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1 Aurore Sourcebook (2300AD role playing game) Keith, Jr. William H.
Game Designers Workshop (GDW) 1987 0943580374 / 9780943580371 Paperback Very Good 
"Nobody said it would be easy. On Aurore, life is no paradise. There are the quakes and volcanoes, the inedible (and often hostile) life forms, and the peculiar orbital mechanics which made half the planet too hot for human habitation. Even to grow food is a struggle of sizable dimensions. The Kafer invasion only made things more complicated... Aurore [Eta Bootis IIc] is one of the least hospitable worlds in the French Arm, and at the same time one of the most spectacularly beautiful worlds in known human space. Aurore is a world Earthlike enough that humans can live and work in its temperate zone without being forced to resort to cumbersome survival gear or protective suits. Only slightly smaller than Earth, Aurore is largely a vast and unexplored wilderness; the regions which have been thoroughly explored and developed around each of Aurore's three human colonies are relatively small, and much of the rest of the surface has been only superficially surveyed and mapped. The fact that Aurore is actually a large [tidally-locked] satellite of a superjovian gas giant [brown dwarf] has created extremes of climate and surface conditions which present players with unique and interesting problems. Aurore Sourcebook contains background information on Aurore, allowing the Traveller: 2300 referee to set campaigns anywhere on the planet. It is intended to give a broad overview of the planetary conditions, terrain, biology, and colonies of Eta Bootis IIc-known to its inhabitants as Aurore. Although Aurore Sourcebook is intended to be used with Kafer Dawn, the module in not needed to complete the information presented in this sourcebook."; 96 pages 
Price: 4.99 USD
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2 Aurore Sourcebook (2300AD role playing game) Keith, Jr. William H.
Game Designers Workshop (GDW) 1987 0943580374 / 9780943580371 Paperback Fine 
Crisp, collector's copy.; "Nobody said it would be easy. On Aurore, life is no paradise. There are the quakes and volcanoes, the inedible (and often hostile) life forms, and the peculiar orbital mechanics which made half the planet too hot for human habitation. Even to grow food is a struggle of sizable dimensions. The Kafer invasion only made things more complicated... Aurore [Eta Bootis IIc] is one of the least hospitable worlds in the French Arm, and at the same time one of the most spectacularly beautiful worlds in known human space. Aurore is a world Earthlike enough that humans can live and work in its temperate zone without being forced to resort to cumbersome survival gear or protective suits. Only slightly smaller than Earth, Aurore is largely a vast and unexplored wilderness; the regions which have been thoroughly explored and developed around each of Aurore's three human colonies are relatively small, and much of the rest of the surface has been only superficially surveyed and mapped. The fact that Aurore is actually a large [tidally-locked] satellite of a superjovian gas giant [brown dwarf] has created extremes of climate and surface conditions which present players with unique and interesting problems. Aurore Sourcebook contains background information on Aurore, allowing the Traveller: 2300 referee to set campaigns anywhere on the planet. It is intended to give a broad overview of the planetary conditions, terrain, biology, and colonies of Eta Bootis IIc-known to its inhabitants as Aurore. Although Aurore Sourcebook is intended to be used with Kafer Dawn, the module in not needed to complete the information presented in this sourcebook."; 96 pages 
Price: 8.99 USD
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3 Bayern (2300AD role playing game) Connors, William W.
