Schwere Kompanie are detailed Tactical scale rules at Company level. The focus of these rules is to be as historically accurate and realistic as possible without making the game too complex to play. All gun, vehicle and squad types have their own reference card that contains all information relating to that particular unit. Each unit in the game has a set...
Rescue a scientist from a disintegrating space station while fending off assorted nasty animals. This is a follow on to several previous games (Sci-Fi Escape: A Solo Game, Sci-Fi Return: A Solo Game) but can be played as a stand alone game. Ideal for 28mm figures but any size will do as long as they are individually based. Turn Sequence: Activate your...
In Sci-Fi Return, you must enter a damaged space station and recover some information. The station is in danger of falling apart and various dangerous creatures have escaped and are roaming the facility. This is a sequel to Sci-Fi Escape but is a stand alone game you don't need anything else to play it. Ideal for 28mm figures but you can use whatever comes...
Welcome to The Sprawl… Sci-fi skirmishes are an increasingly popular genre of war game but they are more dependent than most on good scenarios to keep them varied and exciting. John Lambshead has taken the work out of scenario building. He presents a selection of thirty-six missions of varying complexity, each with clear objectives and victory conditions...
Subtitled: or, Too Much for the Mahdi. Unusual set of umpired miniatures rules depicting late 19th Century Colonial Campaigns in Africa. In essence, the referee plays the part of the Mahdists while each player takes the part of an individual officer commanding part of a British force in the Sudan. This is done to simulate the asymmetrical nature of...
Set in the Dark Ages you command a small force of Scots raiding across the border into the lands of the Anglo-Saxons, the game is played over two scenarios the raid itself and the escape as you try to outrun the pursuing Anglo-Saxon forces. Ideal for 28mm figures but can be played in any scale as long as the figures are individually based. Simple to play...
Dice & Ink: A Roll & Write Anthology is, as the name suggests, an anthology of roll-and-write games in book form, specifically ten different games from eleven designers for a range of player counts and complexity levels. The games range from charting the stars and regaling one another with the mythology that surrounds the constellations, to building and...
Scream Aim Fire is a set of miniatures wargame rules for the Second World War. Before play, a deck is created with a card for each vehicle or squad of infantry. In each turn, cards are drawn, one at a time, to determine which unit attempts to activate next. A unit that fails to active has to take a shock and awe test to avoid being eliminated! A unit that...
From the publisher: Scudbusters II: Return to Iraq is a set of modern Special Forces combat rules which combine playability and realism in an attempt to provide gamers with a simple yet challenging game of Special Forces warfare based on the experiences of Allied Special Forces troops in the Gulf and Iraq Wars. So if you read Bravo Two Zero or where just...
Scum of the Earth. Black Powder gaming for the rest of us. "Sire, the reinforcements have arrived on our left flank!" "Excellent Windsor, let's give these French degenerates what for" "But Sire, their uniforms... " "What about their uniforms?" "They look... well Sire, I swear they look like Austrians" "By God man, if they are shooting at the French, what...
Scurvy Dogs ain't yer grandpappy's ponderous ruleset, no sir! Forget the dusty tomes and endless charts. This is a treasure map to swashbucklin' action, built for small gangs of up to a dozen of yer most scurvy, cutthroat pirates. Whether ye be fightin' a rival captain for dominion over the high seas or teamin' up against a landlubber invasion, these rules...
From the introduction: "Scutarii is intended mainly for recreating historical warfare prior to the introduction of gunpowder firearms and cannons. The scale of the rules is designed for fighting the larger battles of antiquity, where armies would number 25,000 men or more, on an average sized table. Missile and melee combat has been designed to reflect the...