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Rogue Planet

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ROGUE PLANET SCI-FANTASY SKIRMISH

The PDF download now includes both the printer friendly B&W version of ROGUE PLANET and the full color Derelict Planet Edition. To best enjoy the layouts in the Derelict Planet Edition, make sure that you have both 'Two-Up' and 'Show Cover Page During Two-Up' selected under 'View>Page Display' in your PDF options menu. The print edition that can be ordered with the bundle is the B&W version.

Welcome to ROGUE PLANET™! A derelict world where you can experience true sci-fantasy gaming that allows you to fight skirmishes that focus on the cinematics and action of the genre without skimping on the tactics. It features:

  • ROGUE Die Mechanic
  • PAWN System
  • FX Phyisics Engine
  • Skill Based Combat
  • ENERGY Expenditure System
  • No labor intensive bookkeeping!
  • No measuring!
  • Custom point based force creation
  • Equipment and Upgrades
  • Sorcery and Psionics
  • Multiple game levels
  • Scenarios
  • Play Aids

ROGUE DIE™, PAWN SYSTEM™, AND FX

The ROGUE DIE mechanic allows you to counteract your enemies’ actions during their turns and fuels your powered weapon, powered armor, and psionic force weapon abilities and effects. Counter-actions include things like: dodging, returning ranged fire, counter casting, and intercept maneuvers.

The innovative PAWN system provides a unique mechanism for representing your leader’s retinue and followers and makes for dynamically changing battles as your hero loses abilities, power, and support during a game. PAWNS are also a prime feature of the campaign system and allow a leader to gain new abilities, change strategies, and evolve as a adventure progresses.

Pawns include: ammo grunts, bots, expendables, familiars, intimidators, and brutes [and many more!]. Who will follow you into battle?

The FX Physics Engine™ powers the epic throws, collisions, and staggering blows on ROGUE PLANET. It also gives players the option to make the battlefield more interactive with the implementation of destructible, throwable, and treacherous terrain types. Want to throw an orc in powered armor halfway across the battlefield into a group of goblins and see what survives? FX makes it happen!

ENERGY AND SKILLS

The ENERGY expenditure system allows you to simulate the strength of your force, powers the various armor ratings of your troops, and gives you the option to keep your units in play when you want or need to- but there’s always a cost!

Actions on ROGUE PLANET are a measure of skill. You’ll find no ‘buckets-of-dice’ or straight-line probabilities here. The interactive skill check system means that all players are constantly involved in the game, and you’ll need to work for the best possible tactical advantage or risk having your opponent counter you and take advantage of your failures.

NO BOOKKEEPING OR MEASURING!

There are no hit point boxes, extensive tables, or detailed stat tracking on ROGUE PLANET™. Not only that, but there are no chits, tokens, spell, psionic, or effect markers littering the table either. The focus is always on the miniatures, terrain, and action on the table.

There are no measuring sticks, grids, rulers, centimeters, or inches used for the game. Measurements are based on the relative position of units, line-of-sight [LOS], terrain, and the in-game FX Physics Engine™.

CUSTOM FORCE CREATION

Point based unit creation system gives you total control to bring your force to the tabletop in the way you envision it. There are over 30 different types of base weapons, armor ratings, and enhancements in the game that be used by themselves to equip your troops or combined with one another to create almost limitless supply of custom combi-weapons. These upgrades include: axes, blades, lances, blasters, heavy launchers, powered armor, powered fists, gravity hammers, chained blades, psionic force weapons, and grenades.

 What sci-fantasy world would be complete without the inclusion of sorcerers and psychers. Heroes on ROGUE PLANET can be either [or both!] and wield powers like: psionic throw, anchor, time stop, magic missile, blink, deflection, and more. May the psionic force be with you space wizard- always.

GAME TYPES AND SCENARIOS

There are multiple levels of play that allow players with various collection sizes and gameplay preferences to enjoy the game and have it grow with them. Patrols, Strikes, Missions, and Extended Ops ensure that there’s always a new way to experience adventures and combat on this derelict world. For example, during Extended Ops, your heroes may not only gain new followers but just might gain [or become] a nemesis.

