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The Alpha Centauri Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II

The Alpha Centauri Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II


The Rising Storm The representatives of a local preservation society from a world within the sector, called Heaven's Gate, have been working with the governments of Earth for the last two decades. These represenatives have helped scientists from around the globe in understanding the very advanced technologies of the Synod of Worlds. As a result, the overall level of technology for the planet has...   [click here for more]
Art of War Games  $5.00 $3.00

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PlanetFall: Campaign Setting

PlanetFall: Campaign Setting


PlanetFall is an exciting new campaign set in the world of the Art of War miniatures game. The Chosen have been manipulating the races of the Universe for billions of years in thier attempt to create a perfectly peaceful society. They have failed. Despite genetic manipulation and social engineering races have begun to show more and more violent tendencies. The Synod of the Chosen have begun a campaign...   [click here for more]
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The Sentai Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II

The Sentai Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II


Sowing the Wind Our Preservation Society Liason, Tosk, has filled in some of our knowledge concerning the local sector. He has advised us to seek out allies for we are not strong enough to take on the entire Synod of Worlds alone. While the Synod is a vast conglomeration and possesses incalculable resources, it is weak locally. The Sentai system is the lynchpin of commerce within the system. The...   [click here for more]
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The Sentai Campaign II: A Campaign for Full Thrust, Stargrunt II and Dirtside II

The Sentai Campaign II: A Campaign for Full Thrust, Stargrunt II and Dirtside II


Reaping the Whirlwind... The naval portion of the Battle of Sentai is over and very costly. The carrier Enterprise went down with all hands fighting three Synod destroyers. Her fighters destroyed a Synod battlewagon and a heavy cruiser. The Ark Royal rotated the combined fighter groups of both carriers throughout the battle and kept them in the fight. Her own planes destroyed the three ships that...   [click here for more]
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BOHICA: Fast Play Rules for Mass Fleet Battles

BOHICA: Fast Play Rules for Mass Fleet Battles

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Fighting Vehicles I :Synod Military Forces in the Sol Sector

Fighting Vehicles I :Synod Military Forces in the Sol Sector


The armies of the Universal Synod of Worlds are vast beyond comprehension. They control millions of worlds. They are far from a unified people but a confederation of thousands of smaller empires, republics, federations and states. They are ruled by de-centralized form of republic whereby sectors send representatives to the Universal Althing to decide matters of relevance to every being in the Universe....   [click here for more]
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Fighting Vehicles IV :Ghost Fleet Military Forces in the Sol Sector

Fighting Vehicles IV :Ghost Fleet Military Forces in the Sol Sector


Ghost Invasion Forces The Synod is a huge collection of various races. Some of these races started life as artificial intelligences. These intelligences eventually grew and evolved and became new life. These early intelligences wished to be treated as any other sentient being and took the Synod to the courts. After many years threading their way through the court system and eventually winning in...   [click here for more]
Art of War Games  $2.00

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Fighting Vehicles Supplamental: Additional Terran Warships: Compatible with Full Thrust

Fighting Vehicles Supplamental: Additional Terran Warships: Compatible with Full Thrust


The Supplamental Fleet Series The Supplemental series is meant to provide new units to use in your games. Some of these units will be unique with their own history and a specific statline that is unique to that unit. The War against the Synod and their Fallen allies is so vast it is actually numerous wars and battles within the mind bogglingly vast holdings of the Universal Synod of Worlds. Within...   [click here for more]
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Fighting Vehicles Supplamental: Merchant Vessels: Compatible with Full Thrust

Fighting Vehicles Supplamental: Merchant Vessels: Compatible with Full Thrust


The Supplamental Fleet Series The Supplemental series is meant to provide new units to use in your games. Some of these units will be unique with their own history and a specific statline that is unique to that unit. The War against the Synod and their Fallen allies is so vast it is actually numerous wars and battles within the mind bogglingly vast holdings of the Universal Synod of Worlds. Within...   [click here for more]
Art of War Games  $1.00

