sets the stage for the campaign setting.
  • Presentation: Art/Editing/Layout: 4 - The Table of Contents is simple and only presents an overview of the chapters with no in-depth breakdown of chapter subsections, which for a Main Rulebook is disappointing and would have been quite helpful for those who prefer to have an in-depth Contents page (like those presented in the PHB, DMG, and MM). Also the Table of Contents switches between Warmech, WarMek and Warmek, though from what I gather from the rest of the book WarMek is the official term, still this was slightly disconcerting. The only other major editing gaff in the Welcome and Introduction chapters is the mis-dating of the attack on the World Trade Centre, which is given at 11 September 2002 (should be 2001), but the rest of the book does give the correct date... a bad first impression, but luckily one that is not borne out throughout the rest of the book. Only one piece of art in this first section (which was nice, but not awe-inspiring), but the layout and text density are quite good and that makes up for the lack of art.
  • Content: Descriptive Depth/Rules Design: 5 - The back cover has a short introductory blurb on the Armageddon 2089 setting, but in my opinion it does not do the rest of the book justice and is unfortunately very short and not very informative to a prospective buyer. Luckily, the Welcome chapter is presents more background information on the history of the Earth up to the year 2089. Just a little more of this information upon the backcover would have gone a long way towards fostering interest in picking up the book to read right away, especially more context information like mentioning the British War of Independence on the back cover. So the Welcome chapter was well written and places the reader in the world of Armageddon, but it does not just discuss history, it also discusses technology and how it has changed the face of Earth and of the wars fought upon it. In the Welcome chapter, we are introduced to the clever use of "IWN" (Independent World News) sidebars, which present News "blurbs" revolving around important bits of history. Each IWN sidebar has a date, keywords, and article entry, the unfortunate thing about these sidebars is that they are not in chronologic order and so if you want a feel for the flow of the news cycle you'll have to flip around to see what goes where in the timeline, another slight complaint that I have with the sidebars would be that the important Keywords (like Brussels) might have been included in the the Index with page number reference to sidebars that use them for quick reference as one might need to find a particular news piece and has no easy way of doing this currently. The Introduction chapter does a good job of presenting what to expect in the Armageddon 2089: Total War Main Rulebook and has short sections for new and veteran d20 system players with the main differences being a Defense Value (based on Reflex save) instead of Armour Class (armor now grants Damage Reduction)... also the assumption in Armageddon 2089 is that you are going to play a WarMek officer and as such it is noted that those classes not associated with WarMeks are meant more for NPC status and thus lower in overall power.

Section Score: 4.3

Chapter 1, 2, 3, & 4: Characters, Skills, Mercany Companies, & Equipment

  • Charm: Creativity/Originality/Playability: 5 - From what I can see based on these chapters this Main Rulebook is quite playable and character creation should be relatively easy. The WarMek officer classes are quite flavorful and each have an appropriate niche they fill in a WarMek squad, while the other classes (such as Civilian, Officer, and Soldier) are necessary, but meant more for background purposes. The new and revised skills and feats are creative in the manner in which they portray the various aspects of WarMek combat. I especially like the way Concentration was handled as an important element of combat where lossing focus can not only cost you a lapsed moment, but a lost life. The Mercenary chapter was pretty standard faire with a lot of bullet points and tables, until I got to the Negotiations section, which although it started with a table and ended with one gave me in the middle a nice spark for the imagination with its suggestions for possible missions and what the ins and outs of the negotiating table looks like. A big "Kudos!" to the person who wrote that section ;-) The Equipment chapter was pretty standard stuff, but well done and playable with nothing that I noticed that was difficult to implement or adapt to.
  • Presentation: Art/Editing/Layout: 4 - The layout of the Character chapter was well done, the class tables seemed to have everything in order and the art although not spectacular, is neither inappropriate or bad. The Skills and Feats chapter is as the previous chapter well organized and edited with my only complaint being the use of green text on a slightly green background within the tables making it dificult to see words on the page at any great distance. No art is presented in this chapter, but to be honest I didn't really miss it as the focus of this chapter was rules. The Mercenary chapter has a few editing mistake the most striking one being the two different "starting budget" amounts they describe at the start of the chapter (at first 25 million, then 20 million)... with a 5 million dollar difference this can have a huge affect on what an upstart mercenary group starts with. The example company they give uses the 20 milion mark, but the "Typical Budgets" table gives 25 million as the amount, so there is no definitive amount that I can determine (which means I'll need to go over to Mongooses forums and ask ;-). The rest of the chapter's presentation is intuitive and organized with no real complaints, but again no art... which is quite a departure for Mongoose (at least in the books I do have) and one that in light of the rich material was not noticed until I started this review. Art does return with the equipment chapter and appropriately so... the illustrations are done in a simple skimatics style and although not spectacular are function with is fine by me. The tables were all straightforward (although their are a couple columns for Piercing Armour - which should probably be Armour Piercing - and Area Effect between Damage and Critical which caused me to look around for Critical since in most books damage and critical are next to each other) and in order and I noticed no editing mistakes that are worth mentioning.
  • Content: 5 - Descriptive Depth/Rules Design: The Characters chapter presents the only race for Armageddon, humans and the five main character classes (all of which are WarMek officers): the field officer (good all-round WarMek pilot, jack-of-all-trades), assualt officer (good close in WarMek fighters), comms officer (Scanning and Electronic Warfare experts), scout officer (survivalists with WarMeks to back them up), and WarMek weapons officer (expert WarMek marksman, but only part time pilot). Looking through the Character chapter the WarMek officer classes all seem balanced with each other and although they have similarly named and progressed class features (like basic training, bonus feats, cross-training, advance training, etc...) they are in fact quite diverse with each class feature having its own unique benefits based on their chosen profession. Three NPC classes are presented the Civilian (a skill monkey, with worst BAB and saves), the officer (part of the military leadership capable of rallying troops, making battle plans, etc...), and the soldier (with specialized training in one specific area of interest from armour to support weapons). The Skills and Feats chapter is next and the rules here are solid as well with new and old skills and feats blending together to make a whole that is greater than the sum of its parts. There are eight new skills and a couple renamed and restructured one and some appropriately dropped altogether. The new and revised skills are on the all and all clear and concise in what they do though Electronic Warfare should have referenced sections in the book that explain what specifically can be done with an Electronic Warfare check like the other skills that do this. There are over 50 new feats in this section with about 20 being the newly introduced WarMek feats, which can only be taken by those with WarMek officer class levels. Some feats pull double duty with benefits base on whether one is a WarMek officer or a non-WarMek officer class. Overall the feats seem balanced and appropriate, though the former will take some playtesting to make sure. The Mercenary chapter is quite useful and provides a step-by-step process for building all sorts of mercanary companies, corporate companies, and Military squads. Perhaps the most intriguing portion of the chapter however is the Negotiations chapter which provides a detailed breakdown of the all important aspect of mercenary life called, "Making the Deal!" It gives understandable and easy to use rules for determining everything from the initial offer to the give and take of haggling over certain elements of a deal, to signing the papers that could lead to a sweet deal or a bitter end. The Equipment chapter is well designed with no crazy critical threat ranges and appropriate information for each weapon and item of interest from armour to quickcuffs.

