Two-Fisted Pulp Superscience in a World at War!
The world would indeed have been a different place had the Roaring Twenties not delivered the wonders promised by visionaries. Instead, war walkers now stride across the battlefield of Europe, huge supertanks thunder over North Africa, rocket fighters duel high above the Pacific, adventurers and superspies battle the Nazi forces in the shadows and scientists... [click here for more]
The Theater books are the main tool for expanding the Gear Krieg game world. Each book details another part of the world and gives new scenarios and new technology to the players. They are built much along the same lines as the basic book, but they do not include the rules (purchase of the basic rulebook is required).
This first Theater book brings our alternate Second World War to the sandy wastelands... [click here for more]
The Companion is a must-have handbook for all Gear Krieg commanders. In addition to new units and weapory, it includes advanced rules for campaigns, specialized equipment and combat engineering. The book also features a primer on small units tactics and a complex scenario generator to quickly establish the game setting of tabletop battles of any size. Possession of the basic Gear Krieg rulebook is... [click here for more]
Nazi Germany, Imperial Japan, Fascist Italy -- the three nations united by the Pact of Steel to form an Axis around which the world was to revolve. Three highly disparate countries, led by cruel regimes intent on conquering the world and bending it to fit their twisted vision of the future. By blood, sweat and superscience, they aimed to divide the world amongst themselves ... or destroy it if they... [click here for more]
The United States, the Commonwealth, the Soviet Union -- the Allies. Very different countries, united in the crucible of war to defend the Free World against the growing darkness of Fascism. Throw against their will in a maelstrom of conflict, they are Freedom's last defenders.
This Gear Krieg supplement features:
A brief history and overview of each nation's ground armed forces;
Basic... [click here for more]
The Gear Krieg Game of Aircraft Combat
Aviation technology has come a long way since the Wright brothers first flew. The core principles of flight remain the same, but the methods and execution has changed dramatically. No longer is aerial warfare a duel between gentleman-pilots, swooping low over the battlefield in wood and cloth biplanes. It is a violent dance in the sky, pushing man and... [click here for more]
This tactical sourcebook explores the various theaters of the early days of the Alternate Second World War and the operations that took place in them. Fields of War contains numerous tactical scenario seeds for the Gear Krieg universe that can be played together or separately, along with sample strike forces and heroes, special rules and miniature modeling advice for both the tabletop and the... [click here for more]
The War goes on! All sides are bringing in new aircraft, each one faster, tougher and better armed than the previous ones. Meanwhile, scientists turn out dozens of new systems and specialized ammunition to increase the lethality of their air forces. Valiant knights climb aboard their aircraft and take to the skies to defend the ideals of Democracy!
Luft Krieg is a tabletop air combat wargame set... [click here for more]
This field manual takes a look at the many types of fighting vehicles fielded by the armies of both the Axis and the Alliance. Each vehicle is detailed with background information, variants (both factory and field) and modeling guide. This Gear Krieg supplement features:
A brief history and overview of the superscience combat vehicles;
Vehicle customization system, with point value calculations;
Vehicle... [click here for more]