Iron Hands


Jonathan Green - 2004
    Original.

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 fly—two 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 campaign—or high-powered players—you want GURPS Powers!

Malediction


C.Z. Dunn - 2012
    But when his old comrade, Master Tigrane of the Dark Angels Space Marine Chapter, arrives to join the festivities and asks to hear the glorious tale told once more, Antigone seems flustered. With the details of his account cast under close scrutiny and with the judgement of the Imperium hanging over him, will his noble reputation remain intact?

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Rites of Passage


Mike Brooks - 2019
    His widow and murderer, the Lady Chettamandey, stands to inherit his power and influence. Her plans for ascension are curtailed when she’s drawn into a dark world of ritual killings and cult murders, with planets being dragged into the warp seemingly at a whim, the threat to Chettamandey’s legacy is dire, and only she can avert potential disaster.

Chosen of Khorne


Anthony Reynolds - 2012
    Argus Brond, berserker champion of the old World Eaters Legion, has called upon his old comrade Kharn for assistance – surely, this legendary warrior will break the deadlock and secure victory for him? But Kharn, known with good reason as ‘the Betrayer’, is far more than just a crazed killer, and his own agenda will always come first...

GURPS Ultra-Tech


David L. Pulver - 2007
    It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

Greyhawk Adventures


James M. Ward - 1988
    Learn about Greyhawk's deities, heroes, monsters, arcane items, magical spells, and much, much more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

Imperial Glory


Richard Williams - 2011
    All that stands between them and their reward is a horde of feral orks…READ IT BECAUSEIt's a compelling story of a force on the verge of collapse, the promised reward that keeps them going, and an enemy that would see them fall – and if you want to know how orks reproduce, you'll find your answers here.THE STORYTired and broken by war, the men of the Brimlock Eleventh Imperial Guard are a force on the verge of collapse. Having been stretched across the galaxy by their loyalty to the Emperor, they are presented with one final battle that will allow them reward they all seek: to colonise the distant world of Voor and live out the rest of their days in peace. All that stands in their way is a force of savages – a plague of feral orks that has spread across the planet. But can the Brimlock's battered bodies and minds hold up to this greenskin invasion?

Pathfinder Roleplaying Game: Ultimate Campaign


Jason BulmahnTim Hitchcock - 2013
    As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you're looking for help generating a young character or seeking ways to challenge adventurers who've grown bored of fighting monsters one-on-one, this book has everything you need!Pathfinder Roleplaying Game: Ultimate Campaign is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.Pathfinder Roleplaying Game: Ultimate Campaign includes:- A detailed guide to generating character backstories, including a new system for random character generation and traits and drawbacks to meld your background with your statistics.- Story feats that increase in power as you achieve key goals, making quests and crusades more than just flavor!- A complete downtime rules system to flesh out those parts of a PC's life that take place between adventures, such as running a business, gaining power and influence in a community, or starting a magical academy.- New rules for retraining and switching classes; honor, reputation, and fame; young characters; investment; magic item creation; and other key adventuring topics.- Rules for building up a kingdom, including construction and technological advancements, governing your people, and more.- Mass combat rules to help you lead clashing armies and conduct epic battles in a fun and efficient manner—without losing sight of the PCs themselves.... and much, much more!Cover art by Wayne Reynolds

Deathwing


Neil JonesGav Thorpe - 1980
    It includes work by blistering talents such as Ian Watson, Storm Constantine, Dan Abnett, Charles Stross, William King, Neil McIntosh, Gav Thorpe and Graham McNeill.Deathwing, a Warhammer 40,000 anthology, is a gripping collection of the darkest science fiction stories set in the stark and brutal universe of Warhammer 40,000, stretching from the exploits of the lethal agents of the Officio Assassinorum to the babbling of incarcerated lunatics, their minds broken by the insanity of Chaos. The Deathwing are the secretive inner circle of the most vigilant and zealous of the Emperor's warriors, the Dark Angels. They alone bear the truth of the hidden shame that taints them and each one of their fellows, and their ancient disgrace is just one in a galaxy of mysteries. In the nightmare future of the 41st Millennium, humanity must fight for survival againt a myriad heretical alien races – but the most dangerous enemies of all are the former champions of mankind, now corrupted by the foul taint of Chaos!Contents: 8Deathwing [Warhammer 40,000] (1990) / novella by Bryan Ansell, William King *Devil's Marauders [Warhammer 40,000] (1990) / novelette by William King *Pestilence [Warhammer 40,000] (2001) / novelette by Dan Abnett *Lacrymata [Warhammer 40,000] (1990) / novelette by Storm Constantine *The Alien Beast Within [Inquisition War] (1990) / novelette by Ian Watson *Seed of Doubt [Warhammer 40,000] (1990) / novelette by Neil McIntosh *Suffer Not the Unclean to Live [Warhammer 40,000] (2001) / novelette by Gav Thorpe *Warped Stars [Inquisition War] (1990) / novella by Ian Watson * Monastery of Death [Warhammer 40,000] (1990) / novelette by Charles Stross * Unforgiven [Warhammer 40,000] (2001) / short story by Graham McNeill.

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Planetkill


Nick KymeSteve Parker - 2008
    With stories from some of the The Black Library's favourite authors as well as some hot new talent this anthology will appeal to all Warhammer 40,000 fans.

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.

Battletech Technical Readout: 3060


Herbert A. Beas IIBryan Nystul - 1997
    But the Clan forces they face also have new BattleMechs, as well as vehicles constructed with the Clans' vastly superior technology, and some other surprises. Technical Readout: 3060 contains illustrations and complete game statistics for the latest Inner Sphere and Clan BattleMechs, tanks, hovercraft, VTOLS, and more.