Game Designers Workshop (GDW) 1988 0943580749 / 9780943580746 Paperback Fine 
"Resting comfortably in the constellation of Taurus in Earth's familiar night sky, the Pleiades have long been an object of awe, worship, and inspiration for different human cultures. To ancient civilizations which placed tremendous importance on the heavenly bodies, the unique character of the Pleiades was as compelling as it was puzzling. To the modern men of the 24th century, however, the Pleiades are very nearly as great a prize — a storehouse of young stars just waiting to be tapped for information. The Astronomischen-Rechen Institut (ARI), a foundation pledged to extend the boundaries of human exploration and human knowledge, recognizes this potential and has for years been in preparation for the long voyage to this fabled cache of stars. The vehicle for that mission has been carefully designed and purposefully crewed for the tenuous journey across uncharted stars. That ship is called the Bayern. After Bayern's aborted launch attempt in 2297, the Astronomischen-Rechen Institut completed repair and redesign on its vital stutterwarp drive system, and the ship was then ready to set off again for the haunting star group. Now, as the 24th century dawns on the human race, Commander Leopold Schmidt and his international crew of 110 brave explorers: make ready to bid farewell to their friends' and families for a journey that will last almost half a decade. The module Bayern contains all of the background data needed to run an ongoing campaign of adventures based around the monumental voyage of this great craft. The important crewmembers are all detailed, as are the ship's systems, including the computers and the extra vehicular craft used on the Bayern during the mission.Also included in Bayern are two complete adventure scenarios, Death Throes and The Daughters of Atlas. Each scenario is designed to begin or supplement a continuing campaign covering the unique encounters and adventures that can be found along the long flight of the Bayern."; 48 pages 
Price: 8.99 USD
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4 Bayern (2300AD role playing game) Connors, William W.
Game Designers Workshop (GDW) 1988 0943580749 / 9780943580746 Paperback Very Good 
"Resting comfortably in the constellation of Taurus in Earth's familiar night sky, the Pleiades have long been an object of awe, worship, and inspiration for different human cultures. To ancient civilizations which placed tremendous importance on the heavenly bodies, the unique character of the Pleiades was as compelling as it was puzzling. To the modern men of the 24th century, however, the Pleiades are very nearly as great a prize — a storehouse of young stars just waiting to be tapped for information. The Astronomischen-Rechen Institut (ARI), a foundation pledged to extend the boundaries of human exploration and human knowledge, recognizes this potential and has for years been in preparation for the long voyage to this fabled cache of stars. The vehicle for that mission has been carefully designed and purposefully crewed for the tenuous journey across uncharted stars. That ship is called the Bayern. After Bayern's aborted launch attempt in 2297, the Astronomischen-Rechen Institut completed repair and redesign on its vital stutterwarp drive system, and the ship was then ready to set off again for the haunting star group. Now, as the 24th century dawns on the human race, Commander Leopold Schmidt and his international crew of 110 brave explorers: make ready to bid farewell to their friends' and families for a journey that will last almost half a decade. The module Bayern contains all of the background data needed to run an ongoing campaign of adventures based around the monumental voyage of this great craft. The important crewmembers are all detailed, as are the ship's systems, including the computers and the extra vehicular craft used on the Bayern during the mission.Also included in Bayern are two complete adventure scenarios, Death Throes and The Daughters of Atlas. Each scenario is designed to begin or supplement a continuing campaign covering the unique encounters and adventures that can be found along the long flight of the Bayern."; 48 pages 
Price: 5.99 USD
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5 Beanstalk (2300AD role playing game) Smith, Lester W.
