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 Hottest Science Fiction, PDF from Wizards of the Coast
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AM3: BUGHUNTERS Universe Book

AM3: BUGHUNTERS Universe Book


Travel to exotic new worlds, see strange new life forms, and kill them... before they kill you! Captain Harley set the ship down in the middle of the colony's main street. Somehow he managed not to land on any of the bodies. I grabbed my medkit and checked my pistol. West was still vainly trying to raise someone on the radio. "Give it up, Stanley," Clinton said as she hefted...   [click here for more]
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CGR1 The Complete Spacefarers Handbook (2e)

CGR1 The Complete Spacefarers Handbook (2e)


Out of the depths of wildspace come astonishing new ideas for SPELLJAMMER campaigns. Now you can create player characters from the nonhuman races of the giff, dracons, scro, grommams, and more. Equip you characters with kits like the Corsair, War Mage, and Aperusa. Then add some new space-oriented proficiencies and equipment, enlist your character in a spacefaring organization, and head off into the...   [click here for more]
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Gamma World (1e)

Gamma World (1e)


Can you survive in a world gone mad? A world where civilization as we know it has been destroyed in a cataclysmic holocaust? What is left in this world? Find out and encounter such bizarre things as mutated plants and animals more terrible than you can imagine, radiation wastelands that stretch as far as the eye can see, and fearless machines gone uncontrollably beserk . . . This is the setting...   [click here for more]
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Gamma World (3rd Edition)

Gamma World (3rd Edition)


This revised version of TSR's popular GAMMA WORLD game brings many innovations to this favorite of science fiction and fantasy gamers. A streamlined action resolution system is introduced for faster, more exciting play. For the first time, GAMMA WORLD game characters can improve their abilities with the level advancement system contained in this edition. A new type of player character race, intelligent...   [click here for more]
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Gamma World 2e

Gamma World 2e


Gamma World Science Fantasy Role-Playing Game is a complete adventure game for 2 or more players and a Game Master set against the backdrop of an imaginary future America.  Based on one of TSR's most popular games, this all new edition includes expanded mutation, equipment and NPC description, rewritten and reorganized basic rules and a full set of previously-unpublished campaign rules. Inside...   [click here for more]
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Gamma World Game Rules (4e)

Gamma World Game Rules (4e)


A rainbow of flickering colors dances across the night sky. Turning, you shamble off into the jumble of cloud towers amid the glow. With an effort of willpower you float over thegaping chasm of softrock and steel. Your large, webbed feet paddle the air slowly. Tame the wild frontiers of Gamma Terra in the GAMMA WORLD post-holocaust science-fantasy game! • Play a pure strain human or a mutated human,...   [click here for more]
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Gamma World PC Record Sheets

Gamma World PC Record Sheets


A pack of podogs has emerged from the surrounding mountains. You are trapped and degenseless. You thought you had three shots in the rifle and 10 more minutes on the stun whip. The fusion bomb? You used in yesterday. Ah, so the character sheet wasn't such a bad idea after all? The GAMMA WORLD Character Sheets will keep essential information easily accessible during play. Designated spaces organize...   [click here for more]
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Gamma World Referee's Screen and Mini-Module

Gamma World Referee's Screen and Mini-Module


Included in this package are a referee's screen and an eight-page mini-module, The Albuquerque Starport. The screen contains the combat, hazard, and reference tables used most often by referees and players , arranged to make this vital information easy to use. The mini-module is a complete GAMMA WORLD adventure, in which players discover and explore an Ancient starport buried in the desert sands. Note: This...   [click here for more]
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Gamma World Referee's Screen and Mini-Module

Gamma World Referee's Screen and Mini-Module


Included in this package are a referee's screen and an eight-page mini-module, The Albuquerque Starport. The screen contains the combat, hazard, and reference tables used most often by referees and players , arranged to make this vital information easy to use.  This GAMMA WORLD mini module is suitable for beginning and intermediate characters. The Albuquerque Starport has been designed to provide...   [click here for more]
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Gamma World: Gamma Knights (4e)

Gamma World: Gamma Knights (4e)


