This first Mission Dossier for Achtung! Cthulhu 2d20 contains the first five adventures released following the RPG's launch: Under the Gun, Operation Vanguard, Operation Falling Crystal, The Romanian Imperative, and Seventh-Innings Slaughter, plus a brand new, never-seen-before mission, Operation Eastbourne, specially written for this 160-page print compilation.
From the White Cliffs of Dover, to the Nazi-occupied Netherlands, to the mists of the Scottish islands, to the forgotten front of Romania, and even the heart of the US homeland itself, you can use this compilation to send your agents on a rip-roaring rollercoaster ride through the first thrilling phase of the Secret War.
Tanks, Tentacles and Terror!
Launch yourself into an epic late Secret War adventure that takes you inside the secret offensive within the Battle of the Bulge!
It is December 1944 and the Allied advances after D-Day come grinding to a halt on the borders of Fortress Germany. As the first snows fall, both sides eye each other warily across the lines, content to rest and recuperate as winter sets in.
But Hitler has one last great gambit planned, a massive, armoured offensive, which will split British and US forces and hurl the allies back, so he can recapture the deep-water port of Antwerp.
Concealed within the main assault, a Nazi scientist known as the Blackbird plans to unleash his legion of monstrous panzers and terrifying new shock troops, to cut a swathe through the allied lines.
But other forces are also astir beneath the boughs of this ancient woodland, as a cult of evil men seeks to revive an ancient godling and unleash madness and death.
As these powerful forces contend, Section M dispatches a crack team of experienced agents to investigate. Can they thwart the Nazi occult's plans, and foil the rise of the Slumbering Horror, or will they, like so many others, succumb to the Forest of Fear?
Welcome to the Secret War in this fast-paced pulp-influenced rollercoaster of an RPG which nimbly mixes the sanity-challenging terror of Lovecraftian cosmic horror, with the chaos and heroism of World War II.
As a gamemaster you will bring to life this pulp-influenced world of brave Allied heroes and dauntless two-fisted adventure, guiding the heroic actions of players while also directing the twisted might of the Nazi occult: the Cult of the Black Sun, who wield foul magic and summon captive horrors and Nachtwolfe, their rivals who place their trust in Atlantean technology, weird science, and strange wonder weapons. You will shape a world where dread secrets and powerful artefacts lie forgotten in ancient ruins, where dusty tomes are replete with eldritch knowledge, and you'll arm players with experimental technology, deadly weapons and powerful magic, to do battle with this uncanny threat. You'll bring to life exotic races like the Deep Ones, undersea worshippers of the dreaming god Cthulhu, or the strange Mi-Go, fungoid-insectoid beings who have come to Earth for an unknown purpose. You'll also control the sanity-sapping monsters, entities and gods of the Mythos themselves, who seek to take advantage of the chaos of the second world war to extend their dominion over the minds of men. Will your players prevail against all odds, or will they, like so many others before, fall to the malign influence of the Mythos? That is your story to shape and tell... Inside this Gamesmaster's Guide 260+ page full colour US Letter sized hardback you'll find: Dedicated advice on the art of gamemastering including managing the game economy and specific tips for creating memorable characters, adventures and campaigns to thrill and delight your players. Major new lore and detailed background information on the six major factions contesting the Secret War: Section M, Majestic, Black Sun, Nachtwolfe, the Deep Ones and Mi-Go including their backgrounds, history, hierarchy, secret bases and missions and goals. A vast repository of hidden lore and forbidden magical knowledge including new Mythos books and tomes, powerful ritualistic magic, plus the damnable spellbooks of Nyarlathotep, Yog-Sothoth and dread Cthulhu himself! Arm your players with a wealth of new weapons and espionage devices from secret government labs and classified research departments with the Secret Weapons of the Secret War chapter. Complete profiles and statistics for the powerful heroes and villains of the Secret War, the men and women who do battle for the fate of mankind, plus a huge bestiary brimming with all the terrifying gods, monsters and entities of the Mythos themselves.
This handsome Gamemaster Screen contains four portrait-oriented panels, with stunning artwork from Boris Martsev featuring heroes of the Secret War like Professor Richard Deadman, Ariane Dubois, Sgt Brandon Carter, and an array of evil Black Sun and Nachtwolfe villains they're battling. The interior features useful tables and charts from the core rulebook, as well as quick references and rules summaries to help the GM keep the action flowing. It may even offer protection from arcane spells, mystical forces, and the malign influence of the Mythos itself!
The Gamemaster's Toolkit will also help GM's create memorable characters, adventures and campaigns to thrill and delight their players. Inside the booklet are a host of new tables, tools and suggestions for planning and creating detailed, compelling adventures, or improvising encounters on the fly, as well as advice, tips, and suggestions to present a veritable GM masterclass. A mighty four-panel GM Screen featuring dramatic action-packed artwork depicting the heroes and villains of the Secret War. Places a host of handy at-a-glance rules, tables, resources, and guidance at the GM's fingertips. The GM's toolkit booklet contains advanced advice, expert tips, and tactics to help GMs hone their craft. A host of tables and charts help GMs structure and plan their adventures and campaigns, or create exciting encounters and NPCs on the spur of the moment. Created by a team of Lovecraft adepts and second world war aficionados, who have created this toolkit to bolster every GM's Secret War ambitions!
Welcome to the Secret War in this fast-paced pulp-influenced rollercoaster of an RPG which nimbly mixes the sanity-challenging terror of Lovecraftian cosmic horror, with the chaos and heroism of World War II. Enter a world of audacious Allied agents, malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind's darkest yet finest hour!
Answer the call with the dauntless men and women of the Allied occult forces: Britain's Section M, the United States' Majestic, or the brave Resistance, all willing to make the ultimate sacrifice to hold back the legions of the Nazi occult. Battle the Black Sun, Nazi warrior-sorcerers supreme, who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men. Struggle against Nachtwolfe, the Night Wolves, who utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Can you prevail against such overwhelming odds, or will you succumb, like so many others, to the terror of the Nazi occult or the malign influence of the Mythos? This is your story to tell! Inside this 178+ page full colour US letter sized hardback you'll find: Complete rules for playing Achtung! Cthulhu, using a custom version of the cinematic 2d20 system to create thrilling scenes, awesome adventures, and epic campaigns. A complete step-by-step guide to building your Secret War operative which mixes archetype, background and characteristic to create a truly unique agent. Use singular talents, powerful weapons, and mighty vehicles to take the fight to the Nazis. Explore an innovate new magical system which allows you to wield powerful sorcery. Play as a Celtic druid or Norse Runeweaver, or harness the uncanny power of the mind as a psychic operative. Created by a team of Lovecraft adepts and second world war aficionados who have crafted an RPG which is easy to pick up and play, but boasts huge depth and flavour!
The hunt for a terrifying super weapon lost in the mists of history!
Embark on an epic globe-spanning adventure that takes you from the dawn of the Secret War to the fall of ancient Atlantis itself!
It is the summer of 1939 and as storm clouds gather over Europe, word reaches the Allies of the curious case of Dr. Botho Ehrlichmann, a noted academic and scholar.
As the events around his mysterious disappearance begin to unfold, it draws Allied agents into a global web of intrigue, as they start to assemble the clues which point to a legendary artefact, which was shattered into its component parts during the fall of Atlantis.
But the agents' endeavours have not gone unnoticed and now they face a race against time to thwart the machinations of a secret Nazi occult force, hell bent on acquiring this lost knowledge for themselves. With the pieces of this lost relic, the Nazis intend to construct a super weapon which will give the Third Reich a decisive advantage in the coming conflict.
But will this team of heroic Allied agents prevail against the might of the Nazi occult, or will disaster strike from beneath the shadows of Atlantis?
It is said it is the journey rather than the destination which is more important and Achtung! Cthulhu: Unexplored fills in the blank spaces on the map, agents often simply ?redline? through before their next epic encounter.
No corner of the globe is safe from the unholy alliance of cultists and the Mythos, and agents should be prepared to traverse all kinds of dangerous terrain to carry out their assignments.
From the dark depths of perilous caverns to the sweltering jungles of the tropics, from the peaks of snow-capped mountains to the merciless sands of the desert, Unexplored allows you to traverse six separate biomes, randomly generating missions, challenges and adventures, with exciting expeditions through unknown territory.
Create endless forms of wilderness adventure, either on the fly, in preparation for a game session, or as inspiration for adventures of your own.
Discover how weather, hazards and environmental conditions will affect each expedition, explore creative uses for Threat, detect new NPCs and deploy dangerous denizens like panthers, cougars and alligators!
Each chapter concludes with four detailed locations with a main mission and a host of adventure seeds to use as the climax for each journey, or provide an entertaining diversion along the way.
Achtung! Cthulhu 2d20 immerses you in a world of fast-paced pulp adventure, occult horror and incredible feats of derring-do. Explore ancient ruins and forbidden knowledge! Battle fanatical cultists, crazed scientists, evil sorcerers, deadly Deep Ones and bizarre alien threats!
