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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
The Mariana and Palau Islands campaign, also known as Operation Forager, was intended to facilitate the recapture of the Philippines and to provide bases for the bombing of the Japanese mainland. This new Campaign Book for Bolt Action allows players to recreate the fierce battles of Saipan, Peleliu, Guam, and many others. With new, linked scenarios, rules, troop types, and Theatre Selectors, this book provides plenty of options for both novice and veteran players alike.
CALL OF CTHULHU ROLEPLAYING] SECRETS OF NEW YORK is a compendium of one of the oldest and most popular cities in the new world, and is a supplement for the "Call of Cthulhu" roleplaying game. This volume explores the strange events above and below the streets and avenues that crisscross the world's financial capital during the 1920's. With a plethora of characters to bring the city to life, and a detailed history to build scenarios upon, "Secrets of New York" is an indispensable tool for keepers and players setting adventures in the Big Apple. Included are maps and historical documents and photographs of 1920's New York City, as well as several scenarios that explore the most popular and less savory locales of this grand metropolis.
In all of North America there is no more perfect intersection of climate, culture, and colorful history than San Francisco - the culmination of Manifest Destiny, the Golden Gate to the Pacific Ocean, and the treasure house of the wealth of the great California Gold Rush. Purged of her wild, anarchic past by a devastating earthquake and fire at the beginning of the twentieth century, San Francisco has emerged as the most cosmopolitan city on the West Coast. San Francisco is deceptively ancient; its history shrouded in a fog of false domesticity. The Bay Area has known many masters, each leaving a distinctive mark upon the land. As San Francisco blossoms it attracts fugitives and practitioners of unorthodox faiths from across the world. Tales of the region assume mythic proportions as it becomes the most ethnically diverse, and most lawless, place in America. SECRETS OF SAN FRANCISCO provides excellent background for a CALL OF CTHULHU campaign set in the Bay Area of the 1920s. It includes urban geography, civic history and research venues, and mythos lore. Many period photographs are provided and dozens of historical figures are introduced, including several who collaborated and corresponded with Lovecraft. Here are provided descriptions of where San Franciscan's are sent when they break the law, go insane, or pass-beyond. Here are the sights, sounds, and secrets of this place that makes it a unique city."
The City of Angels? No burg this side of the Pearly Gates could live up to such a moniker, and L.A. isn?t even trying. You won?t see many inhabitants of that sprawling boom town sprouting downy wings or signing up for the Celestial Choir. Sure, L.A. has more than its share of evangelists, faith-healers, and political do-gooders, but when your economy is built on black gold, land speculation, the Hollywood dream factory, and the sweat of migrant workers, it attracts a lot more than just the saintly. The fresh-faced, scrubbed-clean, Midwest wholesomeness they plaster all over the real estate ads doesn?t even tell a tenth of the story. You can?t have sunshine without casting shadows, and one thing L.A. has in spades is sunshine? 1920s Los Angeles is a fast-growing, fast-moving city encompassing all that is great and all that is rotten in America. A racial, ethnic, and religious melting pot presaging what America would become later in the century, L.A. nonetheless clings to a veneer of Wh
Talking Trash, Trading Studs, and Drafting Sleepers -- an Insider's Guide to the World's Greatest Obsession U.S. businesses lose $200 million in productivity each football season because employees are managing their fantasy squads instead of working. In "Why Fantasy Football Matters (And Our Lives Do Not)," two grizzled veterans revel in the addiction that is fantasy football. From pre-draft hijinx to post-draft trash talk, from tumultuous trades to the perils of free agency, it celebrates the eccentric personalities, absurd rituals, and hilarious superstitions of one of the most fanatical fantasy leagues on earth. With humor, insight, and a dash of advice, "Why Fantasy Football Matters" celebrates the thirty-two million Americans who prefer managing their fantasy squads to relaxing with loved ones. And it gives girlfriends, coworkers, and sports purists all the proof they need to accept that this is an obsession that really matters.
At long last! A sourcebook detailing the campus, courses, students, and personnel of one of the world's most prestigious institutions of deeper learning. Filled with information on various University departments and professors, this book weaves together the details drawn from H.P. Lovecraft's Mythos tales with the Call of Cthulhu RPG background to create an indispensable sourcebook for Call of Cthulhu.