Face the dangers of Gamma Terra in the most potent weapon system of the Ancients--powered battle armor! Battle mutant monsters, rampaging robots, and the ultimate challenge of other Gamma Knights Choose a standard suit and srat play instantly or custom design a suit for maximum power. Designed to be both a fast playing boardgame and a supplement to the popular GAMMA WORLD science-fantasy role playing...   [click here for more]
Wizards of the Coast  $4.99

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GW10: Epsilon Cyborgs

GW10: Epsilon Cyborgs


An Ancient calling itself the Creator is rumored to rule the Frozen Land, an expanse of territory filled with rigid foothills, forests and plains. The Council of Haven has given you the task of finding this Creator—whoever and wherever he may be. This council is hopeful you can neutralize any influence he might have with General Timon's plans for war. It is not an easy task, and the harsh conditions...   [click here for more]
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GW1: Legion of Gold

GW1: Legion of Gold


There is much to worry about in the mutated world of the future, but Baron Jemmas, Warder of Horn, has more on his mind that most. In recent weeks several of the outlying towns of his Barony have been wiped out by a band of mysterious golden marauders. These creatures struck from nowhere and vanished without a trace when their deeds were done. The Warder has decided that they must be stopped before...   [click here for more]
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GW2: Famine in Far-Go

GW2: Famine in Far-Go


Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune. YOU are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must...   [click here for more]
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GW3: The Cleansing War of Garik Blackhand

GW3: The Cleansing War of Garik Blackhand


"You must get the book... the key to survival... our people's only hope... Whitetip Sept... e'glee... northeast..." Teligmano's whispered words are the only clue your desperate party has to save your people. The fearsome Scarlet Knights of Genetic Purity have declared a campaign of terror against all mutants — humanoids and mutated animals!! Your bitter enemies, the Gray Rock tribe, have accused...   [click here for more]
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GW4: The Mind Masters

GW4: The Mind Masters


The first summons of the new season is called. Your name is drawn—you join the expedition. Your mission is to investigate rumors of a stockpile of ancient artifacts. Following a sketchy map, you cross the great river Twainway the day after leaving your settlement. Two days later, in unexplored wilderness, you encounter hostile nomad tribes. After finding traces of a lost expedition, you know you're...   [click here for more]
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GW6: Alpha Factor

GW6: Alpha Factor


Mindkeep. The very name is mysterious. Why was it built? Who built it? What is its secret? Your elite group of adventurers must find Mindkeep and learn its secret. Others have tried - and failed. The surrounding area is filled with mutations that are strange even for Gamma World. Could that be a clue as to Mindkeep's purpose? Or is it mere coincidence? The trek is long and difficult, across...   [click here for more]
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GW7: Beta Principle

GW7: Beta Principle


In the lands to the south, young people are disappearing daily. No one knows where they are being taken, or why. Rumors abound of a New Beast, a Nwayvo Beestya, and of hordes of nos'ferat which are terrorizing the humans and animals alike. Also to the south is the Nameless City to which your group must travel, in search of relics of the Ancients. You are on a glory quest, one of the highest honors...   [click here for more]
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GW9: Delta Fragment

GW9: Delta Fragment


The quest of the Restorationists is nearing an end. Your party has been entrusted with finding the secrets of the Sky Chariot of the Ancients, and returning the information (and anything else) to them. However easy that may sound, there are always complications. General Timon, who has made quite a name for himself in these parts, is negotiating with the King of the Mountain—he wants an alliance....   [click here for more]
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GWA2: The Overlord of Bonparr

GWA2: The Overlord of Bonparr


Within Bonparr, the Ranks of the Fit rule supreme. Outside Bonparr, the Ranks will soon rule! Bonparr is one of the mightiest empires in the heartland. It is ruled by the powerful cryptic alliance, the Ranks of the Fit, a paramilitary organization of mutated animals. Tied together by a network of ancient roads and held by force of arms, Bonparr is a well-regulated state in a sea...   [click here for more]
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GWQ1: Mutant Master (GW4e)

GWQ1: Mutant Master (GW4e)