Welcome to the Secret War! In this Achtung! Cthulhu 2d20 starter set, you'll get your first glimpse into the hidden globe-spanning conflict between the forces of good and evil! Only you and your scrappy band of heroes can defeat the malignant forces of the occult, and the malevolent might of their Mythos masters!
Punch brain-sucking horrors in the tentacles! Ride drilling machines at top speed through terror-filled tunnels! Peer deeply into musty tomes of eldritch knowledge never meant for the eyes of mere mortals! Wield powerful magic and potent psychic powers to fight uncanny threats!
Shrouded in darkness, members of an elite military silently approach a dilapidated building. A door shatters, and they enter, advancing without fear, with the anticipation of inevitable close-quarter combat. These tier one operatives have a mission to complete. Failure isn't an option. Select your fire team, enter the combat zone, and target your mission objectives. Be prepared for a multitude of situations and increasing tactical depth with each game. Play with ready-to-go soldier cards, or tailor the gear in each of your soldiers' loadouts. You can even build your soldiers from scratch with optional advanced rules.
Includes: 48-page rulebook includes basic rules, advanced options, 10 ready-made missions, and enemy AI for fluid, intuitive gameplay. 34 soldier cards representing operatives from 5 military forces, from CIA and Delta Force to British SAS, with every stat needed to start, and their own faction specialties. 21 gear cards from grenade launchers and drones to Caesar the Attack Dog. 18 enemy cards detailing Criminal Syndicates, Insurgents, Militia, and the Dark Lake Tactical Group private army, each with tailored tactics. 29 sitrep cards for a unique fog-of-war mechanic with a true sense of battlefield uncertainties, adding unique twists to the encounter, and adding ultimate replayability. Plus tokens, soldier tracking sheets, and 2 Maneuver Cards.
UNDER NEBULOUS SKIES is packed with new setting material, character options, powers, equipment, Void vessels, and the first opus of the grand campaign trilogy.
The book's 320+ pages are bursting with beautiful art, new creatures, original sentient species, gorgeous maps, intriguing NPC's and much, much more.
Reconciling the fractured and clashing human factions of Llyhn could bring benefit to all, but playing them out against each other to gain advantage might be the only viable option to survive and uncover the aspirations of an obscure entity with its gaze fixed firmly on the descendants of Earth?
Features:
County Road Z is a solo game of miniature tabletop combat and resource management, set during the zombie apocalypse. Scavenge materials to build watchtowers, workshops, generators and more, and then take it to the tabletop, where the zombies react to every grenade, shotgun, and scream! Combat zeds (and perhaps worse) across warehouses, graveyards, road wreckage, mansions and more.
Upgrade your base facilities and build new weapons and armor to keep your survivors safe for the next mission. Where will your next community base be? A distillery? A firehouse? A hydroelectric dam? Build your defenses bigger and better... but quietly, or the zombie horde will be at your door. Build your own Apocalypse: Enjoy the End Times your way with the Apocalypse Toolkit, containing a multitude of optional rules including a variety of specialized zombies, advanced rules for firearms and vehicles, seasonal weather conditions, and your choice of apocalypse. Plug-and-play whichever options fit your playstyle, whether you favor complexity, ease of play, or a combination of both.
The Dishonored roleplaying game dice set provides all the dice you need to play, for use with the 2d20 System from Modiphius.
The Dreams and Machines collector's edition slipcase set is a beautifully illustrated hardbound slipcase containing the Player's Guide, Gamemaster's Guide, and a poster-sized map of the Regis-Kasteel region around New Mossgrove. This unique set has all the rules you need to play the Dreams and Machines roleplaying game.
The Dreams and Machines collector's edition slipcase set contains:
A beautiful set of custom d20s for your Dreams and Machines games, in a bright pink, with Kari's handwritten numbers and a spirit symbol on the 1.
Contains five twenty-sided dice.
Dreams and Machines is a brand new tabletop roleplaying game where people come together to rebuild their world following a catastrophic war. The Dreams and Machines Gamemaster's Guide gives you the rules and tools to immerse yourself and your players into the history and setting of Evera Prime. Challenge your players with mutants and mechs alike, while traveling the beautiful but dangerous landscape of this colony world.
Dreams and Machines collide in a far future where its people come together to rebuild their world. The ultimate tale of hope and heroism in the shadow of the Wakers.
The Dreams and Machines Gamemaster's Guide contains:
Requires the Dreams and Machines Player's Guide.
This beautiful gamemaster's screen and booklet for the Dreams and Machines tabletop roleplaying game contains four portrait-oriented panels featuring an extended version of the Player's Guide and Gamemaster's Guide cover illustration. The interior features useful tables and charts from the core rulebooks, as well as quick references and rules summaries to keep the action flowing.
The Gamemaster's Toolkit contains:
Dreams and Machines is a brand new RPG setting where people come together to rebuild their world following a catastrophic war. You will venture into a world of mystery and adventure, a world where slumbering mechs dot the landscape and people build their lives anew in the wreckage of paradise. Take on the role of one of the new tribes of humanity, an Archivist, Dreamer, Everan, River, or Spear, and forge a path for yourself and your people.
Dreams and Machines collide in a far future where its people come together to rebuild their world. The ultimate tale of hope and heroism in the shadow of the Wakers. As the danger grows and the world is under threat once more, do you dare to dream?
The Dreams and Machines Player's Guide contains:
Requires the Dreams and Machines Gamemaster's Guide to play!
Dreams and Machines collide in a far future where its people come together to rebuild, the ultimate tale of hope and heroism in the shadow of the Wakers. Danger grows and the world is once more under threat. Do you dare to dream? A vast distance from Earth, a human colony bearing the scars of a self-inflicted apocalypse survives on the distant world of Evera Prime. In the shadow of ruined megacities humanity rebuilds, scavenging technology from the Old World and returning to a simpler way of life.
Among the mountains and valleys of New Mossgrove, the mechs of the Old World dot the landscape, deadly tools of a corrupt A.I.. Since the war that finally defeated the machines, they have been locked in a slumber that's lasted hundreds of years - but occasionally, they awaken, and when they do, these 'Wakers' continue their programming to wreak havoc across the world.
Contains:
Your House is to become the new governor of Arrakis in an alternate "What if?" scenario, where you must ensure the supply of the vital spice melange to the Known Universe. With the eyes of the entire Imperium watching your every move, can you retain control of Arrakis? Or will this appointment spell the destruction of your House?
The Agents of Dune Campaign Experience Box Set offers a complete introduction to the world of Dune and the Dune: Adventures in the Imperium roleplaying game. The box contains everything you need to start playing, with no preparation required. Even if you are new to Dune or roleplaying games, this set guides you through an epic story where your characters are the heroes.
Contains:
Choose your side in the most famous kanly vendetta of the Imperium! Side with the noble House Atreides with this beautiful custom dice set. Stand with Duke Leto, Lady Jessica, and their son Paul in the lush fields and tranquil seas of Caladan. Only with your help can they put a stop to the machinations of House Harkonnen and bring honor to the Imperium.
Dune: Adventures in the Imperium roleplaying game takes you into a far-future beyond anything you have imagined, where fear is the mind-killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.
Take your characters on a journey through the storied worlds of Frank Herbert's sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner. Whoever you choose to be, remember that those that control the spice control the universe. Dune: Adventures in the Imperium core rulebook contains: Everything you need to create your own stories of intrigue and adventure on the sands of Arrakis as agents of a powerful noble House. A brand new version of the 2D20 System adapted specially for the Dune. An extensive look at the Imperium, its society, factions, history, technology, culture, faith and more. Guidelines for novice and experienced gamemasters on how to run Dune-themed adventures and campaigns of intrigue and adventure for the elite agents of a noble House. Rules for creating a noble House of your own, from House Minor to Major House, detailing its holdings, areas of expertise and agenda. Systems for architect play, where you become the puppet masters, moving agents to your designs to serve your House. An introductory adventure designed to quickly get you and your fellow players involved in the byzantine plots of the Imperium on Arrakis.
ARRAKIS. DUNE. DESERT PLANET. Dune: Adventures in the Imperium roleplaying game takes you into a far future beyond anything you have imagined, where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.
Take your characters on a journey through the storied worlds of Frank Herbert's sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner. Whoever you choose to be, remember that those that control the spice control the universe. Dune: Adventures in the Imperium core rulebook contains: Everything you need to create your own stories of intrigue and adventure on the sands of Arrakis as agents of a powerful noble House. A brand new version of the 2D20 System adapted specially for the Dune. An extensive look at the Imperium, its society, factions, history, technology, culture, faith and more. Guidelines for novice and experienced gamemasters on how to run Dune-themed adventures and campaigns of intrigue and adventure for the elite agents of a noble House. Rules for creating a noble House of your own, from House Minor to Major House, detailing its holdings, areas of expertise and agenda. Systems for architect play, where you become the puppet masters, moving agents to your designs to serve your House. An introductory adventure designed to quickly get you and your fellow players involved in the byzantine plots of the Imperium on Arrakis.
