When Waaagh! Snagrod descended upon Rynn’s World, it heralded a conflict so devastating that it led to the near destruction of the Crimson Fists Chapter. The Rynn’s World Air War Campaign book enables you to refight the brutal aerial battles fought over the course of the war between the Imperial Navy and the Ork Flyboyz. This 88-page hardback campaign...
Taros was an unassuming mining world nestled in the Ultima Segmentum, faithfully toiling in the service of the Imperium of Man for thousands of years… or so it seemed. The T’au Empire quietly began trading with the planetary governor – when this treachery was discovered, the Imperium’s response was relentless and brutal. This beautiful 96-page hardback...
Aeronautica Imperialis – Companion is an expansion book for Aeronautica Imperialis games. The perfect addition to any Aeronautica collection, it contains new rules, aircraft, and factions for games of Aeronautica Imperialis, as well as collating previously published content from White Dwarf magazine into one handy volume. Inside you will find: - Rules for...
In 1895 English adventurer the Earl of Redgrave and his bride Lillia Zaidie land on Mars in their R-Matter vessel The Astronef. History changed from that date... The Aeronef Captain's Handbook is a supplement for the popular VSF flier combat rules Aeronef: Victorian Science Fiction Flyer Combat Rules. It contains: rules for introducing Martian aeronef into...
In a time almost forgotten, the world was whole. From their seats at Avantir, the council of Wizards shared their gift of magic with the world, founding the great magical colleges. It was a time of wonder, prosperity, and progress. In their hubris, the council failed to consider the costs of their actions. They failed to realise that their powers were...
After Civilisation Civilisation failed now small groups of men and women fight over the remains to find enough supplies to get them through a few more days. You will take on the role of leading a small group trying to recover the most resources and hold onto them. A simple to learn and play game needing very few figures but requiring advanced planning to...
From the back cover: "A collection of games ideal for each and every dinner party or late night gathering - Some require acting, some drawing, some imagination and some call for just plain silliness! The perfect way to round off an evening, along with the coffee and mints" NOTE: most of the games in the book seem to require two 'teams' of players. Some...
From the publisher's website: CONQUEST, WAR AND FAMINE OH MY! And don’t forget Death. Commonly referred to as the Four Horsemen of the Apocalypse they rode through the land signaling the end of the world. What caused the end of mankind, the end game? Who knows? Who cares? The real question is… WHAT HAPPENS AFTER THE HORSEMEN? After the Horsemen takes place...
Post-Apoc Skirmish! In Aftermath, players make gangs to fight over resources in a Post-Apoc landscape. Aftermath is meant for newbie and veteran players alike with a simple system with modules to make the game complex. Roll a number of dice based on the situation, trying to roll under your unit's Ability Score! Bonuses and Penalties utilize extra dice for...
Irregular Wars: Conflict at the World’s End provides a fun and easy, fast-play, set of rules for engagements on the fringe of the European world – Ireland, the Americas, the East Indies and the vast steppes of Central Asia. The lands discovered by European explorers seeking easy access to the trading wealth of the Indies exposed untold avenues for...