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 Hottest Titles from Amarillo Design Bureau
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A Call to Arms: Star FleetCaptain's LogColoring Books
Federation & EmpireFederation CommanderFiction
JagdPantherNexusPrime Directive
Star Fleet Battles (Current)Star Fleet Battles (Early Editions)Star Fleet Marines
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Captain's Log #52

Captain's Log #52


He realized that his advice to Ti’Nay Blakem had been unnecessary. The young Alpha-Centauran already knew about stabbing others in the back. Released in March 2017, Captain’s Log #52 supports Star Fleet Battles, Federation Commander, A Call to Arms: Star Fleet, Starmada, Prime Directive, Star Fleet Battle Force, Star Fleet Marines, and Federation & Empire. “Escape from...   [click here for more]
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Captain's Log #52 Supplement

Captain's Log #52 Supplement


Captain’s Log #52 is an exciting issue and this supplement tells you all the background about the features while providing some additional information that couldn’t be squeezed into Captain’s Log #52. Steve Cole writes about each aspect of the issue, Steven Petrick writes about SFB, and Jean Sexton mentions her favorite parts, including Prime Directive. Some of our...   [click here for more]
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Captain's Log #53 Supplement

Captain's Log #53 Supplement


This 8-page booklet includes interesting and useful information about the main Captain's Log #53 issue, as well as new materials. Included are:  Over two pages of publisher's notes. Notes from other staff members. Star Fleet Battles scenario (SL354.0) A Confusion of Objectives. Rejected papers for Star Fleet Battles and Federation & Empire. ...   [click here for more]
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Captain's Log #54 Supplement

Captain's Log #54 Supplement


This 20-page booklet includes interesting and useful information about the main Captain's Log #54 issue, as well as new materials, namely proposals for various ships for Star Fleet Battles.   Included are: Over two pages of publisher's notes. Notes from other staff members. 14 pages of Star Fleet Battles ship proposals ...   [click here for more]
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Captain's Log #6

Captain's Log #6


Captain, what’s THAT!?! It is one of ours, but …   Ensign, THAT is the Klingon B10, the largest starship in the universe. You are assigned to read about it in your off hours.   Captain’s Log #6 has the Klingon B10 briefing, or everything you wanted to know about this ship. Technical drawings, history, and scenarios for the B10 are in this...   [click here for more]
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Captain's Log #7

Captain's Log #7


What Price Victory?   Captain’s Log: Stardate 8402.13, Captain Merrin Hunter recording. The Yorktown has received and verified a priority-one distress call from the small space outpost Alpha Zeta in the Thetis system. We are proceeding directly to the station per Star Fleet standing orders.   Captain’s Log #7 includes the fiction story What...   [click here for more]
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Captain's Log #8

Captain's Log #8


"Death seeks me. It will find me, in time. To run is simply a waste of energy. To embrace death is sheer madness. I await death. When it comes, I will be ready."   "To fight or to flee?"   "To die."   This 1990 issue introduced the new Doomsday Edition of Star Fleet Battles. Included were two fiction stories:  ...   [click here for more]
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Captain's Log #9

Captain's Log #9


The attack came without warning. Oh, we'd known for weeks that they would come, ever since the Organians disappeared, but there was no warning that it would be that day. This 80-page 1991 edition moved the product further toward the current format. This issue is the only one that ever had a "theme" causing a hundred people to ask, every time we do another issue,...   [click here for more]
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Federation & Empire 2010 Rulebook

Federation & Empire 2010 Rulebook


Battle for the Galaxy!   Federation & Empire is set in the universe of Star Fleet Battles. The Grand Alliance (Federation, Gorns, Kzintis, Tholians, and Hydrans) battles the Coalition (Klingons, Romulans, and Lyrans) for control of the galaxy!   This is the Federation & Empire 2010 rulebook, containing the most up-to-date rules and scenarios so that you can...   [click here for more]
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Federation Commander Reference Rulebook

