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Delta Green: Agent's Handbook (ONLINE ORDER ONLY)
Delta Green: Agent's Handbook (ONLINE ORDER ONLY)
Regular Price $39.99Product Type : RPG
Hurry! Only0units left in stock!
This Item is Availible Online OnlyPrice & Availability will vary by locationItem LocationWarehouseAverage Processing Time24-72 HoursNo In store pickupOnline Order only
WELCOME TO THE APOCALYPSE. Born of the U.S. government s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green spent four decades opposing the forces of darkness with honor, but without glory. Stripped of sanction after a disastrous 1969 operation in Cambodia, Delta Green s leaders made a secret pact: to continue their work without authority, without support, and without fear. Delta Green agents slip through the system, manipulating the federal bureaucracy while pushing the darkness back for another day but often at a shattering personal cost. In Delta Green: The Role-Playing Game, you are one of those agent! The AGENT'S HANDBOOK is a players-only core rulebook of DELTA GREEN: THE ROLE-PLAYING GAME. This new incarnation of the award-winning DELTA GREEN game line includes: Rules for creating agents, with dozens of professions from throughout the U.S. government and the civilian world. Rules for tense, fluid investigations. Players who use their agents' skills in clever ways have the best chance to succeed and survive. Nerve-wracking rules for combat, where random disasters can undo the most careful planning and the human psyche is as vulnerable as the body. Mind-melting Sanity rules, which see agents gradually and inevitably deteriorate from too much exposure to trauma and sometimes snap in an instant from overwhelming terror. Rules for "home" scenes where players can see what their agents are fighting for Intuitive rules for equipment and assets, which let you determine on the fly whether something is available without having to plan it out ahead of time. Dossiers of the federal agencies most likely to be featured in Delta Green games, focusing on the details players want to know when they play their agents. Terrifying full-color illustrations by co-author Dennis Detwiller. Further terrors can be found in Delta Green: Need to Know, a quick-start version of the rules which includes a scenario and a sturdy and useful Handler's (game moderator's) screen; and in the core rulebook of Delta Green: The Role-Playing Game, which includes everything from the Agent's Handbook and massive resources just for the Handler.
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Anime Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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