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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.

Planes of Chaos


Wolfgang Baur - 1994
    Take the plunge into the infinite depths of the Abyss; the wild passions of Arborea; the immeasureable randomness of Limbo; the howling madness of Pandemonium; and the glorious battlefields of Ysgard.Inside this tome, you'll find the following:The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos Planes;The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full color maps and illustrations;Chaos Adventures, a 32-page adventure book containing 3 adventure outlines for each plane—that's 15 adventures in all!Monstrous Supplement, a 32-page booklet detailing 15 new monsters, including new tanar'ri, the inhabitants of Yggdrasil, and the ever-changing creatures of Limbo; andFive fully detailed maps of the realms of Chaos.

Star Wars: The New Jedi Order - Dark Journey


Elaine Cunningham - 2012
    In the process, she learns something new about how to fight the alien invaders, but she must also remember that revenge is not the way of the Jedi - even which it seems the only way to fight the enemy.

Alone


Brett Battles - 2013
    ‘Come on! Move it!’ Pilcher, though considerably older than the others, ran with surprising speed from the base of the Needle to the helicopter. Reynolds…brought up the rear, his M16 swinging left and right in case any targets popped up. ‘Evans,’ Reynolds said, “ETA on Pam.’ ‘She’s about a minute away.’ ‘And the abbies?’ ‘They’re right behind her.’” The genius architect of Wayward Pines, David Pilcher, decides to lead a scouting party out of his secluded mountain fortress to make sure the dying world he once knew has disappeared. It has…mostly. But the abbies are out there, too—millions of monstrous reminders of what humanity has involved into. And every one of them wants to tear Pilcher and his crew apart.Brett Battles’s Alone is another wildly inventive, hair-raising chapter in the Wayward Pines series.

Judge Dredd: Year Two Omnibus


Michael Carroll - 2017
    Judge Joe Dredd’s been on the beat for a year. He’s made tough calls, tackled hardbitten perps, and seen the consequences of his choices come back to bite him. But he’s not done learning yet. Dredd’s second year on the sked will see him back out in the Cursed Earth, where right and wrong are questions that go beyond the easy answers of the Law; he’ll tackle an apparent serial killer—or more than one?—targeting journalists; and he’ll take his first real beat down, leaving him bent and broken with only his badge and his conviction to protect him… Including stories by Matt Smith, Michael Carroll and Cavan Scott, Judge Dredd: Year Two puts the city’s greatest lawman to the test.

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!

SNAFU: Future Warfare


Geoff BrownSteve Lewis - 2016
    See far-flung worlds, they said. Meet interesting creatures, and kill them all. Soldiers fighting aliens in unforgiving landscapes, where every breath could be their last. Featuring stories by Weston Ochse, Mike Resnick, and others. From near-future to far-future, featuring some of the best writers working in the field today.

Pathfinder Roleplaying Game Beginner Box


Jason Bulmahn - 2011
    Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!

Age of Rebellion Roleplaying Game Core Rulebook


Jay Little - 2014
    Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.The 464-page Star Wars®: Age of Rebellion™ Core Rulebook provides everything players and GMs need to begin their adventures in the Star Wars universe, including:Concise rules for character generation and advancementClear descriptions of the game’s skills and talentsConvenient charts of weapons, gear, devices, starships, and vehiclesRules for conflict, combat, and Force Sensitive Emergents in an Age of Rebellion campaignExtensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful EmpireA wealth of advice for GMs on how to create and run an Age of Rebellion campaignA complete, introductory adventure to launch players into action!

Palace of the Silver Princess


Tom Moldvay - 1981
    

Map Runners


Arthur Byrne - 2015
    Three years into a twenty year mission to a new solar system, the colony ship Magellan and its ten million residents sent their last pulse message… "Peace with the Navereen is at an end." Trapped in Cargo Bay 37, fighter pilot Fristion Nash and twelve hundred others lived through the Magellan apocalypse. They have survived for a decade under Frank Block's exacting leadership. Now survival isn’t enough. Nash wants answers. Frank Block wants only control and obedience.Praise for Map Runners: “I found the book funny and exciting. I can't wait for the rest of them to come out.”