Section Score: 4.7

Chapter 5, 6, & 7: Personal, WarMek, Vechicle, & Electronic Combat

  • Charm: Creativity/Originality/Playability: 5 - The Personal Combat chapter mixes the old with the new in creative ways that makes sense for a modern setting, but nothing spectacular here. However, the WarMek and Electronic Warfare rules were inspiring! They really made me want to roll up a character and try out the system right then and there... I loved the idea of Special WarMek Features based on the design philosophy of the WarMek's designer and production company (though unfortunately only a few WarMeks have this entry). The idea of power points to "fuel" a WarMek's actions during a round was a perfect fit as was the introduction of hit locations, called shots, and the fire and explosion rules (nothing like vaporizing a WarMek with a Tokamak fusion reactor and watching his immediate surroundings disappear in a flash of nuclear energy ;-) The WarMek chapter also provides a section on using WarMeks in Combat Engineering roles, which was a nice addition because it expanded what I thought to that point WarMeks were used for. The Electronic Warfare chapter was even better as it really drives home the importance, complexity, and posibilities available in the field of electronic warfare... everything from codebreaking to electronic deception is handled in this chapter with an understandable and relatively simple (and more importantly playable) set of rules.
  • Presentation: Art/Editing/Layout: 5 - Art disappears for the Personal Comabt chapter and I now realize why I don't mind not having the art... all the IWN sidebars paint a great verbal image of the Armageddon 2089 setting and I must say I prefer this tecnique as it increases the word density and makes for great little side treks from this appropriately rules heavy book. All of the chapters are well edited with no major hiccups along the way and the tables are spot on and well organized. Art does make a sparse appearance in these chapters, but again you can count these computer graphic illustrations on one hand over the course of 40+ pages!
  • Content: Descriptive Depth/Rules Design: 5 - The rules design is quite good in all the chapters with a couple high-lights and low-lights in the following areas... The use of Defense Value based on the Reflex save to determine how difficult something is to hit, armour providing damage reduction, and armour piercing weapons makes for a cinematic and sometimes deadly mix. Also the introduction of rapid fire weapons and their ability to spray and suppress an area is a nice touch. Stray shots are dealt with, which is good addition... the rest of the chapter deals with environmental hazards for personel including a the chemical, biological, and radiological effects, which was a nice additon. However I am not quite certain about the portrayal of certain chemical and biological weapons (I don't think they are deadly enough ;-), but I must admit that I am not an expert on these matters and as such will probably use their indicated effects at least until I can do some more research and satisfy myself with how "on target" these effects are scientifically. The WarMek combat chapter was straightfoward, well done, and favorful and my only question concerns terrain and the reason why Manually Enabled WarMeks (ones with hands) find it easier to navigate forests, mountains, polar, and woodland areas, than those without hands (I take it is because they can use their hands to push aside branches and grab handholds, but the text does not really explain it as such). Finally, the Electronic Warfare chapter is perhaps the most interesting one in the entire book... it has a lot of good flavor and rules based on science that it draws you into the theme of the chapter and makes you want to jam a WarMek's comms at a critical point in the battle where 6 seconds of silence can make the difference between life and death. There is an excellent example of Scanning and Electronic Warfare in this chapter and it does well to get across its usefulness and importance in WarMek warfare.

