| Product Name |
Publisher |
Price |
HARP SF- the roleplaying game of the future has arrived
Whether your game focuses on events on a single inhabited world in the near future or is a galaxy-spanning epic set millennia hence in the far future, HARP SF is the right choice for you.
HARP SF retains all the simplicity and flexibility of the original HARP Fantasy game but expands its reach to a whol... [click here for more] |
Guild Companion Publications |
$20.00
|
Take your HARP SF game to the next level of excitement!
HARP SF Xtreme expands the HARP SF system with:
A complete set of vehicular rules for both slower-than-light and faster-than-light travel, whether you fly at the speed of plot or like to crunch the numbers
An extensive catalogue of land, marine, air, space and hybrid vehicles to get your heroes from Alp... [click here for more] |
Guild Companion Publications |
$15.00
|
Spacemaster: Privateers
The panel exploded in a glowing crash of sparks. Mrralff cursed violently, waiting for the diagnostics to flicker across his screen. He breathed a sigh of relief. Nothing was damaged that did not have a redundant system.
Their relative velocities had carried Mrralff and his enemy far apart. It would take a moment for t... [click here for more] |
Guild Companion Publications |
$20.00
|

Erik stumbled to the side, his numb barely-working fingers fumbling for an energy cell. The laser fire stopped for a moment as his opponents waited for him to show himself. They wouldn't give up their cover. They'd wait for him to move. After several, agonizing seconds, he managed to slide a new power cell into his blaster. The burns along the left side of his body made the slightest moveme... [click here for more] |
Guild Companion Publications |
$15.00
|

Gregory watched engines burn. The gravity had gone out. In zero-G, fires started as a sphere instead of a flame, until the air started to move and they settled on a direction of "up". Their color was bluer too. It was almost pretty. "I wanted the salvage" the Lieutenant said. "Evacuate, sire" Gregory said. "If we hadn't lost gravit, we'd already b... [click here for more] |
Guild Companion Publications |
$15.00
|

The cat pounced again, and Christian swung his sword. The monoblade clashed with the cat's hazzok, throwing Christian to one side and bruising his shoulder as 250kg barreled through where he used to be standing. Christian scrambled back to his feet, just in time. He didn't know why the cat was after him, but when a Falar wanted you dead, you usually died. He swung again as the cat ... [click here for more] |
Guild Companion Publications |
$15.00
|

AE Error\Memory failure\correction online\Running diagnostic O ...The unot that called itself Peter dove for cover as a blast scorched the earth where he had been standing. This was bad. He loaded another energy cell into his weapon. His Lat. He was in trouble. Perhaps if he... AE ADFA\Failed|Rebot|Memory failure|Diagnostic O TePer r5lled t8... ...one side as the smoke cle... [click here for more] |
Guild Companion Publications |
$15.00
|

Havagract reversed the polarity on his drive, rocking forward as the inertial dampers fought to keep up with a sudden blast from his foe. his control panel exploded in a shower of sparks. Not good. All his weapons were redlining, and damage control had failed to reroute power. He had to get far enough away from the planetary atmosphere to kick in the quantum drive. He brought the craft into... [click here for more] |
Guild Companion Publications |
$15.00
|
Spacemaster Privateers: Races & Cultures
Alarion looked around him, confirming with his eyes what his instruments told him. 600 Light Horse, moving in a wave through the fire of the guns. 600 Tulgaran Knights of the Horse. Bying for the cause. He turned his attention back to the field of death. the guns were blasting, but they hadn't been prepa... [click here for more] |
Guild Companion Publications |
$15.00
|
The first issue of The Guild Adventurer has arrived. The Guild Adventurer is a compilation of original adventures and adventure-related material for Rolemaster, Shadow World, Spacemaster, and HARP. Our all-star cast of contributors have created the following rich and diverse set of scenarios to put the adventure back into your games:
"The Temple of the Th... [click here for more] |
Guild Companion Publications |
$8.00
|
The Spacemaster system is usable in a variety of environments, from a dark near future of post-holocaust Earth to a culture of high-tech exploration to a distant time when civilisation has fallen to superstitious ruin. Spacemaster 2nd Edition can also be integrated with Rolemaster 2nd Edition -used together they set the stage for sweeping, coherent, science-fantasy and multi-genre campaigns ... [click here for more] |
Guild Companion Publications |
$5.00
|
The second issue of The Guild Adventurer has arrived!. The Guild Adventurer is a compilation of original adventures and adventure-related material for Rolemaster, Shadow World, Spacemaster, and HARP. In this, the second issue, we have two double-length adventures, two normal-length scenarios and one adventure location:
"Rose Petals and Snow Lions", a double-length Shadow World ... [click here for more] |
Guild Companion Publications |
$8.00
|
The Spacemaster system is usable in a variety of environments, from a dark near future of post-holocaust Earth to a culture of high-tech exploration to a distant time when civilisation has fallen to superstitious ruin. Spacemaster 2nd Edition can also be integrated with Rolemaster 2nd Edition -used together they set the stage for sweeping, coherent, science-fantasy and multi-genre campaigns ... [click here for more] |
Guild Companion Publications |
$5.00
|
The third issue of The Guild Adventurer has arrived! The Guild Adventurer is a compilation of original adventures and adventure-related material for Rolemaster, Shadow World, Spacemaster, and HARP. In this, the third issue, we have four adventures and one campaign resource article:
"The Keeper of the Thorn", a Shadow World adventure set on the continent of Jaiman and a followup... [click here for more] |
Guild Companion Publications |
$8.00
|
The Spacemaster system is usable in a variety of environments, from a dark near future of post-holocaust Earth to a culture of high-tech exploration to a distant time when civilisation has fallen to superstitious ruin. Spacemaster 2nd Edition can also be integrated with Rolemaster 2nd Edition -used together they set the stage for sweeping, coherent, science-fantasy and multi-genre campaigns ... [click here for more] |
Guild Companion Publications |
$5.00
|

