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Roguebook - Alternate Art Pack

3 эксклюзивные рубашки и 10 уникальных дополнительных оформлений сделают вашу колоду поистине уникальной. - Рубашка ''Krog'': Чтобы получить ее, победите короля Krog. - Рубашка ''CAP-10'': Убейте CAP-10, и она ваша. - Рубашка ''Покоритель Roguebook'': Пройдите Roguebook один раз, чтобы получить ее.

   DLC
78.54 RUB
Roguebook - Heroes Skins Pack

Погрузитесь в сражения Roguebook с блеском благодаря 4 эксклюзивным одеяниям героев. Включает по одному дополнительному наряду для Sharra, Sorocco, Seifer и Aurora.

   DLC
78.54 RUB
Shadow Empire: Oceania

For a long time the Planet Generation of Shadow Empire was limited to dry Planets and Planets with relatively small bodies of water. Now all is possible. You can create second Earths and even Waterworlds. Planets with many islands, or just a few continents. The new maps being generated with Oceania DLC change the feel and ambiance of the game completely. But it also changes the gameplay a lot and will make you experience a different style of game. On top of this: the existing land-based Traders have gotten a more organized cousin with the sea-based Traders, who are known as Maritime Trade Houses (MTHs). The MTHs will allow you to explore the Oceans and secure Transport Contracts to invade and/or keep logistics flowing between different continents or islands. The MTH are of a very mercantile nature and it is also possible to acquire their stock. Once a shareholder you can use Policy Meetings with the MTH to influence their attitudes and Dividend payments. Features: With Oceania the Procedural Planet Generation can now generate much more diverse Planets Gaia Planet Class now available Thalassa Planet Class now available Proteus Planet Class now available Fontus Planet Class now available Maritime Trade House (MTH) mechanics MTH Stock-trading, Policy Meetings, Dividends & Auctions MTH Transport, Explore and Makeshift Port Contracts MTH Naval warfare for sea supremacy Naval logistical points allow amphibious invasions and transfers Note that the player does not control any naval units and all maritime action is simulated through the MTHs Maritime Lifeforms

   DLC
283.48 RUB
Partisans 1941 - Back Into Battle

Борьба с захватчиками похожа на борьбу с гидрой: отрубаешь одну голову, и на ее месте тут же вырастают две новые. Но это не повод сдаваться! Вернитесь во вражеский тыл в дополнении с настраиваемыми заданиями, новыми картами и новым игровым режимом! Дополнение Партизаны 1941 — Снова в бой предоставляет вам режим “Вылазки”, в котором вы сможете по-своему настраивать и выполнять боевые задания. Выберите одну из пяти знакомых или семи новых карт, а затем усложните себе задачу при помощи системы модификаторов. Соберите отряд из желаемых партизан, свободно распределите их навыки и выдайте снаряжение в соответствии с вашей стратегией. Используйте эту свободу с умом: новые испытания станут суровой проверкой вашего командирского мастерства! Кроме того, дополнение включает режим “Оборона позиции”. Подавляющие силы противника, скудные ресурсы и единственная оборонительная позиция: как долго вы сумеете продержаться в этом новом, беспощадном режиме защиты от волн врагов?Особенности Геймплей в стиле песочницы для повышения реиграбельности Режим “Вылазки”: новые испытания на 7 новых картах Настройка сценариев посредством модификаторов. Свободный выбор членов отряда, навыков и снаряжения Миссия “Героическая оборона”: новый режим защиты от волн врагов для самых стойких командиров Дополнительные диалоги партизан у костра, позволяющие узнать их получше

   DLC
137.06 RUB
As Far As The Eye - Supporter Edition

In this Supporter Edition, you'll find artworks, concept arts and cool stuff from the development of As Far As The Eye. The whole team thanks you for your support. Enjoy playing.

   DLC
178.89 RUB
As Far As The Eye - Soundtrack

The soundtrack made by Alexis Laugier, a french composer and sound designer (Rayman Mini, LooK INside, OctaFight, etc...)