Section Score: 5

Chapter 8, 9, 10, & 11: WarMeks, WarMek Construction, WarMek Technology, Ground Vechicles, & Aircraft

  • Charm: Creativity/Originality/Playability: 5 - And so here it is the reason why anyone would really pick up this book... the WarMek illustrations and their weapons layouts found in the WarMeks of the World chapter... So how innovative are they? Well its a mixed bag, but not out of any fault of the designers it is actually (if I understand correctly from my reading of this chapter) purposefully done... that's right not all of the WarMeks presented are actually top of the line sweet spot WarMeks, instead there are quirky WarMeks (such as those who cannot run or have some design flaw built into them), budget buy WarMeks (cheap, but you get what you pay for), and gimick WarMeks (one trick ponies that are more style than substance)... at first I must admit that I was slightly disappointed with the Warmeks, but once I realized that the point was not to present the best of the best, but instead to present a wide range of varying quality WarMeks I thought to myself that it was a gustsy move and only added to the feel of the campaign setting by giving WarMeks and the corporations that make them a "niche" they fill like Volkswagen and Lexus do for automobiles! The originality of the WarMeks of the World chapter is astounding and I only hope that the future releases have so much flavor and hopefully more! The Construction rules are normal fair and necessary as are most of the WarMek equipment and vechicle presented in the other chapters, but all are solid and playable, but none quite comes as close to the style presented in the WarMeks of the World chapter.
  • Presentation: Art/Editing/Layout: 3 - Unfortunately, although the WarMeks of the World chapter is quite creative it suffers from editing and layout flaws that can confuse the reader. Some examples of these areas of concern are the use of "*" and "**" which has no immediate explaination though by deduction (after reading the WarMek Technology chapter) I discovered that the former meant "See weapon for special rules" and the latter "For ripple fire rockets and missiles, IR signiture is -1 per additional rocket fired." Also some WarMeks especially those with rocket packs have their columsn ofset by one such as Power Point cost being placed in the Range Increment column which it turn is placed in the damage columns, etc... A few othe Meks don't have components listed on their WarMek Features table like the Bushi and Spyglass's lack of placement of their cockpit. For the most part I like the computer illustrations of the WarMeks and believe they do a good job of getting across the feel of the character and power of each WarMek, but I do wonder how some of the Manually Enabled WarMeks make use of their hands... especially in light of the equipment that surrounds them ;-) This slight "glitch" was the only on that really bothered me especially in light of the benefits that Manually Enabled WarMeks get over their counterparts... As for the WarMek Construction, WarMek Technology, and Vechicle/Aircraft chapters, they were well laid out with spare pieces of art to detail the basic WarMek weapons and bare bones sketches for the vechicles and aircraft, which in a way were jarring not due to their illustration, but in light of the computerized illustrations presented over the previous few chapters.
  • Content: Descriptive Depth/Rules Design: 5 - The WarMeks of the World chapter does a good job with the rules it sets forth earlier and the flavor text introducing each new design is spot on for the most part and entertaining to read. The Construction rules provide a step-by-step process to create customized WarMeks and the Technology chapter has solid and detailed rules for each weapon or piece of equipment that a WarMek might use. All the vechicles are well done and provided with short introductions, but unfortunately no vechicle or aircraft creation rules are provided, but than again Armageddon 2089 is about WarMeks and not more mundane vehicles and aircraft (still it would have been nice ;-)

Section Score: 4.3

Chapter 12, 13, 14, & Beyond: World of 2089, Corporations, Campaigns, Glossary, Designer Notes, Index, & Record Sheets

  • Charm: Creativity/Originality/Playability: 5 - I really liked the World of 2089 chapter for its creativity and original perspective on how the events of our current times might affect the next 80+ years of world history. It does a great job of drawing you into the feel of Armageddon 2089 and that is exactly what this type of chapter should do... my only complaint is that the World of 2089 was not placed earlier in the book (right after the Introduction) as it provides some great character information... also reading this chapter makes me wish their was more than just the human "race" to chose from and that perhaps having nationalities that modified or granted characters some distinctive flavor might have helped set the tone for the factions portrayed in the book. The Corporations chapter is a nice touch due to the importance they have over Earth in 2089 and the Campaign chapter follows this with a great primer for dealing with possible problems and running unique and interesting campaigns in Armageddon 2089. The Glossary is a good if sparse addition and as always the Designer Notes are quite interesting to read... The Character, WarMek, and Mercenary record sheets are okay, but the WarMek one is a little too color intensive, which hopefully will be addressed when Mongoose puts up downloadable ones.
  • Presentation: Art/Editing/Layout: 3 - The World chapter is again sparse on illustrations, but it has one of the most important ones in the book... the map of the World of 2089. Unfortunately the map is chalk full of errors in its shadings of USA/USA Aligned and EF/EF (European Federation) Aligned countries. I has Canada as USA Aligned, but in the description Canada is now EF aligned... Mongola is a sea according to the map, but nothing is mentioned about it in the World section... Also all of South America is colored for the EF, but according to the text not all of South America is EF Aligned (although most is)... the are a couple other mistakes, but the point is made... I liked the logos for the corporations and the editing was by and large good. My biggest complaint, especially in light of the sparse Table of Contects to begin the book is the lack of an extensive Index... which is sorely missed as it means I will have to waste time trying to find things and have less time to make WarMeks.
  • Content: Descriptive Depth/Rules Design: 5 - The description of the World of 2089 and the breakdown of the nations and the factions they follow was well written and again draws the reader into the world, this however does not mean there were not points when I was disappointed, but mainly these points are due to omission of information, the biggest being the lack of information on the Tiger Combine (a group of Southeast Asian countries), which is the creator of WarMeks and whose pilots are described as making up "the bulk" of WarMek pilots... However there are no "Roleplaying a Tiger Combine Character" like they do for the USA, EF (European Federation), and UK powers... nor is their a "Living in the Tiger Combine" section like for the other powers. The Corporations chapter is quite good, especially the "Creating New Corporations" section, while the Campaign chapter is superbly done with great advice on preparing, portraying and running campaigns in Armageddon 2089. It should be noted here that XP is not gained by defeating enemies, but instead is doled out in steady increments of 1,000 to 2,000 XP per session depending on the GM's preference... I like this way of handling XP as in a way it encourages the characters to be less reckless and more cautious in a world gone mad. Which might just keep them alive a little bit longer...