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Fighting Vehicles Supplamental: Raiders and Pirates: Compatible with Full Thrust

Fighting Vehicles Supplamental: Raiders and Pirates: Compatible with Full Thrust


The Supplamental Fleet Series The Supplemental series is meant to provide new units to use in your games. Some of these units will be unique with their own history and a specific statline that is unique to that unit. The War against the Synod and their Fallen allies is so vast it is actually numerous wars and battles within the mind bogglingly vast holdings of the Universal Synod of Worlds. Within...   [click here for more]
Art of War Games  $1.00

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Fighting Vehicles V :Terran Military Forces in the Sol Sector

Fighting Vehicles V :Terran Military Forces in the Sol Sector


The Terran Legions is a joint effort funded by the United States, the European Union, Australia, Japan and India. It uses shared equipment, language and a shared organization to create a unified Terran Defense Force and Terran Expeditionary Legions. It offers citizenship in any of the alliance countries for a five year term of service in the Legions. The Legions take volunteers from any country and...   [click here for more]
Art of War Games  $3.00

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Fighting Vehicles VI :Aven Military Forces in the Sol Sector

Fighting Vehicles VI :Aven Military Forces in the Sol Sector


The Aven prefer to use fast moving, hard hitting but lightly armored forces. They use VTOL based air assault troops, fast GEV tanks and Multi-Mode Fighters. The Aven are natural fighters in urban or mountainous areas as well as the plains. Their use of lightning assaults means they prefer a mobile defense rather than digging in and defending a piece of terrain. The Aven will often mine the key piece...   [click here for more]
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Fighting Vehicles VII :Synod Fleet Units: Compatible with Full Thrust

Fighting Vehicles VII :Synod Fleet Units: Compatible with Full Thrust


The Synod Peace Fleet The Synod is a vast collective of races who pool resources and information. They have a long history of genetic manipulation and terraforming. Culturally they have grown stagnant and some planets are in the process of breaking away from the Synod of Worlds for various reasons. Most of them by force. The Synod has attempted through genetic manipulation to eradicate warlike...   [click here for more]
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MACE: Massive Armored Combat Elements, Marks I - X

MACE: Massive Armored Combat Elements, Marks I - X


In the universe of Awakening ancient aliens who enforce pacifism on the rest of the senient beings of the universe, the Maces are one of the tools humanity embraces in order to help win a war they could never possibly win. The odds are so stacked against the Terrans and their few allies that it literally boggles the mind. They are up against a six billion year old civilization that spans galaxies and...   [click here for more]
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Mecha Manual VIII PL5 Huge and Quad Mecha

Mecha Manual VIII PL5 Huge and Quad Mecha


20 new mecha for your d20 campaign from all around the world. Huge and Quad legged mecha dominate this installment of the popular Mecha Manual series. Artillery mecha, Heavy Infantry mecha and Mecha Infantry Fighting Vehicles. ...   [click here for more]
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Mecha Opponents: Brushfire Wars

Mecha Opponents: Brushfire Wars


Mecha Opponents: Brushfire Wars is a short campaign guide for running some encounters in a thrid-world setting within the Planetfall setting. It is a time or change and conflict as large wealthy nations seek to loot the resources of the third world in order to protect the entire planet from a looming interstellar conflict. The aliens aren't here yet, but the world's powers are determined to be very...   [click here for more]
Art of War Games  $2.00

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Planetfall Mega Bundle [BUNDLE]

Planetfall Mega Bundle [BUNDLE]


This special bundle product contains the following titles. Mecha Manual I : Scout Mecha Regular price: $2.00 Bundle price: $1.30 Format: PDF The PlanetFall: Mecha Manual I is the first in a series of pdfs on mecha in the PlanetFall campaign setting. This Mecha Manual focuses on scout mecha and scout mecha pilots. It talks about the role of the Scout pilot and...   [click here for more]
Art of War Games  $27.00 $17.50