Space Master Companion II is a Spacemaster 2nd Edition supplement.
It is a must for any serious Space Master: The Role Playing Game player. It contains material for both Gamemasters and players, focusing mainly on new equipment and technology. At the same time it offers a completely unique psionic rules system as an option to the standard Space Master psion system.
Space ... [click here for more] |
Guild Companion Publications |
$7.00
|
Action on Akaisha Outstation is a Spacemaster 2nd Edition adventure module.
Dozens of Deep-Space Outstations are scattered across the Interstellar void of the Terran Empire. Light-years from any inhabited worlds, they are completely self-contained. These huge constructs are fitted with extensive docking and repair bays as well as guest accommodations for thousands.
Locate... [click here for more] |
Guild Companion Publications |
$5.00
|

Beyond the Core: The Worlds of Frontier Zone Five is a Spacemaster 2nd Edition adventure module.
In the power hungry and paranoid world of Space Master, no region breeds as much avarice and distrust as the Frontier. Here, beyond the reaches of the Core Provinces, resources are still "up for grabs." It is no surprise that the Emperor keeps a close eye on Frontier events,... [click here for more] |
Guild Companion Publications |
$5.00
|

League of Merchants: Lords of the Imperial Underworld is a Spacemaster 2nd Edition adventure module.
Thick mist hangs on the cliffs of Hestus V, settling over the dark forests. The League exploration ship, Cleopatra, slides silently through the churning clouds, evading Provincial scans. Suddenly she bursts from the low ceiling over a narrow vale. Below les what the Cleop... [click here for more] |
Guild Companion Publications |
$5.00
|

The Cygnus Conspiracy is a Spacemaster 2nd Edition adventure module.
TARA: HOUSE KASHMERE'S INDUSTRIAL CENTER
Set on a rocky pinnacle in the center of an ancient crater, Cygnus Corp's Ardinium ore processing plant Number 27 glows a metallic gold in the hazy sunrise. It is a rare appearance for Tara's star, usually lost behind a curtain of smog and acidic drizzle. The wear... [click here for more] |
Guild Companion Publications |
$5.00
|

Imperial Crisis: House Devon in Turmoil is a Spacemaster 2nd Edition adventure module.
Long ago, before even the Empire, there was Devon Electronics: a huge corporation dominating the microcircuitry market. It survived nuclear conflicts, the expansion of mankind into space, and the repressive Terran Federated Democracy.Devon Electronics - and a handful of other Megacorporat... [click here for more] |
Guild Companion Publications |
$5.00
|

Lost Telepaths : The Secret of House Kashmere is a Spacemaster 2nd Edition adventure module.
Astra's launch occurred without incident, but soon thereafter a problem in the astrogation program developed. Whether it was equipment failure or sabotage will never be known. For several hundred years the Astra drifted through space, off course. Assuming a rogue star to be the planned de... [click here for more] |
Guild Companion Publications |
$5.00
|

Tales from Deep Space: Perils on the Imperial Frontier is a Spacemaster 2nd Edition adventure module.
Somewhere out there, in a distant and unsurveyed Sector, lurks a cold and mysterious presence. Amongst the icy remains of his last helpless victims, he hides in the frozen hold of a derelict vessel. He waits and he is hungry....Time passes, and eventually something comes along... [click here for more] |
Guild Companion Publications |
$5.00
|

