Starting weapons are determined randomly, using a table that is missing critical information on how you're actually intended to roll from it. Many weapon types are strictly better than each other, meaning a player can start with a rocket launcher that levels entire squads while his buddy is stuck with a crappy autogun that can't do anything meaningful. Some Tags are so poorly defined that the mere act of firing a weapon invokes GM fiat. The GM is given little to no helpful advice on encounter design or gameplay and is instead told to just wing it and/or screw over their players on a whim.
2 stars for some interesting concepts regarding the initiative system (or lack thereof) and absolutely fantastic artwork. Everything else is not worth the money.
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