The time of the Imperium is ending. Emperor Shaddam IV is about to enact a plan to destroy the popular House Atreides using their old enemy, House Harkonnen. But this is merely the spark that sets the Known Universe on fire. Ancient plans are in motion, and one woman's betrayal of her Sisterhood places the fate of the Imperium in the hands of her son, Paul Atreides. On the desert planet of Arrakis, the wheel of fate is poised to turn - and sweep everything in its path away.
A storm is coming, one that will tear across every planet in the galaxy. Your House will find themselves in the midst of that storm, but will you survive or be torn to shreds? Will you help the Atreides or watch Arrakeen burn in silence? Can you secure new spice supplies while the Harkonnen regime falters and fails to provide? Will you align with the insurgent Fremen, or seize the chance to bargain for more power from a desperate Emperor on the brink of losing his dynasty? In this epic campaign, you can experience the events of Frank Herbert's groundbreaking novel Dune as part of the incredible story. While the main events may be set, the fate of your House is not. The fall of the Imperium and the rise of Muad'Dib will tear the Known Universe apart. Side with the Fremen against the Imperium and risk the Emperor destroying you too, but remain loyal for too long and you will face the onslaught of the Fremen Jihad. Can your House navigate the webs of plot and treachery to determine its own fate in this time of prophecy and destiny? This 144-page, full colour, hardcover campaign book takes you from the Imperium Era to the Ascension of Muad'Dib Era. It also includes detail on continuing your campaign in the new regime, including the Qizarate as a new faction and detail on the state of the Known Universe after Paul takes the throne. The campaign itself is broken into four Acts, each with three full adventures, several more story seeds and expansion advice: Act I: The Gathering Storm: House Atreides takes control of Arrakis, but there is more to this appointment than meets the eye. At the same time, House Ecaz enlists the player characters' aid to make a strike against House Harkonnen in revenge for their part in the Ecaz/Moritani war. Vendetta upon vendetta layers together, culminating in a brutal conflict on Arrakis. Act II: Muad'Dib: Arrakis is under the control of the Harkonnen once more, and it appears everything is as it should be. But there are whispers of a new Fremen leader uniting the tribes, and the Harkonnen cannot contain the problem. CHOAM asks the player characters to investigate, and the secrets they discover will shake the Imperium. Act III: Fall of the Imperium: Spice production has stopped and all eyes turn to Arrakis. The player characters must find their own supply of spice or their House may never recover. In the chaos, old feuds reignite as each House tries to hide its weaknesses and take advantage of those of their enemies. However, the situation on Arrakis is dire, and the player characters join the Houses of the Landsraad for a decisive reckoning with the Fremen and Paul Muad'Dib. Act IV: War Across a Million Worlds: Paul Atreides is the new Emperor of the Imperium and everything has changed. His Fremen legions bring their religion with fire and steel to anyone who resists. A hundred plots and counter-revolutions swirl in the storm of the Jihad. Will the player characters and their House kneel before Muad'Dib or side with their peers to stop the worst of the atrocities? The time of the Imperium is at an end. Will your House prosper or become just one more forgotten casualty in a war across a million worlds?
"The men tell strange stories of you, Paul. They say you've all the powers of the legend- nothing can be hidden from you, that you see where others cannot see." The Imperium is a place of mystery, and only Shai Hulud truly understands the shifting the tides of the desert sand. Protect your secrets with the official Dune: Adventures in the Imperium Gamemaster's Screen, a high quality multi panel portrait format screen that features plenty of content to control the greatest power in the universe.
This four panel decorated screen includes a 32 page booklet offering all manner of gamemaster support. The perfect way to build your story and perhaps even your legacy on the dunes of Arrakis. The Gamemaster's Toolkit contains: Beautiful artwork that wraps around the outer facing panels of the screen. Reference tables and key rules. 32 page Gamemaster booklet containing tools and advice on creating and running a Dune: Adventures in the Imperium campaign.
Choose your side in the most famous kanly vendetta of the Imperium! Side with the deadly House Harkonnen with this beautiful custom dice set. Stand with Baron Harkonnen, ?Beast' Rabban, Feyd and devious mentat Piter DeVries in the industrial mecca of Giedi Prime. Only with your help can they crush the Atriedes and fully take control of the spice.
Your House has claimed the wealth of Arrakis but can they hold onto that power when so many want to take it from them? You have already uncovered a deadly enemy, but plenty more covet what you have worked so hard to control. You are going to need allies, but who can you trust? The mysterious Bene Gesserit, the elusive Spacing Guild, or perhaps even the Emperor himself. But each faction has their own agenda, and a knife in the shadows lies behind every smile.
Continuing the alternate "What if?" scenario begun in Agents of Dune, the stakes become higher as deadly enemies seek the downfall of your House to claim Arrakis and the power of spice for themselves. The player characters must leave the desert world of Arrakis and travel across the Imperium to get the support they need to fight their enemies. As each section of the campaign can be played through in any order, it is very much up to the players to decide on the best plan of action and lead their House into glory or destruction. Masters of Dune is an epic 166 page campaign that can be run on its own or as a continuation of the Agents of Dune boxed set. Play as the renowned House Nagara or create a new House of your own to tame Arrakis. Over the campaign's nine explosive chapters your characters will: This fantastic collectors edition features blue leatherette cover with silver foil debossing. Seek out the elusive Fremen to gain their trust and allegiance, if you can navigate their mysterious customs and rituals. Engage in exciting space battles on behalf of the mysterious Guild, taking on lethal pirates in the void between worlds. Visit the deadly House Harkonnen on the industrial hellscape of Giedi Prime where poison and treachery lie behind every corner. Mine spice on Arrakis to quench the insatiable need of the Imperium, even though it can never be enough to satisfy the hunger of the Known Universe. Discover the wisdom of the secretive Bene Gesserit if you can pass their deadly tests and prove yourself worthy of the Sisterhood's trust. Politic on Kaitain against the Emperor and the Landsraad council, where you might play one side against another if you have the cunning and skill for such deceit in the ultimate game. Travel from Arrakis across the Imperium to seek new allies, resources and favors that might tip the balance of power in the universe. The wealth of Arrakis may be yours, but you are going to have to fight to keep it. Every choice you make will determine the future of your House, for good or ill. Will you fall to ruin on the sands of Arrakis, or are you strong enough to survive and become true Masters of Dune? While Masters of Dune is a complete adventure, you need access to the game rules to play.
Even as this thought flicked through her mind, she was bending to seek out the hidden message. It had to be there. The visible note contained the code phrase every Bene Gesserit not bound by a School Injunction was required to give another Bene Gesserit when conditions demanded it: "On that path lies danger." Secrets are the most powerful weapons in the Imperium. Codes and messages are hidden among the most innocuous glance or most casual sentence. The secrets you learn might save your life, or your House, so they are best kept careful track of.
An elegantly designed 160-page journal to record your adventures on Arrakis. Includes character and house record sheets with each repeating 32-page folio. Contains lined, square, and blank paper beautifully rendered in matching graphics.
There is no higher power than the Emperor, but the more power and wealth he has, the more his ambition grows. To make an ally of House Corrino is to ally with the force that controls the Known Universe. Those in the Emperor's grace can wield unspeakable power, as long as they never forget where it comes from.
But beyond Kaitain, beyond Arrakis, beyond your House, lie countless other orders and factions, each with their own agenda and specialist skills. The deadly Ginaz swordmasters, the despicable Tleilaxu and the noble Suk school might each be an ally if you know how to offer them the right price.
Power and Pawns: The Emperor's Court is a complete 144 page supplement that lays bare the secrets of the Imperium as well as a host of new factions and campaign options to bring your Dune: Adventures in the Imperium game to the next level. No longer mere agents of your House, now you are its rulers, and with this wealth and power comes a host of new duties, enemies and opportunities, if you know where to look.
Power and Pawns: The Emperor's Court includes:
The fate of your House is in your hands, its rise only limited by your ambition and perhaps your ruthlessness.
Level Up: Advanced 5th Edition (A5E) is a standalone game which enhances the 5E ruleset which you know and love. If you love 5E but would like a little more depth to the rules, Level Up is the new game for you! After two years of extensive public playtests and surveys involving thousands of players, and input from their active community, EN Publishing completely overhauled the 5E game system. From redesigned classes to a full exploration pillar, they have revisited every aspect of the game to present this new standalone game, backwards compatible with the 5th Edition core rules.
