5150 Star Marine

5150 Star Marine

Author: John Cunningham

Publisher:

Published: 2017-02-02

Total Pages: 82

ISBN-13: 9781796905601

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SPECIAL PEOPLE FOR SPECIAL JOBS"Yeah, yeah, we know all about them. You got the Star Army and you got the Interplanetary Special Services, but sometimes you need something more. Combat in floating space hulks, airless moons, and planets with an atmosphere so nasty you'll be dead if your suit is breached. That's what I'm talking about, the tough jobs. That's what we do."What: Sci-Fi Squad/Platoon size combat.Scale: Man to man combat. 1 figure equals 1 man.Your Role: Players can command from one Squad to a full Company of infantry. Playability: Designed for solo, same side and head to head play.5150 Star Marine is the fully compatible companion book to 5150 Star Army - 2nd Tour. Both are stand-alone games that share the same mechanics, but where Star Army is all about planet bound combat, Star Marine covers combat on hostile planets, boarding actions in space, and covert Missions in out of the way places.Inside you'll find:-A man-to-man skirmish combat system that plays fast and yields realistic results.-Eighteen different troop types, a variety of Factions, and over 100 pre-generated Non-Player Characters.-Rules to play out your 5150 Star Navy, and 5150 Carrier Command Boarding Actions.-Mechanics to interact with a wide variety of Non-Player Characters that will enhance your Story while on, wait for it... Personal Leave!-A light bookkeeping Campaign System that rewards your Characters when they succeed and punishes them when they fail as well as linking your battles together.-An easy to learn and use combat system that enhances, not inhibits, your games.-Play with any figures you may already have or the color paper counters we've included in the game.-All this and much more.You never ask how many of them there are, just where they are. That's what we do, that's what makes us ... STAR MARINES!5150 Star Marine is compatible with 5150 Star Army 2nd Tour, 5150 Star Navy, and all of the other 5150 games.Please note that the maps and counters for this book are printed inside in black and white. Please contact Two Hour Wargames for the PDF files so you can print your own: [email protected]


Steampunk Soldiers

Steampunk Soldiers

Author: Philip Smith

Publisher: Bloomsbury Publishing

Published: 2014-11-20

Total Pages: 157

ISBN-13: 1472807030

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Between 1887 and 1895, the British art student Miles Vandercroft travelled around the world, sketching and painting the soldiers of the countries through which he passed. In this age of dramatic technological advancement, Vandercroft was fascinated by how the rise of steam technology at the start of the American Civil War had transformed warfare and the role of the fighting man. This volume collects all of Vandercroft's surviving paintings, along with his associated commentary on the specific military units he encountered. It is a unique pictorial guide to the last great era of bright and colourful uniforms, as well as an important historical study of the variety of steam-powered weaponry and equipment that abounded in the days before the Great War of the Worlds.


The Sparrow

The Sparrow

Author: Mary Doria Russell

Publisher: Ballantine Books

Published: 2008-05-27

Total Pages: 450

ISBN-13: 0345510887

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A visionary work that combines speculative fiction with deep philosophical inquiry, The Sparrow tells the story of a charismatic Jesuit priest and linguist, Emilio Sandoz, who leads a scientific mission entrusted with a profound task: to make first contact with intelligent extraterrestrial life. The mission begins in faith, hope, and beauty, but a series of small misunderstandings brings it to a catastrophic end. Praise for The Sparrow “A startling, engrossing, and moral work of fiction.”—The New York Times Book Review “Important novels leave deep cracks in our beliefs, our prejudices, and our blinders. The Sparrow is one of them.”—Entertainment Weekly “Powerful . . . The Sparrow tackles a difficult subject with grace and intelligence.”—San Francisco Chronicle “Provocative, challenging . . . recalls both Arthur C. Clarke and H. G. Wells, with a dash of Ray Bradbury for good measure.”—The Dallas Morning News “[Mary Doria] Russell shows herself to be a skillful storyteller who subtly and expertly builds suspense.”—USA Today


Life in the Chesapeake Bay

Life in the Chesapeake Bay

Author: Alice Jane Lippson

Publisher: JHU Press

Published: 2006-06-19

Total Pages: 372

ISBN-13: 9780801883378

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Life in the Chesapeake Bay is the most important book ever published on America's largest estuary. Since publication of the first edition in 1984, tens of thousands of naturalists, boaters, fishermen, and conservationists have relied on the book's descriptions of the Bay's plants, animals, and diverse habitats. Superbly illustrated and clearly written, this acclaimed guide describes hundreds of plants and animals and their habitats, from diamondback terrapins to blue crabs to hornshell snails. Now in its third edition, the book has been updated with a new gallery of thirty-nine color photographs and dozens of new species descriptions and illustrations. The new edition retains the charm of an engaging classic while adding a decade of new research. This classic guide to the plants and animals of the Chesapeake Bay will appeal to a variety of readers—year-round residents and summer vacationers, professional biologists and amateur scientists, conservationists and sportsmen.