War on a Distant Moon is a Spacemaster 2nd Edition adventure module.
Fighting for their HomeWorld with little to lose, the rebels of the Tayan Liberation Front have proven themselves a force to be reckoned with. Although Darran Provincial garrisons have been tripled, the rebel bases remain hidden and the terrorist attacks continue. Rumor has it that the Church has requested... [click here for more] |
Guild Companion Publications |
$5.00
|
The Durandrium Find is a Spacemaster 2nd Edition adventure module.
Without a steady supply of Andrium, the fuel for hyperdrive crafts, Imperial cruisers and provincial merchant vessels would soon drift to a halt, unable to make the jump between stars. The lone supplier of this artificial fuel is API, Andrium Producers of the Imperium, an Imperially controlled manufacturer.
<>... [click here for more] |
Guild Companion Publications |
$5.00
|

Disaster on Adanis III is a Spacemaster 2nd Edition adventure module.
As the Vostok approaches Adanis III with a cargo of food and medical supplies, crew members cluster around viewscreens and portals to gaze in silent awe at the devastation surrounding them. Where Adanis' smallest moon orbited, only dust clouds remain. After a long moment, the ship's captain barks an o... [click here for more] |
Guild Companion Publications |
$5.00
|
Legacy of the Ancients is a Spacemaster 2nd Edition adventure module.
Thirty thousand years before the formation of the Imperium, a massive colony ship left the Milky Way, bound for a distant galazy. Created by an ancient race, the Azyrri, the Azyr Nebula would launch a genetic Seeding experiment that would take thirty millennia to complete.... Unforseen by the Azyrri, an accide... [click here for more] |
Guild Companion Publications |
$5.00
|
Raiders from the Frontier is a Spacemaster 2nd Edition adventure module.
Graced with abundant resources, Jade-London is envied as one of the Empire's most powerful and wealthy provinces. Jadium, a metal useful in the construction of starcraft, can only be found here. Jade-London also acts as a buffer between the Imperial core worlds and the Idorian Star Empire.
The... [click here for more] |
Guild Companion Publications |
$5.00
|

STARCRAFT COMBAT IN THE FAR FUTURE
The Cronos, a Provincial Carrier vessel, had just dropped out of Hyperspace when battle-klaxons sounded throughout the ship." Gunners to stations!" came the alarm. Tod Jairus rushed down to his fire control center. Piling into the gunner's crib he pulled on a comm-link and looked out of the shielded bubble over-hanging his triple Io... [click here for more] |
Guild Companion Publications |
$8.00
|

PLANETARY COMBAT IN THE FAR FUTURE
The long-anticipated strike on Idamarcus was underway. Unexpectedly thrust into the dire battle over this resource-rich moon in the Idorian home system, Tod Jairus and Sheri Xll donned their Powered Armor battlesuits and stumbled out of the pitching Imperial troop carrier.Rear Echelon Assets dropped relentless salvos of High Explosives among ... [click here for more] |
Guild Companion Publications |
$10.00
|

A Vehicle Compendium for Armored Assault
The essence of ground combat is hardware. The machines of war have left trails of destruction down through history. They have made their marks on the landscape with treads and cannon.Now with Armored Reserves, you can have a wider selection of the latest vehicles, aerocraft and powered armor battle suits for the Armored Assault game. With ... [click here for more] |
Guild Companion Publications |
$5.00
|

Vessel Compendium 1: Adventurer Class
Deep in Carlisle space, the Indus transport "Drachma" has just disgorged its mining shuttle. Swift, silent, the small craft picks its way through the asteroid field, sweeping the rocks with neutrino streams as it searches for valuable ore deposits.An anomolous reading skips over the sensor display.The shuttle operator contacts th... [click here for more] |
Guild Companion Publications |
$5.00
|

Vessel Compendium 2 - Pursuit Class
Materializing out of darkness, a small starcraft hurtles toward 'Stardust II,' a lumbering imperial cargo cruiser.Aboard the League of Merchants' pirate Cutter "Lightfoot, "Captain Hari Xutii gloats: "Poor 'Star-dust,' brimming with Molecutronic components, just begging us to unload them." He turns to his gunner: "Fi... [click here for more] |
Guild Companion Publications |
$5.00
|

Vessel Compendium #3 - Imperial Ships
The two Imperial Destroyers shunted out of Hyperspace 30 minutes ago. Now, at maximum velocity, they hurtle toward a small moon thought to be supplying war materiel to an upstart Minor Clan.On the bridge of the lead Destroyer, Captain Harg Burly is nervous. Most of his original squadron's ships have been lost over the past year; unexpected... [click here for more] |
Guild Companion Publications |
$5.00
|

