Best of
Gaming

1986

Queen of the Spiders (Supermodule GDQ1-7)


E. Gary Gygax - 1986
    

Warhammer Fantasy Roleplay


Hogshead Publishing - 1986
    On the surface, it is a civilized and cultured place, where only the occasional conspiracy, assassination, revolution or invasion by orcs, goblins, beastmen, or mutants disrupts the feudal order. Yet a shadow hangs over the world, cast by the corrupting hand of Chaos. From the Imperial court in Altdorf to the pirate-ridden coast of south Tilea, a few heroes strive to hold back the forces of howling Chaos, while it's hidden servants scheme from within to bring the world to it's knees before the Dark Gods." Warhammer FRP is a role-playing game set in the Warhammer world, a background developed by Games Workshop and used in the best-selling Warhammer Fantasy Battles and Warhammer Quest games. The three games are compatible, and characters can be transferred between them with a little fiddling. The Warhammer world is a grim place of perilous adventure. It's a little like Europe at the time of the early Renaissance, with all its corruption, villainy and opportunities for adventure; but this is a world of inhuman races, wizards, mutants, terrifying monsters and the dread shadow of Chaos, which stretches over the entire land. In WFRP, Chaos is not just a force of nature, but a living, malevolent thing supported by demonic princes who will not rest until the entire world has been enslaved or destroyed. It's a dark game with an atmosphere of psychological and visceral horror, and a subtle seam of dark humour at its heart.

Battletech Technical Readout: 3025


Blaine Lee Pardoe - 1986
    Focusing on Battlemechs and Aerospace Fighters, this volume also discusses important combat and support vehicles as well as the rare Land-Air-Mechs. In all, 55 'Mechs, 15 fighters, 3 LAMs, 4 DropShips, and 12 Vehicles are described and illustrated, making this volume a must for all, from historians to MechWarriors.

Cthulhu by Gaslight: Horror Roleplaying in 1890s England


William A. Barton - 1986
    Even in the peaceful fields of rural England only intelligent and energetic intervention could keep the shadows at bay."Cthulhu by Gaslight" includes a lengthy roleplaying adventure, "The Yorkshire Horrors" in which the investigators join forces with the world's most famous consulting detective, Sherlock Holmes Extensive background essays provide period skills, social classes, world politics, biographies and timelines for the 1890s, maps and London location notes (including the best stores of the time), travel, criminals and police, Cockney slang, cost of living, royalty and titles, club life in London, the occult in the 1890s, prices, and clothing. A lengthy essay considers time-travel rationales for moving investigators of another time into the 1890s.

Cranston Snord's Irregulars


Blaine Lee Pardoe - 1986
    Katrina Steiner thinks of the unit as one of the more effective, if unorthodox, units in her employ. House Marik would like to rid the Inner Sphere of the unit and has been trying for many years. Jamie Wolf sees the unit as a band of looters who have made good. One way or the other, the Irregulars are probably best known for their ability to get into and out of tight spots created by their never-ending quest for the lost artifacts and/or treasures of Mankind's past. Whether called looters or not, they are still a unit to be reckoned with.This scenario set details the history of Snord's Irregulars, profiles the statistics and condition of its members and the company 'Mechs, and includes 14 scenarios pitting the Irregulars against the wide variety of opponents they have fought throughout their colorful past. Also described are some of their more memorable treasure hunting expeditions.Some of the scenarios included are:Return of the SnordOperation Road RunnerA Present from JanosThe Stumble RaidThe Junk Yard Dog Campaign (A 4 scenario campaign)

The Encyclopedia of Tarot, Volume II


Stuart R. Kaplan - 1986
    Provides information on every important theory and intepretation and every recognized deck, illustrating and commenting on the symbolism of the early Tarocchi decks and the major later decks.