Game Designers Workshop (GDW) 1987 0943580269 / 9780943580265 Paperback Very Good 
"In 2181 a French exploratory squadron discovered a garden world in the Beta Canum Venaticorum system. Within about 25 years, three ESA nations (France, Britain, and Bavaria) had established colonies there. Over the next eight decades all three colonies cooperated in an attempt to adapt the planet to human uses. The Bavarians began extensive mining of their continent's mineral resources. The British created an extensive transportation network between the colonies. France built their colony a beanstalk. Then came Earth's War of German Reunification. The colonies on Beta Canum began to experience rising tides of nationalism as they jockeyed for power by the judicious use of the world's resources. But the most valued commodity on Beta Canum is the safe, regular access to orbit granted by the beanstalk. The French have found themselves holding the reins of power on Beta Canum. Tension continues to grow as they seek to consolidate their position and the British and Germans seek to undermine it. The French control the beanstalk. But a Bavarian built it - and he thinks he's found a problem. Opportunities are ripe for troubleshooters looking for work."; 48 pages 
Price: 1.99 USD
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6 Colonial Atlas (2300AD role playing game) Caswell, Rob
Game Designers Workshop (GDW) 1988 0943580587 / 9780943580586 Paperback Very Good 
"Every one of Earth's 29 colony worlds is described in Colonial Atlas, with information on each of the following:System Data: The colony worlds are, for the most part, nestled upon the cream of explored planets. But the rest of the worlds within a starsystem can have a great impact upon the colony and may even have been the original impetus for human settlement. This section describes the primary or primaries of the system and its family of planetary bodies, some of which are quite valuable to the human effort in distant space. Planetary Data: Every planet has its own unique character. Some planets are tectonically active, while others are more stable, or are manipulated by nearby gravity wells or recent meteor impacts. Nearly all the colony worlds have their own biosphere, evolved individually on the worlds to create a variety of life forms, most of which are still barely understood. From the great silted seas of Botany Bay to the Eber ruins of Beta Hydri, each of Earth's colony worlds offers a wealth of unique characteristics for exploration and adventure. Colonial Data: Man has travelled to the stars and settled the more hospitable planets bul failed to leave balkanization behind. More than a dozen of Earth's nations have established off-world colonies, many sharing planets under the protection of the Melbourne Accords. Some generalizations apply, as exemplified by the names given to the three arms of human space, but virtually every nation on Earth is now represented throughout man's stellar community."; 96 pages 
Price: 17.44 USD
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7 Deathwatch Program (2300AD role playing game) Smith, Lester W.
Game Designers Workshop (GDW) 1990 1558780513 / 9781558780514 Paperback Fine 
"What a sweet deal... All you have to do is transfer one passenger from a small oil corp in Corpus Christi to an even smaller one in Monterey. Easy money. But playing bus driver turns sour. Bandits start shooting at you, so you radio for backup, and both the Mexican and Texan corps send in air support. The two rival pilots start a dogfight, and official Mexican aircraft join in. Suddenly, you’re caught in a virtual maelstrom of combat. With guts, skill, and luck, you escape and deliver your passenger, and think your mission is over. But the fates have something else in store for you. You return home to become immediately embroiled in a series of events you have little control over - from scandal to electronic theft to cold-blooded murder. Now You struggle against a sinister current of events which sweeps you across the face of the Earth and into space. you are locked in a duel with elusive and powerful adversaries intent on eliminating the only thing standing between them and global supremacy - you."; 64 pages 
Price: 2.99 USD
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8 Deathwatch Program (2300AD role playing game) Smith, Lester W.
Game Designers Workshop (GDW) 1990 1558780513 / 9781558780514 Paperback Very Good 
"What a sweet deal... All you have to do is transfer one passenger from a small oil corp in Corpus Christi to an even smaller one in Monterey. Easy money. But playing bus driver turns sour. Bandits start shooting at you, so you radio for backup, and both the Mexican and Texan corps send in air support. The two rival pilots start a dogfight, and official Mexican aircraft join in. Suddenly, you’re caught in a virtual maelstrom of combat. With guts, skill, and luck, you escape and deliver your passenger, and think your mission is over. But the fates have something else in store for you. You return home to become immediately embroiled in a series of events you have little control over - from scandal to electronic theft to cold-blooded murder. Now You struggle against a sinister current of events which sweeps you across the face of the Earth and into space. you are locked in a duel with elusive and powerful adversaries intent on eliminating the only thing standing between them and global supremacy - you."; 64 pages 
Price: 1.99 USD
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9 Earth-Cybertech Sourcebook (2300AD role playing game) Smith, Lester W.