A Campaign Sourcebook for Cyberspace
A sickly yellow-brown haze smothers the south-western coastline of Lake Michigan. Radioactive sludge washes up on Chicago's shore, while heartland waifs infest its labyrinthine buildings. Wake-up sprawlkids, another day on the streets awaits.
In 2090, the third largest Sprawlzone in the United States is centered on the urban metropolis... [click here for more] |
Guild Companion Publications |
$10.00
|

A Character Compendium for Cyberspace
Another pained and congested Sprawlzone stretches away before you in a hazy afternoon wash.
Skimming over shantytwon rooftops, you notice that the writhing streets and alleys below are plugged with faceless men and women wandering about in an eternal, pointless exercise. But not all can be tagged as anonymous vagrants. A fortunate few... [click here for more] |
Guild Companion Publications |
$4.00
|

Cyberventure Mission File for Cyberspace
Shards of glass and metal spin away from the vid-phone booth as hundreds of exploding rounds are pumped into it by black- and silver-clad bikers.
The interior of the nightclub is quickly transformed into a volcanic nightmare as the sound of the bikers' detonating ammunition drowns out the club's already ear-splitting musical onslau... [click here for more] |
Guild Companion Publications |
$5.00
|

The Sprawl [San Francisco] 2090
The city is at war with itself. Rivalry spreads through the grimy streets, bedrooms, boardrooms and the unreal computer matrix of Cyberspace. For some, victory is an intangible gain in a vast power struggle. For others, it's just survival.
Cyberspace is a complete roleplaying game set in the corrupt, dirty, high-tech Earth of 2090 AD... [click here for more] |
Guild Companion Publications |
$10.00
|

Cyberventure Mission File for Cyberspace
If the Sprawl had a heart, its blood would flow through the doors of the Uniqorn Qlub.
Everyone who is anyone eventually makes their way here; to score a deal or make a connection. It's built on a foundation of electric tension and deep within is a mixture of adrenalin and sweat, lust and death, great vibrations and sour whiskey. The Uniq... [click here for more] |
Guild Companion Publications |
$5.00
|

Cyberventure Mission File #1
Rank sewage oozes through the gutters of dark but familiar alleyways, while insect-zapping neon reflects from stagnant pools of oil-slick filth.
Assaulted by the cloying, sour battery of smells, you know you're home on the streets of civilisation's penultimate nightmare: the Sprawl. But home means safety - a relative term after all - and a bas... [click here for more] |
Guild Companion Publications |
$5.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #1 Table of Contents
Introduction .....................................................1Elementalists ....................................................2Elementalist Training Package ........................ 4Spell Lists .................................................... 5-10Eart... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #1 Table of Contents
Introduction...................................................................11.0 Pressure and Vacuum Exposure..............................21.1 Rapid Pressure Changes..................................31.2 Explosive Decompression................ [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #2 Table of Contents
Introduction...................................................................1Radiation Rules..............................................................2Gravity............................................................................6Fu... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with species creation rules:
Issue #3 Table of Contents
1.0 Races and Cultures...................................................21.1 Aliens.................................................................21.1.1 The Nature ofAliens..................................21.1.2 General Biology........................................31.1.3 Psych... [click here for more] |
Guild Companion Publications |
$3.00
|
Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #4 Table of Contents
1.0 The Culture of the ISC.............................................21.1 The Dragoons...................................................21.2 The Falar...........................................................21.3 The Humans.................... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #5 Table of Contents
1.0 The Semi-Psychic.....................................................22.0 Port of Call: Helios..................................................42.1 Ruler...................................................................42.2 Government....... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with further details of the Privateers universe and campaign plotpoints.
Issue #6 Table of Contents
1.0 Port of Call: Hassus..................................................21.1 Ruler...................................................................21.2 Government.......................................................31.3 Capitol......... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with further details of the Privateers universe and campaign plotpoints.
Issue #7 Table of Contents
1.0 Port of Call: Crrrrlorrrol.........................................21.1 Ruler...................................................................21.2 Government.......................................................21.3 Capitol............ [click here for more] |
Guild Companion Publications |
$3.00
|
Enhance your Spacemaster: Privateers game with optional rules about space environments, further details of the Privateers universe and campaign plotpoints.
Issue #8 Table of Contents
1.0 Fear and Influence Attacks................................................21.1 Role Playing Influence Attacks......................................21.2 Mechanics Of Influence Attacks............... [click here for more] |
Guild Companion Publications |
$3.00
|

An Organizations Sourcebook for Cyberspace
Glittering spires capped with entrancing video panels crown a golden-red, twilight horizon of empty promise.
The Megacorp skyline rests in hovering tranquility above a seething gray mass of sludge and destitute humanity. Here, the Sprawl's periphery bears witness to the ultimate juxtaposition in human society: armed street scum i... [click here for more] |
Guild Companion Publications |
$5.00
|