Viper Mk II

AGS BSG101A: Viper MK. II Fighter
MSRP: $16.90

The Viper is the primary space superiority fighter/attack craft of the Colonial Fleet. At the time of the First Cylon War, the Mark II was designed specifically for use with the Colonial Battlestars. While later superseded by newer models, the presence of Vipers on the Galactica proved essential to surviving the new Cylon attack.

The Viper MK. II is fast and maneuverable, able to operate effectively both in space and in atmospheric combat. Armed with kinetic energy weapons, it is also capable of mounting missiles and other ordnance.

DC Rebirth Blister Pack

WZK 73469: Heroclix DC Universe Rebirth Booster
MSRP: $12.99

Long-time HeroClix fans can look forward to many never-before-clixed characters like Power Girl, The Signal, Colonel Poison, Bumblebee, Cyclone, Commander Steel, Shade the Changing Girl, Jessica Cruz, and Flex Mentalloalongside their favorite, iconic characters!

Much like when readers saw the DC Rebirth comics for the first time – we’re sure there are going to be some BIG surprises as they open these boosters!

Coc Terror Australis

CHA 23155-H: Call of Cthulhu: Terror Australis
MSRP: $47.99

The driest, flattest, and smallest continent, Australia is almost as big as the continental United States, but has a fraction of the inhabitants—six million people in 1925. Beyond the settled areas, three-quarters of the land remain relatively little known until after World War Two. Seen by those in Europe and America as one of the last great wildernesses, despite decades of exploration and incursion, it remained a place that guarded its secrets.

While the ancient and primordial character of the Australian inland lures many, it is the cities in the south and east that have become centers of population. Surprisingly modern and surprisingly British in character—it is not uncommon for foreign visitors to express astonishment when they disembark from their steamer in Sydney or Melbourne and find themselves in a great metropolis with all the modern refinements of London or New York. Ever present, though, are the modern blights afflicting cities worldwide: organized crime, overcrowding, civil unrest, and uncertainty.

This unique mix of old and new—the tension between civilization and the frontier—is what makes Australia a particularly fertile 1920s setting for Call of Cthulhu. Those Keepers wishing to challenge their players with tales of gang-related squalor underpinned by ancient Mythos threats can find ample opportunity in Australia’s urban environments. Equally, investigators do not have to go too far into the Outback to become entangled in tales of stark frontier life bereft of modern conveniences of technology, underpinned by dark shadows cast by the Ctuhlhu Mythos that seem to haunt the very landscape. And for Keepers who wish to push investigators to the very limits of wilderness survival, there is no shortage of opportunities for true expeditions into places where Europeans and Americans have never set foot.

In Australia, the investigators come face-to-face with supernatural forces that have endured for longer than humanity has existed; they can attempt to step inside the ancient legends of the Aboriginal peoples of Australia in search of mystical knowledge; they can cross swords with nefarious cults intent on diabolic schemes, or challenge unwitting scientists who haplessly threaten to achieve a similar end by probing the mysteries of the Australian land.

Brining your investigators to Australia is certain to reward your gaming group. For, as soon as they have set foot upon this ancient continent, adventure, peril, and mystery abound. Whether run as an Australian campaign, a series of one-shot games, or a protracted stop over during a globe-spanning campaign, the time spent in the Land Down Under will not be wasted!

Wurm RPG

CHA 7414: Wurm Role Playing in the Ice Age
MSRP: $39.99

Welcome to the Ice Age...Wurm... the name of the last great ice age to sweep cross Europe.

It is also a role-playing game set in the prehistory of humanity, deep in the ice age, thirty five thousand years ago. In these long-forgotten times, powerful beast roamed a territory covered in steppes and taiga, from the snow-covered mountains to the roaring sea: mammoths, aurochs, bison, giant deer, bears and cave lions. Two species of humans lived among these giant creatures, in small hunter-gatherer communities: Neanderthal and Cro-Magnon.

When you play Wurm, you will play the part of these prehistoric men and women. As your characters experience adventures mixing legendary quests and battles for their survival, they will gain strength, wisdom and prestige by exploring unknown territories, venturing into dark and mysterious caves, winning over the spirits of their ancestors and fighting creatures of ice, fire or darkness.

Power Grid Recharged

RGG 559: Power Grid: Recharged
MSRP: $49.95

What better way to earn money than with electric power?!! But how should you do it? Will you use old-fashioned coal or oil? Maybe you’ll be on the forefront of burning garbage. Nuclear power is tempting, as long as you can acquire uranium. You can always be independent of resources if you go the ecological route.
However you decide to generate the energy, you’ll have to compete with your opponents not only for the most attractive power plants, but for the necessary resources and the sites to build your network of energy distribution.
You’ll need to watch your opponents closely, carefully manage your money, and expand your network thoughtfully in order to generate income. The player that is able to build the largest network AND successfully power it will be the winner.