Section Score: 4.3

Final Thoughts

  • Charm: Creativity/Originality/Playability: This being a Main rulebook and not a camapign setting itt still did a wonderful job of being creative, especially through the use of the IWN sidebars, and from my initial estimation seems to be quite playable. The Themes behind the setting are also take into original directions such as the pervasive nature of corporations and the privatization of the USA military and its subsequent dependence upon mercenary forces to work outside of the USA, which is an intriging concept. The British War of Independence is a great historical twist and is the perfect catalyst for the Armageddon War and other event in the World of 2089... the WarMek designs are also unique and only help to make Armageddon 2089 even more appealing.
  • Presentation: Art/Editing/Layout: This is the weak point of Armageddon, but not because the art is bad or the editing is off, but because the Table of Contents and Index are unfortunately lacking and some of the important illustrative pieces (like the map and Manually Enabled WarMek designs that I mentioned earlier) and tables are slightly off kilter... still on the all and all the presentation is above average in most other respects...
  • Content: Descriptive Depth/Rules Design: If you are looking for an in-depth treatment of the campaign setting behind Armageddon 2089 this is not quite what you are looking for it is in truth (as it says on the cover), Main Rulebook that sets out to give you a good introduction to the world, but sets out to provide you with the rules to run WarMek combat... In this regard I can only say that this product succeeds with flying colours ;-) The rules design are straighforward, easy to impliment after you've had some experience with them (you'll probably want to run through a few combats before actually starting a campaign as it will be helpful for players to figure out the rules and the possibilities they present them), and most importantly they seem to be fun, which is really what I want from a game and this delivers in spades.

Overall Score: 4.5

Good Gaming!
Joseph Miller

PS: Please feel free to comment and provide constructive critisms of this review (it's the only way I'll ever learn to be good at it ;-)
 

I think you were a little generous on your Presentation rating. The book is littered with typo's and formating mistakes. The digital artwork for the WarMeks is great but the remaing illustrations are pretty mediocre. Also the background on the pages is too dark and the black text blends in and makes it a little hard on the eyes when reading. I would give it a score of 2 tops.

Otherwise the rest of your review is spot on.
 

You've got a good point... there are points when the text is difficult to read especially the green text on slightly green background tables... The normal background did not bother me (thus I didn't lower the score), but I can see your point after looking it over again and some might have a problem with it.

I also have on my current read through of the book noticed a few more table and text typos than on my first run through... but I do think the book is great book in spite of its presentation failings (though I completely agree with you about the mediocre nature of the non-WarMek art).

Perhaps I was a "little generous" with the presentation score... I'll have to keep that in mind for the next review I do.

Thanks,
Joseph
 

This is not a playtest review.

Armageddon 2089 is a rulebook for running a Mecha game, from Mongoose Publishing. For those of you who, like me, know little or nothing about the genre, WarMeks are huge (200-ton) humanoid fighting machines, piloted by humans. The Armageddon 2089 setting is modern/futuristic, on the edge of apocalypse, and this is mainly thanks to the destructive powers of WarMeks. The game focuses on those characters involved with WarMeks being used in a war between the European Federation and the USA.

Armageddon 2089 is a 304-page full colour hardcover product costing $44.95. There is little or no wasted space - margins are tight and font is small, whilst remaining quite readable. The light green metallic-style background can interfere with readability at first but one quickly becomes used to it. Art is used sparingly outside the WarMek section, and is mostly appropriate to the context. The style varies from section to section from comic-style character class illustrations through to computer-design weaponry illustrations, some atmospheric if rather nebulous pseudo-screenshots from WarMek visual scanners (nowhere near as good as the one on the front cover), and some excellent realistic representations of the WarMeks themselves. There are even a few imaginary magazine front pages from 'Which Warmek?' magazine! The writing style is excellent, in keeping with the subject matter, and providing plenty of sidebars giving news briefs from the imaginary IWN NetNews to give a flavour of the setting without overt information-dumping. Editing is also good, though I picked up a few minor inconsistencies, particularly in the tables.

