Order by Date: November 1, 2018 Release Date: November 2018
WYR40112 The Other Side: King's Empire: Field Intelligence
$45.00 SRP A unit of Field Intelligence Corps, which includes the unit card and 9 models comprised of 5 different sculpts. They come on 30mm plug bases, which slot into the three 80mm Fireteam bases provided.
WYR40152 The Other Side: Abyssinia: Basotho Cavalry
$55.00 SRP A unit of Basotho Cavalry, which includes the unit card and 6 models comprised of 3 different sculpts. They come on 50mm plug bases, which slot into the two 120mm Fireteam bases provided.
The Dreadnought is one of Abyssinia's machines of war. Manned by multiple gunners, the Dreadnought can wade into the battle and lay down an impressive amount of gunfire.
The Crushing Legs ability gives the Dreadnought an attack by simply moving, giving the chance to crush Squads under its feet.
The Mounted Gatling Guns attack is the Dreadnought's main attack, coming in at a solid Strength 3. The Action gives out a Pinned Token, slowing the enemy down and cutting off their reinforcements.
The Mask Trigger, Nimble, on the shot makes the Dreadnought have a good potential speed, allowing it to capitalize on its Crushing Legs.
Abyssinia Titan This includes the Dreadnought unit card, the Titan Assets, and 1 model on a 120mm plug base.
WYR40203 The Other Side: Gibbering Hordes: Armored Whelks
$55.00 SRPA unit of Armored Whelks, which includes the unit card and 6 models comprised of 3 different sculpts. They come on 50mm plug bases, which slot into the two 120mm Fireteam bases provided.
WYR40208 The Other Side: Gibbering Hordes: Alpha Crawler
The Alpha Crawler is the Gibbering Hordes' massive Titan. This model stands over 5" tall from his feet to the top of his body.
The Alpha Crawler, as a Titan, cannot benefit from the Endless Hordes ability, but it has other benefits. With an incredible Speed 7, it is able to quickly enter the fray and use its Gruesome Maw to bite into those that dare to stand in its way.
Perched on its back are smaller Gibbering Hordes crawlers, which can end up taking the blows from the Alpha Crawler, giving it great longevity on the tabletop.
The Alpha Crawler is a massive apex predator, and only gets scarier when it has Assets to boost its power further.
Gibbering Hordes Titan This includes the Alpha Crawler unit card, the Titan Assets, and 1 model on a 120mm plug base.
WYR40256 The Other Side: Cult of the Burning Man: Doomseekers
A unit of Doomseekers, which includes the unit card and 9 models comprised of 9 different sculpts. They come on 30mm plug bases, which slot into the three 80mm Fireteam bases provided.
WYR40258 The Other Side: Cult of the Burning Man: Gorysche
The Goryshche is a massive, twisted creature. Like the hydra, it spouts many heads and the ability to quickly replace that which it has lost. This means that while the Goryshche is easier to hurt than most Titans, it is also better able to withstand prolonged assault.
Its Hungry Maw action is a potent attack at Strength 4, and it puts a great amount of fear into the enemy. It can also be used, with the Swallow Whole trigger, to deal a great amount of damage to an enemy Champion -- particularly a Commander.
This is not the sort of creature you want to have as your enemy.
Cult of the Burning Man Titan This includes the Goryshche unit card, the Titan Assets, and 1 model on a 120mm plug base.
More Upcoming Releases from Wyrd
The Other Side: Gibbering Hordes: Fate Deck (Plastic)
The Other Side: Cult of the Burning Man: Fate Deck (Plastic)
The Other Side: King's Empire: Fate Deck (Plastic)
Order by Date: November 13, 2018 Release Date: December 12, 2018
PZO90137 Pathfinder Adventure Path: The City Outside of Time (Return of the Runelords 5 of 6)
$24.99 SRP SDI
The Return of the Runelords Adventure Path continues as the heroes must infiltrate the icy realm of a terrible demigod on the Shadow Plane to perform the ritual needed to enter an ancient, time-locked Thassilonian city. Once there, the heroes must navigate a complex web of intrigue, politics, and looming threats to find the key to saving a storied nation from the wrath of a runelord!
