Browse Results

Showing 79,376 through 79,400 of 79,408 results

Camp Alien: Alien Novels, Book 13 (Alien Novels #13)

by Gini Koch

The President and First Lady, aka Jeff and Kitty Katt-Martini, don't get any downtime once the Mastermind has been revealed to the world. Not only do they have myriad high-level government positions to fill, but the scrutiny and pressure on this Administration has gone into overdrive.The sudden reappearance of a long-forgotten adversary turns out to be the tip of the iceberg. New robots and androids attacking, old enemies making new alliances, and new aliens with interesting abilities almost overshadow the fact that the U.S. still has to host a peace summit at Camp David between Israel and Iraq. It's clear that while the Mastermind may be down, there are plenty of others ready to take his place--and all that stands between them and success are Kitty and Company.Kidnappings, rescues, creepy hideouts, a hidden black site, and a domestic dispute that could end Jeff and Kitty's marriage are nothing compared to finding not one but two hidden labs where dangerous and deadly things are brewing. But when the President and his entourage finally get to the peace talks, things are no better. Mossad rightly suspects something's wrong with both their Prime Minister and the President of Iraq. A hidden in-control superbeing, an android replacement, and an army of Fem-Bots turn the peace talks into a Battle Royale that the team might not actually survive. And if they don't make it, Earth won't make it, either.But no pressure.

Dragon Wizard (Dragon Princess #3)

by S. Andrew Swann

It has been a year since former thief Frank Blackthorne became Princess of Lendowyn and married a dragon. He's coming to terms with his new life, but during the royal anniversary banquet, an elven prince reads a scroll of evil magic and Frank's world is turned upside-down. Again. The scroll's spell causes a murderous rampage in a palace full of noble dignitaries, so it's no surprise Frank's visitors are angry. The Elf-King Timoras threatens war but Frank can't do anything about it: because of the same bit of scroll magic, the ex-Dragon Lucille has taken over the princess's body, unaware that Frank is still there, locked in her skull. And worst of all, the fate of everyone may soon rest on the shoulders of the man responsible for the whole mess, someone who should be safely dead...

Moby Dickk: Moby Dick, Afrikaans Edition

by Herman Melville

Moby Dick in half the timeMoby Dick is the tale of one man's fatal obsession and his willingness to sacrifice his life and that of his crew to achieve his goal. The story follows the fortunes of Captain Ahab and the eccentric crew of a whaling ship, The Pequod. The ship is on its last voyage in pursuit of Moby Dick - the great white whale which wounded Ahab in the past is his quarry now. The battle with the elements, the sea, the dangerous confrontations of the whale hunts are embodied in the thrilling narration of the survivor Ishmael.

Subspace Explorers

by E.E. 'Doc' Smith

All the creative energies of the West have been directed into space exploration and development - dozens of new worlds are being opened up. Left behind on Earth are the sluggish remnants of former greatness. But in the East, a mighty dictatorship has arisen - a single absolute monarch rules: The Nameless One of the East. What follows is a raging conflict, on Earth and in space - conflict as only master pulp storyteller E.E. "Doc" Smith can write it.

test 5

by Test

TESTETSTES

At the Movies

by Jim Bostjancic

In At the Movies, follow the story of Garbonzo, a young boy growing up in Vancouver in the 1970s, whose passion for movies leads him on a journey of self-discovery. As he befriends the local film critic and starts sneaking into restricted shows, he develops a love for the works of director Sam Peckinpah and a deeper understanding of the power of cinema. But when he gets caught up with the wrong crowd and ends up in jail, he loses everything, including his love interest and his job at the local theater. Years later, he returns to his hometown to find the theater industry in decline, but is given a chance to save the remaining theaters and make his dreams a reality. At the Movies is a coming-of-age tale that explores the transformative power of cinema on both an individual and a community level.

