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  • av Mr Joseph A. McCullough
    260,-

    A supplement devoted to playing solo and co-operative games of Frostgrave.There are many tales of the Frozen City, and not all of them tell of battles between rival wizards. Often, the greatest adventures are those that pit a wizard and his trusty warband against the myriad perils found amidst the ruins of Felstad.This new supplement for Frostgrave presents full rules for playing solo and co-operative games in which the feuds and skirmishes of wizards take a back seat to the exploration and unlocking of the mysteries of the city. These include guidelines for both dungeon crawls and adventuring in the ruins, new traps, unique random encounters, and four multi-scenario mini-campaigns to get players started. Why should wizards fight amongst themselves? There is plenty of treasure for all and the Frozen City is enemy enough!

  • av Mr Joseph A. McCullough
    220,-

    A supplement for Oathmark: Battles of the Lost Age, giving players rules for creating elite units of warriors known as battlesworn and charting their progress from battle-to-battle.In the horror and chaos of battle, the outcome can often hang on the briefest of moments. It is at these times that the actions of one unit can make the difference between victory and defeat. Wise kings know this, and realize that it is often prudent to hold back their best units until they can make the greatest difference. These elite units, called the 'battlesworn', are more than just powerful combatants, they are symbols of the glory and honour of a kingdom. All young warriors hope to one day join their ranks and add their oathmarks beside those legendary fighters.This supplement for Oathmark: Battles of the Lost Age contains rules for adding elite units to your armies and charting their progress from battle to battle. Will they grow even more powerful as they gain renown, or be broken in the face of tremendous odds, perhaps someday to be reformed when their kingdom needs them most? Also included are rules for rivers and boats as well as campaigns, featuring all-new scenarios that will give your battlesworn the chance to lead their kingdom to new heights of power and prestige.

  • av Mr Joseph A. McCullough
    220,-

    Dark necromancers have laid claim to forsaken kingdoms and summoned forth the souls of those who defiled their oathmarks. The dead, once again, march to war. As armies of wraiths and skeletal warriors bring destruction to their lands, the small kingdoms of the Marches also turn to the spirits of the dead. Gathering the most ancient and powerful of oathmarks, they recall the spectral forms of those that died in loyal battle to once again come forth in defence of their kingdoms. With these ethereal warriors joining their ranks, the kings of the Marches may yet stand. This supplement for Oathmark: Battles of the Lost Age introduces the forces of the dead to the game. Some armies will use dark magic to summon the souls and corpses of traitors from the past, while others will recall the spirits of loyal warriors that gave their lives and willingly fight again. This book also includes expanded rules for characters, which allow you to chart their progress from battle-to-battle, and watch as they grow in rank, responsibility, and power. All of these rules are then incorporated into a campaign featuring new scenarios that together tell of an epic war for survival.

  • av Mr Joseph A. McCullough
    286,-

    Take on the pirate fleets in this campaign for Stargrave, featuring full rules for playing the game solo or cooperatively.Since the end of the Last War, the great pirate fleets have roamed the ruins of the galaxy, pillaging, extorting, and enslaving. No one has had the power to stand against them, and the desperate few who have tried, have been quickly and brutally crushed. However, when the independent crews are hired for a simple hostage rescue, it leads to a dangerous opportunity to strike a blow against tyranny. Two of the largest and most vicious pirate fleets are meeting for a parlay near the ruins of an ancient research station... one that once experimented with 'supernova-level events'. If the crews can locate the station, slip past the pirates, and infiltrate the facility, it might be possible to release such an event just as the fleets have gathered. Hope Eternal is a solo and cooperative expansion for Stargrave. Along with full rules for playing the game in this new style, the book contains an intricate campaign of connected scenarios. Whether you brave the perils of the campaign alone, or enlist the aid of another independent crew, this is your chance to bring back a little hope to the ravaged galaxy!

  • av Mr Joseph A. McCullough
    220,-

    The third supplement for Oathmark: Battles of the Lost Age includes numerous scenarios, rules for special formations and rules for narrative events and the passage of time that can affect the armies of a kingdom.Time is the bane of all kings. Always does it march forward, bringing change and challenges, wars and disasters, invaders and internal rebellion. This supplement for Oathmark: Battles of the Lost Age, focuses on the passage of time and its effect on a players kingdom. While wars and battle still determine their ultimate fate, many other events can affect the armies of a kingdom. Plagues and blights can reduce access to soldiers from specific territories. Attempted coups can cost a king some of his best generals. On the other hand, unexpected alliances might give a kingdom access to unusual troops, or the birth of a new heir might bring wondrous presents.Along with the rules for the passing of years, this book also presents the option to train your units to fight in special formations, such as phalanxes, shield walls, and skirmish lines. These will allow players to use their existing armies to try out new strategies and tactics to swing their battle in their favor. This book also includes several new military expeditions, including numerous scenarios, to once again challenge a player''s generalship.