A Billion Suns

A Billion Suns

Author: Mike Hutchinson

Publisher: Bloomsbury Publishing

Published: 2021-02-18

Total Pages: 65

ISBN-13: 1472835646

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A Billion Suns is a wargame of interstellar combat that puts you in command of fleets of powerful starships, from squadrons of agile, but fragile, fighters, to hulking and powerful capital ships. When combined with some spaceship miniatures, a tape measure, a deck of playing cards and some dice, this rulebook provides everything you need to play exciting and tense tabletop games of interstellar exploration and combat. Using simple dice pool mechanics, you must carefully manage your resources and seize the opportunities that come your way in order to lead your fleet to victory and assert your dominance over the stars.


One-Hour Wargames

One-Hour Wargames

Author: Neil Thomas

Publisher: Pen and Sword

Published: 2014-09-03

Total Pages: 226

ISBN-13: 1473840937

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A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.


NUTS 4th Edition

NUTS 4th Edition

Author: Ed Teixeira

Publisher:

Published: 2017-11-09

Total Pages: 106

ISBN-13: 9781720910695

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NUTS WW2 is an Origin's Award-winning man-to-man tabletop skirmish wargame that puts you into the front line as a squad leader or platoon leader. -The easy-to follow rules cover all aspects of squad level warfare, and use Two Hour Wargames' unique "reaction" system - no standing around waiting for your activation in this game, your figures always react to a situation on the table. Designed for head-to-head, co-op and solo gaming, NUTS can be played in a variety of ways:-You can play as a Squad Leader with a full squad.-You can play as a Squad Leader with less than a full squad.-You can play as a Fighting Vehicle Platoon Leader with three to five vehicles.-You can play with only one Fighting Vehicle.-You can play large games with multiple squads and vehicles.The bottom line is you can play it any way you like, with any figures, terrain or counters you like.Inside you'll find:-Rules for infantry combat with over 15 different formations.-Rules for vehicle combat with stats for over 100 types.-Four armies to choose from - American, British, German and Russian.-Thirty-five unique attributes to personalize your squad members.-Rules for urban combat.-A minimal bookkeeping Campaign System that gives meaning to every game as the results of one will affect the outcome of the next.A light machine gun has part of your squad pinned down. Two of your men are wounded and screaming for help while one of your guys is hunkered down behind that wall and isn't moving anytime soon. All hell's breaking loose and everyone is looking to you for the answer. Right about now you're wondering what the heck you've gotten yourself into. Welcome to the world of NUTS!*Note: If you purchase this title from Amazon.com you can get the PDF for free. Contact Two Hour Wargames by email at [email protected] and provide your purchase details from Amazon.com


Six Days

Six Days

Author: Ken Ham

Publisher: New Leaf Publishing Group

Published: 2013-11-01

Total Pages: 273

ISBN-13: 1614583781

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Discover how many evangelical leaders, willingly or unwittingly, are undermining the authority of God's Word by compromising the Bible in Genesis Learn how allowing for an old/universe of billions of years unlocks a door of compromise Heed the wake-up call to the Church to return to the authority of God's Word, beginning in Genesis. Today, most Bible colleges, seminaries, K-12 Christian schools, and now even parts of the homeschool movement do not accept the first eleven chapters of Genesis as literal history. They try to fit the supposed billions of years into Genesis, and some teach evolution as fact. Our churches are largely following suit. Ken Ham, international speaker and author on biblical authority, examines how compromise starting in Genesis, particularly in regard to the six days of creation and the earth's age, have filtered down from the Bible colleges and seminaries to pastors—and finally to parents and their children. This erosive legacy is seen in generations of young people leaving the Church—2/3 of them. Get the facts, discover God's truth, and help bring a new reformation to the Church by helping to call it back to the authority of God's Word.