"The City Outside of Time" is a Pathfinder Roleplaying Game adventure for 15th-level characters that continues the Return of the Runelords saga. A selection of new monsters, an exploration of artifacts from ancient Thassilon, and revelations about the demigods on the Shadow Plane round out this volume of the Pathfinder Adventure Path.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.
PZO92112 Pathfinder Campaign Setting: Faiths of Golarion
$22.99 SRP SDI
Pathfinder Campaign Setting: Faiths of Golarion sheds light on 10 lesser-known deities, some popular within the Inner Sea Region, and some worshipped mostly in the lands beyond. From Chaldira Zuzaristan, the mischievous halfling god of luck, to Nivi Rhombodazzle, the deep gnome god of gambling, to Gruhastha the Keeper and Hei Feng the Duke of Thunder, this book offers details about these gods' histories, dogmas, and practices, all designed to enrich your campaigns with new divine lore.
PZO7211 Starfinder Adventure Path: The Penumbra Protocol (Signal of Screams 2 of 3)
$22.99 SRP SDI
Infected with a sickness that threatens to turn them into twisted murderers, the heroes travel to the city of Cuvacara on the planet Verces to find the possible origin of the madness! They soon discover that a sinister company plans to release a new social media app that will corrupt the entire city. Surviving attacks from corporate assassins, the heroes can shut down the app's servers and discover the location of the company's hidden underground base on the planet’s Darkside. Within are individuals who seem to have willingly undergone transformation and protect the facility with their lives. After confronting the charismatic executive in charge and learning of the mad scientist who created the signal, the heroes find out they are now trapped on the Shadow Plane!
"The Penumbra Protocol" is a Starfinder Roleplaying Game adventure for four 9th-level characters. The adventure continues the Signal of Screams Adventure Path, a 3-part, monthly campaign in which players race to find the source of a mystical signal that warps both minds and bodies. It also includes a gazetteer of the technological metropolis of Cuvacara, a discussion of the shadowy fiends known as velstracs, and a selection of horrifying new monsters.
Each monthly full-color softcover Starfinder Adventure Path volume contains a new installment of a series of interconnected science-fantasy quests that together create a fully developed plot of sweeping scale and epic challenges. Each 64-page volume of the Starfinder Adventure Path also contains in-depth articles that detail and expand the Starfinder campaign setting and provide new rules, a host of exciting new monsters and alien races, a new planet to explore and starship to pilot, and more!
$29.99 SRP Discover new magnificent temples and pyramids. Two to four players deploy their adventurers to claim the locations they
discover. However, they must be careful, because the adventurer that is placed last will be the one that claims the discovery and earns vital points at the game‘s climax. Queen Games‘ classic "Robber Knights" now in the world of Luxor!
$59.99 SRP The Revolution cannot be prevented; it is just a matter of time!
Paris, the weeks before the revolution: the different factions are preparing for the inevitable, asserting their influence all over the city, searching for commoners and gathering weapons if worse comes to worse. The player who uses his influence most clever in the bastille, the catacombs and fulfilling his mission cards will win the game based around the French revolution.
...and now only lots of flying parts of islands remain. However, by using their mystic skills, the inhabitants can reunite the fractions. They succeed to use the energies of woods, mountains and crystals to create new islands and supply energy to their cities.
The players control the fate of the inhabitants and create their own island world. The player who utilizes the four actions of the game to their best advantage and closely watches their fellow players will win the game.
$35.00 SRP Small Star Empires is a quick area control game for 2-4 players. In this game, players colonize the galaxy using their ships, which they move on a modular board containing hexagonal spaces (systems). The modular board is made up of seven different double-sided sector tiles, which allows for a different map and different experience each time you play the game.