Federation Commander Reference Rulebook


“Lieutenant, what the heck is a plasma-D?” “Looking! It’s not in the Romulan border database. Checking the Communique database for an update. Wait a minute, it might be in …” “Brace for impact!” The most requested Federation Commander product, the Reference Rulebook is the complete rulebook players have demanded. This is the complete rulebook, with all of the rules...   [click here for more]
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Federation Commander Tactics Manual

Federation Commander Tactics Manual


“The only test is combat; the only valid result is victory.” – Admiral Ardak Kumerian, Commander of the Klingon Red Fleet   The Federation Commander Tactics Manual is designed to create better players. Building on your understanding of the rules, key topics are explored and advice is given on how to take advantage of your knowledge. The book includes both broad tactical...   [click here for more]
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Federation Commander: Academy

Federation Commander: Academy


FLY A STARSHIP! Your mission: Go boldly to the stars, defend honor, preserve liberty, discover new worlds, and bring your crew home. Take command of a Federation heavy cruiser and fight a Klingon D7 battlecruiser, or fly a Romulan War Eagle facing a Gorn Allosaurus battlecruiser. Federation Commander Academy is an entry point for Federation Commander. The PDF edition includes...   [click here for more]
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Federation Commander: Briefing #1

Federation Commander: Briefing #1


Get me a briefing, Lieutenant! I need intel! I need it now!   On your screen, Admiral. Everything we have on the current situation. Ships, battle plans, all of it.   No commander should go into combat without a full briefing!   Briefing #1 includes two dozen new scenarios, six new ships, “The Art of Maneuver” written by Commodore Patrick...   [click here for more]
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Federation Commander: Briefing #2 Rules & Scenario Pack G

Federation Commander: Briefing #2 Rules & Scenario Pack G


WELCOME, COMMANDER!   The Middle Years era was a simpler time, when entire wars lasted about an hour, and ships had not yet received the “refits” which covered their flaws and complicated everybody’s tactics. The ships of this time have chronic design flaws that you must protect — and exploit! — to win your battles.   Do you have the guts to get problems taken care of before the admirals...   [click here for more]
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Federation Commander: Briefing #2 Ship Pack A

Federation Commander: Briefing #2 Ship Pack A


WELCOME, COMMANDER!   The Middle Years era was a simpler time, when entire wars lasted about an hour, and ships had not yet received the “refits” which covered their flaws and complicated everybody’s tactics. The ships of this time have chronic design flaws that you must protect — and exploit! — to win your battles.   Do you have the guts to get problems taken care of before the admirals...   [click here for more]
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Federation Commander: Briefing #2 Ship Pack B

Federation Commander: Briefing #2 Ship Pack B


WELCOME, COMMANDER!   The Middle Years era was a simpler time, when entire wars lasted about an hour, and ships had not yet received the “refits” which covered their flaws and complicated everybody’s tactics. The ships of this time have chronic design flaws that you must protect — and exploit! — to win your battles.   Do you have the guts to get problems taken care of before the admirals...   [click here for more]
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Federation Commander: Briefing #2 Ship Pack C

Federation Commander: Briefing #2 Ship Pack C


WELCOME, COMMANDER!   The Middle Years era was a simpler time, when entire wars lasted about an hour, and ships had not yet received the “refits” which covered their flaws and complicated everybody’s tactics. The ships of this time have chronic design flaws that you must protect — and exploit! — to win your battles.   Do you have the guts to get problems taken care of before the admirals...   [click here for more]
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Federation Commander: Briefing #2 Ship Pack D

Federation Commander: Briefing #2 Ship Pack D


WELCOME, COMMANDER!   The Middle Years era was a simpler time, when entire wars lasted about an hour, and ships had not yet received the “refits” which covered their flaws and complicated everybody’s tactics. The ships of this time have chronic design flaws that you must protect — and exploit! — to win your battles.   Do you have the guts to get problems taken care of before the admirals...   [click here for more]
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Federation Commander: Briefing #2 Ship Pack E