Welcome
This introductory section gives a brief overview of the political and military situation for the campaign setting (near-apocalyptic war between the US and the European Federation in 2089, with WarMeks being the main effective protagonists).

Introduction
Some brief advice for beginning and veteran players. There is a note of the main rules change to personal combat, the use of Defence Value (instead of AC), which equals 10 + total Reflex save bonus + size modifier. Size also changes, as all sizes are compared to WarMeks as average size, and WarMeks use Armour and Structure Points instead of Damage Reduction and hit points. Additionally, to make up for the tougher combatants, Armageddon 2089 scenarios are designed to be a lot tougher than normal scenarios.

Characters
All characters are human, and there are five main character classes: field officer (elite jack-of-all-trades), assault officer (aggressive combat specialists), comms officer (communications and electronics specialists), scout officer (reconnaissance specialists), and WarMek weapons officer (sniper combat specialists, often teamed with scout officers). Alternatively, one can run a campaign that does not focus on WarMeks, using the soldier, officer, and civilian classes.

Skills And Feats
New skills include Aeropilot, computer use, drive, electronic warfare, WarMek Pilot, and Technical. There are some new uses for old skills such as Forgery, which covers electronic documents. New feats include Anti-Aircraft Gunner, Data Access (reduces Computer Use durations), Improved Interrogation, and Nerves Of Steel (Concentration bonus and stackable Will save bonus). There are also a new set of specific WarMek feats such as Defender (provides +2 cover bonus to comrades), Improved WarMek Stealth (decreases Hide penalty), and MRSI Artillerist (allows a series of shots to impact at the same time using an automated delay system).

Mercenary Companies
A further step after character creation is to create the mercenary company to which the PCs belong, including a joint agreement on how to spend their money wisely on WarMeks and other equipment. The mercenary company allows the PCs freedom unavailable with the military organisations of the time, and the importance of mercenary companies in the war is also described in a sidebar. A sample mercenary company is given, showing how to use the guidelines and there is further information on loan repayments, recruiting staff, and finding work. There are also sections describing creating a corporate or military WarMek squad, if that is desired. Guidelines are also given for creating NPC mercenary companies along with an example. The chapter ends with some fairly detailed discussion on negotiating the details of a job with an employer with some in-character advice on how to cut the best deal at the bargaining table. Rules for negotiation and modifiers based on past mission success are given to this end.

Personal Equipment
After some brief information on availability and selling of equipment, the remainder of the chapter gives a listing of the types of equipment available in the campaign setting, such as antimek missile launchers, assault rifles, anti-armour mines, and stun grenades, as well as more general equipment such as flashlights, oxygen tanks, combat suits, and scuba gear. A table gives all the rules-related information towards the end of the chapter, including a weapon's armour-piercing capability. This chapter only covers personal stuff (see below for the chapter covering equipment for WarMeks).

Personal Combat
Reiterates the Defence Value stat, looks at various actions in combat, covers armour (including armour piercing), running gunfights and rapid fire (including spraying an area and suppressive fire). A system is offered to cover stray shots and the likelihood of hitting bystanders, as well as information on attacking WarMeks or vehicles in terms of structural damage. Other dangers covered include thin atmospheres, various 'poisons' (such as Tear Gas and Nerve Gas), and radiation, as well as more mundane dangers such as fire and drowning.

WarMek And Vehicle Combat
All you need to know about combat using WarMeks or vehicles, including such things as available power, arcs of fire, armour and structure points, called shots, movement penalties due to terrain, indirect fire from rockets and howitzers, missile countermeasures, ripple fire, mines and minefields, speed and manoeuvres, mishaps, the effects of weather conditions, repairing damage, and combat engineering (such as building bridges, fortification, and mine clearing and setting).

Electronic Warfare
Information on reconnaissance tactics - scanning and spotting, emissions signatures (infrared, radar, magnetic, electromagnetic and seismic) dependent on size, comms, and power, plus a listing of some of the available high-tech comms equipment such as gravitational scanners and wideband autonomous jammers. Further information is given on electronic attack and jamming such as transmission interception and codebreaking, electronic masking and frequency hopping. A detailed example is given showing how to use the rules in this chapter in gameplay. A brief section at the end of the chapter looks at information warfare, mainly surrounding cryptography.

WarMeks Of The World
Information and stats for around 30 WarMek models. Each model has a two-page spread with illustration and description on the left and stats and features on the right. They are split into those produced independently, by the EF (Europe), the Tiger Combine (SE Asia), and the US.

Mek Construction
This chapter concentrates on WarMek customisation. An eight-step procedure looks at choices of chassis, power, weapons and equipment, and armour, and then calculating cargo, speed, and emissions signatures.

WarMek Technology
This chapter gives tons of options for outfitting and equipping WarMeks, including cockpits, weapons (cannons, howitzers, machine guns, lasers, minelayers, particle accelerators, rockets and missiles, close combat weapons such as chainsaws and retractable spikes, sonic weapons, and flamethrowers), ammunition, armour (smart armour and armour coatings), comms and electronic warfare systems (e.g. air-tracking radar, magnetic scanner, and quantum processor), targeting systems, fire extinguishers, shielding and hostile environment gear, and a range of accessories.

Ground Vehicles And Aircraft
Illustrated guide to a range of vehicles from heavy bombers and fighter planes to tanks, helicopters, rocket-launchers, and a section on unmanned vehicles such as remote-controlled spy planes.