The included scenarios range from simple battles to ambushes and there are also options for unique modes-of-play featuring ROGUE elements. 

PLAYAIDS 

Muliple quick reference sheets [QRS] for every level of player and a force construction price sheet are included in this download. Additionally, the PDF is fully bookmarked to make finding the information you need as quick-and-easy as possible. The game can be played using only d6s, but a couple of d4 and d8 dice are recommended to get the most out of the FX Physics Engine. 

HOUSE RULES AND SCENARIO GENERATOR

Also included is a set of house rules and a scenario generator created by Thibault Bloch. Designated as Planet-TB1, this rogue variant is set on a gritty industrial sci-fi world ruled by violence where rival gangs battle for supremacy, glory, and resources in a harsh post apocalyptic landscape.

The planet specific variant includes:

  • new actions for spot checks, climbing, vaulting, and jumping.
  • expanded damage rules to allow for downed units, gruesome melee skills, and the ability to use injured enemies as shields against incoming fire.
  • 8 added enhancements that include parry, brutal impacts, enhanced optics, and multiple camouflage types.
  • specialized rounds and weapon selector modules for ranged weapons.
  • new PAWNS and a Medic job class.
  • an enhanced and expanded Extended Ops campaign system.
  • a scenario generator, deployment options, and extra circumstances that can be used in virtually any setting and on any planet.

The download also includes an additional full color cover image specifically for these planet specific variant rules!


 
 Customers Who Bought this Title also Purchased
Reviews (5)
Discussions (58)
Customer avatar
March 12, 2021 5:32 pm UTC
PURCHASER
I was wondering if pawns could be used as traits and how would you cost them.
Customer avatar
gavin B March 13, 2021 4:28 am UTC
PURCHASER
Some could in rules terms be regarded as buffs that could be bought as normal abilities (the +x to this or that), others might be built by combining existing traits, for example Amp could be recreated as Scope + Lift/Throw, and Catalyst as Scope + Magic Missile.

I'm not sure it would make sense to try to exactly replicate the Pawns as traits. Some represent leadership abilities that are linked to the force as a whole, whereas normal traits are always individual. And some look like they could be disruptive to the game if they were available to every unit.
Customer avatar
Brent S March 13, 2021 1:48 pm UTC
PUBLISHER
Gavin has the right of it. It would also be nearly impossible to price them in a completely open build situation like you have here as the relative values would be constantly changing.

