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GURPS is published by Steve Jackson Games. Check their web page for errata, mailing lists, newgroups, and other additional information about their games.
GURPS Core Rules

GUR GURPS Rulebook -- $24.00
GURPS, the Generic Universal RolePlaying System, is the most flexible roleplaying system you can use. Adventure in any world you can think of. Supplements covering many genres are already out -- and more are coming! But you don't have to wait; the GURPS system is easily adaptable to your favorite game world. It's easy to learn . . . you can jump right in with quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be "Game Master-friendly," with Table of Contents, Glossary, Appendix and Index, as well as lots of examples. The current version of the Basic Set is the Third Edition, Revised, now in its seventh printing. 272 page hardcover. Regular price $29.95.

GUR GURPS Compendium 1 -- $21.60
GURPS Compendium I collects in one volume all the new rules that have been added to the GURPS character creation system since the GURPS Basic Set, 3rd Edition was released in 1988. Compendium I contains hundreds of advantages, disadvantages and skills and other rules for character creation, all in one place! Compendium I contains a complete collection of character creation rules from previous GURPS releases and in Roleplayer, the GURPS newsletter. Since many older books are out of print, GURPS Compendium I is now the only source for this information. At 192 pages and with convenient lie-flat binding, every GURPS GM and player will want GURPS Compendium I: Character Creation. Regular price $26.95.

GUR GURPS Compendium 2 -- $19.20
GURPS Compendium II is full of material from scores of GURPS worldbooks published in the last eight years - many of them out of print - about how to run a better GURPS game, how to handle roleplaying problems that come up (some universal, some particular to GURPS), expanded rules for character combat, injury and illness, mass combat, spaceship combat, and much, much, more! 192 page paperback. Regular price $23.95.

GUR GURPS Character Sheets -- $12.00
This pack contains 20 blank forms: 12 copies of the two-sided GURPS character sheet, two sheets with grimoire forms on both sides, and two sheets with GM control sheets on both sides. Use them for any character type in any genre . . . you can do anything with GURPS! Extra Summer of Horror bonus: a set of Cardboard Heroes miniatures. A horde of skeletons and mummies . . . including two undead giants! Use them in your fantasy game . . . your horror game . . . or drop them into some other genre and terrify your players! Cover art by Brom. Regular price $14.95.

GURPS Conspiracy Supplements

GUR GURPS Black Ops -- $16.00
Find the truth . . . and kill it. The Greys. Vampires. Evil Psis. Better Bring a Spare Clip. Wrestle enraged gargoyles on rain-slick ledges high over dark city streets! Endure the rew psychic fury of the dreaded soul dog! Above all, watch out for the insidious Greys, as they kidnap human women and steer the destiny of entire nations! Our only defense against these terrifying foes is the Company, which takes conspiracy from theory to practice. As one of its best recruits, you'll endure five years at the hellish Academy, where only the best of the best graduate and failing grades become tombstone inscriptions. Upon becoming a black op, you'll possess attributes and deadly expertise to make mere normals tremble. You'll need them -- because it's all true. Ancient alien visitors and recent arrivals, things slithering in sewers and alleys by night, dark plots by paranormal cabals to bend humanity to their will -- all these dangers and more lurk in society's shadow. Odds are you'll die in style. Your job is to take as many of them with you as you can. Experience GURPS as never before in Black Ops, an adventure setting that takes cinematic roleplaying to the edge and over the top! GURPS Basic Set, Third Edition is required to use this supplement in a GURPS campaign. GURPS Ultra-Tech is recommended. The setting described here can be adapted for any game system. 128 page paperback. Regular price $19.95.