Federation Commander: Briefing #2 Ship Pack E


WELCOME, COMMANDER!   The Middle Years era was a simpler time, when entire wars lasted about an hour, and ships had not yet received the “refits” which covered their flaws and complicated everybody’s tactics. The ships of this time have chronic design flaws that you must protect — and exploit! — to win your battles.   Do you have the guts to get problems taken care of before the admirals...   [click here for more]
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Federation Commander: Briefing #2 Ship Pack F

Federation Commander: Briefing #2 Ship Pack F


WELCOME, COMMANDER!   The Middle Years era was a simpler time, when entire wars lasted about an hour, and ships had not yet received the “refits” which covered their flaws and complicated everybody’s tactics. The ships of this time have chronic design flaws that you must protect — and exploit! — to win your battles.   Do you have the guts to get problems taken care of before the admirals...   [click here for more]
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Federation Space

Federation Space


Federation Space is a science-fiction game for two to eight players and depicts the battles for galactic supremacy fought by the eight major empires. Players maneuver huge fleets in an attempt to destroy opposing fleets and conquer key planets. The battle fleets of the Federation, Klingons, Romulans, Kzintis, Gorns, Hydrans, Tholians, and Pirates of Orion are depicted. This downloadable...   [click here for more]
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JagdPanther Magazine #1

JagdPanther Magazine #1


Take a journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #10

JagdPanther Magazine #10


Take a journey with us back to July 1975, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. This issue marked another improvement in production, going to a cardstock color cover and professional binding. The "Iron Age" of JagdPanther had arrived. The editorial said that the wild child of JagdPanthers...   [click here for more]
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JagdPanther Magazine #11

JagdPanther Magazine #11


Take a journey with us back to October 1975, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. The "Iron Age" of JagdPanther continued with color cardstock covers, one-piece multi-color maps, and die-cut counters. The editorial said that the staff now felt a sense of accomplishment (rather than relief) as...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #12

JagdPanther Magazine #12


Take a journey with us back to January 1976, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. The "Iron Age" of JagdPanther continued with color cardstock covers, one-piece multi-color maps, and die-cut counters.     The editorial noted that the company had sold 4,200 copies of its various games during...   [click here for more]
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JagdPanther Magazine #13

JagdPanther Magazine #13


Take a journey with us back to April 1976, when a small wargame club in Amarillo, Texas (led by Steve Cole) turned into a real company that produced an award-winning magazine filled with articles, variants, and reviews. The "Iron Age" of JagdPanther continued with color cardstock covers, one-piece multi-color maps, and die-cut counters. The game in this issue was SIEGE OF LENINGRAD, a typical...   [click here for more]
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JagdPanther Magazine #14

JagdPanther Magazine #14


Take a journey with us back to July 1976, when a small wargame club in Amarillo Texas (led by Steve Cole) turned into a real company that produced an award-winning magazine filled with articles, variants, and reviews. The "Iron Age" of JagdPanther continued with color cardstock covers, one-piece multi-color maps, and die-cut counters.   The game in this issue was WARSAW PACT, a World War III game...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #15/Battlefield

JagdPanther Magazine #15/Battlefield


Take a journey with us back to October 1976, when a small wargame club in Amarillo Texas (led by Steve Cole) turned into a real company that produced an award-winning magazine filled with articles, variants, and reviews. The "Iron Age" of JagdPanther continued with color cardstock covers, one-piece multi-color maps, and die-cut counters.      The issue presaged a new age with a new title (Battlefield)...   [click here for more]
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JagdPanther Magazine #2

JagdPanther Magazine #2


Take a second journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #3

JagdPanther Magazine #3


Take another journey with us back to 1973, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced a magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper.  ARTICLES included a puzzle, some club news, editorials, minis vs counters, armor miniatures, tactics in Diplomacy, some business experiments that...   [click here for more]
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JagdPanther Magazine #4

JagdPanther Magazine #4


Take another journey with us back to 1974, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced a magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this 54-page PDF version.) [No copies of the maps for Sidi Rezegh have been found so far but they will be added...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #5

