Book picks similar to
Battletech: A Game of Armored Combat 2nd Edition by FASA Corporation
sci-fi
battletech
gaming
rpg
Dead Dwarves, Dirty Deeds
Derek J. Canyon - 2010
Imprisoned for mass-murder, he escapes with the help of two strange men and a mysterious benefactor. Unfortunately for Drake, they don’t just want a piece of the action. They want it all. Gift Horse: Mutilated by rival convicts, Marco Vance is brought back from the brink of death. Outfitted with the latest cybernetic enhancements, he returns to the Regional Atlanta Metroplex as the conquering criminal kingpin. But, his savior demands that he deliver a message to repay his debt. A message that no one will forget.Money Is Everything: Street gangs hunt a deposed crime boss carrying a case of cash. Pursued and friendless, he can trust no one. Except someone he can buy. Luckily, Noose the genetically engineered dwarf mercenary is always for hire. But, what is his price?Total length about 15,000 words.Includes a free 8000 word excerpt of the full-length novel DEAD DWARVES DON'T DANCE.
The Book of the Short Sun: On Blue's Waters/In Green's Jungles/Return to the Whorl
Gene Wolfe - 2001
At the urging of Whorl’s religious leader, Patera Silk, the people left the ship for an uncertain future on Blue – a world already inhabited by the inhumi, blood-drinking aliens who take human form.Now The Book of the Short Sun carries the story forward to the years after the great exodus, to let Horn, narrator of the earlier work, tell his own story.Horn and his family have made a decent life for themselves on Blue, though crime, pollution and poverty have become so rampant in the city of New Viron that he is called upon to find Patera Silk. Horn must go to the still-orbiting Whorl and convince his old friend and mentor to return to Blue, for the legendary hero is the only one who can restore order and lead them to prosperity. But Horn isn’t even sure Silk still lives.Setting sail in a small boat, the aging Horn embarks on a long and difficult journey across the planet, trying to get to the Whorl. With the undine Seawrack, his adopted inhumi son, Krait, and his eldest son, Sinew, Horn makes it to the last working lander – only to be highjacked to the jungles of Green, where the inhumi imprison the passengers as slaves. There, he encounters the mysterious alien Neighbors who were once native to Blue, but whom the inhumi have all but exterminated. Horn joins their fight for freedom, is fatally wounded… and finds himself on another world, wearing a different body.As his inability to find Silk weighs heavily on his mind, Horn is further tormented by the fact that his new body bears a striking resemblance to the lost Caldé. In the end, he will have to answer a troubling question: has he truly failed in his sworn task, or has he become the very man he sought?Includes:On Blue's WatersIn Green's JunglesReturn To The Whorl
Ben Bova's Grand Tour SciFi Series: Mars, Moonrise, Moonwar, Return to Mars
Ben Bova
Mars and Return to Mars follow the struggle of settling on Mars, and Moonrise and Moonwar follow the events of colonizing the Moon – all struggling against the limitations Earth would set on these bold innovators. Mars: A team of astronauts face many challenges on a mission to Mars—including subzero temperatures, violent meteor showers, and a deadly virus. Native American geologist Jamie Waterman must navigate political intrigue at home, team conflict on the base, and a harsh and unforgiving environment to protect his own life and those of his crewmembers.Moonrise: A private company has established the first permanent human settlement on the Moon. But all is not as it seems there. Facing internal conflict and external protest, the company threatens closure—and former astronaut Doug Stavenger must protect the base and its inhabitants from the Moon’s harsh environment and the threat of murder.Moonwar: The second of Ben Bova’s Moonbase Saga, Moonwar picks up seven years after the events of Moonrise—when Doug Stavenger succeeded in protecting his beloved lunar colony. But the nanotechnology that keeps the colony functioning is now illegal on Earth—and the settlers must defend themselves against new threats from Earth.Return to Mars: Six years after the first manned expedition to Mars, a second is being planned, and Native American geologist Jamie Waterman is assigned as commander. He must face deadly internal rivalries, dangerous "accidents" that look like sabotage, and an intense new attraction to one of the crew members—and keep his crew safe while exploring the secrets of the Red Planet.
Mission Pack 3: Missions 9-12
J.S. Morin - 2016
Carl Ramsey is the head of his own criminal Syndicate. With a hundred men and women and the resources of a tiny jungle moon at his disposal, life should have gotten easier, not harder. Infighting, politics, and a lack of income to pay everyone begin to tear the syndicate apart from the inside. And the last thing Carl needs is his father stepping in to try to help. Mission 9: Adventure Capital Carl sets out with some new recruits to earn some startup funds for his new syndicate. But when he discovers that his criminal enterprise doesn't have enough criminals to run it, he goes to recruit some old friends. Mission 10: Collusion Course While Carl and the Mobius are stranded, dead in space, Chuck Ramsey steps in to handle the day-to-day operations of the syndicate. Can Carl get his ship repaired and get home while he still has a syndicate left? Mission 11: You, Robot Wizards are all convinced that any thinking robot would be a threat to life as we know it. Robots are paranoid that wizards are out to get them. When the Mobius comes across a robot claiming to be a wizard, they don't know quite what to do with him. But there's a wizard who does, and he's not planning to play nice. Mission 12: Stowaway to Heaven With the aid of some inside information, the Mobius crew are ready to take on an old nemesis. Their goal: to infiltrate and hijack the Harmony Bay ship Bradbury. Bonus Short Story: Voice of Reason With Carl off being treated like a VIP, a job comes in for the Mobius. Roddy, Archie, and Yomin take on the assignment, but they have to manufacture a convincing impostor of Carl to do it.
Clanbook: Gangrel
Brad Freeman - 1995
Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.