Game Designers Workshop (GDW) 1989 1558780149 / 9781558780149 Paperback Fine 
"The Earth/Cybertech Source-book describes the Earth of the 24th century, from Earth's protective shell of warships that block the importation of dangerous alien organisms, to the shining towers of Libreville spaceport; from the rain-slicked pavement' of New York's alleys, to the artificial landscape of Earth's computer matrix. The Earth/Cybertech Sourcebook explains it all, with maps and diagrams that make it easy to understand.Earth/Cybcrtech begins by explaining the major forces that shape the societies of Earth in 2300 AD. It examines all of the nations of Earth, describing what life is like for their citizens, from daily work to entertainment to travel. The maps clearly show national boundaries, major cities, and major transportation networks, giving the referee valuable aid in running adventures on Earth. And the illustrations help bring 24th-century Earth into focus for players. But that's not all. Earth/Cybertech explains the cybertech revolution that is sweeping through the Earth's cities. Statistics are given for surgical, chemical, and mechanical enhancements of the body, with prices, so that player characters can get in on the leading edge of this new technological wave.. Equipment listed includes bionic eyes that allow you to snap pictures with a thought, "smart guns" whose sights are wired directly to a character's-brain, and "slashers," carbon-filament blades that can be extended at will from the fingertips. Rules cover the operation of cyber-decks, the computers that deck jockeys use to project their minds directly into Earth's computer network. With these rules, a character can purchase a deck, tinker with its capabilities, and buy software programs to back him up on his runs into cyberspace. Cyberspace itself is described as well, as are rules for conducting computer battles within the cyberspace matrix. The Earth/Cybertech Source-book includes a detailed cyberpunk adventure, in which Provolution agents seek to unleash terror upon an unwitting New York City, and only the players can stop them. Floor plans are included with this adventure, as are sample characters, so that the 2300 AD referee can begin running it almost immediately..."; 96 pages 
Price: 13.99 USD
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10 Earth-Cybertech Sourcebook (2300AD role playing game) Smith, Lester W.
Game Designers Workshop (GDW) 1989 1558780149 / 9781558780149 Paperback Very Good 
"The Earth/Cybertech Source-book describes the Earth of the 24th century, from Earth's protective shell of warships that block the importation of dangerous alien organisms, to the shining towers of Libreville spaceport; from the rain-slicked pavement' of New York's alleys, to the artificial landscape of Earth's computer matrix. The Earth/Cybertech Sourcebook explains it all, with maps and diagrams that make it easy to understand.Earth/Cybcrtech begins by explaining the major forces that shape the societies of Earth in 2300 AD. It examines all of the nations of Earth, describing what life is like for their citizens, from daily work to entertainment to travel. The maps clearly show national boundaries, major cities, and major transportation networks, giving the referee valuable aid in running adventures on Earth. And the illustrations help bring 24th-century Earth into focus for players. But that's not all. Earth/Cybertech explains the cybertech revolution that is sweeping through the Earth's cities. Statistics are given for surgical, chemical, and mechanical enhancements of the body, with prices, so that player characters can get in on the leading edge of this new technological wave.. Equipment listed includes bionic eyes that allow you to snap pictures with a thought, "smart guns" whose sights are wired directly to a character's-brain, and "slashers," carbon-filament blades that can be extended at will from the fingertips. Rules cover the operation of cyber-decks, the computers that deck jockeys use to project their minds directly into Earth's computer network. With these rules, a character can purchase a deck, tinker with its capabilities, and buy software programs to back him up on his runs into cyberspace. Cyberspace itself is described as well, as are rules for conducting computer battles within the cyberspace matrix. The Earth/Cybertech Source-book includes a detailed cyberpunk adventure, in which Provolution agents seek to unleash terror upon an unwitting New York City, and only the players can stop them. Floor plans are included with this adventure, as are sample characters, so that the 2300 AD referee can begin running it almost immediately..."; 96 pages 
Price: 7.99 USD
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11 Energy Curve (2300AD role playing game) Brown, Timothy B.