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PlanetFall: Anvil of Akulaa

PlanetFall: Anvil of Akulaa


The Anvil of Akulaa is an adventure designed for 3-6 1st level heroes using the PlanetFall campaign setting. While it was designed to be used in the PlanetFall Universe the adventure can be modified for use in any futuristic d20 campaign setting you desire. This short Adventure is designed to be played over the course of a single evening, so you can use this as a one-off adventure or the start of a...   [click here for more]
Art of War Games  $2.00

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PlanetFall:Talents of War

PlanetFall:Talents of War


In the Art of War and PlanetFall universe Talents can control the very fabric of the universe and define (temporarily) the nature of reality. They don’t necessarily need trinkets or rare objects to make their powers work though sometimes they need that mental crutch to help them focus their attention long enough. The races of the Synod are well acquainted with the use of Talent mental powers...   [click here for more]
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The Ghost War Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign I: A Campaign for Full Thrust, Stargrunt II and Dirtside II


The victory in the Sentai system was costly for both sides but managed to buy both space and time to fortify against the inevitable Synod counter strike. The last three years has also allowed the Terran Alliance to strengthen the bonds formed in battle with many of its neighbors and budding allies. Trade between the worlds of the Terran Alliance grows and formal alliance treaties are being ratified...   [click here for more]
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The Ghost War Campaign II: Invasion of Sera: A Campaign for Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign II: Invasion of Sera: A Campaign for Full Thrust, Stargrunt II and Dirtside II


The victory in the Sentai system was costly for both sides but managed to buy both space and time to fortify against the inevitable Synod counter strike. The last three years has also allowed the Terran Alliance to strengthen the bonds formed in battle with many of its neighbors and budding allies. Trade between the worlds of the Terran Alliance grows and formal alliance treaties are being ratified...   [click here for more]
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The Ghost War Campaign III: The Battle for Alpha Centauri: A Campaign for Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign III: The Battle for Alpha Centauri: A Campaign for Full Thrust, Stargrunt II and Dirtside II


Both Trii'hom and Sera are fully engaged in a life or death ground war and both of their economies are devastated from orbital bombardments and heavy ground fighting. If this Ghost fleet comes through the Kreul system then that will give them three entry points into the Alpha Centauri system. The Alpha Centauri system is the linch-pin for controlling the entire sector and is the gateway to the Sol...   [click here for more]
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The Ghost War Campaign IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command: Compatible with Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command: Compatible with Full Thrust, Stargrunt II and Dirtside II


Joint Special Operations Command operating in the Ghost War Campaign Terran military forces have extensive experience in conducting special warfare operations against each other but when the early battles with the Synod took place they lacked experience in orbital and deep space operations. During the lull in the general fighting for the last three years the Terran Joint Special Operations Command...   [click here for more]
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The Ghost War Campaign V: The Battle for Botany Bay: Compatible with Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign V: The Battle for Botany Bay: Compatible with Full Thrust, Stargrunt II and Dirtside II


Two years ago the Epsilon Eridani system was discovered to have a planet in the "Goldilocks" zone. The European Union led by Germany and Britain combined with the support of Australia have spent the last two years putting together a colony plan and moving personnel and equipment into the system. The final colony shipment landed six months ago but the majority of the colony is still getting...   [click here for more]
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The Ghost War Campaign: The Siege of Terra: Gaining a Foothold Africa: Compatible with Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign: The Siege of Terra: Gaining a Foothold Africa: Compatible with Full Thrust, Stargrunt II and Dirtside II


The skies of Earth have filled with the bulk of an enemy fleet. Our planetary defenses are fighting for their lives, and ours, to repulse the enemy fleet but they are outnumbered greatly. The cities of Earth are a madhouse of looting, violence and fear. Most bellieve it will be the end of our world but not all. Those who bellieve in the destiny of the human race fight valiantly to protect their homeworld...   [click here for more]
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The Ghost War Campaign: The Siege of Terra: Opening Gambit Australia: Compatible with Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign: The Siege of Terra: Opening Gambit Australia: Compatible with Full Thrust, Stargrunt II and Dirtside II