A World Aflame # Interwar Wargame Rules 1918-39

by Mark Stacey Paul Eaglestone

Often called the "Pulp Era", the years between the two World Wars have seen a tremendous surge in interest among wargamers. A World Aflame captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period, from the Chinese Civil Wars and the "Great Game" in Central Asia, to the Irish War of Independence and the bitter ideological warfare of the Russian and Spanish Civil Wars. The rules also contain options for the "Very British Civil War". This gaming trend has sprung up in recent years, following a "what-if" scenario that has Edward VIII refusing to abdicate the throne, thrusting the country into civil war in 1938. It is a quirky, fun setting, and one that is surprisingly popular. Written by a life-long wargamer, A World Aflame focuses on the daring and heroism of battles fought in the last great era of adventure.

Bolt Action: Armies of France and the Allies

by Warlord Games

World War II was truly a 'world' war, and many nations joined the fight against Germany and the Axis. This latest supplement for Bolt Action covers the armies of France, Poland, Czechoslovakia, Denmark, Norway, Holland and Belgium that stood against the German Blitzkrieg, as well as the resistance forces that sprung up in the aftermath of occupation, and other Allied powers, such as China, in the East.

Bolt Action: Armies of Imperial Japan

by Warlord Games

Following the assault on Pearl Harbor, the Imperial Japanese military saw action across Asia, from the capture and defense of the islands of the Pacific to the occupation of territory in China and Burma. With this latest supplement for Bolt Action, players have all the information they need to build a force of the Emperor's fanatically loyal troops and campaign through some of the most brutal battles of the war.

Au cœur du typhon (La saga des métamorphes #2)

by Iriam Shostakovich M. D. Grimm

La saga des métamorphes, tome 2Ryan et Caleb sont devenus les meilleurs amis au monde alors que Caleb guidait et accompagnait Ryan sur les pas d'une existence humaine. Ryan est un métamorphe né taureau sous le nom de Typhon, et recueilli par la mère de Caleb afin de le protéger. Caleb ne tarde pas à se montrer protecteur lui aussi. Au fil du temps passé ensemble, la teneur des sentiments qui lient l'humain au métamorphe taurin évolue et l'intensité ne fait que s'approfondir. Mais alors qu'ils décident enfin de donner une chance à leur relation de couple, Ryan est enlevé. Caleb est donc forcé de contacter l'Agence - une organisation qui veille sur les animorphes - s'il ne veut pas que leur nouvelle vie ne se termine avant même d'avoir pu réellement commencer.

Mirror of Destiny: Five Senses Set (The Five Senses Set #1)

by Andre Norton

Few authors have achieved such renown as World Fantasy Life Achievement honoree and Science Fiction Writers of America Grand Master Andre Norton. With the love of readers and the praise of critics, Norton's books have sold millions of copies worldwide.The king's lottery has determined that Twilla, a young orphaned apprentice of a renowned wise woman, must marry--for only the wedded can survive the terrible fate awaiting those who penetrate the primeval forest. Altered by a talisman of great power, she escapes her unwanted lot and joins a commander's tragically blinded son on a remarkable journey from peril to peril. For they are the chosen who must rescue the vanquished of an ancient war of magic's . . . and shape the destiny of a bloody, disputed land.

Bolt Action: World War II Wargames Rules

by Warlord Games

Using miniature soldiers, tanks and terrain, you can fight battles in the shattered towns of occupied France, the barren deserts of North Africa, and even the sweltering jungles of the Pacific. Written by veteran game designers Alessio Cavatore and Rick Priestley, Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Players get to decide which of the major or minor World War II powers they would like to represent, and then construct their armies from the lists provided. Army options are almost limitless, allowing you to build the kind of army that most appeals to your style of play, from heavily armored tank forces to lightly armed, but highly skilled. The choice is yours. Created as a joint project between Warlord Games, the premiere historical miniatures company, and Osprey Publishing, the leading independent military history publisher, Bolt Action is sure to be the most popular new wargame on the market.

Bolt Action: Tank War

by Peter Dennis Warlord Games

Tank War, the new supplement for Bolt Action, gives players the option to expand their games to a whole new level - armored warfare. Recreate such great engagements as the battle of Kursk with the scenarios, army options and special rules found in this book. Whether you want to add more armour to your existing armies or build an entirely armoured force, Tank War has you covered.

Dux Bellorum # Arthurian Wargaming Rules AD367-793

by Daniel Mersey Jose Pena

The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop. Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets.