You could still try it for fun though and just not worry about the game balance!
Customer avatar
March 14, 2021 3:31 am UTC
PURCHASER
Thank you. I don’t know if you’re familiar with Alternative armies miniatures. They have a fantasy napoleonic line of miniatures. I have some Todoroni (toad or frog men) they have a miniature that is a singer instead of a musician. I thought off having the comm or musician pawn be an active figure in my game. Thank you again for your help.
Customer avatar
Brent S March 15, 2021 12:11 am UTC
PUBLISHER
That mini is definitely perfect for a musician Pawn!
Customer avatar
Kyle R March 03, 2021 6:47 pm UTC
PURCHASER
Do groups produce energy? If so is it per model or per the group? Did I miss this rule in the book?
Customer avatar
gavin B March 04, 2021 4:13 am UTC
PURCHASER
No, they don't (it's stated explicitly on page 13 in the "Creating a Force" chapter, near the top of the paragraph in which Groups are described). They use an alternate way of handling damage, instead of having the player buy off damage with energy, the group size is reduced by removing models.
Customer avatar
Kyle R March 05, 2021 6:20 am UTC
PURCHASER
Thank you I wasn’t sure.
Customer avatar
gavin B March 05, 2021 7:14 am UTC
PURCHASER
That happens. It also took me some time to learn the game.
Customer avatar
Kyle R March 01, 2021 6:14 am UTC
PURCHASER
Has anyone made an army sheet for this? I know the cards are great I just prefer an Army Sheet because it would be easier to teach my buddy
Customer avatar
Jason B March 01, 2021 10:34 am UTC
PURCHASER
What sort of setting are you wanting to play? What models are you intending on using?
Customer avatar
Kyle R March 01, 2021 7:17 pm UTC
PURCHASER
Cyberpunk with noble house and mega corporations. Think if Victorian England had information age. I have them in 15mm, mix of Ion Age, Hordes of the Future, and some modern infantry with mechs. Wanted to use it as a way to teach my buddy and my fiancé how to play miniature war games. This game with the low miniature count, easy to create force system, and sandbox nature makes it ideal. I want the army sheets to give them easy to access stat in one sheet without the possibly of shuffling like the cards
Customer avatar
gavin B February 06, 2021 8:35 am UTC
PURCHASER
I would like to introduce the option to equip units with one time use weapons/powers and am looking for a formula for handling their points cost. If everything was one-shot, I could simply keep points unchanged, but as there will also be reusable weapons/powers, some sort of discount seems in order. Anyone have a good way to calculate this?
Customer avatar
Jason B February 07, 2021 5:21 am UTC
PURCHASER
Arriving an appropriate point value can be a right pain! Not that I have a point-based answer for you, but one thing that I have done that seems to work well is allow the equipping of 1 piece of gear for free BUT its use requires 1 Energy Pool point. It doesn't seem to materially unbalance games and I find it adds a little something to the narrative side of things, requiring players to trade-off longevity for (typically) firepower and versatility. Maybe give that a try?
Customer avatar
gavin B February 08, 2021 4:15 am UTC
PURCHASER
Maybe, though on instinct I would prefer a straightforward points cost (even with all the relativity points costs have in the end). I've been trying to adapt Rogue Planet to fantasy, and am looking for a mechanism to create D&D style spells (wizards have a limited number which once cast are gone from the game) as well as magic items like potions and limited charge wands. Since it's a high magic environment, the price for using these spells shouldn't be too high, and perhaps sacrificing energy is.
Customer avatar
Brent S February 09, 2021 3:27 pm UTC
PUBLISHER
Determining the final point values for weapons/powers/upgrades in Rogue Planet requires some fairly complex calculations. Much of this complexity comes from the game using the Overdrive mechanic and the ENERGY expenditure system. When you start looking at making something a one-shot, it's hard to nail down a value as effectiveness becomes more dependent on certain types of builds and pushes play styles in certain directions to maximize value.

Here's another option that might suit your needs for a D&D style setting:
- reduce the cost of all magic items and spells by 11 points
- add an "Arcanum" Rogue Die to all skill checks using one of these powers/items (this is in addition to any other Rogue Die)
- if the "Arcanum" die matches with either dice on the skill check, then the result on that skill check die is negated
- I would also allow players to negate an "Arcanum" die result by spending action points or ENERGY equal to the face value
-...See more
Customer avatar
gavin B February 10, 2021 7:41 am UTC
PURCHASER
That looks like an interesting & flavourful solution. It allows magic items & spells to be bought as equipment, while settings these things apart from regular weapons/abilities. And makes it somewhat risky & unpredictable, as it should be.

Thx for the suggestion. It's nice to have a game designer always be so responsive to questions from players!
Customer avatar
Brent S February 10, 2021 1:20 pm UTC
PUBLISHER
Glad to help! I think those rules will make for some interesting decision points.
Customer avatar
January 26, 2021 3:05 am UTC
PURCHASER
Making some artillery for my games. Was planning on stats of 3-4-3, making them a group heavy launcher and scattershot. The unit can only move a standard fx range. Any ideas would be appreciated.
Customer avatar
Brent S January 27, 2021 3:46 pm UTC
PUBLISHER
I think that looks solid! Even without knowing what the theme/genre the minis are, I could see this working with all sorts of heavy weapons teams or artillery groups no matter the scale.
Customer avatar
January 27, 2021 10:19 pm UTC
PURCHASER
Sorry about that. I was going to use them for Napoleonic fantasy game. I thought about assigning heavy lunch to one figure and scattershot to another so as they take damage cannon loses the ability to fire. Also was thinking about using 2 actions to move the standard fx distance.
Customer avatar
Brent S February 10, 2021 1:17 pm UTC
PUBLISHER
That sounds perfect!
Customer avatar
Brian S May 08, 2020 6:09 pm UTC
is this pod different content-wise than the physical book on amazon?
Customer avatar
Brent S May 08, 2020 7:55 pm UTC
PUBLISHER
No, both of the physical books have the same content.