The World of 2089
"This chapter looks at the most important states and alliances in 2089, with an eye toward explaining their role in the war between the US and the EF." Impressively, the chapter looks to build upon recent current affairs in the US, the EU and world politics to form a realistic (if grim) overview of life and the world in 2089. As well as the US and EF, The chapter looks at the Southeast Asian Economic Community (the Tiger Combine), Russia, Africa, the rest of Asia, the United Kingdom (which lies at the centre of the conflict), Fragmentistan (the ex-Soviet nations), the Middle East (now much of a wasteland after an incredibly destructive six-hour war by Israel against its neighbours), and Australasia. The chapter sometimes makes for uncomfortable reading and this aspect is picked up in the designer's notes at the end of the book - I think it's worth quoting:
"What I hope we have done, if we have offended anyone with this future history, is not to pull any punches. There are no 'good guy' countries here. We have taken the worst aspects of all the combatants' cultures and exaggerated them, ignoring the more positive aspects. It has been occasionally disturbing for us, and so if you are disturbed too, this is probably a good sign".

Corporations
This chapter gives plenty of examples of the businesses that impact upon the world of 2089. You won't see any immediately recognisable companies here for obvious reasons but they all bear a semblance to some existing corporations in their structure and goals. A range of product types and services are covered with the main players described, with a particular focus on vehicle production (including WarMeks). There are guidelines for creating your own corporations and a look at the consequences of introducing that corporation into the campaign setting.

Campaigns
To begin with the chapter takes some basic GMing skills and expands upon them - researching the setting for adventures, planning from micro to macro level, ensuring that PCs see the consequences of their actions, and enabling the PCs to become involved in the larger campaign plot. The campaign setting concentrates, as much as possible, on realism (historical and technological), the cost of the Armageddon War to the PCs (emotional and financial), consumerism (the importance of corporations), cynicism (the world is a grim place), and the horrors of war (death, destruction, hard choices, betrayal, etc.). There is advice on reining in the power of the PCs in terms of the weapons of mass destruction that become available through possession of WarMeks, and the reality of death.

The next section looks at a fate worse than death for those areas irradiated by the result of nuclear warfare, as well as the extreme mental illness that arises from living in such a grim world. Some, however, have retained hope of a resolution to conflict, and the next section takes a look at the type of issues that could motivate PCs to keep on trying despite the odds. Four types of campaign are briefly discussed - mercenary, corporate, Special Forces, and tanker/infantry, along with some possible adventure/campaign hooks for each. Following this is a discussion of experience point awards - CR is not used, but a steady general progression is advised (about 1500 XP per session). Other awards are also discussed such as information, rank and prestige, and money and equipment. The chapter concludes with some explanation as to the relationship between mercenary WarMeks and the world of 2089 - why they are employed, why mission time is so limited, and why combat is a business. I finally began to understand the nature of the recommended style of play for Armageddon 2089 - as covert missions into enemy territory, avoiding high-tech surveillance techniques, to accomplish a specific goal, and then try to get out again alive and collect your rewards.

The book concludes with a glossary of terms, some designer's notes ("For me, Armageddon 2089 is [about]...blowing stuff up"), a six-page index, a character sheet, WarMek design sheet, and mercenary company sheet.

The High Points
There has been an impressive attempt to extrapolate today's technology and politics forward into 2089, and one that, despite being somewhat opinionated and cynical at times, struck a chord. For me, the chapters on the world of 2089, mercenary companies, and campaigns, shone through for this reason. For mecha fans, the range of WarMeks and equipment seemed good for a campaign setting product (I'm sure there'll be more to come in future products), and feats and skills seemed appropriate to the setting and mostly well-balanced.

The Low Points
Perhaps its because I know so little about the mecha genre, but the five main character classes all seemed very similar to each other. All the WarMek classes have top notch BABs, and bonus feats, as their signature stats, and the differences in role seemed fairly minor to an ignorant soul like myself. A minor layout quibble was that I would have liked to have seen the various chapters on WarMeks a little more integrated rather than separate chapters on the different aspects, and information on technology and construction to have come before the actual WarMek examples.

Conclusion
Armageddon 2089 is a strong product that should be a must-buy for mecha fans and worthwhile considering for anyone interested in a modern/futuristic campaign setting, with its interesting and disturbing techno-political prophecies. Whether you just want to 'blow stuff up', or if you want to develop adventures set in a grim and complex future world of corporate and political machinations, Armageddon 2089 has a lot to offer.
 


Whoops. Blank post. Sorry.

Very well done review. I took a look at the book at the local gaming store and was impressed with the attention to detail. The only thing I didn't like was the grim vision of the future. You mention in your review that the world is on the brink of destruction and it's the "Meks" that are responsible. So the players are actively participating in the destruction of the world? The fun of blowing stuff up (I think) is really curtailed when you're helping destroy everything you have. The reason I'm bringing this up is that I get the sense that a lot of Japanese animation works against this view. In other words, the magic or mecha may be destroying the world, but its the job of the heros to prevent or reverse that destruction. Like I said, it looks like a well put together game, but the setting is not to my taste.
 