Bolt Action: Armies of the Soviet Union

by Warlord Games

Stalin's Russian Winter War against Finland, and his World War II campaigns on Nazi Germany's eastern front (around Kiev, Lenningrad, Moscow, Kharkov, Stalingrad, Kursk, Byelorussia, the Balkans, East Prussia, Warsaw, Hungary, and Berlin) constitute the largest land war in world history in terms of the number of troops engaged, and is also impressive in terms of the vast distances fought over. Russia took 20 million military and 20 million civilian casualties during a brutal four year war, and the Germans lost over 2 million military and 2 million civilian casualties as well. Bolt Action allows gamers to recreate a small part of this titanic struggle on the table-top.

Bolt Action: Battleground Europe

by Peter Dennis Warlord Games

Take the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the ETO. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.

Bolt Action: Armies of the United States

by Warlord Games Peter Dennis

With this latest supplement for Bolt Action, players now have all the information they need to field the varied military forces of the United States of America. Entering the war after the attack on Pearl Harbor, the United States immediately went to war on several fronts. In Europe and Africa, the Americans battled against the Germans and Italians, while in the Pacific the soldiers of the Army and Marines faced the forces of Imperial Japan. This book allows players to choose from dozens of different troop types including Sherman tanks, Marine raiders, and paratroopers, and build a US force to fight in any theatre of the war.

Bolt Action: Armies of Italy and the Axis

by Warlord Games

While many nations flocked to the side of the Allies, others joined forces with Germany as part of the Axis. This volume is the definitive guide to the armies of Italy, Hungary, Slovakia, Croatia and Finland. Refight the Winter War against the Soviets, hold back the British in North Africa, or help shore up the German offensives on the Eastern Front with this latest supplement for Bolt Action.

Land of the Free

by Joe Krone

This set of rules allows players to start with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them up into armies of hundreds of models! No matter the size of a player's collection, these rules will provide an enjoyable game. England and France set upon the New World with a fury, building settlements whenever they could hack a clearing out of the wilderness. Expansion brought them into contact with the natives, with whom they established trade and commerce. The New World was vast but not nearly big enough for the ambitions of these powers and conflict was inevitable. In Europe they call it the Seven Years' War, but in the New World the French and Indian War was fought for dominance over this new land. Nine long years of bloodshed saw England triumphant, but the war had placed great burdens upon colonist and King alike. Tariffs were created to pay for the war but the newly formed colonies quickly realized they were being treated unfairly. "No taxation without representation" became the rallying cry and a cultural revolution ignited into full rebellion. The American Revolution birthed a new nation that faced trials from the very beginning, not least a new conflict against England - the War of 1812. After nearly three years of warfare, the young nation stood strong and started down the road to becoming a new world power.Each player will build their forces using a unique system of command points. Throughout the game these command points will be used to perform actions, resolve morale tests, and reduce the enemy's will to fight. Resource management is determining what command points will be used for which elements and which actions. Risk management is evaluating whether you should extend your command point resources at the danger or exhausting your army and making them susceptible to counter-attack. Victory is determined by who holds the field of battle and which objectives were achieved.

Lion Rampant - Medieval Wargaming Rules

by Mark Stacey Daniel Mersey

Lion Rampant is a set of rules designed for fighting historical or Hollywood battles in the medieval period from the Norman Conquest to the Hundred Years' War. This period is well suited to large skirmish gaming as played with Lion Rampant as it was a time of anarchy, feuds, robbery, and raiding. Become Robin Hood, Richard the Lionheart, Gamelyn, William Wallace, Llewellyn the Last, or other legends and leaders from the colorful, dangerous medieval period. Lion Rampant is ideal for players who wish to collect medieval miniatures without wanting to muster huge forces or spend time learning complex rules.Gameplay is very simple, and requires the player to use units in the correct tactical way: knights are great at charging down enemies but less useful for guarding convoys, while spearmen are jacks of all trades and masters of none, and bowmen are to be feared at distance but easily cut down if you can get close enough. An army usually consists of 6-8 units comprised of 6-12 individually based figures (making it ideal for 15mm or 28mm games), and is led by a Leader, who may have some unique character traits that affect game play and provide some opportunity for role playing. The action, however, focuses very much on the small units involved in the battle rather than individual characters: each unit moves and fights independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a mounted knight.Some army lists are provided, and guidance given for players seeking to create their own forces, but this game is not army list-heavy. The rules include a good number of scenarios, which are important to this style of gaming.