The Magnamund Companion


Joe Dever - 1986
    The Magnamund Companion is a superb, fully illustrated guide to the fantastic world of Magnamund - a must for all solo game books, role-playing games and sword and sorcery adventures.There's full background detail on all the characters in the award-winning Lone Wolf books as well as exciting history and sumptuously detailed colour maps.Other features include:-Modelling Magnamund - A practical guide with full colour photographs to building models of this incredible worldThe Giak Tongue - How to speak, write and read the language of the cruel Darklord warriorsRagadorn Cavern - A self-contained role-playing board gameDawn of the Darklords - A thrilling solo adventure in which you are the hero

Night's Dark Terror


Graeme Morris - 1986
    Game Module for character levels 2-4Bearly one day's march from Kelven, the uncharted tracts of the dymrak forest conceal horror enough to freeze the blood civilized folk.Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon.But you are adventurers, veterans of many battles, & the call of the wild is strong.Will you answer the call, or are you afraid of the dark terrors of the night?

Marvel Super Heroes: Advanced Set [BOX SET]


Jeff Grubb - 1986
    The MARVEL SUPER HEROES ADVANCED SET may be played by itself, but is designed to expand the existing MARVEL SUPER HEROES Game. The MARVEL SUPER HEROES Game is for two or more players, ages 12 and up.

Grimtooth's Traps Fore


Michael A. Stackpole - 1986
    TRAPS FORE contains over 100 civil rights violations never before seen outside certain South American "democracies" or the frozen wastes of Western Siberia. So just as the brave adventurers out there thought they had danced their way through the last of Grimtooth's previous offerings, and started whistling songs of good fortune, the Piper has come to be paid again! The traps within this book are presented without game mechanics of any kind. The nature, cause and effect of each trap has been described with excrutiating attention to detail so each game master can easily introduce these marvels of mayhem into his or her campaign with the ease of a stilleto sliding between ribs. For example: Slipshod Operation. Here the delvers discover a strong wooden door with the carefully lettered sign "Authorized Personnel Only" on it. This will not stop the delvers, of course, but all their efforts to open the door wil fail until someone gets exasperated enough to throw his weight against the door in a last ditch attempt to open it. That's when things get interesting...

The Spider and the Wolf


Gideon* - 1986
    Here is Natasha Kerensky, the infamous Black Widow, in one of her unit's first and most daring missions... a deadly mission of revenge against Anton Marik, the rebel of the Free Worlds League.

Battle Road


Steve Jackson - 1986
    Cover art by Larry Elmore.The reader's decisions and chance will determine whether an autoduellist of the year 2036 gains fame and fortune or meet his end.

Ambush Bug: Don't Ask!


Scott Jenkins - 1986
    DC role-playing module #218 features the comic comedian Ambush Bug and lots and lots and lots of bad jokes for maximum gaming silliness.

Aerotech


L. Ross Babcock III - 1986
    You also get a choice between cold death or hot death. You can die in the icy void of space or in the flames of re-entry. If you're good, you might even live to fight another day.The Succession Wars are fought over land. But the battles don't start on the ground, they END there. The first action is in space, usually about 160,000 kilometers from the target planet, as fighter pilots come screaming in at 1,000 kilometers per second in their DropShips.The defending fighters are in the air, too, weaving in and out, watching for shots at the DropShips or the attacking fighters. As the battle moves closer to the planet, all craft will have to deal with gravity as well as their opponents. You've either got to fight against it or find a way to use it.If the DropShip pilots live through the initial battle, they can drop their 'Mechs from high-altitude atmosphere. For two long minutes, the DropShips are sitting ducks, giving you a chance to shoot the 'Mechs on their way down. All surviving fighters dive into the atmosphere to strafe and bomb the battlefield.MechWarriors take all the glory for conquering planets, but they should never forget who put them there and saved their tails with a strafing run or a bomb dropped at just the right moment.Contents:100+ Full-color, thick cardboard playing pieces representing Aerospace Fighters and DropShips1 Full-color 22"x36" playing map showing the planet, moon, and gravity wells1 48-page rulebook containing rules on space combat, aerial combat, strafing and bombing, Land-Air 'Mechs, and Aerospace Fighter design.2 Dice