Hi yummysnake

I don't think the product restricts how you want to run your Armageddon 2089 game - in fact, if I was going to run a game in this world, I would specifically be aiming to set up a campaign where the PCs were trying to 'save the world' - the fact that its gone so bad would give it a great feeling of doomed heroism. There is a quite detailed section in the 'Campaigns' chapter looking at the thread of hope that still exists to save the world and the kind of adventures and motivations the PCs could experience to grab this concept and run with it.

Meks, like any weapon, are the means, not the cause of the destruction. There's no reason that they can't be used to take out those seeking to cause further destruction. One of the ideas discussed in the product is to run a British-based campaign where the PCs play independent British (or other non-EF/US nation's) forces trying to oust both the US and the EF from their shores. How about a mission to destroy a new Mek being designed in a secret factory for mass nuclear destruction, before it is released on the planet?

My limited experience of Japanese anime seems to be orientated towards heroes in a world which is threatened by or has already undergone mass destruction, and there's nothing in Armageddon 2089 that precludes this scenario, though there's nothing stopping GMs running shoot-em-up campaigns either.

Hope that helps.

Simon Collins
 

Armageddon 2089: Total War
Mongoose Publishing product number MGP1201
Ian Sturrock
304 pages, $44.95

This is not a playtest review.

Armageddon 2089: Total War is the first book in a new d20 game line from Mongoose Publishing, depicting life on Earth in the year 2089. As the book points out, this is a rather dystopian world, filled with ecological disasters, nuclear strikes, and impending all-out war using a relatively new type of combat vehicle: the WarMek, a generally humanoid-shaped war robot piloted by a human and bristling with weapons of incredible devastation.

Sounds like fun, right?

I'm no stranger to the concept of the WarMek. There's a whole genre of books, movies, comics, videos, games, and whatnot - from the Battletech line to the various Japanese Gundam series - dealing with combat robots. (Heck, even in the Marvel comic books Iron Man is getting to be more and more like a man-sized mecha!) However, this is the first mecha-based RPG I've ever read through myself, so I have little to compare it to. I only state this up front because I'm going to gush like a schoolboy about how cool this game seems to be, and I want to get my biases (or lack thereof) out of the way.

Okay, that said, I'm very impressed with the whole concept. The execution could have been better in several ways - I'll get to those in due course - but I have to say, I really like the way Ian Sturrock took the mecha concept and applied the d20 system to get a cool new game out of it.

Here's the breakdown of the book:
  • Welcome to Armageddon 2089: a 3-page "future history" of how events shaped the world of 2089
  • Introduction: a 2-page discussion of the game and a breakdown of the book's chapters
  • Characters in Armageddon 2089: PCs and NPCs
  • Skills and Feats: Some for PCs, some for WarMeks (and some for both, used different ways for each)
  • Mercenary Companies: Designing the mercenary group your PCs will be a part of (including such things as budgeting, negotiating contracts, and hiring staff!)
  • Personal Equipment: Stuff your PC will need when he's not in his WarMek
  • Personal Combat: Including changes to combat that are different from most d20 games (no Armor Class, for one thing - rather, a Defence Value to see if you get hit and Damage Resistance to strip off some of the damage)
  • WarMek and Vehicle Combat: The good stuff: fighting while in your WarMek!
  • Electronic Warfare, Scanning and Communications: In this game, much more important round-by-round than you might have thought
  • WarMeks of the World: Details on some of the more common WarMeks - the "Monster Manual section," if you will
  • WarMek Construction: Designing your own custom-made WarMek
  • WarMek Technology: Specific add-on parts to WarMeks, like weapons, fire suppression systems, and comm gear
  • Ground Vehicles and Aircraft: Planes, helicopters, tanks, subs, etc.
  • The World of 2089: A breakdown of the world's countries and political alliances
  • Corporations: The "big names" in the world of 2089
  • Campaigns: Running an Armageddon 2089 game
  • Glossary: Selected terms explained
  • Designer's Notes: What Ian Sturrock's thought were in designing the game like he did
  • Index: Self-explanatory, and useful in a book of this size!
  • Record Sheets: Sheets for your PC, WarMek, and mercenary company
My first impression in reading through the rules was that in many ways, the WarMeks of Armageddon 2089: Total War are like the starships of Star Fleet Battles. You have the configuration of the vehicle in question with what specific equipment is in which location, you have to get past the defenses (armor for the WarMeks, shields for the Star Trek spaceships) before you can start destroying the interior components, and so on. With this said, I was initially surprised to see the rules calling for the PCs being the WarMech pilots. When I sit down to play Star Fleet Battles, I don't care about the captain or crew of the vessel of the ship I'm running - all I care about is how many phasers and photon torpedoes the ship has, the strength of the shielding, and how fast it can go. However, I commend Ian for not taking this approach: by focusing on the pilot inside the WarMech, it's possible (indeed, likely over the course of a campaign) to have a WarMek destroyed but the pilot escaping (most WarMeks have ejection seats, it turns out) to move on to a new WarMek. Plus, this opens the game up to be more than just WarMeks fighting enemy WarMeks (or planes, helicopters, tanks, infantry, etc.) - you can have your PCs exit their anthropomorphic combat vehicles and go on missions outside their WarMeks as needed. A good call.