There is additional electronic content in this download/PDF version in the form of the QRS player aid, pricing sheet, house rules, scenario generator, and the Derelict Planet artwork.
Customer avatar
Gordon C April 17, 2020 2:11 pm UTC
PURCHASER
What font (both size and typeface) is used in the text? (Asking because of visual impairment.)
Customer avatar
Brent S April 17, 2020 2:41 pm UTC
PUBLISHER
Hi Gordon!

The font is Times New Roman and the size is 9 for rules text.
Customer avatar
Gordon C April 17, 2020 2:57 pm UTC
PURCHASER
Thank you for the quick response! I am very impressed by what I've read of this from previews and reviews.
Customer avatar
Brent S April 17, 2020 3:11 pm UTC
PUBLISHER
My pleasure! I hope you enjoy the game. Don't hesitate to contact me if you have any questions.
Customer avatar
April 08, 2020 12:17 pm UTC
PURCHASER
I have some fantasy napoleonic miniatures. Orcs, elves, dwarves with black powder weapons. I have stats and weapons figured out, but was trying to add reloading. I was thinking about costing an action point or not moving for a turn after firing.
Customer avatar
Brent S April 08, 2020 5:04 pm UTC
PUBLISHER
Either of those would work, but here's another option you could use that would keep you from having to track anything:

A unit that fires a black powder weapon may not fire again that turn until another unit has activated on that same turn.

This would simulate the unit reloading while another unit was activating, and allow them to theoretically act again if there were enough action points.
Customer avatar
April 08, 2020 8:25 pm UTC
PURCHASER
Thanks. I like that idea.
Customer avatar
Brent S April 09, 2020 9:27 am UTC
PUBLISHER
Fantastic! Have fun!
Customer avatar
Dave E February 27, 2020 5:24 pm UTC
PURCHASER
Are rules for vehicles included?
Customer avatar
Brent S February 28, 2020 7:32 pm UTC
PUBLISHER
You can create vehicle profiles using armor, enhancements, and gear, but there aren't any unique rules that are only for vehicles due to the way that the rules work.

For example, you could create a mechanized walker by using the heavy trait, equipping the unit with a powered fist, attaching a machine gun, and combining all of that with a beefed up stat line. If the walker was your leader, you could also use PAWNS like fire support, defender, expendables, and ammo grunt to represent companion drones or support vehicles.

Another example would be creating a jet bike by using the medium trait combined with flyer, mobility, and laser carbines you give you a highly maneuverable assault vehicle. You could also add additional weaponry based on the riders.
Customer avatar
Dave E February 28, 2020 11:34 pm UTC
PURCHASER
Thanks, Brent. Has a sort of Mayhem-esque sound to it -- one of my favorite games, btw.
Customer avatar
Brent S February 29, 2020 5:04 pm UTC
PUBLISHER
Glad you love Mayhem! It does have a similar unit build structure, but there's even more freedom to get really creative.
Customer avatar
Danielle L January 20, 2020 2:48 am UTC
PURCHASER
Random question, Brent. In the additional House Rules, under the Specialized Incendiary Rounds, what does the +2vs. MERCS mean? Was "Groups" meant instead, maybe (because of the rounds being like one-use Flamer rounds)?
Customer avatar
Brent S January 21, 2020 10:33 am UTC
PUBLISHER
Yes! That's it exactly. Not sure how the term MERCS made it in there, but I'll definitely need to fix that.
Customer avatar
July 12, 2019 3:55 am UTC
PURCHASER
I was wondering has anyone used these rules for Battletech.
Customer avatar
Jason B July 13, 2019 11:17 am UTC
PURCHASER
Can't say I have, but I'd love to hear how you go! Not sure how you'd account for Heat... maybe some sort of regeneration effect on the Energy Pool? Worthy of an experiment I say.
Customer avatar
Rory E April 09, 2020 2:42 pm UTC
PURCHASER
Here's a cool idea for that - why not add a rogue die to every untit if they shoot. Next time they shoot you roll the rogue die. A unit may be activated and use an action 'clearing' the rogue die(s) they have accumulated rather than shooting. The nice thing is - if you apply this to all shooting it shouldn't effect the points balancing too much.
Customer avatar
Rory E May 31, 2019 12:40 pm UTC
PURCHASER
By the way folks - I've been playing a little 'mod' recently to represent 'organised' arena combat (inspired by Apex Legends and similar).