Game Designers Workshop (GDW) 1987 094358020X / 9780943580203 Paperback Very Good 
"The LaFarge made its final call at a human port at Hochbaden over two. years ago, heading into the middle of the Kafer conflict — on Trilon company business. When they did not return no one was too surprised. They'd probably fallen victims of the war and that was that. But now a routine survey vessel has picked up survivors from the crew of the LaFarge, and they tell an incredible story of treks across the ice fields of a glaciated world, stories of a strange alien race [The Klaxun] on the verge of civilization. The crew of the LaFarge are coming back to human space after a multi-year odyssey on an uncharted world, a world where the evolution of life has been perpetually bound to its exotic Energy Curve. As the crew of the survey ship LaFarge, you live out the thrill of discovering a truly alien world. Survival will be difficult, and will probably depend on the cooperation of a native alien race of beings. Can you communicate with them, and can you live among them for what might be years before human rescue?"; 48 pages 
Price: 2.89 USD
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12 Invasion (2300AD role playing game) Keith, J. Andrew
Game Designers Workshop (GDW) 1988 0943580676 / 9780943580678 Paperback Fine 
"THE PAST In 2295, humans and Kafers first met. Kafer ships discovered a human research facility orbiting Arcturus. The humans sent radio messages to the aliens but received no reply. Then, suddenly, without warning, the Kafers left the system. Station personnel reported the alien contact to Terran officials, and, regretting the lost opportunity to establish relations, continued to study the star. Two years later, reports from the Arcturus system ceased. Early in 2298, Kafer ships swarmed into the Eta Bootis system and, driving away the human space fleet, began an attack on the Eta Bootian colony world Aurore. The aliens destroyed the world's orbital facilities and landed ground troops on the planet. Human space forces reentered the system with reinforcement from nations cooperating in the attack, and by 2299, the alien fleet was driven back. Then the humans fell back to Eta Bootis where a defensive line could be established. An uneasy silence settled on the Frontier. No one knew when the enemy might attack again. THE PRESENT It is now 2301. The human fleet at Eta Bootis has been waiting at the alert for two years. While its leaders have bickered over protocol and jockeyed for command of the combined fleet, individual ship-crews have grown lax in performing practice exercises and routine duties. But the Kafers have been busy. The remnants of the small force that originally attacked the humans have reported back to Kafer war leaders, and the combined might of all the Kafer nations has been assigned to invade human space. Their goal is nothing short of the eradication of the human race..."; 72 pages 
Price: 24.99 USD
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13 Kafer Dawn (2300AD role playing game) Keith, William H., Jr.
Game Designers Workshop (GDW) 1987 0943580218 / 9780943580210 Paperback As New 
"The inhabitants of Aurore always took a special pride in their home - it was the most spectacularly beautiful and at the same time least hospitable of the garden planets in the French Arm. For years it was also the end of the line in a colonial arm that terminated at planetless Arcturus, a dull ruby in Aurore's night sky. The Kafers were first encountered at Arcturus, and then their invasion fleet and invading armies struck Aurore. The battle was close, but the major population centers held out. Now, the remaining Kafers need to be hunted down and rooted out. Kafer Dawn covers the campaign to mop up the Auroran "hotback" from the viewpoint of several adventurers who come to join the fight against mankind's most bitter foe. Despite over a year of warfare, little is known of the Kafers, and so Kafer Dawn is a voyage of discovery as well. Are the Kafers necessarily our implacable enemies, or can better understanding bring peace to both species? Kafer Dawn gradually introduces the players to Kafers over the course of four new separate adventures (all included in this booklet) which form a mini-campaign. From the time the players ground ship on Aurore as raw recruits to the time they participate in the final drive against the last major groupings of Kafers in the hot-back, they will gradually learn more and more about their violent but complex enemy."; 49 pages 
Price: 4.99 USD
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14 Kafer Dawn (2300AD role playing game) Keith, William H., Jr.