Secreted away in his hideout, the Mutant Master makes his plans. ”Fellow New Men!“ he cries out to the crowd before him. A roar of approval rises before he can continue. ”We have bided our time, waiting for the opportunity to move forward into a new and glorious day. We have tolerated the scorn and derision of lesser races, knowing that one day, we would reign supreme!” Another roar engulfs...   [click here for more]
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GWQ2: All Animals Are Equal (4e)

GWQ2: All Animals Are Equal (4e)


Three-hundred years after the end of civilization, the creatures are running the zoo. Home to a bewildering array of talking, intelligent creatures, the ZOO has turned into a melting pot of political intrigue, assassination, and homicide. The factions bicker end battle over territory, food, water, and power. Here in the zoo, humans are the outsiders. But when player characters enter the scene, they...   [click here for more]
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GWQ3: Home Before the Sky Falls (4e)

GWQ3: Home Before the Sky Falls (4e)


The fate of Bonparr hangs in the balance? and the key to the past is within reach! Characters are drafted into the army of Bonparr for a special mission to investigate the stories of a terrifying war machine that is devastating the lands to the west. Not only must this formidable machine be defeated, but the PCs must discover its origin and the reason behind its rampage. In fact, that may be the...   [click here for more]
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MC7 Monstrous Compendium Spelljammer Appendix (2e)

MC7 Monstrous Compendium Spelljammer Appendix (2e)


Thought you'd seen it all when you met the neogi? Threw up your hands in horror at the sight of space barnacles? Well. . . get ready for the giant space hamsters, the symbionts, and lots of other wild and weird Spelljammer campaign monsters!  In this product are some of the most fantastic creatures ever seen ( or not seen, as the case may be), in wildspace or out of it. Yes, there really are giant...   [click here for more]
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MC9 Monstrous Compendium Spelljammer Appendix II (2e)

MC9 Monstrous Compendium Spelljammer Appendix II (2e)


Prepare to be boarded! Here are still more new, inventive, dangerous, and entertaining creatures and races for your SPELLJAMMER campaign setting! There are giant undead insects, star gypsies, space plants, and much, much more awaiting your stellar travelers in these pages. Elven war-beasts, giant space turtles, orcish death-creatures, and other beings of the phlogiston, crystal spheres, and wildspace...   [click here for more]
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S3 Expedition to the Barrier Peaks (1e)

S3 Expedition to the Barrier Peaks (1e)


The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within...   [click here for more]
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SJA1 Wildspace (2e)

SJA1 Wildspace (2e)


On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do?  Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop...   [click here for more]
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SJA2 Skull & Crossbows (2e)

SJA2 Skull & Crossbows (2e)


Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates.  It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters...   [click here for more]
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SJA3 Crystal Spheres (2e)

SJA3 Crystal Spheres (2e)


Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space. Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not...   [click here for more]
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SJA4 Under the Dark Fist (2e)

SJA4 Under the Dark Fist (2e)


Few creatures inhabiting the realms of Greyspace, Krynnspace, and Realmspace know (or even dream) of each other's existence. Fewer still understand the celestial bonds they secretly share. As the worlds of men and elves, dwarves and dragons are about to discover, no less than twelve unknown spheres stand poised for wars. . . a war as unexpected as it will be devastating! Twelve spheres against...   [click here for more]
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SJQ1 Heart of the Enemy (2e)

SJQ1 Heart of the Enemy (2e)


A little information is a very frightening thing.  Hundreds of years ago, the elves and the goblinkin fought for control of known space in the Unhuman War. Though the elves won that first campaign, they know the goblinkin are clamoring for a rematch. Recently the elves commissioned a few good adventurers to infiltrate the base of a new race of advanced orcs known as the scro. They were hoping to...   [click here for more]
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SJR1 Lost Ships (2e)

SJR1 Lost Ships (2e)


Who among you who have dared to enter the starry deeps has not heard of the dark, drifting derelicts of earlier spacefarers? The silent, menacing lairs of monsters that may hide great treasures for those bold enough to explore them? And what space captain plies the spacelanes who does not dream of a bigger, sleeker, more powerful ship than his present one? Product History SJR1: "Lost...   [click here for more]
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SJR2 Realmspace (2e)