GUR GURPS Illuminati -- $16.00
The Secret Masters have denied all knowledge of the various conspiracy theories put forth in the new GURPS Illuminati. "To begin with, we don't even exist," said a spokesman. "The Illuminati are a myth." He went on to deny specifically that: Everything you read in the tabloids is true! Aliens regularly visit Earth, and are in contact with high government officials. The Men in Black are everywhere, and will snatch you from your home if you ask too many questions or just see something you shouldn't see. Orbital Mind Control satellites cruise the skies, influencing international politics and deciding the fates of billions. The Gnomes of Zurich control the world's monetary supply, and manipulate it to fit their own sinister plans. The world is such a complex web of secrets, mysteries and conspiracies that nobody really knows what is happening. But everyone in power lies ... all the time. The only real way to protect yourself is to join the conspiracy. But even then, you'll never know who is pulling your strings. Everything you know is a lie. Everything you suspect is true. The world is a very strange place. Hail Eris! All Hail Discordia! The publishers of GURPS Illuminati, Steve Jackson Games, admitted that it was a work of fiction, but added, "It's all true anyway! Just look at the book. It's closer than you think." 128 page paperback. Regular price $19.95.

GUR GURPS IOU -- $16.00
Admit it. College would have been more fun if you were allowed to blow up the instructors. And you really would have liked to major in Military Biology, Anti-Social Sciences, Double-Entendre Bookkeeping, or Computer Wizardry. Too bad you didn't know about IOU. Illuminati University is THE best place to learn Things Man Was Not Meant To Know. With departments like Weird and Unusual Science and Engineering, Inapplicable Mathematics, Misanthropology, and Zen Surrealism . . . not to mention extracurricular activities like Democrats for Cthulhu, Moopsball, and food fights that set off nuclear alerts . . . this is college as it should have been. And gadgets? Everything from the Crockpot of the Gods to the Enigmatic Alien Device Button-Pushing Table. Illustrated by the one and only (two and only?) Phil and Kaja Foglio, this book supports three different campaign styles . . . Silly, Weird, and Darkly Illuminated. GURPS IOU takes you from creating a character to enrolling in classes, to study, finals, and the occasional academic blood feud, all the way to graduation. If you survive. 128 page paperback. Regular price $19.95.

GUR GURPS Warehouse 23 -- $16.00
DANGER! THIS SIDE UP! The Ark of the Covenant rests in a crate next to the gold plates of Moroni and the dissected corpses of the Martian invaders. Frozen in ice you'll find the Jersey Devil, a Yeti, and a bacteria that can eat any metal -- it just can't STOP. Growing in a hidden hydroponics facility is a plant with a fruit that tastes like steak, with enough nutrition in a single serving to sustain you for a week. The plates they serve it on in the cafeteria are made of a 100% biodegradable plastic that -- while it's still fresh -- can absorb the kinetic energy of a tank shell without even spilling your drink. You don't want to know what's in the drink. The global power balance teeters on the brink of chaos. We touch too much too soon. We discover things we were never meant to comprehend: Relics created by the whim of mad genius, or aliens, or gods -- or godlike DEMONS . . . substances so potent that a handful could destroy our world, computers so subtle that no network is secure from their manipulation, sorceries dark enough to annihilate the purest soul. Somewhere, those with true Power have built a facility to imprison these forces . . . for proper study. For our own good. To insure order. Until THEY decide to unleash them. They know WE aren't yet ready for the contents of Warehouse 23. But are they? Your players will be delighted. At first. 128 page paperback. Regular price $19.95.

GURPS Fantasy Supplements

GUR GURPS Faerie -- $18.40
They lie, steal, kidnap, maim, and kill -- and we put them in our children's nurseries. They are the Fair Folk . . . the Little People . . . the Faeries. You may think the only appear in tales, but they are everywhere: in the shadows, behind the trees, beneath the hills -- and yes, even under the bed. They have lived beside us since the very beginning. Some are pretty and delicate, with gossamer wings . . . others are 10 feet tall with a taste for human flesh or wizened killers with blue skin and iron claws. This book lets you incorporate them all into your GURPS game. GURPS Faerie contains: A guide to faeries of the world, from Alaska and Australia to Brazil and Japan. Templates for many different types of faeries . . . and the mortals who know them. A guide to faerie magic. Campaign settings, from traditional European folklore to paranormal investigation or supernatural cyberpunk -- or build your own with the tools provided! Keep cold iron and Scripture close to hand, believe the opposite of what you hear, and don't trust anything you see. And, whatever you do, don't eat their food. 128 page paperback. Regular price $22.95

