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On Terra Nova, a planet without oceans divided into two hemispheres by an inhospitable desert girdle, several nations have developped since that time. The southern nations have been subjugated by the Southern Republic, which in turn caused the northern nations to band together for their own protection. Now these two power blocks, armed to the teeth, are gearing up for war once more, with the unhappy inhabitants of the desert Badlands in the middle, seeing their home become a battleground.
And then there's the fascist Earth regime, come back to claim its own...
This is the Rulebook for the Heavy Gear system, Dream Pod 9's most exciting and best game system ever. At the core of it all is a game engine called the "Silhouette" system, a well thought out system of rules equally useful for roleplaying and tactical combat, for simulating space, submarine or ground environments.
HG offers you the opportunity to step into the future and see the world through the eyes of the inhabitants of mankind's new home, wether you want to do classical roleplaying or fast paced mechanical combat, or both at the same time.
The rulebook is very well written and contains lots of examples illustrating the realistic, yet easy to understand and use rules system. Talking of illustrations... those are there as well, *lots* of them, and very well done, too.
But you get more than just a bunch of rules. At the beginning there's a gorgeous colour section showing the planetary system and a world map, followed by a short but thorough introduction to the world of Terra Nova, covering the various nations and regions. There's even a short source book on Peace River, a huge desert city/arcology/weapons factory, allowing you to start playing right away if you wish to.
Of course you get the necessary character creation rules, an exhaustive list of skills, some equipment and weapons, and rules for interaction, skill tests and, of course, combat. You also get archetypes and some animals to populate the wilderness, not to forget the enigmatic desert nomads known as Sand Riders...
Plus you get the complete tactical combat rules, if you like that kind of thing. If you prefer hex-maps or miniature games is entirely left to you. The Silhouette system allows you every imaginable freedom while covering all the necessary aspects.
Some people have called Heavy Gear the heir of Battletech (you know, the combat game with all those giant robots... what serious Heavy Gear fans refer to as "that other game"). Fact is, HG is much, much more.
The trademark of the game is the Gear, a roughly humanoid combat machine of the future - but that 's where the similarity ends. The tactical system is hugely superior to that of BT, allowing for opportunity fire, sensor detection, communication and ECM, while the roleplaying system is not just an afterthought, but an inherent part of the game (if you want to, the main part - if not, it's a nice background. Your choice.)
HG is incredibly detailed (there's a huge range of sourcebooks, covering every imaginable aspect, if you feel like it - but you don't need them if you don't want) and quite realistic, plus it's got an overarcing background story similar to Babylon 5. And there's no need to read through stacks of badly written novels. Conflic is certainly a constand of the HG universe, but the system doesn't force you to concentrate on war, like the other game did, but allows you to explore the future any way you like.
In short, HG is my favorite game of all times. And I've tried out quite a number.
It was money well spent.
The book itself sports quality binding and paper. The printing is clear, legible and easy on the eyes. There is plenty of excellent content, spiced generously with outstanding pen art.
Even if not a fan of Role Playing and Tactical Miniatures Gaming, Sci-Fi fans will enjoy a depiction of a futuristic colony world both at war with imperialistic conquerors and with itself.
It is a stark, hard sci-fi story of human settlers that have braved harsh desert conditions, isolated from the rest of humanity and struggling not only for suvival, but also for cultural identity.
Role Play and Tactical Game Players will also find Heavy Gear to be a refreshing change of pace from the tired Sword and Sorcery Genre. And, they will find this high quality rulebook to be a perfect collectors and players peice in any library.
Enjoy!
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WHAT A WONDERFUL, UNEXPECTED BLESSING!! I got powerful results right away. After struggling with smoking for 28 years, and trying every method under the sun, I stopped cold turkey after listening to Side B of this tape morning and night, and visualizing after just 3 weeks. That was 5 years ago!!
Shakti's voice is warm and reassuring, and I've used this tape to manifest many other things in my life. I give it to others as a gift all the time, and I highly recommend it if you'd like a strong model on which to pattern your own meditations.
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This is a collection of 20 'midrashim' (plural for 'midrash' or a story which is told about a story which appears in the Bible to illustrate a moral, i.e. a fable). The author explains all about 'midrashim' in a Note at the beginning of the book in a style suitable for children. One handy feature of the book is that in the table of contents, each 'midrash' is provided with the biblical citation from which the story is drawn. It is divided into two sections, one titled "Adam's Animals", the second "Does God Have A Big Toe?" and with a prologue about Genesis 1, the story of creation. Richly endowed with a half dozen illustrations by Italian primitive artist Oscar de Mejo, this book delights both the eye as well as the intellect.