SJR2 Realmspace (2e)


Toril: that blue-green orb on which live Elminster, Lhaeo, and the Harpers, to name but a few. The planet so many adventurers call "home." To many, it seems to be the center of the universe. Far be that from the truth! There are seven other planets in Toril's system, some closer to the primary star, other farther from its warmth. These pages revel the little-known facts about every planet in Realmspace:...   [click here for more]
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SJR4 Practical Planetology (2e)

SJR4 Practical Planetology (2e)


Groundlings have no idea, but any spelljamming adventurer worth his salt knows the universe is huge! Let Practical Planetology open new possibilities for your AD&D SPELLJAMMER campaign. Herein find fifteen unique planets, exotic and mysterious, ripe for plunder or other less profitable adventures. Weigh anchor at the air world Alabeth, and float with marooned elves atop their massive holbags....   [click here for more]
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SJR5: Rock of Bral (2e)

SJR5: Rock of Bral (2e)


Welcome to the city of twilight, the city of thieves, the city among the stars. Founded by pirates, Bral is now a prosperous city of rogues and merchants, adrift in the vast realms of Wildspace. Its docks are crowded with graceful ships, its streets are teeming with intrigue and adventure, and its population includes shining heroes and dark villains. The Rock of Bral is a haven for any adventurer with...   [click here for more]
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SJR6 Greyspace (2e)

SJR6 Greyspace (2e)


Although Oerth is the dominant world in Greyspace, it is definitely not the only cradle of life in this system. Worlds such as Kule, Borka, and Edill have their own civilizations. Each has its own secrets to entice and threaten explorers courageous enough to brave the perils of Wildspace.  This book details the dragons of Edill, the undead of Gnibile, the humanoids of Borka, and many others. It describes...   [click here for more]
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SJR7 Krynnspace (2e)

SJR7 Krynnspace (2e)


For centuries, the intelligent races of Krynn have looked upward, toward the moons, planets, star, and the bery crystal sphere of Krynnpace. They have looked up and wondered, and gone back to their planetbound lives. Meanwhile, on other worlds in other spheres, spelljamming ships have begun to venture into the Void; they have encountered vast evil--and vast wealth--in the trackless reaches of wildspace....   [click here for more]
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SJR8 Space Lairs (2e)

SJR8 Space Lairs (2e)


"Avast, me hearties, and listen to me tales o' monsters that lair in the vastness of wildspace and the fiery streams o' the phlogiston. Great and terrible beasties they be, just waitin' for a daring band o' adventurers to stumble upon 'em?or seek 'em out! Here's a toast to those brave enough to face the challenge!" Wildspace the phlogiston are vast. Even when ships travel at spelljamming speed, a...   [click here for more]
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SJS1 Goblin's Return (2e)

SJS1 Goblin's Return (2e)


Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter...   [click here for more]
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Spelljammer: Adventures in Space (2e)

Spelljammer: Adventures in Space (2e)


Multitudes of worlds wheel through Wildspace. The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure. The SPELLJAMMER Game puts you in command of a fantastic ship capable of spanning the tremendous distances...   [click here for more]
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Tale of the Comet (2e)

Tale of the Comet (2e)


Strange lights in the sky, prophecies of doom, and a threat unlike any other draw the heroes to Aston Point. In this small frontier town, the fate of the world will be decided. If the heroes and their strange new allies defeat the invaders, they must then pass through a portal to another battleground, a metal city on a far-distant world, where aliens fight desperately against death machines that threaten...   [click here for more]
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The Astromundi Cluster (2e)

The Astromundi Cluster (2e)


Far off the traveled paths of wildspace, a lone crystal sphere bobs in the phlogiston, waiting for unwary visitors greedy for adventure. This is the Astromundi Cluster, a setting easy to find...and nigh-impossible to escape. Unique among the spheres, Clusterspace holds no planets - only thousands of asteroids that wander in a seemingly endless realm. Here Arcane, neogi, illithids and humans have learned...   [click here for more]
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The Legend of Spelljammer (2e)