   DLC
226.01 RUB
Warhammer 40,000: Sanctus Reach - Sons of Cadia

The Red Waaagh seems unstoppable: Grukk Face-Rippa and his orks rampage through the Sanctus Reach system and planet after planet fall to the greenskins. Billions die, and there doesn’t seem to be an end to the xenos offensive. It is on the planet of Alaric Prime that Castellan Jakren Stein mounts his last stand. This proud son of Cadia knows that there will be no retreat, no surrender. It will be victory or death. The men and women he leads are exceptional individuals, forged in the flames of war and ready for the ultimate sacrifice. They are brave soldiers, utterly loyal and fierce, and will obey any order without hesitation. They know that it’s only their bravery and valour that protect the light from the darkness. They are the first, last and often only line of defense of the Imperium. They are the Astra Militarum! Sons of Cadia adds for the first time a whole new faction to Warhammer 40.000: Sanctus Reach: the Astra Militarum, also known as the Imperial Guard! The mighty army of the Imperium is now yours to command with 27 new units, including 4 heroes and special characters! The Astra Militarum is the focus of the new long single player campaign. Play through 9 story scenarios and develop your own Astra Militarum battalion by levelling up units with the new abilities (more than 70!). Employ new tactics adapted to this new army, from waves of massed infantry supported by a heavy artillery barrage to armored spearheads of assault tanks piercing through enemy defenses alongside highly trained specialists. And should morale falter, remember to send a commissar to remind your soldiers of their duty…Features - A brand-new faction, the Astra Militarum, with its own unique playstyle! - 27 new units! New troops, elite infantry, vehicles, tanks, flyers, new Imperial Knights and even a Morkanaut! - 4 new heroes and special characters with new skills! - A new abilities progression tree! - A new 9 story scenarios long campaign played from the Astra Militarum point of view! - A new battlefield type and new map objects! Spill blood on the snowy fields of Alaric Prime!

   DLC
117.81 RUB
Warhammer 40,000: Sanctus Reach - Legacy of the Weirdboy

Carnage and wanton slaughter reach a new peak: Big Redd da Warphead, Grukk Face-Rippa’s right hand and one of the top boyz in the Red Waaagh!,  leads his orks in the conquest of the isle of Dominus. His plan is to open up the warp and rip the Wolf’s throat by striking at the Sacred Mountain. Such an assault, if successful, would shake the very foundations of Imperial defence on Alaric Prime. The fate of the whole Sanctus Reach system is at stake… With Legacy of the Weirdboy, Warhammer 40,000: Sanctus Reach is back! In the first expansion for Sanctus Reach, you will play as the Orks in their quest to destroy and kill any who stand in their way. Forward in the name of Gork (and Mork)! Play through a new campaign as the Orks, following the deeds of a new mighty hero, Big Redd. Command new units and make use of many new abilities to kill your enemies! Explore new tactical possibilities and the new objectives available in the campaign and skirmish mode. Face a much enhanced AI, and prepare to spill blood. A lot of blood. ‘ere we go!Features: -    A new Orks campaign – lead the Greenskins in their deep strike on Isle of Dominus -    New units for Orks and Space Wolves – command units such as the Painboy or the Venerable Dreadnought -    Fleshed out Orks faction – the Orks are now more brutal than ever, having at their disposal plenty of new skills and a new unit progression system -    A new playable hero - Big Redd, a ferocious weirdboy, would rather die than falter in his vicious offensive -    New Victory Conditions – defeat your enemy by obtaining enough Loot or by 'Capturing the Flag' -    Improved storytelling – immerse yourself like never before in this tale of war and destruction with the new Illustrated stories

   DLC
81.48 RUB
Warhammer 40,000: Sanctus Reach - Horrors of the Warp

Hunted by the Adeptus Astartes, the Ork Mogrok has made a desperate gambit: he has opened a warp rift on Alaric Prime. The planet plunges into new depths of madness as war rages on. Hordes of Chaos Daemons pour in from the rift, threatening to sweep over the Sanctus Reach system. Only the Space Wolves stand tall before the chaotic tide, the last bastion of the Imperium. Should they fall the whole system will be lost and all the blood that has been spilt so far will be for nothing. This is why they won’t relent. They will fight in the name of the Emperor with tooth and claw in a feral maelstrom, back to back with warriors of legend. This is how sagas are born, in blood and chaos. Warhammer 40,000: Sanctus Reach is back with a new expansion. You will lead the Space Wolves in the last chapter of the Sanctus Reach campaign: Logan Grimnar’s chapter will once again show its valour in a 16 scenarios single player campaign. In the Horrors of the Warp campaign you will have to face a new dangerous threat: Chaos Daemons. You will need to adapt and tailor your tactics to face this implacable new enemy. Chaos Daemons have also been added as a new playable faction in Skirmish, with many new units each devoted to a different Chaos god! Servants and champions of Nurgle, Slaanesh, Khorne and Tzeentch are ready to swarm over Orks and the Imperium alike, with new mighty abilities derived from the Warp. Hordes of Bloodletters, crazy Chaos Spawns, fetid Plague Drones, and infernal Soul Grinders… the pits of Chaos are deep.Features A new single player campaign. Command the Space Wolves through the 16 scenarios of the Horrors of the Warp campaign. Face the demonic tide sweeping over Alaric Prime in a maelstrom of rage. Bonus Ork mission that sets the scene before the Space Wolves Campaign launches. Chaos Daemons as a new playable skirmish and multiplayer faction. 17 new units are yours to command, you will have daemonic troops and champions devoted to each Chaos god at your disposal. New heroes and abilities: lead new powerful chaotic champions into battle, like the mighty Lord of Skulls, a true infernal behemoth.