Rogue Plante: Arena

I play to 300 credits.
No group armour designation in force creation.
Leader is designated as in a patrol (i.e. no pawns, shared enegry).
All units get the 'Combat Stunt' upgrade.
Play a simple 'battle' scenario - fight to the death!


I also add 'crates' to the battlefield, which grant a random (or you can pre-assign or even allow the player to choose) pawn upgrade to whoever opens the crate.

To open the crate you must be in base contact with the crate, not engaged by an enemy and expend an opening action that requires a skill check. A success means accessing the crate, a failure has no effect (and you can try again in future of course). This check can be counteracted by OP-Fire but only if the target is eligible (i.e nearest unengaged target, taking in to account scope and...See more
Customer avatar
Jason B May 31, 2019 5:19 pm UTC
PURCHASER
What a great idea! I will have to give it a try!
Customer avatar
Rory E May 14, 2019 1:10 pm UTC
PURCHASER
Hey Brent - quick Q.

I'm toying with a rule that would represent slower units - 1 move action that counts as two move actions for the purpose of consecutive actions (in many ways the opposite to 'Mobility').

I'm building forces for Rogue Planet with 3 troopers on a base as a basic unit, so want to represent heavy weapon teams as a having poorer mobility - above essentially becomes 'move or fire'.

What type of negative points value do you think I should apply? I was thinking that -11 would be too much (mobility being an 11 point upgrade).

I'd love to hear your thoughts.

Cheers
Customer avatar
Brent S May 15, 2019 11:49 pm UTC
PUBLISHER
I like where you're going with this. If you use this method, calculating the proper points for the 'downgrade' would be difficult. Instead, you might consider making move actions for these units cost 2 AP. I think it'll give you the effect that you're looking for, and it would be -7.
Customer avatar
Jason B May 16, 2019 11:00 am UTC
PURCHASER
On something of a tangent, you might like to check out how I made Zombies work in Rogue Planet

https://southernbermanblog.blogspot.com/2017/07/rogue-zombies-rogue-planet.html

Summary: Zombies need to Skill Check their basic Moves and attempting to Dodge a Zombie Charge is cost zero Action Points.
Customer avatar
Rory E May 16, 2019 11:10 am UTC
PURCHASER
Thanks Brent - really helpful, I'll give that a try out.
Customer avatar
Rory E May 16, 2019 11:12 am UTC
PURCHASER
Cheers Jason - big fan of your blog. I'll try those out too.
Customer avatar
Brent S May 18, 2019 6:08 pm UTC
PUBLISHER
This is a great rule, and your blog is a fantastic resource!
Customer avatar
Rory E May 31, 2019 11:38 am UTC
PURCHASER
Hey Both,

Jason - your rule is ace, it *really* works well for zombies and like.

For representing heavy weapons teams and such (i.e. 'move or fire' type units) I think that the simpler 2AP to move is better, but the 'zombie' rule still works pretty well for them (as, on a 7-9, it gives enemy units the chance to nip behind cover, which is pretty flavourful too)
Customer avatar
Jason B May 31, 2019 5:17 pm UTC
PURCHASER
Glad to hear that you like it. Mmm I wrote a lot more that's now lost
Customer avatar
Jason B June 01, 2019 12:44 am UTC
PURCHASER
In one of Brent's other games, The Battlefield: Miniature Modern Warfare, he treats vehicle-related in a clever way, that I think could have an application RP. Essentially, damage to the vehicle equates to decreases in inefficiency OR effectiveness. E.g., after being damaged, it may (1) cost extra AP to perform actions OR (2) the standard actions could be performed at the normal cost but with lower effectiveness.