This Starter Box upgrades your 5E games to Level Up, the deeper, more flexible enhancement of the DnD ruleset which you know and love. Inside the box you'll find: A 66-page rulebook which 'upgrades' your game from 5E to Level Up: Advanced 5E. Including new conditions, combat maneuvers, and a selection of monsters demonstrating how Level Up brings foes to life. A three-part adventure path which introduces the new rules as you play. 5 pre-generated characters which show off the new options available in Level Up! 5 poster maps. 91 cardboard tokens. The boxed set includes an introductory adventure path consisting of three short adventures: Clan Erin's Moot, Valley of Misfortune, and Crypt Erin, set in a region of Elissar called Albia, a highland region of misty valleys and dark lochs. Each adventure is about 16 pages and designed for a single session of play and each comes with a double sided poster map and monster tokens. Clan Erin's Moot: Once a powerful and significant force in Albia, the respected Clan Erin was disbanded long ago and its progeny have struggled to establish themselves ever since. New leaders have come together however, and at the upcoming clan moot there is a chance that they might be able to reunite-provided they can recover the Crown of Clan Erin. Valley of Misfortune: The slumber of a monster long-forgotten below Lach Erin has been disturbed, attracting wayward fey left corrupted and wandering after the death of the Fey Queen Pethsenai. The nearby village of Drood and the woods of Gal Taur have been plagued with bad luck as creatures attempt to serve this newly awakened evil. Crypt Erin: Long ago the once powerful Clan Erin dissolved into disparate subclans. Some joined neighbouring clans allowing their lands to be absorbed in exchange for the security afforded them in belonging to a larger group. Others attempted to maintain their holdings individually, but the struggle for these smaller clans to survive individually only increased with time. On the brink of extinction, three such subclans (the Carnoc, Kerdac, and Warlaw) now vie for control of the region, each making a bid to reunite the clans under a single banner once more. All that stands before unification is recovering their sign of legitimacy, the Crown of Clan Erin-once lost and now perhaps found again. Pregenerated Characters: T'lingbet, wildling dragonborn ranger (warden), Akanni, dragoncult human adept (brawler), Diamond, cosmopolitan planetouched cleric (oracle), Gywven, cosmopolitan dwarf rogue (trapsmith), Mara, hill halfling sorcerer (traveler). These characters are 4th level, so that you get to play with some of their archetype features, too! You'll see how their heritage and culture work - for example Akanni's heritage is human, and his culture is dragoncult, while Mara is a halfling, but she grew up with hill dwarves.
This Odyssey of the Dragonlords bundle is the perfect playing aid for GMs and contains an attractive four panel GM screen, placing useful information and reference tables at your fingertips while keeping your plans hidden from the eyes of players. This set also includes 5 large double sided maps and 12 smaller single sided maps.
Fizztop Mountain may have once been a nice place to visit, once. Now it keeps its namesake alive by being packed to the brim with mountains of corpses. A lot like The Pack, most Disciples would describe their perfect Sunday as one full of blood and murder, though they tend to try and at least pretend they're not thinking about flaying the skin off everyone they meet most of the time. Fans of quick and efficient kills, the Disciples are thrill killers extraordinaire, always eager to move on to their next ?project'.
Contents:
This Fallout: Miniatures set contains ten 32mm scale hard plastic, multi-part miniatures with optional parts and ten 30mm bases.
Requires some assembly. Supplied unpainted.
Without wanting to give them any props, the Operators are a well organised group, more like a crime syndicate than a raider gang. They follow orders, take on jobs, make their own gear and most of all, remain professional. Well armed and armored, Operators don't kill for fun (unlike the other gangs of Nuka-World), they kill for profit, or out of annoyance, which is occasionally fun. I guess they also kill for fun.
Contents:
This Fallout: Miniatures set contains ten 32mm scale hard plastic, multi-part miniatures with optional parts and ten 30mm bases.
Requires some assembly. Supplied unpainted.
Brightly coloured, bedecked in whatever interesting knick-knacks they can tape to themselves and wholly ruled by their moment to moment instincts, The Pack are less of a gang and more of... well, a pack. Following their Alpha to the end, members of The Pack tend to be spurred on to random acts of violence throughout the day, not too worried about the reason why, just if it'll be fun or not. Every choice they make tends to follow that logic, fun over all other things, sadly for everyone else, they think fighting is really, really fun.
Contents:
This Fallout: Miniatures set contains ten 32mm scale hard plastic, multi-part miniatures with optional parts and ten 30mm bases.
Requires some assembly. Supplied unpainted.
In Fallout: Factions, this adage has never been more true. Lead your preferred faction to victory across the wastelands of the Fallout Universe, where bullets and brains are your best friend and a little luck is worth more than any number of caps.
Load up your dice and get rolling, the Wasteland waits for no-one.
This Dice Set contains:
In Fallout: Factions, this adage has never been more true. Lead your preferred faction to victory across the wastelands of the Fallout Universe, where bullets and brains are your best friend and a little luck is worth more than any number of caps.
Load up your dice and get rolling, the Wasteland waits for no-one.
This Dice Set contains:
In Fallout: Factions, this adage has never been more true. Lead your preferred faction to victory across the wastelands of the Fallout Universe, where bullets and brains are your best friend and a little luck is worth more than any number of caps.
Load up your dice and get rolling, the Wasteland waits for no-one.
This Dice Set contains:
?War... War Never Changes.'
It doesn't matter where you go in the Wasteland, even in the most remote places people of repute can be found carving out their stories amidst the most dire of circumstances. Be they an innocent Vault-Dweller, ruthless Bounty Hunter, loyal Brotherhood soldier, or even just a good dog - there are always stories to be found in the Wasteland.
Brand New Vault, Brand New Mystery!
For the first time, you and your players can descend into the madness of an iconic Vault-Tec vault battlemap!
Enter a never-before-seen vault in the Fallout setting with 8 immersive, poster-sized floor plans, all rendered in exquisite detail and dripping with atmosphere! Guide your players as they crack open the Vault-Tec door, ransack the Overseer's office, and uncover the secrets of Vault-Tec's latest, twisted experiment!
Each battlemap works as individual encounters or as part of a full quest, and are all compatible with Fallout: The Roleplaying Game and Fallout: Wasteland Warfare. Will you run the premade adventure, where your players can discover why the vault's inhabitants never want to leave, or will you use the maps to create your own insidious Vault-Tec experiments?
Whether you want to be a dexterous charmer, a hardy bruiser, or anything in-between, Fallout's perks are designed to help build a better you. Create an original character and enhance their skills with unique advantages to give them the edge! With this card pack, your choices are easily tracked and referenced.
In 2077, the storm of nuclear war reduced most of the planet to cinders. From the ashes of nuclear devastation, a new civilization will struggle to arise. A civilization you will shape. How will you re-shape the world? Will you join with a plucky band of survivors to fight off all-comers and carve out your own settlement? Will you team up with pre-existing factions like the Brotherhood of Steel or Super Mutants to enforce your own ideals on the Wasteland? Ghoul or robot, paladin or raider, it's your choice - and the consequences are yours. Welcome to the Wasteland. Welcome to the world of Fallout.
This 438-page hardbound rulebook features a gorgeous cover design evoking the iconic Vault-Tec jumpsuit. Inside, you will find rules and lore for roleplaying in the Fallout world, as well as concept art from the Fallout videogames. The Fallout RPG will take players on an exciting journey into the post-apocalypse!
Immerse yourself in the genre-defining setting with this introduction to the official Fallout tabletop roleplaying game. This starter set gets you playing Fallout using the 2d20 System designed and tailored for an authentic wasteland experience. Roleplay as a unique character in the familiar setting of the Commonwealth around Boston.
This starter set digital product contains almost everything you need to begin playing Fallout: The Tabletop Roleplaying Game - just add dice and something to use for tokens! A 56-page rulebook containing all core rules, perks, and equipment needed to explore the wasteland. A 60-page quest book Once Upon a Time in the Wasteland taking your characters on an exciting quest around the nuclear-ravaged wasteland outside Boston. 6 pre-generated characters to choose from, including ghouls, super mutants, and even a Mister Handy robot.
Gather your companions and build your settlement!
Across the wasteland of America, pockets of survivors have built new communities amongst the ruins of the old. Now, the Settler's Guide Book for Fallout: The Roleplaying Game gives you all the tools you need to build your own settlements and expand your games in new ways, including a host of player options and equipment, companions, automatrons, factions, and guidance for the gamemaster.
The Settler's Guide Book includes a huge amount of content for both players and gamemasters. Whether you're building settlements, encountering factions, or just want some new companions and side arms, this book has something for everyone! There's no place like home, but this guide is the next best thing!
Five Leagues From the Borderlands is a solo adventure wargame where you take the role of a warband of heroes and adventurers and explore a grim fantasy world full of monsters, enemies, creeping malice and exciting quests.
The whole campaign is generated procedurally with each battle created from over 100 different enemy types, 17 unique foes and 6 scenario types that can play out in a wide number of ways. As you play, you will explore the game world, discover new locations and take on quests and jobs. Your warband will gain in experience and power and find wondrous loot? or die gruesomely in brutal combat.