There is a old Jewish saying, "Words from the heart speak to the heart." These words come from the heart. If you have an open heart they will speak to your heart.
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For anyone who has never before been told to drastically cut department costs in short order, I should think the book would be an absolute life-saver. In addition to sensible advice on how to handle the situation with the minimum of damage to the company and individuals, the book contains worksheets on how to figure costs, a selection of model speeches and letters, and a step-by-step process for deciding on the outcome for each employee.
As the authors say, "Layoffs alone don't work. Companies that lay off employees to get costs in line with revenues rarely improve their return on investments or revenues. And they never regain the stock price they had before the layoffs."
The aim of The Headcount Solution is find ways of reducing costs *without* firing employees, and to ensure that layoffs that can't be avoided don't leave the company unable to benefit when the market does return.
The challenge through all this turmoil is to retain your top talent and control costs. That combination is difficult to achieve, since highly proficient employees also expect to be highly compensated. This dilemma has been front-burner for the past few years. Will it continue to be an issue as we move through the decade in a growing economy? My perspective is yes: companies will continue restructuring and the entire employment environment will be very fluid. The balancing act of keeping people and managing compensation will be a vital skill for successful business leaders.
The book begins with a recognition that layoffs, easy as they may be as a simple solution, may not always be the best answer. Chapter 1 opens with Key Principles, a good positioning that continues as a pattern through the book. Downsizing is explained in short sections in a style that reminds me of USA Today-short, pithy statements. The practicality of the book jumps out with numbered how-to steps to follow. You won't find a lot of depth here, but rather pragmatic thought stimulators. This book will be most valuable for people with experience and/or knowledge in human resource management practices.
The second chapter reports on what companies are doing to cut costs and keep people. The chapter reports on the responses of 1,245 companies to a 2001 survey. Results are reported, followed by the sort of summary that appears at the end of each chapter. The first section concludes with a chapter on how leadership can maintain morale during the kind of crisis that inspires downsizing.
Part Two moves from dilemma to solution, providing seven steps to cut compensation costs. Readers will find an easy-to-read format (plenty of space between lines-airy). A wealth of ideas is shared in these pages as you move from preparation to planning to implementation, to getting back to business.
Then comes the frosting on the cake: five appendices, a glossary, and a good index. Two sample employment termination agreements are offered, one for individual workers 40 and older and another for more than one worker over 40. We're into the legal cover-your-anatomy stuff here. The other three appendices are quite unusual. They're sample speeches for corporate leaders to use in announcing rounds 1, 2, and 3 of cost cutting. I wondered about this feature, thinking that this must be Cost Cutting for Real Dummies.
There is some value in the sample speeches as readers will gain some insight into the issues that need to be covered. However, leaders should be encouraged to use their own phraseology and creativity so their own personality comes through to their people.
As lead author of "Impending Crisis: Too Many Jobs, Too Few People," I believe that we will soon move into an era of increasing headcounts, we're not quite there yet. So this book has instant value today, and will have philosophical and procedural value into the future.
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I have recommended this book to several friends who wanted a good investing primer.
The main rulebook comes with a full set of rules for both the RPG and the tactical combat game, plus a good amount of detail on a likely setting for an RPG (Peace River), and a slightly smaller section on the world as a whole (which is expanded on in the Life on Terra Nova sourcebook that can be purchased separately, and is also excellently written).
Heavy Gear takes place 4000 years in the future, on the colony world of Terra Nova. Heavy Gears are one-man mecha, something between an infantryman and a tank. The planet is divided into two polar leagues separated by a vast desert known as the Badlands, poised on the brink of war after years of uneasy peace. The game has an ongoing storyline that leads from this starting point and is continued with storybooks and through the sourcebooks. The storyline is planned out in advance, which gives it a great leg up on other games.
One note -- the computer games and cartoon should not be used to judge the pen and paper game; the computer games are not really in the best spirit of the game and the cartoon...has nothing to do with the pen and paper game other than the name really.
In addition to the rulebook, you will probably want to hunt down the Life on Terra Nova sourcebook if you plan to run an RPG game (or if you're just interested in reading more about the game world).