As far as the WarMeks themselves, there is a good variety in the book and rules for designing your own to boot. I appreciate the fact that while based on the premise that humanoid robot combat machines were the "way to go" as far as future combat went, the details from that point on are as "realistic" as possible. Lasers, for instance, aren't the superweapons they are in the Star Wars movies - they can be countered by smoke and rain (or an ablative armor coating). Electronic warfare plays a big part of WarMek combat, too - although in this case, I think realism perhaps should have taken a back seat to player fun.

Let me explain that: a standard mercenary team usually consists of several WarMeks of different overall specialties - the frontline fighter, the sneaky scout, and the communications specialist, to name the most common. Sadly, while the other guys get to blast their missiles and mortar shells at the enemy, the poor guy in the communications WarMek spends his game time making scanning rolls and passing on information to those doing the real combat. Sure, this is a generalization, but in many ways it's the equivalent to the old D&D "somebody has to be the cleric" situation. Every D&D party needs someone to heal up the others, and every WarMek party needs somebody to do the scanning on the enemy team. Kind of boring, though, in my mind. Many D&D campaigns tackle this problem with the NPC party cleric - I would have liked to see something of the sort addressed here as well. (Maybe something as simple as every WarMek having computer-run scanning equipment on board that does the job automatically, feeding info to the pilot. Each player makes his own scanning rolls every round in addition to the "fun stuff," like blasting enemy WarMeks with missile barrages and particle accelerator cannons.)

The production standards in the book are both high and low in places. The illustrations of the WarMeks themselves are absolutely fantastic, but really make the rest of the artwork pale in comparison - especially the cartoony PC illustrations in the front, which are really rather jarring since they seem so out of place. The background of most pages is a futuristic-looking piece of computer equipment of some type (circuitry?) which looks appropriately high-tech, but is occasionally distracting as the shading lines up such that several words in a sentence are inadvertantly "highlighted" by dint of having a white background while the rest of the sentence is superimposed on gray. Most of the tables are made to look like computer displays (a good idea), but the use of alternating white and green text was not so smart, given that the dark background makes the green text difficult to read and in many cases certain lines end up the wrong color. (I can see what they were trying to do there: make rows of alternating color like is common in many tables, but the end result is not all it could have been.) Like several other Mongoose products I have seen, this one could have used at the very least another round of proofreading, as there were several misspelled words, at least two sentences that got cut off in the middle, and a rather embarrassing shifting of the real-world "9-11" attacks on the US off by a year. Also, when designing your mercenary company, the starting money is either $20 million or $25 million, depending on where on the page you read. That probably isn't that big of a deal, though, as I assume that just as some people prefer starting a D&D campaign with, say, 5th-level PCs, others will want to start their Armageddon 2089 campaign with 10th-level PCs and a $100 million mercenary company (so they can jump straight into the higher-end WarMeks), so you could pretty much start with as much (or as little) money as you wanted.

Some other odds and ends I wanted to point out in this review:
  • While British spelling predominates throughout ("armour," "maneouver"), I notice that US naming conventions often take precedence when they conflict with the British words for the same thing. For instance, on page 6 it recommends you'll need a pencil and an "eraser," not a "rubber." (Good thing, too!) In the section on vehicles, it refers to "trucks" instead of "lorries."
  • The names of corporations are often clever and thinly-disguised, real-world companies. For instance, we learn that the most common computer system is "Portals" ("Windows") by "Verisoft" ("Microsoft"). There's an ecological group called "Greenwar" ("Greenpeace" apparently gone all military).
  • Believe it or not, there are several instances where your d12s will come into play! Electro-Magnetic Pulse effects (page 124) and spraying an area with rapid-firing weapons (page 104) will both have you pulling out your underused d12s.
  • I just wanted to point out that it took me awhile, but that orange symbol on the front and back covers of the book, while they originally reminded me of nothing so much as a Mexican wrestler's mask, are actually the stylized letters "A," "T," and "W" - Armageddon Total War. A very clever use of the fact that those three letters are vertically symmetrical. Kudos to whoever came up with that.
Those of you wishing to start up an Armageddon 2089 campaign will be pleased to note there are already four accessory books available for the game line: War Machines of 2089, Behind Enemy Lines: Kazakhstan, Earth 2089, and Armoured Companies, with no doubt much more to follow. It looks like Mongoose is putting a good deal of support behind this campaign, which is always a good thing to see. They're also publishing Armageddon 2089 material in their new Signs & Portents magazine.

For those who might balk a bit at the $44.95 price tag of this book, think of it this way: everything you need to play the game is included - in many ways, this is the equivalent of the D&D Player's Handbook (PC creation rules), Dungeon Master's Guide (combat rules), and Monster Manual (WarMek stats) all rolled in to one. Of course, you also need some parts of the Player's Handbook to play Armageddon 2089 since it's a d20 game, but if you don't already have it you can probably download the appropriate bits from the SRD, and page 7 tells you specifically what "bits" you need: character creation basics, abilities, classes (up to the description of the Barbarian), skills (up to the description of individual skills), feats (up to the description of individual feats), and combat (ignoring the magic stuff).

Overall, this looks like an excellent adaptation - in as "realistic" a style as possible - of the combat mecha genre to the d20 system. I can't wait to scrounge up some players and give it a whirl myself.
 

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