The game is playable with any miniatures you may own and can be played on a 2x2 foot or 3x3 foot gaming table, making it ideal for players who are just getting started on fantasy gaming or for whom this is their first miniatures game. All you need is 6 figures for your heroes and a handful of suitable enemies to fight.
You've seen the stars, but have you ever wondered what is truly possible when we are out there in the black among alien suns?
The Five Parsecs From Home Compendium gives you all three expansions for Five Parsecs From Home collected into a single print volume for the first time, along with the fully updated standalone game Bug Hunt.
The three expansions for Five Parsecs From Home allow you to experience a wide range of new adventures but also tailor the game to fit your vision of space beyond the Fringe, offering new characters, new mechanics, new options and new missions.
Bug Hunt is a full campaign game with character progression as your troopers advance through their careers. You can even carry over characters from both games - take your crew members from Five Parsecs From Home on a Bug Hunt or vice versa, allowing your characters to experience a whole new level of adventures.
Five Parsecs From Home is a solo adventure wargame where you assemble a ragtag crew of galactic trailblazers and head out to explore the stars, pick up jobs, and every now and then - engage in some action-packed, sci-fi combat!
Battles are procedurally generated with huge combinations of enemies, weapons, battlefield circumstances and objectives whether fighting rivals or carrying out jobs.
With each encounter you earn experience and loot, progressing your crew and story as you send your crew to look for contacts, trade, explore the colony, recruit replacements or train up their skills.
The game is playable with any miniatures you have on hand and requires only a small number to get started, making it ideal for both experienced and new science fiction gamers. All you need is a few six-sided dice and a couple of ten-sided dice.
Unleash bigger battles, wider conflicts, and new stories, spanning solo, head-to-head, and campaign play in this completely stand-alone scenario-driven variation of the popular Five Parsecs from Home tabletop game.
Tactics takes adventure wargaming from starports and back alleys to the battlefields of Unified Space. This scenario-focused version of Five Parsecs from Home is all about creativity!
This deluxe Gamemaster Screen for the Forbidden Lands roleplaying game is made out of four sections of 3 mm thick hardback, measuring a mighty 688 x 240 mm when unfolded. The outside features beautiful full-color artwork by Alvaro Tapia, and the inside contains charts and tables for easy reference during play.
A NEW TABLETOP ROLEPLAYING ODYSSEY BEGINS... "100 years ago, a satellite detected an object under the sands of the Great Desert..." Homeworld: Revelations gives fans of the original Homeworld game the exciting opportunity to view the universe from a new perspective, taking on the role of the crew aboard one of the Kushan fleet's ships. Whether it's joining the Mothership on its odyssey, or helping re-establish the Hiigaran homeworld, there will be endless adventures. Homeworld: Revelations expands on what we know of the Kushan people and the game's major factions, like the Kadesh and the Taiidan.
Fans of the universe will learn that there are more incredible secrets hidden within the Guidestone which can be discovered through the roleplaying game. You can expect more detail on the people of the whirlpool galaxy so players can create their own stories of discovery and adventure, revisit locations from Homeworld to uncover their mysteries, and even explore the events of the Exodus to find out what else the Kushan discovered, gained and lost on that famous journey. "On the stone was etched a galactic map and a single word more ancient than the clans themselves... Hiigara - Our home." You're not grounded! Simple ship combat rules give you everything you need to take command of fighters, corvettes, frigates, Capital ships, Super Capital ships and of course the iconic Mothership herself! A 300 page full-colour royal size (234x156mm) sewn hardback designed for ease of use at the table.
Begin your Homeworld: Revelations odyssey with this special custom dice set featuring high-quality dice produced in starship grey with light blue details.
This three panel folding Gamesmaster Screen features a climatic fleet battle scene with a brand new piece of Homeworld art commissioned for this on the front. The reverse shows a host of useful tables and references for the gamemaster. There will also be a set of handouts and tokens for Threat and Momentum.
From the unreachable boardrooms of the Hyperpowers to the cold asteroids of Human Edge, and the bright allure of Maya to the dark corners of Arachne, intrigues and confrontations take place across every aspect of the Human Sphere. New plots, counteroffensives, and plans for subterfuge are deployed with a frantic pace even ALEPH would struggle to process.
Walking an infinitesimally thin line amidst the political, social and physical turmoil, 0-12 agents are tasked with containing the chaos before it escalates, allowing regular citizens of the Human Sphere to live their lives blissfully unaware of the dangers that threaten to unravel the delicate balance of powers.
Adventures in the Human Sphere provides a collection of far-reaching missions, each designed to thrust your agents into the path of machinations and conflicts that jeopardise the fragile alliances which bind humanity together.
We are the Combined Army, Conquest is our purpose and none will stop us!
From the darkest reaches of the galaxy, an implacable tyrant looms slowly and inexorably, searching for intelligent races, studying them, contacting them, and ultimately absorbing them. Behold the Evolved Intelligence, an alien virtual entity bent on achieving the godlike state known as Transcendence. To reach its objective, the EI will use every tactic and strategy necessary to increase its almost infinite knowledge of the universe. This includes shrewd political alliances, peaceful unification, and where necessary, all-out war.
The Combined Army sourcebook gives players the opportunity to approach the Paradiso conflict from the other side and GMs a vast array of information to better understand the implacable enemy of the Human sphere.
This 112 page PDF features:
Hypercorps, megacorps, empresas. The corporate battlefields of the Human Sphere are as vicious as a Friday night at the Gambate Cantina and as deadly as Paradiso's Cauchemar cats. From the top-tier lobby backstabbing in Santiago di Neoterra and Concilium Prima to the very real backstabbing among Submondo's most vicious criminals, the hypercorps' influence permeates every aspect of humanity's existence.
Leviathans of apparent corruption, lacking soul and empathy, the hypercorp is the epitome of all of society's sins and injustice, or so the hard-line terrorists rant in the deep corners of Maya and Arachne. Yet, the hypercorps sustain billions of people all around the galaxy, and no matter what the general consensus, they are here to stay for the hypercorp is the very essence of the Human Sphere.
Fame, glory and fortune wait for those brave or foolhardy enough to risk the dangers of Paradiso, so gear up and don't miss the next Orbital Elevator planet side! Join the Human Sphere's mightiest warriors and try to stop the Evolved Intelligence's onslaught or lose yourself in populous cities under siege while you try to figure out who the infiltrated spy is feeding information to your enemies. Make sure you bring all your best equipment and don't forget your bathing suit, for things are about to get hot in the Meat Grinder also known as Paradiso.
We have fun, games and the bloodiest war in the Human Sphere! One of the most fertile planets known, living in this angry planet is a test for the hardiest settlers and warriors. Keep your wits about you or the jungle, its inhabitants or something worse will swallow you whole in an instant. Hiding a tragic and terrible past, Paradiso is home to dark secrets and intrigue. Even before the NeoColonial Wars, the jungle planet has been the theatre of brutal conflict, destined to loom through the histories of numerous civilisations, human and alien alike. Never have the stakes been so high for Paradiso is the grandest trophy in the Sphere. Not only for the vast wealth offered by the system itself but with wormholes connecting to two alien powers, Paradiso is a Rubicon that if lost would lead to the Downfall of the Human Sphere. The Paradiso Sourcebook includes: Information on Paradiso system, from the binary stars Nakula and Sahadeva to Orgoglio and Purgatorio asteroid fields, intriguing planets like Virgil, Dante, Ugolino, Beatrice and more! Details on the current situation in the Paradiso theatre, the race for the last known Cosmolite in the planet and the truth behind the Penny Arcade. Rules and guidelines to play your own Paradiso based campaigns including jungle warfare, terrain and the background of all three Combined Army Offensives in the system! Weapons, equipment and vehicles to prepare for your jungle escapades: caltrops, machetes, flamethrowers, jammers and missiles! Lots of missiles! Detailed rules on how to organize encounters in the dark jungles of Paradiso, wicked bandar-logs, cauchemar cats, nematodes, yorogumo. Brutal vegetation and deadly fauna are just some few of the dangers the paradise planets holds for you!
An immersive Lifepath character creation system, that allows you to choose from a wide range of backgrounds, from crazed Dog-Warrior, to empathic Tohaa. Choose or roll to create the character you want, defining options such as attributes, faction, heritage, homeworld, social status, education, and career. Select your starting gear from a wide range of equipment such as the hacking device and programs you'll utilise, or the type of weapon and ammo you prefer.
All the 2D20 rules you'll need to play, including Heat, Momentum, task resolution, and the triple dynamics of Warfare, Infowar, and Psywar. A gazetteer of humanity's near future, covering the systems and factions of the Human Sphere and beyond. Bonus content exclusive to the Player's Guide including the Agent Handler guide, 2d20 to N3 conversion guide, and stats for the iconic miniatures produced for this very RPG.