   DLC
117.81 RUB
Warhammer 40,000: Gladius - Escalation Pack

New unit types for all factions enter the fray with the Escalation Pack. Each of the new units brings something new to their faction, from exceptional abilities to overwhelming firepower.Chaos Space Marines - ForgefiendFast walker unit with twin rotary guns. The Forgefiend Daemon Engine was originally devised to sow death amongst enemy forces from afar. Roughly centauroid in form, the torso of the Forgefiend boasts twin weapon-mounts that carry hell-forged parodies of Imperial armaments. The most common Forgefiends are created with pairs of hades autocannons in place of their primary limbs, rotary gun-clusters that allow them to scythe down masses of enemy troops and even lightly armoured vehicles with contemptuous ease.Tyranids - Hive GuardsRanged tough infantry unit. Hive Guard are heavily armoured gun-beasts bound to extremely powerful symbiotic bio-weapons. Though they have no eyes, Hive Guard possess a weak telepathic ability that allows them to perceive through the senses of other Tyranids, giving them access to a wealth of targeting information that would overwhelm even the most sophisticated technological cogitator. The scant mental capacity apportioned to the Hive Guard means that, without the direction of the Hive Mind, they have been known to stand motionless, waiting for prey to come within range instead of moving forwards to engage.Adeptus Mechanicus - Skitarii RangersDoctrina Imperatives infantry unit with a sniper weapon and move through cover. Where the Tech-Priests are hunters of knowledge, their Skitarii Rangers are hunters of sentient creatures – the enemies of the Omnissiah in particular. These unstoppable cyborgs do not rest until the bloody deed is done, for they are driven ever onward by the imperative to locate their foes and ensure their destruction. They do this not in Drop Pod strikes launched from above, nor by sudden teleportation into the midst of the enemy, but by stalking their quarry over the course of weeks or even months until it can run no more. Once the designated target is in their crosshairs the air fills with the thump and crackle of galvanic weaponry, even as the Skitarii continue their relentless advance. The stink of electrocuted corpses is never far behind.Space Marines – ScoutsInfantry unit specializing in reconnaissance and infiltration. The first the enemy knows of a Scout Squad’s presence is when its advance is brought to a sudden, violent halt. Heads snap back and warriors crumple to the floor, neat holes drilled through their skulls by sniper fire. The sudden boom of shotguns sees foes thrown from their feet with bloody craters blasted in their chests and backs. Bolt pistols bark, counterpointed by the thump of heavy bolter fire and the screams of the dying as enemies caught in the crossfire are torn apart by mass-reactive shells. Even artillery and heavy weapons troopers are not safe, as ambushing Scouts burst from concealment to wreak havoc on the enemy’s rear lines. However a Scout Squad chooses to attack its foes, it will be with total surprise and from an unexpected quarter, their stealth and cunning proving to be just as deadly as bolter and blade.Astra Militarum – Devil DogFast tank unit with a deadly armour-melting cannon. Acquiring its name from the high-pitched howl this weapon makes upon firing, the Devil Dog is capable of punching far above its weight in armoured combat. Indeed, many Devil Dog crews style themselves as big game hunters or monster slayers, excelling in the eradication of enemy armour and exceptionally heavy infantry assets. A foe forced to fight protracted campaigns in dense terrain against the Imperial Guard soon learns to dread the hunched silhouette of the Devil Dog – those who don’t soon find their vehicles reduced to molten slag by this aggressive and fast moving tank hunter.Necrons – Ghost ArkTransport vehicle with healing abilities. Ghost Arks are tasked with trawling for remnants of Necrons unable to self-repair. Recovered components are set upon by swarms of constructor scarabs that return the fallen Necrons to full function. Repaired warriors are then locked in stasis until the Ghost Ark is at capacity, at which point it will either return its cargo to their tomb world or else deploy them directly into battle. Ghost Arks are often used as conventional transports that ferry reinforcements into battle – however, they truly come into their own once their grim cargo has disembarked. Drifting behind the ranks of Necrons, the Arks flicker with emerald energies as they repair one fallen foot soldier after another. The enemy can only watch with dawning horror as their best efforts to slay the Necrons are undone.Craftworld Aeldari – HornetsFast reconnaissance skimmer unit. The Hornet is a small, single-seater attack craft deployed by Aeldari armoured forces in a fast reconnaissance and raiding role. It can be found at the forefront of Aeldari armoured attacks, speeding ahead of the main force of Wave Serpents, often operating alongside other high-speed attack craft such as Jetbikes and Vypers. Even by the Aeldari race's high standards, the Hornet's engine is a wonder of its kind.Orks - Megatrakk ScrapjetsA metal tube covered in things that make enemies die. A favourite amongst Speed Freeks and grounded Flyboyz alike, Megatrakk Scrapjets provide rocket-propelled acceleration, impressive firepower and the hilarity of ramming into enemy lines at the helm of what is effectively a gigantic, thrust-driven drill. These vehicles allow former Ork pilots to revel in the dimly-remembered joy of mowing down enemies at point-blank range – a joy which, of course, often caused the Flyboy to crash in the first place. Explosions blossom amidst the enemy as rokkits and missiles collide with their targets, while Grot tail-gunners blaze away with chattering big shootas – the array of weaponry welded, bolted, riveted and lashed onto a Megatrakk Scrapjet is fearsome.T'au – Tiger SharkFlying super-heavy fighter-bomber unit equipped with maximum firepower. The Tiger Shark is a large aircraft deployed in a fighter bomber role. Often encountered flying in support of T'au Hunter cadres during major operations, the Tiger Shark's main role appears to be the deployment of drones although, more recently, those armed with multiple seeker missiles have also been encountered. Efforts by the Adeptus Mechanicus to recover damaged Tiger Shark craft from battlefields have been met by fierce resistance by T'au Empire forces, as well as by certain elements of the Inquisition.