It occurred to me that the Rogue Die could be a useful way of reflecting that in RP. Hits to the boss/vehicle equate to the inclusion of a Rogue Die at the bosses disadvantage (e.g., 2 hits = 2 Rogue Die) OR the Rogue Die can be offset by AP (e.g., to offset 2 Rogue Die would require 2AP). Trade-offs can happen i.e. mix-and-match. At some point the boss/vehicle would be so inefficient that the AP would be better employed elsewhere or working at such a deficit that the opposition can outmaneuver them altogether.

I might see if I can write about it a bit on my blog - actually...See more
Customer avatar
Rory E June 03, 2019 1:50 pm UTC
PURCHASER
Hey Jason - that's a cool idea. In fact, not just for characters - if you replaced all the energy pool with rogue die to assign that might mimic injuries pretty nicely. Hmmmm - must give it a go!
Customer avatar
Anthony M March 23, 2019 5:04 pm UTC
PURCHASER
Does a move action prompted by a failed or partial success skill check cost 1 AP per move action, or is it free for the reacting player?
Customer avatar
Anthony M March 23, 2019 6:13 pm UTC
PURCHASER
Additionally, does damage from a collision override the default rules for how damage is applied to units? As in, if I throw a Heavy unit into another unit, and the opposed collision rolls result in a 4 difference, does the player have to expend 4 energy, or just 1?
Customer avatar
Brent S March 24, 2019 12:16 am UTC
PUBLISHER
That move would be free!

Damage from collisions does override the default rules. So, in your example, the unit that rolled the lower value on the collusion would have to expend 4 energy.
Customer avatar
Anthony M March 24, 2019 11:44 am UTC
PURCHASER
Thank you Brent.
Customer avatar
Brent S March 25, 2019 12:25 am UTC
PUBLISHER
My pleasure! Thanks for taking the time to review the game, and have fun!
Customer avatar
Gustavo Marcelo A February 10, 2019 5:56 pm UTC
PURCHASER
Hi Brent, I bought the rules and I have a question about groups and weapons:

The rules read:

"Since groups consist of multiple models , they can be armed with
a wide variety of weapons. Keep in mind that if these models are
removed due to taking damage , their capabilities are also lost"

This means:

a) If you add extra weapons to the group you have to assign this weapons to especific models and if this models are removed due to taking damage the extra weapons are also lost
b) If the group lose ALL the members the extra weapons are lost (the group keep the extra weapons till the last member is lost)

Thank you in advance!
Customer avatar
Brent S February 11, 2019 2:45 am UTC
PUBLISHER
Hi Gustavo!

The first answer is correct. Note, this is really about the weapons and gear that they are modeled with. If I have a group of soldiers that are all armed with carbines and one of them also has a shield, the group only gets the benefits of the shield until that specific model is removed.
Customer avatar
Gustavo Marcelo A February 11, 2019 6:34 am UTC
PURCHASER
Thanks Brent! Great set of rules btw, really enjoing it, greetings from Argentina!
Customer avatar
Brent S February 12, 2019 1:55 am UTC
PUBLISHER
Thank you!
Customer avatar
Jason B February 09, 2019 11:37 am UTC
PURCHASER
I've been playing the system for over 18 months now and am still finding little twists in the rules that are keeping it fresh - I've got to say it again, it's a great set of rules.

A question: when a Skill Check fails on account of a Rogue Die, does the beneficiary also receive the bonus Move(s) normally associated with their Opponent's Failure?

For example, a Space Elf is shot at by an Empire Guard and attempts a Dodge Counter-action. The Guard rolls {4,5 and a Rogue 4} yielding a net 5 resulting i.e. Failure. The Failed Skill Check on account of a Dodge grants the Elf a free FX move/roll. Does the Elf (and/or Elf's allies) also receive a bonus Move on account of the Failed Shoot Action?
Customer avatar
Brent S February 09, 2019 1:42 pm UTC
PUBLISHER
Thanks Jason!

To answer your question: yes. You get the bonus move no matter the cause of the failure. In your example, the space elf could even use this make two moves if the owning player desired.
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24
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978-0-9843037-3-1
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