During a turn, a player must move one of their ships on the board. They can move the ship only in a straight line, as far away as they want, but they cannot go over systems controlled by other players. After moving the ship, the player has to choose whether to place a colony or a trade station in that system. Both of these mark control over the system until the end of the game,
but the trade station gives the player bonus points for each adjacent system controlled by their opponents.
The game ends when either all of the players have placed their colonies and trade stations on the board or until none of the players' ships can move (because they have become blocked by other players' systems). After the game ends, points are calculated. Each player gets one point for each planet that they have in their systems. (Systems have 1 to 3 planets on the board.)
Players also earn points for Nebulae; the more they have from one color, the more points they earn, with bonus points from
other special systems such as the Unexplored System Tiles, which are part of a variant in the game. After calculating the points, the player with the most points wins!
$20.00 SRP After decades of colonization, the spacefaring races have finally come to the moment where even their own colonized space is not enough. Tensions are rising as each civilization tries to force its agenda upon the crowded galaxy and fortify its position.
When using Small Star Empires: The Galactic Divide, at the beginning of the game you choose which civilization to play with and take its corresponding civilization board. Each civilization board has unique abilities that cost certain amounts of power to play, and a track on which you mark the amount of power you have available. To increase your power, you must build massive battle stations on strategic locations adjacent to other
players. Battle stations also protect your adjacent systems, disabling the other players from using special abilities on your territories.
Will you accept planets into your Tollaran Republic to build a mighty galactic federation, conquer the galaxy under your Hantal'ar Empire, unite the planets under Ora'Nor, or buy the most powerful galactic corporations as the Pern Conglomerate?
$20.00 SRP After decades of geological tests done on a remote research station deep in Tollaran space, scientists stumbled upon amazing discovery. They found that the rare crystals they were studying have enormous amount of energy, unlike anything they've seen before. The discovery of these crystals led the galaxy to a new era of technological breakthroughs, as it was already going through exciting and turbulent times since the start of the first major intergalactic conflicts.
When using Small Star Empires: Dawn of Discoveries, at the start of the game you randomly draw crystals of three colors from the bag and place one at each 1 planet system on the board. Additionally, you shuffle the technology deck and reveal several technology cards that will be available for the players to research (purchase). Once you colonize a system containing a crystal, you collect that crystal.
During the game you may spend collected crystals in order to research the available technologies. Additionally, you may also build research stations on the board. When an opponent colonizes a system adjacent to your research station, you both get "research bonus" and gain one extra crystal for use.
The technologies that you will research range from new engine drives that enable special movement across the board, utility modules that can be used to colonize asteroids and weapons, and shields that can be used to defend or damage ships. Eventually the technologies could score points at the end of the game, so you need to think about which technologies fit your strategy best!
How will you use the possibilities that the powerful crystals have to offer? Will you use the them to engage in researching peaceful technologies to further prosper your civilization or engage in military research in order to subdue the other civilizations?
$59.00 SRP After the fall of the once powerful Preiakka Federation, the region was thrown into conflict and chaos. Wars that were fought between the member worlds have weakened their power, and the Warlords, together with other outside factions as their sponsors sensed it was a good time to strike and attempt to establish their dominion over the fragmented region of space.
Galactic Warlords: Battle for Dominion is a card-driven game of tactical
deployment and planet control. In this game, you play as one of the Warlords, with purpose to establish your dominion over the contested galactic region and score the most points at the end of the game. You will do this by playing your hired Mercenary cards from your hand in your tableau. Each of the Mercenaries will come with their own assets such as Ground Troops or Defense Systems, and abilities (actions) such as Deploy Ground Troops, Recon, Assassinate and many others. By using these assets and abilities, you will be able to assert control over the planets in contested galactic region.
At the end of the game, you will score points for completing Missions of the Mercenaries you have played during the game as well as other bonus points. Whoever has the most points at the end of the
game is the Great Warlord and winner of the game!