In Shadow Affairs, the brutality of the alien's invading forces is only matched by the cynicism of the Human Sphere's powers and hubris, placing the international base of Libra 5 in dire danger. Composed of units from the best and worst humanity can provide, the players will have to join this eclectic base and try to work it into a competent force before their enemy decides to interfere. The largest, most detailed campaign in the Human Sphere so far written. Designed to introduce new players into the universe of the Human Sphere while challenging the veteran player, this Campaign has something for all.
Detailed maps, carefully explained scenarios, and dozens of side-quests to ensure your tour in Paradiso is as twisted as the Wilderness of Mirrors! Carefully balanced encounters and challenges to ensure your gameplay is exciting and hard enough to keep everyone invested. NPC's, equipment, antagonists... All the resources needed for you to run the campaign without recurring to other Sourcebooks. Team Mercury! A whole team of agents ready to help, substitute, sabotage, or even battle the Player Characters, plus rules on how to convert your team of PC's into playable N3 units!
The Second Race for the Stars is far behind us. Now it is time to reap the rewards and reach for Infinity and conquer the galaxy! Never has humanity had such a variety of vessels to explore, colonise, trade, and enjoy the void between the stars as today.
The constant expansion of the Human Sphere is firmly based on its exploring, travelling, and controlling capabilities made real thanks to the vast variety of spaceships, from planetary shuttles to Intra-system probes and the all-might behemoths?the Circulars.
Travelling the Sphere's systems in a huge plethora of vehicles, from the purely utilitarian to the uber-luxurious, is now a simple matter of having the credit or the backup of your empresa. No world is off-limits for the curious and ambitious.
This is the Tohaa Trinomial, the most noble empire in existence! Welcome, friend. Everything we do, we do to reach Exaltation. Anything else is unimportant!
We are the children of Unification, standing together and sailing through the stars, colonizing planets and bringing their wealth of knowledge to the less sophisticated. Sharing our knowledge where possible and destroying those who would oppose it.
The Tohaa softback sourcebook includes:
The Deck of Traits consists of a box with 210 cards describing all advantages, disadvantages, and dark secrets available for the aware archetypes. This makes references to rules for the Gamemaster and the players much easier during play. The players can easily hold on to the cards with the features applicable to its character.
Your ancestors survived thanks to luck, preparation or pure grit. Now it's time to leave their shelters and start rebuilding the world. But the wasteland has other inhabitants: families with different philosophies and abilities, secretive factions with their own agendas, and bizarre monsters stalking the ruins. As generations pass and your family evolves to suit this new world, what stories will you tell? In this roleplaying game you'll build your own unique post-apocalytic landscape, home to scattered families of survivors. Take control of a family, play the brave heroes that define them, and guide them through the grand sweep of history.
Key features: From grand strategy to desperate struggle. Shift freely between commanding the movements of spies and armies and fighting monsters in a ruined wasteland, using the fast and dramatic rules of the Powered by the Apocalypse engine. A game of histories. Write the saga of your family over generations and draw on your ancestor's powers, even as you face the unexpected consequences of their actions. Endless variety. 11 family types and 13 character types create hundreds of possibilities, each with its own meaning for the story you're telling. Hit the ground running. Start playing today with the included quickstart, complete with five pairs of families and characters, story prompts and a sunless world filled with hungry spectres.
When humanity falls, four powerful industrial and financial dynasties form a covenant called Elysium, after the meadows of eternal Spring of Greek mythology. Deep in the bedrock, they build the enclave named Elysium I, designed to weather the long atomic winter. Now, generations later, Elysium I is a gilded prison, a lonely outpost in a sea of quiet destruction. Fear and suspicion grow unchecked, and the four Houses fight on each other over the dwindling resources that remain. A force of Judicators has been established to preserve law and order in the enclave.
You are one of these judicators. It is your duty to investigate all crimes, but never forget that your strongest loyalty is always towards your family. When humanity sets foot on the surface again, it shall be your House that leads the way into the new dawn. Mutant: Elysium is the third major expansion to the award-winning Mutant: Year Zero roleplaying game. This game tells the origin story of the enclave humans, seeing themselves as the last torchbearers of human civilization. The four Houses of Warburg, Fortescue, Morningstar and Kilgore struggle for power in the Elysium I enclave, oblivious to a rising power that threatens to end their reign forever. Mutant: Elysium can also be played as a stand-alone game. Contents: New rules for creating and playing enclave humans, including their web of contacts with rich and powerful allies. The book includes all the rules you need to play. A detailed description of Elysium I, the mother of all Elysium enclaves, including a beautiful full-color map. The complete campaign Guardians of the Fall, including unique game mechanics that give the players themselves control over the four Houses of the enclave. An overview of how the enclave humans can adapt to life in the Zone, and join the mutants, animals and robots of Mutant: Year Zero, Mutant: Genlab Alpha and Mutant: Mechatron.
Mythic Commander is a fast-paced two-player wargame that allows each general to lead an army of warriors, monsters, mages, and siege weapons in a clash of blades, arrows, and magic.
Build your army from an array of different choices and test your tactical skill against an opponent on the battlefield. Achieve victory by outwitting your enemy and destroying their forces.
Issue orders to control your forces and unleash powerful magics using the game's Command and Spell Cards.
Customise your army by mixing your choice of 7 factions with 6 civilisations, each of which contains different upgrades that alter the abilities of your army's soldiers on the battlefield.
This game comes complete with a double-sided map and army tokens to get you playing right away ? you just need some six-sided dice. Mythic Commander is also compatible with any fantasy miniatures you have ? bases all the way up to up to 40mm can be used on the maps provided, but any size is possible on your own battlefield by following the guidelines included in the rulebook.
Features:
The world of One More Quest is no place for heroic adventures. Dungeon fighting is an everyday job for all the toothless thugs and uneducated phonies who roam the desolate lands of Middlewhere, clumsily trying to make a living, pay their debts... or simply gain enough coins to haunt the local tavern. Their enemies are not so daunting, either. Dungeon overlords may be petty slum lords ripping off their monster tenants with rent-fixing schemes or a board of shareholder sorcerers, alternating between reality-blasting rituals and the dungeon's office politics. Their minions? Clueless manotaurs born of man and cow, remote-controlled skeletons as reliable as an old office printer, and black knights caught in the midst of teenage rebellion...
One More Quest is a hilarious roleplaying game where you don't roll dice-you throw them!. Play as a reckless wannabe hero looking for loot and glory (but often receiving only trouble and bruises), or be the Supreme Dungeon Mastermind who presents the party with hilarious quests and dungeons of ridiculous monsters. In this dexterity-comedy RPG, you take action by throwing dice toward a central Target. Instead of just rolling dice, players will be tossing them towards the Target, attempting ever-more extravagant and goofy trickshots for the amusement of their friends. When a dungeon fighter hides from a guard, the player throws from under the table. When a dungeon fighter performs a distracting dance, the player spins around as they throw. Each situation is unique and plays by its own rules. Hit the Target with your die... or die laughing as you try!
A set of official One More Quest Eyecon dice, ideal for whimsical dice throwing. This deluxe set features a marble finish to meet the needs of discerning players with refined taste. 6x custom d6 dice in 2 colors, black marble and golden marble. Featuring the official One More QuestTM Eyecon symbol. Includes all the dice a party of heroes needs and will cover all mechanics found in the core rulebook.
The Extreme Environments set provides a pair of double-sided alternative Target boards for the One More Quest roleplaying game. Each Target has its own special layout of range bands and special rules for fighting in environments that are hazardous due to extreme heat, frost, darkness, or obstructive terrain. Also included is a selection of monsters that dungeon fighters might encounter whilst exploring these dangerous surroundings.
This Supreme Dungeon Mastermind Screen for the One More Quest dexterity roleplaying game is designed to function as an aid when exploring the comedic world of Middlewhere. Inside, the Supreme Dungeon Mastermind will find a summary of all Characteristics and Basic Skills, the associated Throw Restrictions, the Skill Test Resolution rules, along with a table of all Conditions. The perfect aid for the most demanding (or forgetful) Supreme Dungeon Mastermind. All the most frequently used rules always at hand!
Looking to elevate your dice-tossing experience to new heights? Look no further than this stunning premium Target Board! Composed of 4 puzzle-like pieces made with thick cardboard, this Target Board replaces the foldable one included with the core book for the finest playing experience. Features: High-quality, 2 mm thick cardboard. Easy puzzle style assembly, ready to play in seconds. Enhances the fun of the already ludicrous One More Quest experience.
Get ready to embark on a series of hilarious dungeoning adventures! Board a cult's submarine to undertake a desperate underwater operation and prevent the awakening of a slumbering horror, climb down the throat of a dead dragon and face appropriately-sized intestinal parasites, go on a necromantic quest to recover a punchline from the lips of a dead jester, discover a forgotten sport from the Age of Heroes called "golf"... and more!