JagdPanther Magazine #5


Take another journey with us back to 1974, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this 54-page PDF version.) This issue includes several features: Cover art of Zeppelins by James...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #6

JagdPanther Magazine #6


Take another journey with us back to 1974, when a small wargame club in Amarillo Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this PDF version.) Cover art by James McNease (aka "The Wazoo"). This issue includes several features:...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #7

JagdPanther Magazine #7


Take yet another journey with us back to 1974, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. Production values had not improved (layout was done by hand with glue sticks on cardboard; some of the typewriter produced pages printed better than others), and we still printed on that insane 14" paper. (The...   [click here for more]
Amarillo Design Bureau  $2.95

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JagdPanther Magazine #8

JagdPanther Magazine #8


Take a journey with us back to 1975, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. This issue marked a watershed in many ways, and might be considered the Bronze Age of JagdPanther. The cover was actually a photograph taken during World War II, but the cover was still black and white (as were all the...   [click here for more]
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JagdPanther Magazine #9

JagdPanther Magazine #9


Take a journey with us back to April 1975, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced an award-winning magazine filled with articles, variants, and reviews. This issue continued the "new" production methods and standard started in JagdPanther #8. The cover was another World War II photo, and the magazine was again 11x17 paper folded and stapled into a book. Counters...   [click here for more]
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Prime Directive PD20 Modern

Prime Directive PD20 Modern


Roleplaying on the Final Frontier using the d20 modern rules. The universe you love comes to the game system you already know! Brilliantly compiled by Jonathan M. Thompson, Prime Directive PD20 Modern allows you to take the heroic role of a starship captain, a commando, a diplomat, a spy, or a trader flying a shuttle of tribbles from planet to planet. This book requires that you have the d20 Modern...   [click here for more]
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Prime Directive PD20 Modern Supplement

Prime Directive PD20 Modern Supplement


Explore More Worlds! Discover More Species! Find out about the Brecon, four-armed humanoids who live in the Federation. There are also Deians, who are extremely beautiful. Prellarians are masters of high-grav and null-grav technologies. The Klingon Empire has more species: Yitlians who are fierce warriors and Zoolies who are highly perceptive and sought out for Klingon commando teams. ...   [click here for more]
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Prochorovka: Armor at Kursk

Prochorovka: Armor at Kursk


Hitler's Last Chance! Prochorovka: Armor at Kursk is a game depicting the largest tank battle in the history of warfare on July 12, 1943, between the German SS Panzer Korp and Russian 5th Guards Tank Army. This battle was the climax of the Kursk campaign. Over 1500 tanks were involved (700 German and 800 Russian), and losses exceeded 300 tanks on each side. Armor at Kursk...   [click here for more]
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Robots!

Robots!


THE SIXTH WORLD WAR! The Third World War destroyed the armies; the Fourth World War destroyed the cities; and the Fifth World War destroyed all life on Earth. The space colonies survived, however, and two hundred years later man returned to Earth but not to stay — only to plunder the riches of his former world. Robots were used to salvage the ancient technological sites. One day the Robots...   [click here for more]
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Star Fleet Battles Commander's Edition Update #2

Star Fleet Battles Commander's Edition Update #2


Update #1 simply brought the Rev. 0 of Commander's Edition of Star Fleet Battles up to Rev. 1. Update #2 adds substantially to the core rulebook. Ground combat, boarding parties, more weapons, more ships (and names for them), the introduction of the Lyran Democratic Republic, scenarios, and the Bargantine Campaign are all in this update.   D16 Advanced Boarding Parties:...   [click here for more]
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Star Fleet Battles Commander's Edition Volume I Revision 1

Star Fleet Battles Commander's Edition Volume I Revision 1


Star Fleet Battles is still going strong today, but take a trip to the past with us.   It is 1983, and it is time for the phenomenon that is Star Fleet Battles to get organized. The game had grown through four expansions, and new material is being released every month. The structure of the original 1979 pocket game could not contain, control, or even keep track of the game as it had...   [click here for more]
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Star Fleet Battles Commander's Edition Volume II