GUR GURPS Fantasy Bestiary -- $18.40
Creatures of Fantasy . . . This extensively researched book, based on authentic folklore and legends from all over the world, is a perfect resource for the GM of any fantasy campaign. It includes more than 250 fantasy animals and plants, ranging from interesting nuisances to monstrous menaces. Each is covered in detail, with a physical description, likes and dislikes, attitude toward mankind, and means of attack. The main section is organized alphabetically, with creatures ranging from the voratious Afanc to the noxious undead rodents that men know as Zombie Gerbils. These rules and creatures are written for use with the GURPS Basic Set, Third Edition but can be used with any fantasy system. Some of this material was previously published in the GURPS Bestiary but the majority is new. All of the older beast descriptions have been reworked and brought up to Third Edition standards. The GURPS Fantasy Bestiary also includes: Special chapters on Dragons and Fabulous Plants, with many examples of each. A chapter on Mythological Motifs that lets players customize any creature from this book or the GURPS Bestiary. These rules can enhance the creatures of any fantasy game you play, making this a truly generic book! All the spells needed for many of the many magical beasts and plants in this book. A detailed look at different types of animal and plant poisons. Two tables, each listing every creature in the book. One is arranged alphabetically, for easy reference. The other is organized by habitat, to let the GM quickly find an appropriate creature for any terrain or any situation. 128 page paperback. Regular price $22.95.

GUR GURPS Cabal -- $18.40
The creatures of myth are real. The vampires, the warlocks, the shape-changers and dopplegangers, the ghosts and trolls, and more. They're real . . . they're here today . . . and they're organized. The Cabal is the conspiracy, trade union, and mutual-assistance society that lets all these creatures survive in a world of hostile humans. If a demon needs a lawyer to keep the exorcists off his back . . . or if a little old vampire lady needs a bit of daylight muscle . . . who are they gonna call? The mortal-busters . . . the Cabal. Written by Ken Hite, this book also includes a detailed system of Hermetic magic that expands the original GURPS magic system. The Cabal can be a Patron for monstrous PCs or an antagonist for monster-hunters. This book includes a complete alternate (true!) history of the world, adventure seeds, occult cosmology, an assortment of artifacts and supernatural creatures, and suggestions for bringing horror and conspiracy into a variety of campaigns. 128 page paperback. Regular price $22.95

GUR GURPS Goblins -- $17.60
Life in London is nasty, brutish and short. So are you. . . This game more or less relates to the sad lives and hard times of persons living in late Georgian London -- that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830. A roleplaying game usually sends characters on an exploration, in which they seek elusive treasure through uncharted jungles, ruins and dungeons, overcoming obstacles and whacking monsters with magic or astounding technology. Such things are sadly rare in this game. GURPS Goblins is set in a city, where every square inch has been trod by one and a half million pairs of feet, and all obstacles are marked on a handy street map. The ruins and dungeons are far from uncharted -- the only creature who never explores them is the landlord who rents them out. The magic is dubious. The technology isn't astounding. There are however plenty of monsters, in every conceivable shape and size. They live in the characters' houses; eat their food; buy groceries at the same market. Many of them are relatives. The characters of GURPS Goblins roam well-worn, familiar streets in a sea of unwashed, diseased rogues and villains. The characters are unwashed, diseased rogues and villains. They seek the same elusive treasures that all do -- gin, glory, and bags of money. 144 pages. 90 color pages. Regular price $21.95.

