This is the introduction to the world of Hardwar. Hardwar is a fast-paced tactical combat game set in plausible future of dawning 22nd century - a blend of dystopia and utopia in which nations are squeezed by the pressure of super-powerful corporations, and yet space travel beyond the borders of our solar system lies tentatively within our grasp. Many...
Corporate wars, shadow ops, cranial jacks, cyber-augmentations… you’ve been here before. You know how this goes. But familiarity breeds sloppiness and sloppiness will get you dead with a capital ‘P’ for Permanent. So you’ve got no excuses. You have a team, you have a boss, and that boss just gave you a job. Take whatever you need: weapons, micro-drones...
The Tsim Sha Tsui Expansion is a supplement for Exploit Zero - Cyberpunk Espionage and Mayhem. Please note this is not a stand-alone game. You need the Exploit Zero core rules to use it. This supplement introduces new weapons, new gear, and new threats, as well as clarifications and optional variations to the base game. It also contains a five mission...
Ground Combat. Cyberpunk setting. Individual skirmish PvP game for 28-32mm miniatures. Three models per side. A complete game for two players, designed to simulate short, sharp actions between elite, three-person teams at contested locations over critical objectives. Mission Critical uses the same terminology, dice mechanics, and basic procedures as the...
Snitches, Glitches, and DAF Augs is a supplement for the solo/cooperative game, Exploit Zero, Cyberpunk Espionage and Mayhem. You need that core rulebook to get the most out of this material. This is not a stand-alone game. Inside, you'll find mission prompts, tables for generating back stories, ways to add complications to your cyberpunk dark ops, and...
This is the first edition of the Harpoon Modern Naval Miniatures Rules was published in 1981. It explained the basics of modern naval combat and allowed players to take on the role of a ship captain or formation commander. It received the H.G. Wells award as the best miniatures game of 1980. Because it described the technical aspects of naval warfare in an...
Harpoon simulates modern naval warfare. Its rules tell how ships and aircraft move, detect enemy contacts, and attack them. Weapons inflict realistic effects, and proper naval tactics produce accurate and believable results. The die-cut counters included in the game make it possible to take this game home and start playing. Tom Clancy's books Hunt for Red...
Subtitle: "Ships, Subs, Aircraft, Weapons and Electronic Data." The heart of the Harpoon modern war game is its information-packed DATA ANNEX. This is the fully revised 1990-91 edition, edited and updated by Harpoon designer Larry Bond. The latest intelligence on naval weaponry- statistics, data and details that define the ships, subs, aircraft...
South Atlantic War contains an in-depth treatment of all aspects of the 1982 campaign in the Falkland Islands. It's scenarios can be played separately of as a connected campaign. The scenarios include information from recently released sources, complete orders of battle for both combatants. There are: - 26 Scenarios - 60 Pre-generated Aircraft and Ship...
Patrol troubled waters in search of enemy forces in this Series: Harpoon (Admiralty Trilogy Group) supplement. Troubled Waters covers the turbulent Middle East since 1973 and showcases the introduction of antiship missiles as a dominant factor in modern naval combat. Modern antiship missiles allow fearsome striking power to be carried in tiny vessels. As...
The world is changing rapidly, and the rate of change seems to increase with each passing month. International political and military events and new developments in technology and weaponry tax the Harpoon player's ability to keep up with it all. So many potential scenarios, so many changes to platform and weapons data. But at the same time, there are still...