   DLC
292.15 RUB
Warhammer 40,000: Gladius - Adeptus Mechanicus

"There is no truth in flesh, only betrayal." "There is no strength in flesh, only weakness." "There is no constancy in flesh, only decay." "There is no certainty in flesh but death." — Credo Omnissiah You of the Adeptus Mechanicus—the Cult of the Machine God—have worshipped the Omnissiah long before the Imperium came to your world of Mars. Following His edict, you have never doubted or ceased to pursue your calling—to gather knowledge and to employ it to gather more. In pursuit of that, you built the devices and machines that enabled the Imperium to conquer the galaxy 10,000 years ago and maintain it today. So Gladius Prime was your planet more than it was the Imperium’s—what Hive World was not? Its cities, its satellites, its wastes—all were built with Mars’ technology, all answered only to the Adeptus Mechanicus—that is, to you. It was little effort to hide the Adeptus Mechanicus research into the Tyranids here, in a facility deep beneath the ashen wastes. Now, however, your facility has been compromised, your Skitarii forces scattered and your subjects have escaped. You must rebuild, recover and take Gladius Prime’s secrets for your own. For you have a mission to fulfil, from the Omnissiah himself…A new faction joins the war for Gladius PrimeThe Adeptus Mechanicus are an empire within the Imperium, with their own agenda, their own god (‘The Omnissiah’) and their own fanatical purpose—the discovery of knowledge, of technology. Though they supply the technical and scientific expertise of the Imperium, they also possess their own elite armies of bionically-augmented soldiers. Xenos or man, stand in their way and they will annihilate you.Gameplay Mechanics Canticles of the Omnissiah: Chant Mechanicus hymns to enhance units, increasing in power with every praying warrior. Doctrina Imperatives: Override Skitarii subroutines to amplify some combat aspects while reducing others.    Hive Cities: Place more buildings per tile by utilizing Adeptus Mechanicus’ capability to create layered constructions of rockcrete and adamantium.    Monolithic Buildings: Increased output of buildings of the same type on a tile. Decreased output of buildings of differing types on a tile.    Power Surge: Increase the output of buildings on a tile through forceful intensity.    Enslaved to the Past: Increased research cost. The ability to truly innovate has long been lost, replaced with a reverence for the times when Humanity was the architect of its own destiny. Reprogram Kastelan Robot: Capture enemy Kastelan Robots with Cybernetica Datasmiths’ programming rituals. Bionics: Adeptus Mechanicus units have high damage resistances. Generally, artificial limbs are more durable than their biological counterparts. Adjacency Integration: Adeptus Mechanicus upgrades increase building output with each adjacent building.Complete units rosterArchaeopter Transvector Archaeopter Stratoraptor Cybernetica Datasmith Fulgurite Electro-Priest Ironstrider Ballistarius Kataphron Destroyer Knight Crusader Onager Dunecrawler Pteraxii Sterylizor Serberys Sulphurhound Sicarian Infiltrator Skitarii Marshal Skitarii Vanguard Skorpius Disintegrator Skorpius Dunerider Tech-Priest Dominus Tech-Priest Manipulus

