So if I could, this product would be rated 4.5 for 2 reasons:
The artwork is not consistant in any measure of the word. That's fine, as on the guild we have far fewer resources available than big publishers. However there's a lot of very disparate artwork here. Normally that wouldn't be worth 0.5 removed, but there's another problem:
- About 1/3rd the book could be useless to you. If you choose to have the mech suits (ATUMs), then that 1/3rd will be useful as it gives advice on how to use them, the mechanics of them, and how they can be used in your campaign. So for people who don't care about ATUMs, then 2/3rds of the book is still useful but if someone really likes them, only 1/3rd of the book is devoted to them. It feels like this should have been patterned off of a Shadowrun book where 100% of the 100+ pages was ATUM, and then a second book of ATUM adjunct material could be paired with it.
So those caveats out of the way, I still ranked the book 5/5 and for good reason: what I was picking up as a curiosity shows a deep understanding of the finer points of game design and balance. The spells, magic items (with one exception), and classes are all fantastically balanced and fit the flavor of the supplement. In short, while this book sells itself as a "we have mechs, but for 5e D&D", it has MUCH more than that.
I highly recommend if you're interested in concepts presented, you pick the supplement up. It's really well written and from the credits it's obviously thoroughly playtested and vetted.
[5 of 5 Stars!]