The inspirational story of respected football talent scout, Rui Marques. Instead of continuing on the rather dull career path of an economist, Rui transformed his destiny by winning major Fantasy Football competitions in two different countries, and carving his own unique path into the real world of football. From early childhood Rui developed a great passion for football, yet only years later came to recognise his gift of being able to spot raw sporting talent. After completing an economics degree, Rui entered a Daily Mirror Fantasy Football competition - and won the first prize of GBP75,000. This was followed with another Fantasy first place in Germany, scooping Bild's EURO100,000 prize. As a result he earned his first scouting job at a Portuguese club, but after only two seasons became European scout at Sporting Kansas City, helping his team to win trophies before taking on a challenging new role as European scout with Polish champions Legia Warsaw. The Unknown Champion is the ultimate proof that if we follow our dreams, they can come true.
Beginning in 1950, the Korean War was a defining moment for the UN and the entirety of the early Cold War, widening the already monumental gulf between the east and west, capitalist and communist. This supplement for Bolt Action expands the rules-set from its World War II roots to this new, and truly modern, conflict. Bolt Action: Korea contains all the rules, Theatre Lists, scenarios, and new and exciting units, never seen in Bolt Action before, to wargame this turbulent period of world history.
Upgrade your science fantasy heroes like never before with the Starfinder Character Operations Manual! Explore the bounds of futuristic roleplaying with three brand-new character classes forged in a worldwide playtest-the biohacker, the vanguard, and the witchwarper-or add depth to your spacefaring adventures with expanded rules and new options for existing races and classes, as well as new themes and archetypes, plus feats, equipment, spells, and more! Whether you're creating a studious biohacker with a knack for pharmaceuticals, bending the laws of reality with an enigmatic witchwarper, or simply looking to teach your grease-stained mechanic a few new tricks, the Starfinder Character Operations Manual is a must-have companion to the Starfinder Core Rulebook, Paizo's award-winning science-fantasy roleplaying game. Open up infinite worlds of possibilities with the Starfinder Character Operations Manual!
The Battle of France saw German forces sweep across the Low Countries and towards Paris, crushing Allied resistance in just six weeks. From Fall Gelb and the British withdrawal from Dunkirk to the decisive Fall Rot, this new supplement for Bolt Action allows players to take command of the bitter fighting for France, and to refight the key battles of this campaign. Linked scenarios and new rules, troop types, and Theatre Selectors offer plenty of options for novice and veteran players alike.
This is it-the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you'll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: * Determine your character's basic attributes: IQ, DX (dexterity), ST (strength) and HT (health)* Figure out your character's secondary characteristics* Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier)* Optimize your points by using talents* Select your skills based on functional area or the campaign setting* Enhance your character with spells, magic items, magic staves, and powerstones* Strategically purchase equipment for different characters, tech levels, and campaign types* Create and manage a character sheet, write a character background, keep a character log, and more-all with samples* Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There's even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to:* Create your very own GURPS universe for your campaign, whether it's dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type* Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations* Create an electronic combat grid, a battle log, a tactical map, and more-with samples* Do mapping, planning, and plotting* Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That's important whether you're saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease...fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
Countless peoples populate the lands of the Age of Lost Omens, fighting for their collective pride, a greater cause, or simply to eke out survival in an untamed and magical world. The Pathfinder Lost Omens Character Guide dives into the myriad cultures and organizations you can encounter or join in your journey, breathing life into both your character and the many allies and enemies you're bound to meet along the way. This must-have guidebook for characters of all types introduces three new ancestries to the Second Edition of the Pathfinder Roleplaying Game-the regimented and warlike hobgoblin, the plant-like leshy, and the inquisitive lizardfolk-provides 10 new heritages for the game's core ancestries, offers nearly 100 new ancestry feats, and presents 10 new archetypes to allow characters of any class to participate in the world's most notable organizations, from the adventurous Pathfinder Society to the rabble-rousing Firebrands to the magical masters of the Magaambya!
Men of Bronze is a wargame that allows you to play out Classical Greek hoplite battles on the tabletop. Players are Strategoi (generals) leading phalanxes of bronze-clad warriors in pursuit of fame, glory, and the honor of their city-states. To win such prizes, however, you must prove your mettle, display your valor, and bring the other Strategoi to their knees! Designed to recreate small battles or larger skirmishes with 50–80 figures per side, each army will have its own unique mix of rules, advantages, backgrounds, and abilities. Strategoi must understand and appreciate the strengths and weaknesses of their forces in order to win glory on the battlefield. Of course, there's no telling what tricks a rival Strategos might have up their tunic sleeves…
Take charge of Operation Barbarossa and drive towards Moscow or command the steadfast defenders of the Soviet Union. From the early battles for Leningrad and Sevastopol to the tank clash of Kursk and the bitter urban warfare of Stalingrad, this new theatre supplement for Bolt Action provides players with new scenarios and special rules that give them everything they need to focus their gaming on the Eastern Front.