On the Seven Seas

by Steve Noon Chris Peers

On the Seven Seas is a set of wargames rules covering the high adventure and low morals of the world of the pirate. From Drake and his sea-rovers to Blackbeard, the Barbary Corsairs and the Wo-k'ou of the Far East, pirates have haunted seas across the globe, preying on port and vessel alike. Now you too can recreate the exploits of pirate captains or the naval commanders that hunted them. Whether you want skirmishes between crews on uncharted islands and in the alleyways of Caribbean ports or ship-to-ship duels that culminate in bloodthirsty boarding actions, the rules offer a quick-to-learn basic game. These small forces of buccaneers, commanded by captains and kept in line by trusted lieutenants, can also be scaled up with ease for larger engagements. Gameplay centers on two driving motivations that epitomize the pirate life - Fear and Greed. Cunning captains will have to balance these two elements, instilling fear in their opponents with bloodthirsty reputations, while keeping their own crews in line with the promise of loot and wealth.

Across A Deadly Field - The War in the West

by Mark Stacey John Hill

The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theatre of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theatre of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga and Atlanta are presented in great detail, offering players of Across a Deadly Field not only a range of scenario options, but the ability to play through a full campaign.

Across A Deadly Field - Regimental Rules for Civil War Battles

by John Hill

Manassas, Shiloh, Gettysburg, Atlanta, and Petersburg are just a few of the many large scale Civil War battles that gamers enjoy simulating on the tabletop. Up until now, CW (Civil War) games have either taken a regimental approach for a more tactical game or a brigade-level view for a more grand tactical game - and gamers have plenty of both regimental or brigade level CW rule sets to choose from. However, both approaches have drawbacks. The pure regimental approach - such as in Johnny Reb - can make it difficult to fight a very large battle, while the brigade approach often fails to capture the unique feel of the CW where the actions of one regiment - such as the 20th Maine at Little Round Top - could turn a battle. Across A Deadly Field offers a game system that enables gamers to fight large battles in a relatively compact space, yet maintains the regimental focus and flavor appropriate to the conflict. Across A Deadly Field uses a scale that can be described as a "telescoped" version of Johnny Reb III - with twice the ground and figure scale, and has individual regiments and batteries as the base element of maneuver:- Ground Scale: 1" = 100 yards- Time Scale: 1 turn = 20 minutes- Regiment Scale: Two stands/bases per regiment- Figure Scale: 1 figure = 60 men- Gun scale: 1 gun = 1 batteryThe big advantage of this approach is that the gamer is not required to rebase any figures from his existing Johnny Reb army, allowing for much easier conversion from the older game to Across A Deadly Field. The existing four-stand regiments become two different regiments of two stands each - his miniature army has, for gaming purposes, just doubled. This will hold an appeal for many gamers - they can either recreate smaller engagements in half the space that would once have been needed, or can game huge battles on a table that would once have only accommodated a small skirmish. In essence, Across A Deadly Field offers two games with a single, consistent basing system.

Fighting Sail - Fleet Actions 1775-1815

by Peter Dennis Ryan Miller

In the years between 1776 and 1815, grand square-rigged sailing ships dominated warfare on the high seas. Fighting Sail is a tabletop wargame of fleet battles in this age of canvas, cannon, and timbers. Players take on the roles of fleet admirals from one of eight different national fleets: America, Britain, France, Spain, The Netherlands, Portugal, Russia and Sweden in battles ranging from the American War of Independence to the Napoleonic Wars and the War of 1812. Each fleet has access to different ships, tactics, and command personalities - each with its own strengths and weaknesses. Offering a unique blend between detail and simplicity, the scenarios included enable the recreation of historic actions or 'what-if' scenarios. Join the battle and experience the adventurous age of the fighting sail!

Bolt Action: Ostfront

by Warlord Games Peter Dennis

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.

Refine Search

Showing 79,376 through 79,400 of 79,408 results