Battletech: Technical Readout 3050. Revised Edition.


Andrew Keith - 1994
    It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.

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.

Classic Battletech: Total Warfare


Randall N. Bills - 2006
    As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of MechWarriors drives these juggernauts into battle, proudly holding your faction s flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a MechWarrior's skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate! October of 2006 sees the unveiling of a whole new look and presentation for Classic BattleTech. The basic rules and concepts of the game have not changed: thirty-foot tall metal titans of doom piloted by feudal MechWarrior knights firing lightning bolts, coherent lasers and autocannons in an orgy of destruction across a futuristic landscape of thousands of worlds. These concepts have made Classic BattleTech/MechWarrior one of the most successful science fiction lines ever created, spawning millions of sold MechWarrior PC games, almost a hundred full-length novels, more than ten million sold MechWarrior: Dark Age Collectable Miniatures Game figures, comic books, toys, a cartoon, virtual reality centers, over five-thousand fan-based websites and more. Yet it all began with the original board game, which still conveys all the best the universe has to offer, presented in a whole new way with the publication of the first in a new series of core rulebooks, Total Warfare. TOTAL WARFARE The product of more than twenty years of gaming experience, Total Warfare presents the rules of the Classic BattleTech game system as never before. For the first time, all the rules for various units that have a direct impact

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

Battletech: Blood of Kerensky Trilogy


Michael A. Stackpole - 2010
    For the past three hundred years, since the Star League collapse and the rise of the Five Successor States, these mortal enemies have fought over space, land and politics. But a new threat looms just outside the Inner Sphere. The descendants of an old Star League general, the Clans bred to be the best military force humanity has ever seen have come to take what they believe is rightfully BattleTech: Blood Legacy - Blood of Kerensky Trilogy Book 2 of 3 Blood Legacy continues the saga of the Clan invasion begun in 3030. Jaime Wolf has brought all the key leaders of the Inner Sphere together to put to rest old blood feuds and power struggles. But old hatreds and suspicions die hard. Still, the very survival of the Successor States hinges on battling warriors equipped with BattleMechs far superior to their own and another threat lurking in their very midst ComStar, the sect controlling interstellar communication which is determined to rule all of the Inner Sphere by any means at its disposal... BattleTech: Lost Destiny - Blood of Kerensky Trilogy Book 3 of 3 And so continues the saga of the Clan invasion and the explosive struggle within the Inner Sphere. With secrete aid from ComStar the Terran-based sect that serves as the keeper of the Inner Spheres technological secrets the Clans BattleMech warriors have been incredibly successful in their campaign of invasion. But ComStar has its own reasons for giving aid to the enemy, and if its strategy proves successful, the Inner Sphere worlds will finally be reunited under ComStars rule.

Robotech: The Role-Playing Game


Kevin Siembieda - 1986
    

Typhon Pact: The Khitomer Accords Saga: Plagues of Night, Raise the Dawn, and Brinkmanship


David R. George III - 2012
    For almost three years, the Federation and the Klingon Empire, allied under the Khitomer Accords, have contended with the nascent coalition on a predominantly cold-war footing. But as Starfleet rebuilds itself, factions within the Typhon Pact grow restive, concerned about their own inability to develop a quantum slipstream drive to match that of the Federation. Will leaders such as UFP President Bacco and RSE Praetor Kamemor bring about a lasting peace across the Alpha and Beta Quadrants, or will the cold war between the two alliances deepen, and perhaps even lead to an all-out shooting war? Raise the Dawn After the disastrous events in the Bajoran system, Captain Benjamin Sisko must confront the consequences of the recent choices he has made in his life. At the same time, the United Federation of Planets and its Khitomer Accords allies have come to the brink of war with the Typhon Pact. While factions within the Pact unsuccessfully used the recent gestures of goodwill—the opening of borders and a joint Federation-Romulan exploratory mission—to develop quantum-slipstream drive, they have not given up their goals. Employing a broad range of assets, from Romulus to Cardassia, from Ab-Tzenketh to Bajor, they embark on a dangerous new plan to acquire the technology they need to take control of the Alpha and Beta Quadrants. While UFP President Bacco and Romulan Praetor Kamemor work feverishly to reestablish peace, Captains Sisko, Jean-Luc Picard, and Ro Laren stand on the front lines of the conflict...even as a new danger threatens the Bajoran wormhole as it once more becomes a flashpoint of galactic history. Brinkmanship The Venette Convention has always remained independent, but it is about to become the flashpoint for a tense military standoff between the two power blocs now dominating interstellar space—the United Federation of Planets and the recently formed Typhon Pact. The Venetan government turns to the Typhon Pact’s Tzenkethi Coalition for protection in the new order, and has agreed to allow three of their supply bases for Tzenkethi use. But these bases—if militarized—would put Tzenkethi weapons unacceptably close to Federation, Cardassian, and Ferengi space. While Captain Ezri Dax and the crew of the U.S.S. Aventine are sent to investigate exactly what is happening at one of the Venette bases, Captain Jean-Luc Picard and the U.S.S. Enterprise are assigned to a diplomatic mission sent to the Venette homeworld in order to broker a mutually acceptable resolution. But the Cardassian delegates don’t seem particularly keen on using diplomacy to resolve the situation, which soon spirals out of control toward all-out war. . .