This supplement for Dracula's America: Shadows of the West contains a host of new rules and material and offers something for every player. - Two New Factions: The Forsaken, ragged survivors of the 7th Cavalry tormented by a bestial curse, and the Shadow Dragon Tong, crimelords with an agenda as mysterious as the powers wielded by their enforcers. - The Hunting Grounds: Scenarios and encounters that focus on this mythical realm and the power and threats found within it. - Territory: Build and develop your headquarters, and exploit the benefits it offers, but beware your enemies taking the fight to your home turf. - Outlaws, Mercenaries and Bounty Hunters: New campaign options, allowing you to turn to a life of crime, bring in wanted fugitives, or sell your gun to the highest bidder. - New Monsters: The denizens of the Hunting Grounds, in all their terrifying glory. - New Hired Guns: There's all kinds of folk willing to sell their skills, and these new Hired Guns offer a range of tactical options... if you can afford them. - New Gear: Bring a Gatling Gun to a knife fight, or find out why you were always warned about misusing brimstone chalk and vials of ectoplasm. - New Skills: Riding and Leadership skills give you new combat options and help your posse stay in the fight.
Any miniature wargame is greatly enhanced by realistic and evocative scenery and buildings, but commercial ready-made pieces can be expensive. Building your own can be a cost-effective and very rewarding alternative, another hobby in itself, but it can be hard to know where to start. Wargames Terrain and Buildings is a series of books aimed at giving wargamers the skills, techniques and guidance they need to create their own stunning and practical model buildings. In this volume, master modeller Tony Hardwood shares his years of experience and presents the reader with a wide range of projects for the Napoleonic era. With the aid of step-by-step photographs, he guides the reader through building and finishing each of these models, which are organized in three sections of increasing complexity and encompass a range of scales and different materials. Nine projects are included but the techniques and skills demonstrated along the way, along with valuable advice on tools, construction materials and paints, can be adapted and applied to a much wider range of structures to grace your battlefields.
Dive deep into the history of the world's most popular fantasy RPG livestream with the cast of Critical Role in this definitive guide featuring never-before-seen illustrations and photos. From its unassuming beginnings as a casual home game between friends to the role-playing phenomenon it is today, Critical Role has become the stuff of legend. These pages chronicle how a circle of friends who all happen to be talented voice actors built the most-watched tabletop role-playing livestream of all time. Discover dazzling new illustrations and richly written insights into the locations, characters, and adventures featured in the hundreds of episodes across Critical Role's two campaigns, Vox Machina and the Mighty Nein. Go behind the scenes with archival photos and exclusive interviews with Dungeon Master Matt Mercer and the entire Critical Role cast as they explore their characters' most triumphant moments and darkest hours. And celebrate the massive community of Critters who support and expand the show's world through a highlighted tour of the crafts, cosplay, and art they create every day. Featuring a foreword from the cast, lush illustrations, and the inside story you won't find anywhere else, this book is your indispensable guide to Critical Role. The adventure begins!
From the Restoration of England's monarchy until the end of the War of the League of Augsburg, nearly every country in Europe experienced conflict. Until recently, this period was perceived as a wargaming backwater overshadowed by the Thirty Years War fought 1618-1648 and the War of the Spanish Succession which followed from 1701-1714. It is one of military history's most colourful and exciting eras which saw the birth of regular armies and navies for most major European powers. Massive battles were fought on land and at sea from the frozen winters of Scandinavia to the searing summer heat of North Africa. Alliances were agreed, broken and remade and thrones changed hands in the name of religion and the pursuit of power. This guide provides the kind of information wargamers require to take the step into a new period or, begin collecting a new army. It overviews the main conflicts and outlines major, minor and unusual battles. How to create and paint your troops, information on uniforms and flags, which regiments fought where, the evolution of tactics and battlefield doctrines together with information on the legendary commanders who created them is all included.##The book is designed to act as a reference source and is not aligned with any particular rule set. The title is a quote from a man who was a major influence on the entire period; Willem van Oranje, King William III.
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 – 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. 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 additional rules for using Drichean Crew and Soldiers as well as guidelines for creating your own Drichean kingdoms.
