Book picks similar to
Battletech: Dropships and Jumpships by L. Ross Babcock III
battletech
1-science-fiction
battletech-aerospace
games
Delta Green: Countdown
John Tynes - 1999
As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream - drowned out by the road of the destiny devouring us all. This is your last chance to show the cosmos what it means to be human: The will to fight.Delta Green: Countdown blows the doors of the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects from Shaggai, alien parasites subverting the leadership of a nation; PISCES, the UK's attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel: The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan: and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity. Plus: new skills, new spells, new Mythos tomes, rules for psychics, a microbiologist's dossiers on paranormal lifeforms, profiles of international intelligence and law-enforcement agencies, dozens of useful NPCs, two scenarios, a short campaign, and more.
Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)
L. Richard Baker III - 1995
Illustrations.
Battlecorps Anthology, Volume 1: The Corps
Loren L. Coleman - 2008
1) is a print anthology of 17 short stories previously published via BattleCorps, and an 18th, previously unpublished story (Destiny's Challenge) that continues the story of one of the others.It also includes a Foreword by the editor, Loren L. Coleman, how BattleCorps came into being; an "About the authors" section at the end; and a collection of BattleMech illustrations in the back. StoriesA Race to the End (Loren L. Coleman)Damage Control (Ilsa J. Bick)Eight Nine Three (Steven Mohan Jr.)Isolation's Weight (Randall N. Bills)Destiny's Call (Loren L. Coleman)Poison (Jason M. Hardy)The Immortal Warrior at the Battle of Vorhaven (Kevin Killiany)Ghost of Christmas Present (Michael A. Stackpole)Zeroing In (Robert Thurston)For Want of a Nail (Dan C. Duval)Art of the Deal (Loren L. Coleman)McKenna Station (Kevin Killiany)Echoes in the Void (Randall N. Bills)The Longest Road (Blaine Lee Pardoe)The Back Road (Louisa M. Swann)Commerce Is All (Steven Mohan, Jr.)En Passant (Phaedra M. Weldon)Destiny's Challenge (Loren L. Coleman)
Numenera Corebook
Monte Cook - 2013
Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenara.Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called "magic" of the past to create a promising future.
Cyberpunk: The Roleplaying Game of the Dark Future
Mike Pondsmith - 1988
On the street, Boostergangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party as fashion-model beautiful techies rub biosculpt jobs with battle armored road warriors in the hottest clubs, sleaziest bars and meanest streets this side of the Postholocaust. The future never looked so bad. But you can change it. You’ve got interface plugs in your wrists, weapons in your arms, lasers in your eyes, bio-chip programs screaming in your brain. You’re wired in, cyberenhanced and solid state as you take it to the fatal Edge where only the toughest and the coolest can go. Cyberpunk: the original roleplaying game of the dark future; a world of corporate assassins, heavy-metal heroes and brain burning cyberhackers, packed with cutting edge technology and intense urban action. Within this box, [sic] you’ll find everything you need to tackle the mean streets of the 2000’s = in a game system that combines the best in realistic action and playability. Compatible with Cyberpunk 1.0
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.
Star Wars Roleplaying Game Saga Edition Core Rulebook
Christopher Perkins - 2007
Immerse yourself in the excitement of the greatest space fantasy of all time!This new edition of the
Star Wars
Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six
Star Wars
films and the Expanded Universe, and guidelines on how to use
Star Wars
miniatures and battle maps in play.
Cityscape (Dungeons & Dragons Supplement, v 3.5)
Ari Marmell - 2006
The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both
D20 Modern Roleplaying Game: Core Rulebook
Bill Slavicsek - 2000
This product is designed to be the sole core rulebook for all modern roleplaying game settings using the d20 System, which is the basic rules system for the Dungeons & Dragons® roleplaying game. Thematically aligned with the highly popular heroic fantasy and horror genres, this book will build on the strength of the growing d20 System while attracting new players. The product contains everything needed to run an entire campaign, as well as four campaign models and adventure hooks to add to existing campaigns. Author Biography: Bill Slavicsek is the vice president and director of roleplaying game design at Wizards of the Coast, Inc. His most recent credits include the Star Wars® Roleplaying Game Revised Rulebook and the Dungeons & Dragons Clue® game for USAopoly. Jeff Grubb is an award-winning game designer whose recent credits include Manual of the Planes and Enemies and Allies for D&D and the Ice Age Cycle novels, which are set in the Magic: The Gathering® universe. Rich Redman is a member of R&D at Wizards of the Coast whose recent credits include Deities and Demigods, Defenders of the Faith, and the Monster Manual II.
Dragonlance Dragons of Winter (Dragonlance)
Clark Valentine - 2007
introduced some revolutionary concepts in the game industry. Never before had the D&D rules been used to tell an epic fantasy tale using full-realized pre-generated characters. It was also the first time that roleplaying adventures would match a story being told in fantasy novels on mass-market shelves. Since MWP began publishing DRAGONLANCE game produts for the revised d20 System, the most often-asked question from fans is "When do we get to see the original modules?" By popular demand, we are presenting all-new versions of the classic adventures. The second in the trilogy, Dragons of Winter, continues the epic War of the Lance. The heroes visit the haunted forests of Silvanesti, the landlocked port city of Tarsis, and the mighty stronghold known as the High Clerist's Tower. The adventures are being completely revised, drawing on twenty years of DRAGONLANCE history, incorporating material most recently featured in the Silver Anniversary edition of the adventures. They will include new character statistics featuring the popular Heroes of the Lance.
The Complete Masks of Nyarlathotep
Larry DiTillio - 1984
Horrifying deeds and dangerous sorcery dog those who attempt to unravel the fate of the Carlyle Expedition. The non-linear narrative keeps players baffled and on their toes. This new edition is reset and corrected, and features many new illustrations, four new episodes, added keeper support material, and a new version of the lost Australia chapter.
Shadowrun
Catalyst Game Labs - 2007
Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You're a shadowrunner-a deniable asset, a corporate pawn-using bleeding-edge science and magic to make your meat body and mind betterthan- flfl esh. Stay on the edge, and you may survive another 'run on the mean sprawl streets. The 20th Anniversary Edition is fully compatible with all Shadowrun, Fourth Edition books.
Tome of Magic (Advanced Dungeon & Dragons: Accessory Rulebook)
David Zeb Cook - 1991
For priests, whole new spheres have been discovered - spheres of chaos, law, numbers, thought, time, war, and wards - and powerful new quest spells lie waiting to be tapped.All characters will experience the thrill of discovering new magical items such as the claw of magic stealing, dimensional mine, crystal parrot, ring of randomness, and staff of the elements. Tome of Magic is an invaluable expansion for all the spellcasting classes.
Pathfinder Adventure Path #1: Burnt Offerings
James JacobsAndrew Hou - 2007
Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds