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  • - Fantasy Wargames in the Frozen City
    av Joseph A. (Author) McCullough
    349

    This new edition of the multi-award-winning fantasy skirmish wargame offers improved rules based on years of player feedback, a revised spell list, new soldier types, and a host of brand-new scenarios. Choose a wizard from one of ten schools of magic, and select from a list of eighty spells. Hire a warband filled with soldiers, from lowly thugs and thieves to mighty knights and barbarians, then lead your men into the frozen ruins of the magic city of Frostgrave on the hunt for ancient treasures and the secrets of lost magic. Be warned -- it is a deadly place, filled with rival wizards, wandering monsters, animated constructs, and demonic entities. Do you dare enter the Frozen City one more time?

  • - Science Fiction Wargames in the Ravaged Galaxy
    av Joseph A. (Author) McCullough
    349

    In a galaxy torn apart by the Last War, vast pirate fleets roam from system to system, robbing, extorting, and enslaving. Amidst this chaos, thousands of independent operators - smugglers, relic hunters, freedom fighters, and mercenaries - roam the dead stars in small ships, scratching out a living any way they can.In Stargrave, players take on the role of one of these independent operators, choosing from a range of backgrounds each with their own strengths, weaknesses, and associated powers. Next, players must hire a crew for their ship, recruiting a lieutenant with a unique skill-set and a handful of soldiers, mechanics, hackers, and other specialists. Some captains may even recruit strange alien lifeforms with abilities no humanoid could ever possess. Once the players' crews are assembled, they are ready to dive into a campaign. Over a series of games, their crews will have the chance to carry out a variety of missions - recovering lost technology, stealing data, freeing slaves, and fighting back against the pirate fleets. In time, as the crews gain experience, they will become more powerful and hire more talented specialists. The more they grow, however, the more likely it is that a pirate fleet will take note of their activities and come after them!

  • av Joseph A. (Author) McCullough
    199

    The Frostgrave Folio is the complete collection of all previously released Frostgrave mini-ebook supplements in one printed volume. This includes Hunt for the Golem, a three-scenario campaign in which the warbands hunt down a rogue golem; Sellsword, which introduces rules for experience-gaining captains to help lead warbands; Dark Alchemy, which expands the rules for potions and potion brewing, and Arcane Locations which gives additional options for bases and base upgrades. The book also includes a completely new mini-supplement, The Ravages of Time.

  • - A Wargame of Napoleonic Gothic Horror
    av Joseph A. (Author) McCullough
    349

    As the wars of Napoleon ravage Europe, chaos and fear reign and the darkness that once clung to the shadows has been emboldened. Supernatural creatures - vampires, werewolves, ghouls, and worse take advantage of the havoc, striking out at isolated farms, villages, and even military units. Whether they are pursuing some master plan or simply revelling in their newfound freedom is unknown. Most people dismiss reports of these slaughters as the rantings of madmen or the lies of deserters, but a few know better. The Silver Bayonet is a skirmish wargame of gothic horror set during the Napoleonic Wars. Each player forms an elite band of monster hunters drawn from the ranks of one of the great powers. Riflemen, swordsmen, and engineers fight side-by-side with mystics, occultists, and even those few supernatural creatures that can be controlled or reasoned with enough to make common cause. The game can be played solo, co-operatively, or competitively, with players progressing through a series of interlinked adventures with their soldiers gaining experience and suffering grievous wounds, and their units triumphing. or falling in the face of the shadows. It is a game of action and adventure, where musket and sabre meet tooth and claw.

  • av Joseph A. (Author) McCullough
    255

    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 Joseph A. (Author) McCullough
    219

    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.

  • - Battles of the Lost Age
    av Joseph A. (Author) McCullough
    349

    A mass-battle fantasy game in which players can field combined armies of humans, elves, goblins, dwarves, and more, and develop that army over the course of a campaign. Empires have fallen, and the land is broken. The great oathmarks that once stood as testaments to the allegiances and might of nations have crumbled into ruin. In this lost age, fealty and loyalty are as valuable as gold and as deadly as cold iron, and war is ever-present. Created by Joseph A. McCullough, designer of Frostgrave and Frostgrave: Ghost Archipelago, Oathmark is a mass-battle fantasy wargame that puts you in command of the fantasy army you've always wanted, whether a company of stalwart dwarves or a mixed force with proud elves, noble men and wild goblins standing shoulder-to-shoulder in the battle-line. Fight through an integrated campaign system and develop your realms from battle to battle, adding new territories, recruiting new troop types and growing to eclipse your rivals... or lose what you fought so hard to gain and fall as so many would-be emperors before you.

  • av Joseph A. (Author) McCullough
    199

    In this supplement for Frostgrave, players lead their warbands into the northern reaches of the city, exploring the ruined temples of the Frozen City to search for the lost secrets of evocation--the art of summoning demons. While the lure of such knowledge is great, few wizards have ventured into this region as it is overrun by barbaric northern tribesmen, who have descended from the hills in their own search for treasure. Marking themselves with demonic sigils, many of these barbarians have aligned with ancient powers discovered among the temples. Along with a host of new scenarios focusing on the exploration of the temples, the book also contains new treasures, spells, soldiers, and creatures that can be found in and around the ruins.

  • av Joseph A. (Author) McCullough
    285

  • av Joseph A. (Author) McCullough
    219

    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 Joseph A. (Author) McCullough
    259

    Part magical university, part museum, part tourist attraction, the great Collegium of Artistry had flourished in Felstad''s final days. Under the leadership of the seemingly immortal Malcor the Mad, the vast complex expanded, with new wings being built wherever they would fit, including up and down the rock face, and even buried within the mountain itself. Visitors called it one of the architectural wonders of the world; the students, who often got lost in its endless tunnels, simply called it "The Maze."With a titanic crash, an immense ice shelf tears free from the mountains that that loom above Frostgrave, revealing the lost Collegium, and the race for its secrets begins. The Maze is known to have contained many rare and unique treasures, and who knows what may have survived . . .This new, bumper-sized supplement for Frostgrave contains a host of new adventures, treasures, and creatures to challenge players. It also includes its own unique campaign and experience system, as well as information about several of the mythical lost schools of magic.

  • av Joseph A. (Author) McCullough
    219

    Features a complete campaign for Frostgrave that will challenge both new and veteran players. In this volume, players discover the existence of a power in the Frozen City, one who was old when the great city was still young, and who saw both its rise and its disastrous fall.

  • av Joseph A. (Author) McCullough
    285

    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 Joseph A. (Author) McCullough
    259

    A new supplement for Frostgrave with expanded rules for vampires and giants, a new soldier type in the huge giant-blooded and guidelines and scenarios for playing Frostgrave with high-level wizards.In the days of ancient Felstad, vampires kept to the shadows, their small numbers no match for the power of the city''s wizards. But when the cataclysm struck the wizards were destroyed, while the deathless vampires went into a frozen hibernation. Now, as the city thaws, so to do its undead inhabitants. The masters of the night are rising again: reoccupying their hidden strongholds, reforming their old cabals and finding new victims to serve as their thralls. The destruction of the old city has brought one other boon to the vampires--giant''s blood. While giants used to live out of reach to the far north, in the intervening millennium, they have descended on the city in large numbers. Their blood is like an elixir to the vampires, filling them with strength and magical power. A new war is forming between these two ancient races, and once again, the wizards of Frostgrave are caught in the middle. This supplement for Frostgrave: Fantasy Wargames in the Frozen City presents greatly expanded information about the vampires and the giants that occupy the frozen ruins, including rules for vampiric magic and a breakdown of the different tribes of giants. Also included are rules for a new type of soldier, the giant-blooded. These huge men and women have the blood of giants running through their veins, granting them great strength unseen in normal men. Finally, the book contains a section on playing Frostgrave with high-level wizards and includes two mini-campaigns to challenge these experienced spellcasters.

  • av Joseph A. (Author) McCullough
    219

    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 Joseph A. (Author) McCullough
    285

    Fires rage throughout the Frozen City as an inhuman army pours out of the cracks between realities. In the distant past, a cabal of city elders sought to save their lives by making a pact with a demon prince. and now the Red King has come to collect what he is owed, claiming Frostgrave as his own. Many have already fled before the Red King's demonic hordes, while others seek to weather the storm, turning their bases into makeshift fortresses. The wizards of Frostgrave must choose - do they stand and fight, or do they abandon this great repository of mystical knowledge to the ravages of unearthly fire?The Red King is the first supplement designed for Frostgrave: Second Edition. In this sprawling, epic campaign, wizards will be pushed to their limits, fighting not only against one another and the perils of the Frozen City, but also against an invading army. As the Red King's power grows, the laws of magic and nature will start to bend. Can the wizards put aside their differences long enough to oppose this common foe, or will greed and mistrust doom them all?

  • av Joseph A. (Author) McCullough
    199

    A supplement for Frostgrave, in which, players can lead their warbands into the vast network of catacombs, sewers, and dungeons that run underneath the Frozen City.

  • av Joseph A. (Author) McCullough
    239,-

    Britain faces invasion and conquest - from Napoleon and from the undead - in this supplement for The Silver Bayonet, featuring a competitive campaign and a horde of new monsters.

  • av Joseph A. (Author) McCullough
    385,-

    Expand your spellbook with Advanced Spellcraft, featuring new options for wizards and a ten-scenario competitive campaign.

  • av Joseph A. (Author) McCullough
    289,-

    A supplement for Stargrave that explores an artificial intelligence run amok, soulless cyborg killers, and cyberpunk hacking.

  • av Joseph A. (Author) McCullough
    289,-

    A fast-paced miniatures game of whimsical fantasy jousting.Grab a lance, jump on your mount, and get ready to joust!While the Hairfoot halflings typically prefer eating and drinking to strenuous exercise, one thing that is sure to stir them from their armchairs is the noble sport of Hairfoot Jousting. Small teams take to the field on the backs of various unruly mounts - pigs, turkeys, sheep, and more - to tilt against their rivals, striving to knock them to the ground with their blunt lances. For the victors: fame, glory, and perhaps a new pair of gardening gloves. For the defeated team... well, everyone loves an underdog, so they'll have more fans cheering them on next time!Hairfoot Jousting is a quick and simple tabletop miniatures game in which players seek to lead their teams of three to victory in tournaments or over the course of a season. Play on some of the most famous pitches to grace the sport, such as Baker's Run, The Puddles, and Barrel Bottom, each with their own special challenges. Point your jousters in the direction of their opponents and hope their mounts don't have their own ideas! In Hairfoot Jousting, sportsmanship and a sense of humour are as valuable as skill or luck - after all, it's joust a bit of fun.

  • av Joseph A. (Author) McCullough
    225

    Face dangerous new foes, recruit new soldiers, and uncover the mysterious treasures of Ancient Egypt in two new campaigns, one competitive and one for solo or cooperative play.Somewhere beneath the shifting sands lies the forgotten knowledge of the pharaohs - magic granting power over wind and rain, life and death, and even time itself. Napoleon didn't cross the Mediterranean simply to conquer Egypt, he sought these ancient secrets. No one knows what he found, but his military victories since then speak for themselves. Now, as Bonaparte continues to burn his way through Europe, desperate nations have sent their own special units across the sea to search for a counter and end his rampage.Egypt: Shadow of the Sphinx is a supplement for The Silver Bayonet, in which the players' special units explore the mysteries of this great land, venturing into lost cities, forbidden ruins, and even beneath the Pyramids themselves. Contained within are two campaigns, one competitive and one for solo or cooperative play. New soldiers, and equipment might give them an edge, but they will still face an array of terrifying foes, including mummies, werejackals, and serpopards, many not known to the living for more than 3,000 years...

  • av Joseph A. (Author) McCullough
    285

    A Stargrave supplement devoted to generating and running solo scenarios in which players hunt bounties across the Ravaged Galaxy... or perhaps become hunted themselves!

  • av Joseph A. (Author) McCullough
    289,-

    Enhance your Frostgrave campaigns with recurring villains that grow more powerful over time and give your wizards somewhere to hide with expanded rules for bases.On the violent and deadly streets of the Frozen City, feuds and vendettas are commonplace. Wizards may start out focused on discovery and exploration, fighting when necessary for survival or to win possession of some long-lost artefact or grimoire, but such battles can swiftly become intensely personal. Competitors become adversaries and, as the cycle of violence continues, some wizards lose sight of their original goals and focus their efforts on the elimination of their hated foes - their mortal enemies.This supplement for Frostgrave: Fantasy Wargames in the Frozen City presents rules for creating recurring villains in both competitive and solo campaigns. These characters are unique individuals who return over the course of a campaign to plague the players' wizards, gaining experience, recruiting allies, and becoming more deadly with each appearance. Against such threats, a wizard's base becomes as much hideout as headquarters, and an expanded range of options for enhancing bases is provided, as are rules for defending your own... and attacking those of your rivals!

  • av Joseph A. (Author) McCullough
    285

    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 Joseph A. (Author) McCullough
    285

    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 Joseph A. (Author) McCullough
    259

    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 Joseph A. (Author) McCullough
    409

    Even before the original Frostgrave rulebook landed in players' hands, its artwork, previewed in the run-up to release, attracted widespread attention and acclaim. Today, some eight volumes, two novels, and multiple boxed sets of plastic miniatures later, Dmitry and Kate Burmak have produced more than 85 illustrations, guided by the concepts developed by Frostgrave creator Joseph A. McCullough. Together, these three have breathed life into the Frozen City, depicting the wizards, warriors, and creatures that call it home.With behind-the-scenes content, including concepts, sketches, work-in-progress shots, and commentary from the creators, this lavish volume features all the artwork produced for Frostgrave - from the rulebook that started it all to the Perilous Dark supplement.

  • av Joseph A. (Author) McCullough
    195

    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.

  • av Joseph A. (Author) McCullough
    259

    In this new supplement for Frostgrave, some of the biggest names in gaming turn their creative powers towards the Frozen City, each contributing a scenario and adding their own flair to the game. Featuring scenarios by Alessio Cavatore, Alex Buchel, Andy Chambers, Gav Thorpe, Chris Pramas, Daniel Mersey, Andrea Sfiligoi, and many more. This tome provides a collection of adventures that will pit players against unimaginable foes and challenges, pushing their wizards and warbands to new limits.Wizards tend to be solitary, keeping to themselves and associating with a select few apprentices, followers, and henchmen. It is rare that they spend time in the company of other spellcasters, and rarer still that they work together. Now, however, something is about to take place that has not occurred since the great days of Felstad -- a gathering of wizards.

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