  • av Mr Joseph A. McCullough
    286,-

    A Stargrave supplement of exploration and adventure, full of strange and wonderful alien worlds, species, and technologies.Just beyond the rim of what was once 'civilized space' lies the vast, colourful expanse of the Erebus Nebula. Its protostars and wandering planets once made it the subject of intense scientific curiosity, with numerous expeditions venturing into its glowing depths. None of these expeditions ever returned.The only records of them after crossing into the nebula were fragmented broadcasts full of incoherent ravings. Curiosity gave way to fear, and the Erebus Nebula was largely forgotten, save in the lingering superstitions of veteran crews. Until now, that is. New signals originating from within the nebula have been detected. These transmissions convey incredible scientific possibilities - partial chemical formulae, schematics, and mathematical equations - any one of which would be worth a fortune if complete. Blinded by the potential wealth to be won, independent crews flock to the Erebus Nebula, heedless of the perils it may hold. In this supplement for Stargrave, players chart a course into a mysterious region of space where not all the normal rules of physics apply. Crews will brave a host of new scenarios, facing terrifying dangers and making first contact with strange alien species. If they are fortunate, they will survive these encounters and may even acquire new technology and new recruits. This volume also contains expanded rules for crews' ships, including new upgrades, rules for emergency extractions, and thrilling events that the crews may need to navigate as they travel.

  • av Mr Joseph A. McCullough
    286,-

    This supplement for Frostgrave provides players with new tools to build, animate, field, and face constructs in their games.In the glory days of Ancient Felstad, artisans competed to produce the most beautiful, the most functional, and the most enduring constructs. These living works of art could be seen everywhere in the city, fulfilling many of the day-to-day tasks that kept the magical metropolis running. They provided transportation and security, worked on construction and cleaning, exterminated vermin, butchered animals, and tended furnaces. Then came the cataclysm. The ice and snow not only buried and destroyed most of the constructs active in the city, but nearly wiped out the knowledge of their creation. Certainly, the constructs animated by the explorers of the Frozen City are crude in both form and function compared to what once existed.This supplement for Frostgrave: Fantasy Wargames in the Frozen City provides a study of constructs, offering expanded rules for their creation, modification, and even re-animation. It examines enchanters' workshops, detailing new magic items and base modifications that aid in the animation process, and also includes a bestiary full of new constructs. Of course, much of the knowledge that was once lost still exists in the frozen ruins, so the book also features several scenarios set in the once-great factories where the art of construct creation reached its pinnacle.

  • av Mr Joseph A. McCullough
    280,-

    The second supplement for Stargrave offers a host of new scenarios and rules for gaining political backing as you fight across the ravaged galaxy.The Dahlgren Belt was once a vast asteroid mining operation that supplied the entire sector with rare metals and various elemental fuels. However, the isolation of the last war caused the corporation to wither, and the various outposts and colonies were eventually left to look after themselves. Some became true collectives, or limited democracies, while others have fallen to the rule of gangsters, warlords, and despots. In all cases, the limited resources of air and organic material has made life difficult. In this supplement for Stargrave, the crews must travel from asteroid-to-asteroid, and even down to the system's single, barely inhabitable planet, searching for a man who claims to have discovered a 'big score'. During their journey, players will fight through numerous different environments - including asteroid mines, zero gravity, and even hellish jungle. Captains must curry favour with the various small political factions that hold power in the Belt. Only through a combination of wits, diplomacy, and weapons can players hope to reach the last prospector and gain a share of his claim.

  • av Mr Joseph A. McCullough
    196,-

    A supplement for Frostgrave: Ghost Archipelago, focusing on the Dricheans, the Lost Isles'' most powerful faction, and featuring new scenarios, creatures, crew options, and treasure.This supplement for Frostgrave: Ghost Archipelago examines the scattered realms of the Dricheans, presenting players with three new mini-campaigns featuring these bronze-armed warriors. Also included are optional rules for using Drichean Heritors, Wardens, and Crew, and guidelines for creating your own Drichean kingdoms.The islands of the Ghost Archipelago are covered in the ruins of ancient civilizations, but there is one group whose culture still thrives and whose power still grows ΓÇô the Dricheans. Divided into many small kingdoms and city-states that wage near-constant war with snake-men, native tribes, and with each other, the Dricheans are renowned for the gleaming bronze of their weapons and armour, and their martial prowess. Organized and militaristic, these formidable warriors pose a new threat to adventurers exploring the Lost Isles.

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