   DLC
366.25 RUB
Warhammer 40,000: Gladius - Specialist Pack

New unit types for all factions enter the fray with the Specialist Pack. Each of the new units brings something new to their faction: support abilities, superior firepower, devastating psyker powers, and more.Astra Militarum - RatlingsSniper infantry unit that can move after shooting. Though less resilient than their human comrades, Ratlings are naturally excellent shots. It is said that Ratling marksmen can take the head off a heretic from over a kilometre away. Coupled with their knack for staying out of harm’s way, this makes Ratlings formidable snipers who can take a surprising toll upon superior enemy forces.Chaos Space Marines - Dark DisciplesInfantry unit that increases the defenses of Chaos units. Dark Disciples carry profane accoutrements of their masters’ worship and parrot the fell words spoken in his baleful prayers. Many such disciples have been augmented to better serve in their role–their skin stretched out and inked with grim litanies, or their mouths fitted with Daemon-touched vox-grilles to project their voices into the warp. Amidst the din of combat they join their Dark Apostle’s chants, crying out for the Chaos Gods to manifest their blessings.Craftworld Aeldari - WarlockPsyker infantry unit that can teleport around the battlefield and cleanse their foes. When the Warlocks of the craftworlds join their minds, the fate of worlds can hinge upon their actions. As true sons of Khaine, these militant psykers will plunge into combat at the slightest provocation. Witchblades and singing spears are swung in graceful arcs, leaving coruscating webs of energy behind them as the Conclave carves through the ranks of their adversaries. They do so with joy in their souls, for of all the seers of the Eldar hosts, the Warlocks are the fiercest and most violent of all.Necrons - Canoptek WraithsExtremely mobile infantry unit that passes through terrain and enemies with equal ease. Canoptek Wraiths flit across the battlefield like the spectres of the restless dead. Using their dimensional destabilisation matrices, these strange constructs are able to phase in and out of reality at will. This unique technology means that, though no more than mindless drones, Canoptek Wraiths have manifold uses in war. Fortifications are no obstacle to a Wraith, and they are able to pass more or less undetected even through the midst of the foe, making them exceptional spies and assassins both. Furthermore, Canoptek Wraiths make effective terror- troops, appearing as if from nowhere to strike at vital targets in the enemy’s midst. Here, swirling through the panicked gunfire of the foe, the Wraiths flicker rapidly in and out of phase with reality, shots and blades passing harmlessly through their indistinct forms.Orks - Kill BurstaSuper-heavy vehicle with a big kannon and transport assault capacity. Kill tanks are an Ork heavy tank design based around the twin Ork loves of speed and extreme violence. The Kill Bursta's main gun is an immense, wide-bore siege mortar mounted in the centre of its forward hull, much in the manner of a Space Marine Vindicator, only much, much larger! The huge rocket-boosted ordnance launched by the bursta gun, while appallingly short ranged, is powerful enough to blast a hardened bunker or defensive bastion to smithereens, and has been observed in direct fire shattering Imperial super-heavy tanks in a single shot, based as much on luck as good judgement by its gunners.Space Marines - Devastator CenturionVery bulky infantry unit with massive armaments. Devastator Centurions pound their enemies with a remorseless, relentless rain of fire. Bloody havoc is wrought upon anything that falls within the Centurions’ targeting reticules. The pilots’ marksmanship is augmented by the grim machine spirits of their warsuits, decimator protocols guiding servo-assisted recoil absorption and oracular auto-targeting to ensure the Centurions maintain a punishing rate of fire. Return fire is a futile gesture, akin to flinging stones at a fortress, for should the enemy launch an assault in an attempt to silence the Devastator Centurions’ guns they must contend with the suits’ massive strength and the pilots’ skill at arms.T'au - Krootox RiderSneaky infantry unit with both ranged and close combat capabilities. Surging from the undergrowth with their rifles blazing, the warriors of the Kroot Carnivore squads fall upon their victims with feral shrieks. In their midst lumber massive Krootoxes, gunners perched upon their backs as they direct sawing bursts of heavy fire into the foe.Tyranids - VenomthropeInfantry unit with poisonous attacks and a protective spore cloud. The Venomthrope serves as a living chemical weapon dispenser for the swarms of the Tyranid hive fleets. Its whip-like tentacles drip with a multitude of alien poisons. Indeed, so potent are these toxins that it is believed that a Venomthrope's very touch means certain death.

   DLC
292.15 RUB
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