The Adventures Mixtape is a scenario book for One More Quest, the dexterity role playing game where you don't roll dice-you throw them. This book includes 14 stand-alone adventures (also playable as an overarching campaign) providing dozens of hours of silly adventuring fun with epic proportions. 14 hilarious new adventures in the comedic world of Middlewhere. Play them individually or as an exhilarating spy-themed campaign! No matter how you use this book, it guarantees a fun time at your gaming table or your money back! (Note: refunds not actually guaranteed.)
Create immersive solo RPG experiences with this dedicated guide from the acclaimed host of the Geek Gamers YouTube channel. This long-awaited solo GM guide is a crash course in solo storytelling: a toolkit to help your solo sessions shine as brightly as hers do.
Inside this 180-page full-colour royal-sized (15.6cm x 23.4cm) softcover book, you'll discover:
The Captain's Log Solo Roleplaying Game is a 326-page, full-color standalone digest-sized rulebook that provides a complete, streamlined version of the award-winning 2d20 System used for the Star Trek Adventures roleplaying game, which you can use to create your own Star Trek stories with a dynamic character formed from your own imagination.
Whether you are venturing into the cosmos alone, conducting Galaxy-spanning missions cooperatively with friends, or exploring the unknown with a gamemaster facilitating your adventures, use the guidance and random tables contained in Captain's Log to generate countless hours of memorable adventures in the Star Trek universe.
Create an original character and then use the tools in this book, combined with your fertile imagination, to fashion your own fascinating Star Trek-style stories. Play in any era of Star Trek - from the 21st century to the 32nd century and everything in between. Explore strange new worlds, new civilizations, and all the wonders of the universe!
What will you discover while exploring the final frontier?
PLEASE NOTE: COVER ART IS THE ONLY DIFFERENCE BETWEEN THE FOUR VERSIONS OF CAPTAIN'S LOG. THE CONTENT IS THE SAME FOR EACH.
The Captain's Log Solo Roleplaying Game is a 326-page, full-color standalone digest-sized rulebook that provides a complete, streamlined version of the award-winning 2d20 System used for the Star Trek Adventures roleplaying game, which you can use to create your own Star Trek stories with a dynamic character formed from your own imagination.
Whether you are venturing into the cosmos alone, conducting Galaxy-spanning missions cooperatively with friends, or exploring the unknown with a gamemaster facilitating your adventures, use the guidance and random tables contained in Captain's Log to generate countless hours of memorable adventures in the Star Trek universe.
Create an original character and then use the tools in this book, combined with your fertile imagination, to fashion your own fascinating Star Trek-style stories. Play in any era of Star Trek - from the 21st century to the 32nd century and everything in between. Explore strange new worlds, new civilizations, and all the wonders of the universe!
What will you discover while exploring the final frontier?
PLEASE NOTE: COVER ART IS THE ONLY DIFFERENCE BETWEEN THE FOUR VERSIONS OF CAPTAIN'S LOG. THE CONTENT IS THE SAME FOR EACH.
The Command Division supplement provides Gamemasters and Players with a wealth of new material for use in Star Trek Adventures for characters in the command division.
The Command Division supplement includes: Detailed description of the command division, including its role in Starfleet, the various branches within the command division, the role of Fleet Operations, life as a command division cadet, and details on starship operations. Expanded 2d20 Social Conflict rules, enhancing social encounters and galactic diplomacy. An expanded list of Talents and Focuses for command and conn characters. Over a dozen additional starships and support craft to command and pilot, including the NX, Nebula, Sovereign, and Steamrunner classes, as well as many shuttle types and the indomitable Work Bee! Advice on creating command division focused plot components for your missions to test the mettle of your captain and flight controller. New rules on running Admiralty-level campaigns that let you command entire fleets, as well as information on commanding starbases. Detailed descriptions and game statistics for a range of Command and Conn focused NPCs and Supporting Characters.
The Star Trek Adventures supplementary rulebooks and sourcebooks require the Star Trek Adventures core rulebook in order to play.
The official Star Trek Adventures Gamemaster Screen is a high quality three panel screen to help power your Star Trek missions. The exterior features beautiful rendered artwork of Starfleet vessels and Romulan cruisers, while the inside cover contains useful rules references, tables, charts and random generators for Gamemasters so the 2d20 system is at your fingertips!
The Gamemaster screen contains: Beautiful artwork that wraps around the 3 outer facing panels of the screen. Rules references for Task Difficulty, Momentum spends, Conflict tasks, and Non-Player Character special rules. Reference tables for weapons, damage, and NPC crews. 6 x double sided laminated reference sheets for bridge positions on one side and player aids on the other side. Folded poster map of the Alpha & Beta Quadrants. This double-sided folded map gives you a comprehensive overview worthy of Stellar Cartography itself! It includes the new Shackleton Expanse created for the Star Trek Adventures Living Campaign. Giant 30cm x 90cm size!
The Star Trek: Lower Decks Campaign Guide expands upon the core Star TrekAdventures roleplaying game experience by providing detailed advice on creating junior officers and using them to tell amazing Star Trek-style stories with the fun, irreverent tone presented in Star Trek: Lower Decks.
Whether you're cleaning holodeck biofilters, conducting an anomaly consolidation day, participating in a second contact, or enjoying some well-earned Buffer Time, there's always something new to encounter and learn, both within the universe and yourself and your fellow crewmates.
How will you make a name for yourself and your companions?
These are the Voyages: Volume 1 presents eight ready-to-play missions for Star Trek Adventures. Within this 164 page hardback book, Gamemasters will find the means to test their Starfleet officers at the front line of Starfleet operations.
This book contains: 8 ready to play missions using the 2d20 game system from Modiphius Entertainment adapted for Star Trek Adventures, and requires the Star Trek Adventures core rulebook to play. Uncover the truth about an anomalous wormhole that has trapped an older starship vessel. Weigh up the dilemma of the Prime Directive with an intelligent species that originates outside the confines of normal space and time, subjugated by another civilization. Rescue a Federation science vessel, drifting dangerously inside the Romulan Neutral Zone, avoiding an escalation into war. Investigate strange events on Carina VII, where a colony is rapidly disintegrating around its foundations. Explore a strange alien space station, containing a massive forest eco-system of its own. Foil plans to spread a long dead plague and uncover the truths of its origin. Stop the theft of an experimental torpedo and pursue its thieves to expose their plot. Respond to a distress signal from a mining colony in revolt and discover new life in its mines.
Engage in Star Trek Adventures roleplaying with the official Operations Division roleplaying dice set.
The Player's Guide for the Star Trek Adventures roleplaying game presents a wealth of information and advice for gamers new to Star Trek and to Star Trek Adventures, as well as for experienced players looking for additional guidance and new options to enhance their characters and games. The Star Trek universe is ready to be explored. What character will you play? This full color, 264 page digest-sized book (approx. 17 x 22 x 2 cm) is packed full of player-focused options, advice, tables, and artwork, all designed to enhance your Star Trek Adventures game.
Features: A wealth of new character options, including new non-Starfleet character roles, more than 40 new talents, additional details on existing character roles and insights into using the game mechanics gleaned from 4 years of feedback and development. An overview of key Star Trek setting details and technology to help immerse you and your fellow players into the setting. Definitions of six key Star Trek eras, enabling you to take part in stories anywhere in the Star Trek timeline; and nine distinct play styles, from deep space exploration to close to home, and beyond. Guidance on how to be an engaged, active, and supportive player, and insights on building characters collaboratively with your group. All contents are adaptable for use with groups of pioneering Starfleet officers, fearless Klingon warriors, or daring crews of any polity. This guide requires a Star Trek Adventures core rulebook to use.
"There's no such thing as the unknown-only things temporarily hidden, temporarily not understood." -Captain James T. Kirk. The Star Trek Adventures roleplaying game takes you to the final frontier! From the 21st through to the 32nd century, join Starfleet, the Klingon Empire, the Romulan Star Empire, and countless other civilizations, and journey across the Star Trek universe with your crew. Explore strange new worlds, encounter fantastical alien life-forms, and engage in dramatic adventures in a detailed and immersive Galaxy. Tell your stories and unravel the mysteries of the unknown!
The 376-page, full-color, hardcover Star Trek Adventures Second Edition Core Rulebook contains: A complete and updated version of the 2d20 System rules, designed for an authentic Star Trek experience. An extensive primer on Star Trek, including details on a range of societies, worlds, species, and the scientific concepts that underpin this timeless universe. 14 player character species to choose from, including Andorian, Cardassian, Klingon, Orion, and Vulcan. Guidelines for both novice and experienced gamemasters, offering advice on challenging your players with dramatic and thoughtful gameplay, unique to the Star Trek universe. Game statistics and graphics for 15 playable starship classes, including Federation, Klingon, and Romulan vessels. Dozens of non-player characters, starships, and creatures to populate your missions, including Federation, Klingon, Cardassian, and Dominion. Historical excerpts, personal logs, and intercepted communications provide fresh perspectives and insights from across the Galaxy. Created by an expert Star Trek development team, including a diverse mix of experienced and new artists, designers, editors, and writers. These are the voyages of your ship, your crew. Live it together.