The Ghost Fleet has breached the Alpha Centauri System and a raging battle still continues on its surface. The majority of the Terran Alpha Centauri Fleet has withdrawn to protect the homeworld of humanity. The ruthless Ghost Fleet has doggedly pursued them all the way the the Sol System and is making its way toward the blue and green marble of our mother world. Fleet personnel have been recalled...   [click here for more]
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The Ghost War Campaign: The Siege of Terra: Ride of the Valkyries: Compatible with Full Thrust and Stargrunt II

The Ghost War Campaign: The Siege of Terra: Ride of the Valkyries: Compatible with Full Thrust and Stargrunt II


With the loss of Alpha Centauri our logistics chain has been comprimised and we are no longer recieving supplies from Terra. COMSENFLT has ordered the fleet to break anchor and make speed for the Gliese 876 system. Admiral Sorenson expects to meet heavy reistance from Ghost forces still in the Alpha Centauri System. He also expects scouting forces in the Gliese 876, Tau Ceti and Sirius system. Comm...   [click here for more]
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The Ghost War Campaign: The Siege of Terra: Risky Manuevers South America: Compatible with Full Thrust, Stargrunt II and Dirtside II

The Ghost War Campaign: The Siege of Terra: Risky Manuevers South America: Compatible with Full Thrust, Stargrunt II and Dirtside II


We have stopped two attempts by the invaders to destroy our planet in the last two weeks but we are not safe yet. Not by a long shot. The enemy fleet numbers in the hundreds if not thousands and cover our skies all around the globe. We don't know what is keeping them from a massive attack on all fronts but so far it has worked in our favor. The intelligence staff thinks they are testing us or possibly...   [click here for more]
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The Ghost War Campaign: The Siege of Terra: Zulu Team: The Search Begins: Compatible with Full Thrust and Stargrunt II

The Ghost War Campaign: The Siege of Terra: Zulu Team: The Search Begins: Compatible with Full Thrust and Stargrunt II


The two Myrmidons sprinted across the open field and up the cargo ramp, disappearing into the alien cargo ship. The assault team rushed across the open ground and secured a perimeter around the entrance. There were a few flashes of light from deep inside the transport followed by muffled cracks. The radio crackled to life in Carter's ear and a deep voice whispered, "Cargo Bay Secured. Proceeding...   [click here for more]
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The Great Unification War Campaign: Operation Exorcist: Ghost 263 Fleet Action: Compatible with Full Thrust and BOHICA

The Great Unification War Campaign: Operation Exorcist: Ghost 263 Fleet Action: Compatible with Full Thrust and BOHICA


The Ghost 263 system will definitely test the Alliance Fleet's ships and spacers. The system is heavily fortified with roving Ghost ships and fleets as well as numerous ground stations that must be eliminated else the nano machines simply consume local materials and rebuild themselves. The Ghost nano infestation must be eliminated root and branch. Even a simple mining station could expand and become...   [click here for more]
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The Great Unification War Campaign: Operation Ramrod: Ghost Fleet Forces: Compatible with Gruntz 15mm, FUBAR and BOHICA

The Great Unification War Campaign: Operation Ramrod: Ghost Fleet Forces: Compatible with Gruntz 15mm, FUBAR and BOHICA


The Synod was satisfied, despite the nominal loss of ships and money, that the Terran Alliance had sustained enough damage during the conflict to effectively contain it for the time being. Distracted with numerous wars and encouraged in their complacency by a seemingly contained Terran menace, the Synod has turned to other more pressing conflicts in other sectors. The Synod has contracted the Ghost...   [click here for more]
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The Great Unification War Campaign: Operation Ramrod: Kreul Fleet Action: Compatible with Full Thrust and BOHICA

The Great Unification War Campaign: Operation Ramrod: Kreul Fleet Action: Compatible with Full Thrust and BOHICA