Game Designers Workshop (GDW) 1987 0943580218 / 9780943580210 Paperback Very Good 
"The inhabitants of Aurore always took a special pride in their home - it was the most spectacularly beautiful and at the same time least hospitable of the garden planets in the French Arm. For years it was also the end of the line in a colonial arm that terminated at planetless Arcturus, a dull ruby in Aurore's night sky. The Kafers were first encountered at Arcturus, and then their invasion fleet and invading armies struck Aurore. The battle was close, but the major population centers held out. Now, the remaining Kafers need to be hunted down and rooted out. Kafer Dawn covers the campaign to mop up the Auroran "hotback" from the viewpoint of several adventurers who come to join the fight against mankind's most bitter foe. Despite over a year of warfare, little is known of the Kafers, and so Kafer Dawn is a voyage of discovery as well. Are the Kafers necessarily our implacable enemies, or can better understanding bring peace to both species? Kafer Dawn gradually introduces the players to Kafers over the course of four new separate adventures (all included in this booklet) which form a mini-campaign. From the time the players ground ship on Aurore as raw recruits to the time they participate in the final drive against the last major groupings of Kafers in the hot-back, they will gradually learn more and more about their violent but complex enemy."; 49 pages 
Price: 2.69 USD
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15 Kafer Sourcebook (2300AD role playing game) Keith Jr., William H
Game Designers Workshop (GDW) 1988 094358065X / 9780943580654 Paperback Very Good 
Note that the ISBN on the back of the book is incorrect, but is printed correctly on the title page. ; "Humanity's contact with the Kafers is probably the most significant event in human history since the Twilight War of the late 20th century. The encounter, like that war, could conceivably spell the end of the human race. The Kafer Sourcebook contains all information necessary for the 2300 AD referee to create campaigns and adventures involving the Kafers. It describes the physiology and psychology of the Kafers, concentrating on their unique intelligence, and explains why there can never be peace until either humanity or the Kafer population is destroyed. Covering the origin and evolution of the Kafers, the Kafer Sourcebook goes into the details of the Kafer homeworld and explains Kafer motivations and drives, their history, their society and social structure, and their technology. The Kafer Sourcebook details the political and governmental structure of the Kafer Associative, discusses the political motivations behind the war, and explains why it will get worse. The Kafer Sourcebook enables the 2300 AD referee to introduce new items of Kafer weaponry and equipment, as well as more complete details of previously described items. The equipment chapter is copiously illustrated (with some illustrations in full color). The players can be introduced to Kafer artifacts, which range from hand tools and small arms up to the Sigma-class starship. They can puzzle out the true finction of the enigmatic 'worry stone' often found in abandoned Kafer encampments or try to discover the technology behind the recently discovered 'Kafer Computer Mark II,' an advanced portable computer of chilling technological sophistication. A full-color map of the Kafer Sphere is included, extending beyond the boundaries of the original game map. The Kafer Sourcebook also presents a complete listing of the more than 30 new stars not included on the original game map, as well as those already covered. Introduced in the Kafer Sourcebook is a new alien race, unknown to humanity so far but important to the understanding of certain aspects of Kafer technology and history. The Kafer Sourcebook also presents a treatise on Kafer language, including a pronunciation guide, a short vocabulary, and samples of Kafer ideographs."; 104 pages 
Price: 17.44 USD
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16 Mission Arcturus (2300AD role playing game) Jr., William H. Keith
Game Designers Workshop (GDW) 1987 0943580455 / 9780943580456 Paperback As New 
"...Station Arcture remained unexplored, the fate of its crew a mystery. One German Kommodore decided to seize the moment, determined to take a multi-national mission team from Eta Bootis to Station Arcture before the Kafers could return and before his superiors could react. He planned the mission team with the purposes of reconnaissance and rescue — Mission Arcturus. You are invited to join Mission Arcturus and to explore what's left of the human research station between the battle fleets."; 49 pages 
Price: 10.99 USD
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17 Mission Arcturus (2300AD role playing game) Jr., William H. Keith
Game Designers Workshop (GDW) 1987 0943580455 / 9780943580456 Paperback Very Good 
"...Station Arcture remained unexplored, the fate of its crew a mystery. One German Kommodore decided to seize the moment, determined to take a multi-national mission team from Eta Bootis to Station Arcture before the Kafers could return and before his superiors could react. He planned the mission team with the purposes of reconnaissance and rescue — Mission Arcturus. You are invited to join Mission Arcturus and to explore what's left of the human research station between the battle fleets."; 49 pages 