Aurora Resonant: The Complete Collection


G.S. Jennsen - 2018
    The true universe is unfathomably vast, teeming with life and untold wonders. And it is enslaved.Created by ancient aliens in a daring gambit to understand the nature of the enemy, humanity is now asked to be the savior of a universe not their own. If they are to succeed, they must rise above not only their fractious past but the sins of their genetic ancestors to boldly embrace a future they never dared imagine possible.*RELATIVITY"I'd tell you to be careful, but we wouldn't be here if you'd ever taken that advice. No reason to start now, right?"For millennia the Anadens have ruled the known universe. They believe they've crafted the perfect empire, ordered and impervious to challenge. They believe the fight has been crushed out of the species they subjugate. They are wrong.It's a suicide mission, without a doubt. Alex Solovy and Caleb Marano must steal crucial intelligence from the Anadens' central military headquarters. To succeed, they'll need to navigate a strange universe ruled by a cabal of powerful immortals, populated by aliens they've never met and fueled by technology they've never seen. They're going to need a little help--the kind of help only a suicidally defiant anarchist on the run from more than just personal demons can provide.*RUBICON"We are you--the you that you could have been."The Anaden Directorate has ruled Amaranthe for millennia, subjugating species and galaxies in a neverending quest for control and order. For as many millennia, the anarchs have rebelled, defiantly claiming their own freedom yet without hope of winning it for everyone. Now, an alliance with humans offers a tantalizing chance to at last defeat their immortal masters. But can they trust an ally who looks suspiciously like the enemy?Humanity is the genetic recreation of the Anadens, but genetics aren't everything. Humans like to make their own destiny, and they have overcome great challenges to achieve unprecedented peace and prosperity. But have their trials prepared them for the enemy they now face?"The battle for the heart and soul of Amaranthe will be joined, and we must be unafraid."Amidst the chaos of an escalating war, Caleb's bond with the mysterious diati grows ever more powerful, even as Alex's forays into the hidden dimensions of the universe lead them to unfathomable places. But when the anarchs are pushed to the breaking point and the AEGIS fleet is dealt a devastating blow, Miriam Solovy must find a way to defeat a foe wielding superior technology, firepower and numbers, or else more than one civilization will be lost.*REQUIEMThe end of the world began with a library query...how will it conclude?What began as a chance discovery of an anomalous signal is now a multiverse war between humanity and its genetic ancestors over who controls the levers of life and death. Over who decides what life is and whether it will be allowed to exist. For the ruling Anaden Directorate, victory means immortality. For humanity, defeat means extinction.

DC Adventures Hero's Handbook: Super-Hero Roleplaying in the DC Universe


Steve Kenson - 2010
    This handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic-book setting, and details on major heroes and villains, complete with game information.

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!

The E. E. "Doc" Smith MEGAPACK ™: 25 Tales from the "Spicy" Pulps


E.E. "Doc" Smith - 2015
    E. "Doc" Smith MEGAPACK™ collects 11 works by Smith, including entries in the Lensman, Skylark, Subspace, and Lord Tedric series -- in all, more than 1,700 pages of galaxy-spanning adventure! Included are:TRIPLANETARYFIRST LENSMANTHE VORTEX BLASTERTHE GALAXY PRIMESMASTERS OF SPACETHE SKYLARK OF SPACESKYLARK THREESPACEHOUNDS OF IPCSUBSPACE SURVIVORSTEDRICLORD TEDRICIf you enjoy this ebook, don't forget to search your favorite ebook store for "Wildside Press Megapack" to see more of the 250+ volumes in this series, covering adventure, historical fiction, mysteries, westerns, ghost stories, science fiction -- and much, much more!