The United States and the European Union have resisted taking sides for almost two decades. Recently, that neutrality has changed. The Joint Special Operations Command has been hunting for the Ghost fleet homeworlds since the siege of Terra. A few weeks ago a deep cover team stumbled upon those coordinates. Posing as a frieghter crew in distress they lured in and captured a courier ship. That ship...   [click here for more]
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The Great Unification War Campaign: Operation Ramrod: Kreul Ground Assault: Compatible with Dirtside II and FUBAR

The Great Unification War Campaign: Operation Ramrod: Kreul Ground Assault: Compatible with Dirtside II and FUBAR


Admiral Longbeach and Fifth Fleet have secured the orbitals around the planet of Kreul but not without some losses. The Cruisers Hammer and Eisenhorn are total wrecks alng with the Heavy Cruiser Magellan and the Light Cruisers La Forge and Pike. The Marine Landing Ships have arrived in orbit around Kreul and are preparing to land the 2nd and 4th Marine Regiments just outside Khadesh City. The 2nd Queen's...   [click here for more]
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The Great Unification War Campaign: Operation Ramrod: Kreul SpecOps: Compatible with Stargrunt II and Gruntz 15mm

The Great Unification War Campaign: Operation Ramrod: Kreul SpecOps: Compatible with Stargrunt II and Gruntz 15mm


Kadesh City has fallen to the Marines and the Queen's Royal Lancers. After a bloody three day struggle against determined Ghost resistance the Marines finally pushed through the EM shield and entered the city. The Queen's Royal Lancers fought a running street battle with Syndicate security forces after their daring combat drop into the city's large park. After two days of constant fighting the Lancers...   [click here for more]
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The Great Unification War Campaign: Operation Ramrod: Terran Forces: Compatible with Gruntz 15mm, FUBAR and BOHICA

The Great Unification War Campaign: Operation Ramrod: Terran Forces: Compatible with Gruntz 15mm, FUBAR and BOHICA


The Terran portion of TEF5 is split between the Legions and the Marine Corps. The Legions prefer fast heavily armed hover MBTs and APCs supported by VTOLs and powered armor. The Marine Corps has discovered that units composed mostly of mecha and powered armor are able to drop from orbit and take spaceheads where necessary. Once the spacehead is established the Legions land their Scarab series dropships...   [click here for more]
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Mecha Manual I : Scout Mecha

Mecha Manual I : Scout Mecha


The PlanetFall: Mecha Manual I is the first in a series of pdfs on mecha in the PlanetFall campaign setting. This Mecha Manual focuses on scout mecha and scout mecha pilots. It talks about the role of the Scout pilot and the types of missions they undertake. It also introduces 4 new feats just for scout mecha pilots, the scout mecha pilot advanced class, 3 new scout mecha, two new mecha melee weapons,...   [click here for more]
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Mecha Manual III : Command Mecha

Mecha Manual III : Command Mecha


The PlanetFall: Mecha Manual III is the another in a series of pdfs on mecha in the PlanetFall campaign setting. This Mecha Manual focuses on command mecha and mecha Commanders. It talks about the role of the Mecha Commander and the types of missions they perform as well as the types of missions performed against them. It also introduces 5 new feats just for mecha Commanders, the Mecha Commander advanced...   [click here for more]
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Mecha Manual IV: PL 5 Mecha Equipment and Weapons

Mecha Manual IV: PL 5 Mecha Equipment and Weapons


Mecha Manual IV: Progress Level 5 Equipment and Weapons covers all of the equipment and weapons for mecha at the dawn of the mecha revolution. It includes rules for advanced prototypes and equipment / weapon pods that can be detached during combat if they become damaged or run out of ammunition. It includes new mecha superstructure and armors as well as early sensors and a variety of new weapon options...   [click here for more]
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Mecha Manual V: PL5 Early Mecha

Mecha Manual V: PL5 Early Mecha


The Mecha that started it all!!! These are early attempts at armed and armored combat mecha by the various nations of the world. You get : 23 new Mecha from prototypes to production run combat models with detailed history and background information on each mecha. 12 new pieces of mecha equipment such as mine dispensers, Fire Control Systems and Telescopic sensor mounts. ...   [click here for more]
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Mecha Manual VI: PL5 More Mecha, Equipment and Weapons

