I recently reviewed Curse of the Jade Monkey, and quite favorably at that. I'm afraid I can't be quite as positive about The Radio Marauders. Don't get me wrong - it's not bad, but it is flawed. There are some minor formatting issues (e.g., the occasional word with a space in the middle of it, or two words crammed together), and a couple of conversion oversights (e.g., a reference to an INT roll, which I'm guessing is supposed to be a Smarts roll). My main problem, however, is a rather odd plot. Specifically, there are occasions in which the GM is strongly advised to make sure that the PCs fail certain actions, for fear of the adventure moving along too quickly. Honestly, I don't think I've come across that before. An adventure shouldn't be predicated on PC failure, especially if the PCs are high level (and this adventure is recommended for various numbers and ranks of characters, including a single Legendary character - who is probably not going to fail at a lot ... ).
Still, the basic ideas in the adventure are good, and for two bucks, it's certainly worth getting, but I suspect most GMs are going to feel the need to do some re-writing or improvising in order to make it run better - I know I will.
[3 of 5 Stars!]