The Legend of Spelljammer (2e)


Feared by some, hunted by others, the awesome vessel Spelljammer glides through the vastness of space on manta wings. For the first time ever, the myths surrounding the Great Ship are unveiled, allowing you to expand your Spelljammer game campaign. Is the Spelljammer a legend from the past or a mystery of the present? Is it truly a ship or a living being? Who commands it? What secrets hide in its...   [click here for more]
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Treasures of the Ancients (GWA1)

Treasures of the Ancients (GWA1)


The Ancients are a race of mysterious humans that once revelled in the glories of technology. Suddenly, inexplicably, they were wiped out. Their tools, their vehicles, their weapons, and other devices of interest can be found in the ruins of their former cities, buried in radioactive slag, or submerged under rerouted rivers and lakes. Treasures of the Ancients, a supplement for the Gamma...   [click here for more]
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War Captain's Companion (2e)

War Captain's Companion (2e)


COMBAT IN FANTASY SPACE! The worlds of fantasy space are legion. Not all are friendly. The spider-like Neogi slavers, the cold and calculating Mind Flayers, the savage Scro, and others all build great ships of war to catch the magical currents of space. Now YOU can face the perils of deadly combat in the depths of the void. This game accessory gives you the chance to storm enemy ships or brave a...   [click here for more]
Wizards of the Coast  $7.99

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Gamma World Player's Handbook (GW 6e)

Gamma World Player's Handbook (GW 6e)


Up From the Ruins The Final Wars destroyed civilization. Competing forces battle for control of the shattered remains, using everything from strong fists and cold steel to the most advanced science of the old world and mysterious new powers of the mind. The Gamma World Player's Handbook presents a new edition of the classic sci-fi adventure game, energized for the 21st century!...   [click here for more]
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Gamma World Game Masters Guide (GW 6e)

Gamma World Game Masters Guide (GW 6e)


 The World at Your Fingertips It’s a big world, with many secrets waiting to be revealed: mysterious landscapes, the changes wrought by war and disaster, cryptic alliances pursuing sinister goals of their own. They’re all in here ready for you to use in your Gamma World campaign. Making It All Work This book gives you solid, practical advice. Learn how to modify the rules for...   [click here for more]
Wizards of the Coast  $11.99

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Beyond the Horizon (GW 6e)

Beyond the Horizon (GW 6e)


Into the Unknown Few people dare brave the unexplored mysteries of Gamma World™… but heroes do. New races, new monsters and new mysteries await those with the courage to face them. Undaunted by danger, heroes cross the changing lands and seas, bringing home knowledge and power for personal glory and the good of their own tribe. Gamma World Unfolds The Final...   [click here for more]
Wizards of the Coast  $11.99

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Cryptic Alliances & Unknown Enemies (GW 6e)

Cryptic Alliances & Unknown Enemies (GW 6e)


Home Sweet Home It’s a dangerous world out there, and Gamma World characters rely on their community for rest and support. But the home front has its own opportunities and perils. The Helping Hand, the Knife in Your Back This book expands on Gamma World’s innovative rules for communities, offers a rogue’s gallery of ready-to-use leaders, rivals and other important...   [click here for more]
Wizards of the Coast  $9.99

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D&D Gamma World RPG (GW7e)

D&D Gamma World RPG (GW7e)


A wacky, wily roleplaying game of post-apocalyptic peril. Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here. The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness....   [click here for more]
Wizards of the Coast  $19.99

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D&D Gamma World RPG Booster Cards (GW7e)

D&D Gamma World RPG Booster Cards (GW7e)


WELCOME TO THE APOCALYPSE! In the wake of a nuclear holocaust, the world has been reduced to a radioactive wasteland overrun with mutants — and you’re one of them! As you scavenge for precious technology, you rely on your mutations to stay alive. What powerful new Alpha Mutation or Omega Tech will you discover next? This is the complete set of Alpha Mutation and Omega Tech cards. Game rules...   [click here for more]
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