The Star Trek Adventures Game Toolkit provides you with a wealth of materials to expand your game beyond the core rulebook. It provides players and gamemasters with additional options and rules references to aid your group in exploring the final frontier.
The Star Trek Adventures Game Toolkit contains: A full-color 4-panel (US letter size) gamemaster screen, packed with reference tables for the Star Trek Adventures second edition roleplaying game. An A2-sized map of the Galaxy as of the mid-23rd century, and on the reverse, full-color art to inspire your bold adventures. 8 double-sided reference sheets including the actions of each role aboard a starship, Momentum spend reference tables, conflict rules references, and more. A 40-page booklet containing a wealth of material expanding the scope of the game: Seventeen additional spaceframes to choose from as your group's starship. Five new starship mission profiles and five new starship talents. Advice for the gamemaster on developing Star Trek-style stories. Additional gamemaster options for using extended tasks and Threat. The Star Trek Adventures Game Toolkit requires the Star Trek Adventures second edition core rulebook to use.
TO BOLDLY GO WHERE NO ONE HAS GONE BEFORE! The Star Trek Adventures roleplaying game takes you to the final frontier! You may travel to the edges of known space, to colonies in need, to the borders of neighbouring galactic powers, or into the eye of interstellar phenomena. Explore strange new worlds, encounter fantastical alien life forms, and engage in dramatic adventures in a detailed and immersive Galaxy.
PLAY STRAIGHT OUT OF THE BOX! This Starter Set contains everything you need to begin your journey into the final frontier, including an epic campaign of three linked missions designed to challenge a brave crew of 3-7 player characters. Contents: RULES BOOKLET: A 48-page booklet providing an overview of the 2d20 game system adapted for Star Trek Adventures, for use with the included campaign. CAMPAIGN BOOKLET: A 60-page booklet containing the epic, three-part campaign "Infinite Combinations," which guides you through the rules as you play so you can begin exploring the Galaxy straight out of the box. SHIP SHEET and CHARACTER SHEETS: A statistics sheet for the Constitution-class U.S.S. Challenger and seven-player character sheets, with rules references on the backs. REFERENCE SHEETS: Four double-sided rules reference sheets. DICE: Five twenty-sided dice (d20s) in a unique colour only available in this Starter Set. TOKENS: Six Momentum tokens for each of six different civilizations (i.e., 36 total Momentum tokens), 36 Threat tokens on the reverse side of the Momentum tokens, and 9 Determination tokens.
The Shackleton Expanse Campaign Guide for the Star Trek Adventures Roleplaying Game presents a thrilling, all-new area of the Beta Quadrant to explore: the Shackleton Expanse. Countless wonders and mysteries await within, including strange spatial phenomena that confuse sentient life-forms as well as starship sensors, ancient alien technologies powerful enough to move or obliterate entire star systems, dangerous new species to encounter, and so much more!
EXPLORE STRANGE NEW WORLDS! A detailed sandbox setting centered on the Shackleton Expanse and Starbase 364, the only jointly-run Federation-Klingon starbase.
SEEK OUT NEW LIFE AND NEW CIVILIZATIONS! Five new playable alien species, including the Orions and four species unique to the Shackleton Expanse.
BOLDLY GO WHERE NO ONE HAS GONE BEFORE! An epic 10-part campaign spanning the original series and The Next Generation eras, featuring the mysterious Tilikaal.
The Star Trek: Discovery (2256-2258) Campaign Guide presents an all-new time period for telling dramatic Star Trek Adventures stories based on the first two seasons of Star Trek: Discovery. Engage in desperate battles, investigate scientific wonders and strange alien constructs, participate in post-war recovery, and join the search for the mysterious Red Angel.
The divided Klingon Empire unites under one banner. Total war breaks out between the Federation and Klingon Empire. Scientists and explorers are forced to become soldiers. Independent traders and civilians everywhere struggle to survive and thrive.
How do you join the fight for the future?
The Federation-Klingon War Tactical Campaign expands upon the core Star Trek Adventures roleplaying game experience by providing a campaign that parallels the Klingon War story arc depicted in the first season of Star Trek: Discovery. This tactical campaign enables you and your group to explore what was happening elsewhere in the Federation during this perilous time. With a plethora of additional rules variations to embrace the emotional toil of being thrust into a war, this campaign gives you the tools to build exciting narratives during the war.
Additionally, this book includes rules for an all new, procedurally generated campaign overlay that gives players the opportunity to take on the roles of admirals assigning assets to deal with Klingon threats across the Galaxy.
The Utopia Planitia Starfleet Sourcebook for the Star Trek Adventures roleplaying game presents a wealth of information centered around Starfleet operations and a complete guide to constructing Federation starships, space stations, and small craft, either using existing spaceframes or creating your own. From the 21st century to the 25th, state-of-the-art Starfleet vessels push the boundaries of known space, gathering knowledge for all. Space stations form waypoints and communities in new regions of space. Bold crews staff those ships and stations, eager to make the next discovery. What vessel will you take beyond the farthest star?
The Utopia Planitia Starfleet Sourcebook is a handy reference for gamers and non-gamers alike. The Original Series Collectors Edition is strictly limited to this first print run and features a leather cover with a blueprint style illustration of the Original Series era Constitution Class USS Enterprise. Features: An extensive discussion of Starfleet's history, from its humble beginnings in the 22nd century to its operational capacity in the 25th century. Detailed information on operations aboard a Federation starship, including daily life, locations, shipboard systems, procedures, and more. Guidance on how to create your group's 'home in the stars', whether it's a starship or space station, and on how to make that home a character in its own right. A complete system for creating your own spaceframes for use in your ongoing missions and campaigns. Updated game statistics and graphics for more than 70 Federation and Starfleet starship classes, space stations, and small craft. Gamemaster advice and optional rules to enable amazing ship- or station-based storytelling experiences. This book requires a Star Trek Adventures core rulebook to use.
The landscape was full of machines and scrap metal connected to the facility in one way or another. Always present on the horizon were the colossal cooling towers, with their green obstruction lights. If you put your ear to the ground, you could hear the heartbeat of the Loop ? the purring of the Gravitron, the central piece of engineering magic that was the focus of the Loop's experiments. The facility was the largest of its kind in the world, and it was said that its forces could bend space-time itself. Scifi artist Simon St†lenhag's paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts, have won global acclaim. Now, you can step into the amazing world of the Loop.
In this roleplaying game in the vein of E.T. and Stranger Things, you'll play teenagers solving mysteries connected to the Loop. The game rules are based on Mutant: Year Zero.
Key features:
Somewhere out there beyond the cordons, beyond the fields and marshes, abandoned machines roamed like stray dogs. They wandered about impatiently, restless in the new wind sweeping through the country. They smelled something in the air, something unfamiliar. Perhaps, if we had listened closely, we would also have heard it. We may have heard the sound rising from the forgotten and sealed caverns in the depths: the muffled pounding from something trying to get out. Welcome back to the world of the Loop ? things are different now.
Simon St†lenhag's paintings of Swedish retro futuristic suburbia, populated by fantastic machines and strange creatures, have won global acclaim. The award-winning Tales from the Loop tabletop roleplaying game was released in 2017 and let you experience this amazing world first hand. Now you can return to the Loop in this stand-alone sequel game that continues the story into the 1990s. But remember ? this time you can die. Key features of the beautifully illustrated hardcover book: Create unique player characters ? including skills, iconic items, and relationships ? in mere minutes. Dive deeper into the secrets of the Loop and experience the two game settings updated to the 1990s ? the M„laren Islands in Sweden and Boulder City, Nevada in the USA. New rules for scars and death ? the stakes are higher and the risks greater. Investigate mysteries and overcome trouble using fast and effective rules, based on the award-winning Year Zero game engine. Play the four complete scenarios included, tied together in the campaign named Prophets of Pandora.
Welcome to the One Land. A post-apocalyptic supercontinent where food is magic. A vast, wild, and old world, populated by monsters: giant kaiju-esque creatures inspired by paleontology and cryptozoology.
In the Wilderfeast roleplaying game, players take on the role of Wilders, outcast rangers who wield gargantuan kitchen implements and gain powerful mutations from each monster they eat. Part monster hunters, part chefs, Wilders work in packs and have taken on the duty of stopping the frenzy, an eldritch virus which makes monsters violent and self-destructive.
Using their powers, Wilders seek harmony between humanity and the wild, and can choose which of their sides to embrace when taking Tests: will you focus up, and stay true to your human side, or go wild, and unleash the monster in you?