Trajectory Book 1


Robert M. Campbell - 2015
    Back on the planet, a group of students discover a mysterious object in space in an impossible orbit. The crew of the Lighthouse space station are shocked by a devastating accident that throws their routine into chaos as they strive to get their ships safely home. Cut off from Earth, the sub-surface Martian Colony of New Providence suddenly finds itself in peril from something hostile and unknown. Is it alien? Is it an AI from Old Earth? After five generations enduring the harsh conditions on Mars, will the 50,000 citizens of New Providence survive this new and terrifying threat?

Star Wars: Imperial Sourcebook


Greg Gorden - 1989
    Outnumbered and outgunned, the Rebellion nevertheless burns across a thousand-thousand worlds, flaming into a fire of hope.But the Emperor has ordered this fire extinguished, setting the massive war machine he had constructed into motion.

The 11th Science Fiction MEGAPACK®: 36 Modern and Classic Science Fiction Stories


Fritz Leiber - 2016
    There's a greater emphasis than usual on Golden Age writers (just the way it came together) -- but we have one original story as well, a posthumous collaboration with H.B. Fyfe, finishing a really terrific but not-quite-done tale he had been working on before his death. It's a bit reminiscent of James Tiptree, Jr.'s best work -- but predates Tiptree by a couple of decades. And we have novels by Robert Silverberg, Frederik Pohl & C.M. Kornbluth, Murray Leinster, E. Everett Evans, and Donald Wollheim...not to mention part 2 of our serialization of Tony Rothman's mammoth 2013 novel, Firebird. And a ton of great short stories. 36 works in all, more than 1900 pages of great reading!ANGELS IN THE JETS, by Jerome BixbyA CODE FOR SAM, by Lester del ReySTAR SHIP, by Poul AndersonTHE WELL-OILED MACHINE, by H.B. FyfeJACK OF NO TRADES, by Evelyn E. SmithTHE GRAVITY BUSINESS, by James E. GunnDOOMSDAY EVE, by Robert Moore WilliamsMASTER OF LIFE AND DEATH, by Robert SilverbergFALCONS OF NARABEDLA, by Marion Zimmer BradleyNEW LAMPS, by Robert Moore WilliamsTHE PIRATES OF ZAN, by Murray LeinsterOUT OF THE IRON WOMB!, by Poul AndersonLATER THAN YOU THINK, by Fritz LeiberTHE PLANET MAPPERS, by E. Everett EvansAFTERGLOW, by H.B. Fyfe and John Gregory BetancourtSHIPPING CLERK, by William MorrisonCONTAGION, by Katherine MacLeanTHE LIGHT ON PRECIPICE PEAK, by Stephen TallTHE LUCKIEST MAN IN DENV, by Simon EisnerON THE FOURTH PLANET, by J.F. BoneBIMMIE SAYS, by Sydney Van ScyocSWEET TOOTH, by Robert F. YoungSEARCH THE SKY, by Frederik Pohl and C. M. KornbluthSTAR, BRIGHT, by Mark CliftonHOT PLANET, by Hal ClementTWO WEEKS IN AUGUST, by Frank M. RobinsonTHE ALIEN, by Raymond F. JonesBODYGUARD, by Christopher GrimmJAYWALKER, by Ross RocklynneSECOND CHILDHOOD, by Clifford D. SimakOF ALL POSSIBLE WORLDS, by William TennPOLLONY UNDIVERTED, by Sydney Van ScyocDELAY IN TRANSIT, by F. L. WallaceA GIFT FROM EARTH, by Manly BanisterONE AGAINST THE MOON, by Donald A. WollheimSpecial Feature: FIREBIRD, by Tony Rothman [Part 2 of 3]If you enjoy this volume of classic stories, don't forget to search your favorite ebook store for "Wildside Press Megapack" to see the 270+ other entries in this series, including science fiction, fantasy, mysteries, adventure, horror, westerns -- and much, much more!