Star Fleet Battles Commander's Edition Volume II


Star Fleet Battles is still going strong today, but take a trip to the past with us. Expand the Commander's Edition from the 1980s with Volume II. Four New Star-Faring Empires The Hydrans The Andromedans The Lyrans The Wyn Star Cluster   150 New Starships, including fleets for the new empires. Dreadnoughts, Scouts, NCLs, Fast Patrol Ships, and Minesweepers for all...   [click here for more]
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Star Fleet Battles Commander's Edition Volume III

Star Fleet Battles Commander's Edition Volume III


Take a trip to the past and expand your Commander's Edition with Volume III.   A Major New Starfaring Empire: The Inter-Stellar Concordium, complete with all new ship classes and weapons.   A New Tholian Fleet: The 312th Battle Squadron from the Tholian home galaxy.   200 New Ships:  Including Police ships, Exploration Cruisers, Defense Monitors, the new ISC fleet and...   [click here for more]
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Star Fleet Battles Commander's Edition, Supplement #1

Star Fleet Battles Commander's Edition, Supplement #1


"Prepare to offer battle. Make the signal to all ships: 'The Federation expects every sentient being to do his duty.'" -- Vice-Admiral John “Cracker Jack” Radley Welcome fighters and their carriers to Star Fleet Battles Commander’s Edition. From rules for dogfighting to direct-fire drones, Supplement #1 has the rules you need. Big carriers (CVAs),...   [click here for more]
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Star Fleet Battles Commander's Edition, Supplement #2

Star Fleet Battles Commander's Edition, Supplement #2


“Sir, what is that? It is registering as tougher than our X-ship!” “Lieutenant, that is a second-generation X-ship. Luckily, we aren’t after the convoy it is protecting. Move out and report this to the admiral.” Long unavailable except in the second-hand market, we are releasing Supplement #2 in PDF. The buyer is reminded that the first-generation X-ships...   [click here for more]
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Star Fleet Battles Commander's Edition, Supplement #3

Star Fleet Battles Commander's Edition, Supplement #3


“Sir, whatever is approaching isn’t in our database. They look Lyran, but are bigger than their Interceptors.” “Lieutenant, those are the fast patrol ships, also called gunboats. We didn’t realize the Lyrans were actually deploying them. Let’s move out and report this to the admiral.” While the Lyrans were the first to deploy...   [click here for more]
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Star Fleet Battles Designer's Edition

Star Fleet Battles Designer's Edition


At Origins 1979, we released the Pocket Edition of Star Fleet Battles and it sold out by the fall. We decided to capitalize on success by expanding it into a boxed game released in November 1979. (Back then, pocket games were a new thing and were just not taken as seriously as boxed games.) To save time and work, we just took the rulebook of the pocket game and added pages to the end...   [click here for more]
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Star Fleet Battles Designer's Edition, Expansion #1

Star Fleet Battles Designer's Edition, Expansion #1


After we converted the original pocket game into a boxed game in the fall of 1979, the wholesalers asked us about doing expansions in order to fully develop the market. This pocket-game-format expansion included about 40 pages of new rules, new ships, new scenarios, new empires, and updates to the previous rules. These included 30 old-style SSDs, the first X-ships, two new empires (Hydrans and Andromedans),...   [click here for more]
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Star Fleet Battles Designer's Edition, Expansion #2

Star Fleet Battles Designer's Edition, Expansion #2


Expansion #1 had sold very well (and was reprinted as-is), but things had changed. The two partners disagreed on the directions the company needed to take, and decided that the best solution was to divide the company in half, with one half staying as Task Force Games (and incorporating as Elco Enterprises) and the other half becoming the Amarillo Design Bureau. After some serious negotiations,...   [click here for more]
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  PFRPG 19: Garden of the Gods™, for Palladium Fantasy RPG® 2nd Edition