Whether you are a new Game Master or experienced storyteller, you can always find new ways to hone your craft. This 256-page Pathfinder Second Edition rulebook contains a wealth of new information, tools, and rules systems to add to your game. Inside you will find handy advice for building your own adventures, designing towns, and creating vibrant characters alongside rules systems for dramatic chases, thrilling tournaments, and deadly duels. This book also includes more 40 pages of sample nonplayer characters, from the simple town guard to the vile cultist, presented to make your job as GM that much easier! The Pathfinder Gamemastery Guide includes: * Rules, advice, and guidelines to build adventures, campaigns, and the denizens and treasures that lurk within, from settlements to nations to infinite planes! * Creative variant rules to customize the rules to make the game your own, including variant bonus, feat, and magic item progressions, characters gaining the power of multiple classes at once, and more! * All sorts of new and variant magic items including intelligent items, cursed items, artifacts, quirks you can add to items, and a brand new type of item called a relic that scales with your character! * A catalog of subsystems to handle unique situations, from thrilling chases to researching mysteries to vehicle combat to elaborate duels to sandbox-style "hexploration" and more! Plus, a universal victory point system to help you design your own subsystems! * More than 60 new NPCs to use in your game, designed for maximum usefulness to all Pathfinder campaigns!
Cosplay lets you step out of your own skin and into someone else's
shoes (or boots, or paws...). This beginner's guide helps you walk that
walk with confidence in an awesome costume of your own creation.
The Perfect Journal for Fantasy Games#1 New Release in Dolls, Toys & Figurines Dice, Dragons, and Beyond is the ideal journal for lovers of fantasy games. New or seasoned players can boost their magical gaming experience with this note-keeping gem! Oh, the joys of RPGs. Whether you're the fantasy world builder (or game master) or a swashbuckling adventurer in any tabletop role playing game, you have an important "roll to play," and this journal is the secret weapon players need to keep organized while on your mystic quests. Roll the dice and control your destiny. Alongside your trusty character sheet, this guided journal helps you boost your creative thinking, keep track of unfolding plots, character developments, character alignments, and remember where that NPC's name was or what city that shop was in. While your GM is planning adventures and customizing your campaign game, you can stay in the moment and keep up to date in this thoughtfully organized journal. Inside, you'll find: Prompts to help you establish character personality traits, morality, strengths, quirks, and much more for all your fantasy character needs Plenty of blank journal space for tracking long campaigns, character and dragon lore, your fantasy lands, and all other important details Dedicated space to help track details about NPCs, locations, and other party members in your fictional world If you enjoyed journals like the RPG Character Journal or The Book of Holding, then you'll love Dice, Dragons, and Beyond.
A slightly abridged edition of this classic wargame text with artwork for the Red and Blue armies as individual Paperboys. Plus a working cannon which provides the firepower in the game. It seems that another element wants to join the action from a different Wells book, and that may provide some apocalyptic chaos.
Decouvrez en douceur les regles reputees de Mythras : creation de personnages, fonctionnement du systeme, gestion des combats, exemples de creatures...Mythras Fondamentaux vous offre le necessaire pour jouer rapidement.Lorsque vous serez pret, passez aux regles completes de Mythras.Vous beneficierez alors d'une plethore d'options pour adapter le jeu a vos besoins: des personnages plus etoffes, de nouvelles possibilites de combat, cinq systemes de magie, des dizaines de creatures ainsi que de nombreux conseils et exemples.
In seventeenth century Europe it must have seemed that there was always a conflict somewhere. This century of battles is the inspiration for these wargames rules. Designed for ease of play, In Deo Veritas offers a player experience based on the commander's problems. The rules are designed to create a feel for the uncertainty of battle. Keeping the men going, even when things don't seem too good, is critical for success. Units become progressively disabled as disorder sets in and cohesion begins to suffer. At the heart of the game is a simple Disorder Test. If commanders don't take care to maintain cohesion then their forces could be heading for destruction! In weighing up the scale of your achievements at the end of the game, will you be able to claim a major victory in your dispatches? Just take care to remember that your next battle may not be so successful. Using the smaller scales of 6, 10 or 15mm the usual 6' x 4' table gives a scale battlefield over a mile wide. This is large enough to cover all but the largest engagements. The six historical battle scenarios provide different challenges and give players the insight into the nature of seventeenth century warfare. The Terrain Generator and a system of points allow the players to develop their own scenarios. In battle nothing is certain but generals that practice their skills are more likely to be victorious. |
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