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Battletech Technical Readout: 3025 by Blaine Lee Pardoe
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GURPS Powers
Sean Punch - 2005
. . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the flytwo crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaignor high-powered playersyou want GURPS Powers!
Volo's Guide to the North: Forgotten Realms Advanced Dungeons and Dragons Accessory
Ed Greenwood - 1993
Marvel Heroic Roleplaying Basic Game
Cam Banks - 2012
It's one thing to stop an alien invasion or throw down with the Juggernaut, but sometimes you have to make the hard choices when you're saving the world. With the Marvel Heroic Roleplaying Game books, that great power and great responsibility is yours! Based on the Cortex Plus system, Marvel Heroic Roleplaying takes the award-winning events in the history of the Marvel Universe and gives you all of the heroes, villains, key decision points, and rich background you need to fight your own battles and forge a new destiny!
Desert Raiders
Lucien Soulban - 2007
Pretty soon, the Imperial Guard find themselves locked in a desperate running battle with wave upon wave of Tyranids. Is there any way they can ever triumph against such numberless alien hordes?
Starcraft 2: Kerrigan - Hope and Vengeance
Cameron Dayton - 2013
She has risen from the ranks of soldier and rebel to become the unstoppable Queen of Blades, supreme ruler over a race of bloodthirsty aliens. But now she has fallen from her seat of power and been taken in by those who wish to separate the woman from the monster--a task which may be more difficult than it was to dethrone her. Take a look inside the mind of one of the greatest villains in gaming history and prepare yourself for StarCraft 2: Heart of the Swarm with this explosive new comic from Blizzard Entertainment, Kerrigan: Hope and Vengeance.
Deathwatch Core Rulebook
Ross Watson - 2010
Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer!
Blood Magic: Secrets of Thaumaturgy
Justin Achilli - 2000
Is it the power of summoned demons? An application of the Blood's mystic properties? The will of spirits? Or is it something else altogether? Only those who master its dark secrets can know.Hidden Lore RevealedBlood Magic: Secrets of Thaumaturgy provides the answers to long-asked questions about this most powerful of Kindred Disciplines and explores a gamut of new possibilities. Included in the book are new paths and rituals as well as details on the lesser known but similar arcane practices. What is it about Thaumaturgy that has allowed the Tremere to ascend to prominence in the modern nights? This book examines the answer.Blood Magic: Secrets of Thaumaturgy includes: A complete look at Thaumaturgy, from its dark origins to its modern practice; A wealth of new paths and rituals; Other path and ritual systems like Necromancy and Koldunic Sorcery
Rogue Trader: Core Rulebook
Owen Barnes - 2009
Your ship will take you to new worlds and uncharted reaches of the void, where you will encounter rivals, pirates, aliens, and possibly even creatures of the warp. You will acquire and spend great wealth and riches, and fame or infamy will follow. You will discover ancient and forgotten mysteries and search out the unknown to find lost human worlds or never-before-seen celestial phenomena. You must survive the dangers of space, for beyond the threat of vacuum and deadly radiation lurk things Man was never meant to find... To be part of a Rogue Trader's crew is to stand on the threshold of nearly unlimited opportunity. Vast profits await for you and your fellow Explorers to find and claim. Fame and fortune reward the bold, but the unwary find only an anonymous death. Begin your players' path to wealth and glory with a complete starting adventure that puts the Explorers right into the middle of the action. The Rogue Trader core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe.
Starfinder: Core Rulebook
James L. SutterJason Keeley - 2017
Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost
Arcana Unearthed: A Variant Player's Handbook
Monte Cook - 2003
IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.
Knights of the Old Republic Campaign Guide
Rodney Thompson - 2008
This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.