Mecha Manual VI: PL5 More Mecha, Equipment and Weapons


Mecha Manual VI brings you even more PL 5 Equipment and weapons for your campaign as well as 2nd generation Mecha by country. What you get: 15 new pieces of equipment 4 new weapons 5 common weapons used on the battlefield inlcuding the RPG, Mines, Artillery strikes, and IEDs 15 new mecha to play with ...   [click here for more]
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Mecha Manual VII: PL5 Civilian Mecha

Mecha Manual VII: PL5 Civilian Mecha


More PL5 Mecha for your use in an early mecha campaign. These are the civilian mecha that grow out of the military research and development of combat mecha. Fire-Rescue mecha, construction mecha, deep sea exploration mecha, SWAT mecha, logging mecha, loader mecha and "rebel" industrial mecha that have been "militarized" with applique armor and heavy weapons. This installment...   [click here for more]
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100 Arabic Male Names

100 Arabic Male Names


This PDF gives you 100 different Male Arabic Names for your games ...   [click here for more]
Art of War Games  $0.50

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100 Female Space Cowboy Names

100 Female Space Cowboy Names


This PDF gives you 100 different Female Space Cowboy Names for your games ...   [click here for more]
Art of War Games  $0.50

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Mecha Manual II : Infantry Mecha

Mecha Manual II : Infantry Mecha


The PlanetFall: Mecha Manual II is the Second in a series of pdfs on mecha in the PlanetFall campaign setting. This Mecha Manual focuses on infantry mecha and grunt mecha pilots. It talks about the role of the grunt pilot and the types of missions they undertake. It also introduces 5 new feats just for grunt mecha pilots, the grunt mecha pilot advanced class, 5 new infantry mecha and two detailed NPC...   [click here for more]
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Mecha Manual [BUNDLE]

Mecha Manual [BUNDLE]


This special bundle product contains the following titles. Mecha Manual II : Infantry Mecha Regular price: $2.00 Bundle price: $1.58 Format: PDF The PlanetFall: Mecha Manual II is the Second in a series of pdfs on mecha in the PlanetFall campaign setting. This Mecha Manual focuses on infantry mecha and grunt mecha pilots. It talks about the role of the grunt pilot...   [click here for more]
Art of War Games  $6.00 $4.75

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PL5 Mecha Manuals [BUNDLE]

PL5 Mecha Manuals [BUNDLE]


This special bundle product contains the following titles. Mecha Manual V: PL5 Early Mecha Regular price: $2.00 Bundle price: $1.50 Format: Watermarked PDF The Mecha that started it all!!! These are early attempts at armed and armored combat mecha by the various nations of the world. You get : 23 new Mecha from prototypes to production run combat models with...   [click here for more]
Art of War Games  $10.00 $7.50

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Fighting Ships I: PL5 Early Starships

Fighting Ships I: PL5 Early Starships


Fighting Ships is a series of supplements designed to allow players to use early starships at the dawn of space warfare. Inside you will find various equipment, armor, systems and weapons for use in a PL5 Early Starship centered campaign including stats for 12 new early starships. This supplement is for use in the Planetfall campaign setting but can be used in any early Starship campaign. ...   [click here for more]
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100 Exotic Medications

100 Exotic Medications


This PDF gives you 100 different Exotic Medications for your Medic or Doctor types to dispense or for your merry band of space pirates to steal from the local Alliance Hospital. So you can drop one right into the action and not have to worry about creating one from scratch. ...   [click here for more]
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100 Female Scandinavian Names

100 Female Scandinavian Names


This PDF gives you 100 different Female Scandinavian Names for your games ...   [click here for more]
Art of War Games  $0.50

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100 Japanese Male Names

100 Japanese Male Names


This PDF gives you 100 different Male Japanese Names for your games ...   [click here for more]
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