EVE: Source


Ccp Games - 2014
    * A beautifully designed resource chronicling one of gaming's most massive, dynamic universes! * MMORPG.com's Game of the Year 2009–2011! * 2014 marks the entry of EVE Online into its second decade!

The 10th Science Fiction MEGAPACK


David Gerrold - 2015
    From David Gerrold's "The Martian Child" (winner of the Hugo Award, Nebula Award, Locus Award, and HOMer Award) to brand new works published here for the first time by David Gerrold and Lawrence Watt-Evans to modern masterpieces by Pamela Sargent and Jay Lake to classics by E.E. "Doc Smith" and Alan E. Nourse -- we have everything a science fiction fan could want. Almost 1,500 pages of great reading!Fiction:TORQUING VACUUM, by Jay LakeCOLLECTORS, by Pamela SargentVICTORY, by Lester del ReyTHE TREE OF LIFE, by C. L. MooreYE OLDE RESIGNATION, by Rhys HughesFACE TO FACE, by Adrian ColeBEYOND THE THUNDER, by H. B. HickeyCAPTIVES OF THE THIEVE-STAR, by James H. SchmitzTHE DEEPS, by Keith RobertsMADMEN MUSTERED, by Connor Freff CochranEXILE FROM SPACE, by Judith MerrilTHROUGH TIME AND SPACE WITH FERDINAND FEGHOOT: THE CHAIRMAN DANCES, by David GerroldTHE FROZEN PLANET, by Keith LaumerTHE TAIL-TIED KINGS, by Avram DavidsonTHE GRAIN KINGS, by Keith RobertsHIS MASTER'S VOICE, by Randall GarrettBACK TO JULIE, by Richard WilsonBRIGHTSIDE CROSSING, by Alan E. NourseTHE SECRET OF THE SCARAB, by Ron GoulartREINVENTING CARL HOBBS, by James GlassTHE OLD SHILL GAME, by H.B. FyfeNOTES TOWARD A NEW TRAIT AS REVEALED BY CORRELATION AMONG ITEMS OF THE MMMPI, by M. Purrzillo, U. R. A. Ferball, and C. KitirunTHE SLEEPER IS A REBEL, by Bryce WaltonTHE TEACHER FROM MARS, by Eando BinderNIF'S WORLD, by Lawrence Watt-EvansA MAN OBSESSED, by Alan E. NourseFIRST LENSMAN, by E.E. “Doc” SmithREINCARNATE, by Lester del ReyTHE MAN WHO LIVED FOREVER, by R. DeWitt Miller and Anna HungerTHE MARTIAN CHILD, by David GerroldPoetry:I’VE NEVER SEEN, by Hannes Bok (poem)THOUGHT AND SPACE, by Ray BradburyNovel Serial:FIREBIRD, by Tony Rothman (part 1 of 3)If you enjoy this MEGAPACK™, don't forget to search your favorite ebook store for "Wildside Press Megapack" to see the 240+ other entries in this series, including science fiction, fantasy, mysteries, adventure, horror, westerns -- and much, much more!

Across the Galactic Pond


Christian Kallias - 2018
    His first mission: save a gazillion lives. When young Kevin has a chance encounter with a dying alien, he discovers not only that humans aren't alone in the universe, but that this encounter propels him into the middle of an intergalactic war. Now at the frontlines of a massive, far far away war, he’s sent to the last remaining ship of the losing side. The crew of the ship? All dead. His mission is simple: he must save the good guys from certain doom. From College reject to War Master, Kevin learns he must adapt quickly or billions will die.

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!

The Privateer


William Zellmann - 2012
    The slaves stole an ore carrier and escaped, and after failing at trade, desperation and hatred drove them to piracy. John was a hugely successful pirate, until forced to confront the horrors committed by his men. He grabs a ship and a bag of gems, and runs away, determined to regain his self-respect. Pursued by his former colleagues, he flees across man-settled space. Along the way, he learns that his ship is much more than a simple yacht, deals with a stowaway girl, almost accidentally buys an orbital scrap yard, finds himself responsible for a beautiful young woman, fights off a pirate attack, falls in love, makes a friend, and learns that his refuge has been invaded by another planet. John, now Cale, and his friends plan to use derelicts from his scrap yard to free his sanctuary planet. But can a bunch of resurrected hulks really defeat a planetary fleet? And just what IS a Privateer, anyway?