The Pandora Sequence: The Jesus Incident, the Lazarus Effect, the Ascension Factor
Frank Herbert - 1988
The Jesus Incident-A sentient Ship with godlike powers (and aspirations) delivers the last survivors of humanity to a horrific, poisonous planet, Pandora-rife with deadly Nerve-Runners, Hooded Dashers, airborne jellyfish, and intelligent kelp. Chaplain/Psychiatrist Raja Lon Flattery is brought back out of hybernation to witness Ship's machinations as well as the schemes of human scientists manipulating the genetic structure of humanity. Book 1 in Herbert & Ransom's Pandora Sequence. The Lazarus Effect-In The Jesus Incident Herbert and Ransom introduced Ship, an artificial intelligence that believed it was God, abandoning its unworthy human cargo on the all-sea world of Pandora. Now centuries have passed. The descendants of humanity, split into Mermen and Islanders, must reunite ... because Pandora's original owner is returning to life! Book 2 in Herbert & Ransom's Pandora Sequence. The Ascension Factor-Pandora's humans have been recovering land from its raging seas at an accelerated pace since The Lazarus Effect. The great kelp of the seas, sentient but electronically manipulated by humans, buffers Pandora's wild currents to restore land and facilitate the booming sea trade. New settlements rise overnight, but children starve in their shadows. An orbiting assembly station is near completion of Project Voidship, which is the hope of many for finding a better world. Pandora is under the fist of an ambitious clone from hibernation called The Director, who rules with a sadistic security force led by the assassin Spider Nevi. Small resistance groups, like the one led by Twisp Queets and Ben Ozette, have had little effect on his absolute power. The Director controls the transportation of foodstuffs; uprisings are punished with starvation. The resistance fighters' main hope is Crista Galli, a woman believed by some to be the child of God. Crista pools her talents with Dwarf MacIntosh, Beatriz Tatoosh, and Rico LaPush to transcend the barriers between the different species and overthrow The Director and the sinister cabal with which he rules. Book 3 in Herbert & Ransom's Pandora Sequence.
Rifts Mercenaries
C.J. Carella - 1994
Rift Mercenaries is a Rifts source book focusing of Mercenaries
Anticopernicus
Adam Roberts - 2011
4-chapters in total; only available for e-purchase.First contact: despite our cosmic littleness, the aliens have come to visit. But they have parked their interstellar craft on the outskirts of the solar system, and despite friendly interaction (their English if fluent and idiomatic) they will come no closer. So an Earth ship, the "Leibniz", crewed by the best and the brightest, begins the slow haul towards the Oort cloud, in the hopes that meeting these alien creatures will answer the most profound questions humanity can ask. “Anticopernicus” is not their story, though. It is the story of Ange Mlinko, an ordinary individual working the Earth-Mars trade routes, largely uninterested in the arrival of alien intelligences. And because the focus is on her, it remains to be seen whether this short novel can answer the following questions: why have the aliens come? Why won't they come any closer than the furthest edges of the solar system? What does this have to do with the nature of the mysterious ‘dark energy’ pervading the cosmos? What about the celebrated Fermi Paradox? And most pressingly: could Copernicus have been wrong all along?
Star Wars: Republic Commando: Volume 1
Karen Traviss
And the Republic commandos are the best of the best. As the Clone Wars rage, victory or defeat lies in the hands of these elite squads, stone-cold soldiers who go where no one else will, and do what no one else can....Hard Contact: It is three months after the Battle of Geonosis. On the backwater planet Qiilura, a Separatist scientist has created a nanovirus designed to kill clone soldiers, and it will be up to four Republic commandosthe Omega Squadto apprehend her and sabotage her research. When Darman, the squad's demolitions expert, gets cut off from the others during planetfall, he meets up with Etain, a stranded Jedi Padawan who has lost her Master. He expects her to be a competent commander, but that hope vanishes once she admits to her woeful inexperience. A long dangerous journey lies ahead, through hostile territory brimming with Trandoshan slavers, Separatists and suspicious natives. A single misstep could mean discovery...and death. Triple Zero: A year after Geonosis, the Republic commandos are being deployed on missions that take them beyond the battlefield and further into sabotage and intelligence operations in Separatist territory. Now, after a close brush with death, the Omega Squad is sent to the toughest terrain in the galaxy: Coruscant. Teaming up with Etain, now a Jedi General, and their legendary training sergeant Kal Skirata and his Null commandosa secret force even the Kaminoan cloners deem too dangerous to unleashthey pursue Separatist terrorists in the treacherous skylanes and labyrinthine underlevels of the world city. It's a critical mission unlike any they've ever tackledand it will test their courage and their friendship to the limit.