Price: 6.49 USD
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18 Nyotekundu Sourcebook (2300AD) Keith, J. Andrew
Game Designers Workshop (GDW) 1987 0943580420 / 9780943580425 Paperback Very Good 
"Nyotekundu's least-inhospitable planet, Inferno, has Azanian and French outposts. The French Portes d'Enfer is home to a contingent of businessmen, traders, smugglers, and troubleshooters who make their living off of the commerce moving past this tidally locked world. The underground complex is mapped and detailed herein, and includes the Fleur-de-Lys nightclub and also the AmeriCo factory level. Inferno's surface is dotted with mines, factories, and weather stations built to withstand seismic conditions. But around Nyotekundu's gas giant, Cocito, operates a huge OMS (orbital mining station), the Andrew Carnegie. Approximately one mile long, the station is essentially a giant accelerator, mining ice balls from the rings of the gas giant and shooting the ice to the thirsty inhabitants of distant Inferno. The station has operated peacefully for years, but since discovering a strange artifact in the ice rings, it has gone oddly silent. The entire orbital mining station is mapped and described in detail, down to personnel and equipment. The player characters are given the opportunity to train on board the Carnegie, providing them with more skills, and preparing them to meet an incredible, nascent threat to the station and crew, as a few desperate employees attempt to grapple with the leavings of an ancient alien being."; 96 pages 
Price: 5.69 USD
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19 Nyotekundu Sourcebook (2300AD) Keith, J. Andrew
Game Designers Workshop (GDW) 1987 0943580420 / 9780943580425 Paperback Fine 
Crisp, collector's copy.; "Nyotekundu's least-inhospitable planet, Inferno, has Azanian and French outposts. The French Portes d'Enfer is home to a contingent of businessmen, traders, smugglers, and troubleshooters who make their living off of the commerce moving past this tidally locked world. The underground complex is mapped and detailed herein, and includes the Fleur-de-Lys nightclub and also the AmeriCo factory level. Inferno's surface is dotted with mines, factories, and weather stations built to withstand seismic conditions. But around Nyotekundu's gas giant, Cocito, operates a huge OMS (orbital mining station), the Andrew Carnegie. Approximately one mile long, the station is essentially a giant accelerator, mining ice balls from the rings of the gas giant and shooting the ice to the thirsty inhabitants of distant Inferno. The station has operated peacefully for years, but since discovering a strange artifact in the ice rings, it has gone oddly silent. The entire orbital mining station is mapped and described in detail, down to personnel and equipment. The player characters are given the opportunity to train on board the Carnegie, providing them with more skills, and preparing them to meet an incredible, nascent threat to the station and crew, as a few desperate employees attempt to grapple with the leavings of an ancient alien being."; 96 pages 
Price: 7.99 USD
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20 Operation Overlord (2300AD RPG) HESS, C.W.
3W 1989 Paperback Fine 
"While human fleets continue to battle the remaining Kafer warships along the frontier, a tiny unnamed star system serves as the home of a forward base for Kafer warships which continue to conduct raids deep into the French Arm. The system, known simply as DM +36 2393, contains a single garden world — the German colony world of Dunkelheim. This is the location of the Kafers' citadel base and the target of Operation Overlord. The year is 2303. The Kafer invasion has been halted and the alien warships have been pushed back to the frontier. Still, the fighting is far from over. Pockets of Kafer ground troops exist on every single human colony world from Beowulf to Aurore. Kafer guerillas continue to attack the colonial towns and cities. Numerous Kafer warships continue to operate within the French Arm, raiding colonies, attacking unprotected shipping, and ambushing stray warships. However, these raiders have a weak link — they need to be supplied. Their forward base at Dunkelheim has to be eliminated and Admiral Borodin has put the Americans to the task. Operation Overlord is the American Marine assault on the Kafer citadel based at Dunkelheim. The adventure follows a group of American Marines from their interface assault landing through a mission which takes them into the heart of the Kafer "Ch*!!" This book contains information on the colony world of Dunkelheim and the citadel which serves as the Kafer "Safe Place." This book also contains extensive information about the American Marines, their equipment and their organization. A modified skills list is even included for characters who enter the career path of the Corps. Finally, a brief update on the Kafer War is provided, describing the disposition of naval forces and of the American Marines following the completion of the adventure."; 48 pages 
Price: 22.99 USD
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