GUR GURPS Grimoire -- $16.00
Magic Awaits . . . Mages struggle to probe the mysteries of life, death, time and space. At last, we gather their magical knowledge together - GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice-Age epics to gritty cyberpunk slumcrawls. GURPS Grimoire has over 400 new spells, as well as two new colleges. The adventurous - or the desparate - can now manipulate time and space using Gate Magic. Savvy wizards stay current with Technology Magic, and give "machine power" and "rad" entirely new meaning! everal new sub-colleges also add flexibility in dealing with weather, electricity, ice and acid. An expanded chart of spell prerequisite, and a handy table for quick reference, are included. And Scott Paul Maykrantz, author of GURPS Creatures of the Night, expands the GURPS Magic tables for generating Demons. This book is completely compatible with the rules in the GURPS Basic Set, as well as those in GURPS Magic, Second Edition. Open, then, and learn strange new wonders . . . 128 page paperback. Regular price $19.95.

GUR GURPS Magic -- $16.00
The World of Magic . . . Sorcery, Thaumaturgy, The Black Art, Necromancer, Alchemy or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. This book is the complete guide to magic for the Generic Universal RolePlaying System. GURPS Magic presents a colorful, detailed magic system. But it's much more. It is designed for easy modification . . . for the GM who wants to create his own background, or set adventures in the world of his favorite fantasy author. And it's flexible. Players can create any sort of wizard character they choose, from eager apprentice to mad hermit, from saintly healer to sinister necromancer. This book is completely compatible with the magic rules in the GURPS Basic Set. It amplifies the material there, as well as adding more than 300 new spells! Also included are a complete system for improvisational magic, optional rules for "inherent" magic abilities, special advantages and disadvantages for mages, and a system to let the GM create his own unique types of clerical magic. If you're ready for a world of magic, it's in your hands . . . 128 page paperback. Regular price $19.95.

GUR GURPS Magic Items -- $16.00
In the Chest You Find . . . Enchanted swords . . . marvelous rings . . . animated armor . . . wands and staffs of devastating power. Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, from exotic trinkets to mighty artifacts. Categories include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items and curses, tricks, and traps. GURPS Magic Items 1 also describes the eldritch shops that sell these wonders, with a complete and realistic guide to the economics of enchantment in a medieval fantasy world, including profiles of the typical enchanter, enchanter's patron, and magical merchant. Also included are: Discovering Magical Items -- advice to GMs on getting magical treasure into the players' hands . . . and out of them! The Magic Trade -- a complete and realistic guide to the economics of enchantment in a medieval fantasy world, including profiles of the typical enchanter, enchanter's patron, and magical merchant. The Compleat Powerstone -- everything you ever wanted to know about the enchantment and economics of powerstones, including tables for quick generation of the powerful gems. A reference table of costs, duration, and powers, covering all of the hundreds of magical items previously published in GURPS Magic. 128 page paperback. Regular price $19.95.

GUR GURPS Magic Items 2 -- $16.00
Swords and Sorcery . . . GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items. All of the familiar magical shops from Magic Items are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. In addition, this book introduces eight new shops that magic-seeking adventurers can visit, with items for bardic magic, adventuring items, holy magic, and toys and entertainment. Also included are: Enchantment -- Expanded rules on alternate methods of enchantment, including a detailed section on enchanting holy magic items, primitive enchantment, improvised enchantment and creating runic items. Quirking -- Optional rules for adding quirks to enchanted items. Complete tables are provided to give GMs the ultimate flexibility in personalizing magic items -- from swords that cough to cloaks that insult their wearers. Spellbooks -- A detailed section on creating and using Spellbooks as tools for mages. 128 page paperback. Regular price $19.95.

GUR GURPS Magic Items 3 -- $18.40
Enchanted handguns . . . sorcerous spaceships . . . clockwork golems . . . from the Ice Age to the distant future, GURPS Magic Items 3 is full of intriguing and exciting artifacts for magical adventures. There are "generic" items, suitable for a range of settings, as well as creations specifically for popular game settings like GURPS Technomancer, GURPS Steampunk, and GURPS Warehouse 23! Also included are several more weird and wonderful ways to create magic items, a dozen new guilds, organizations, and corporations involved in the magic item trade, and much more! 128 page paperback. Regular price $22.95.

GUR GURPS Spirits -- $18.40
The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls. GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: angels, demons, djinn, dryads, ghosts, loas, manitou, raksasha, and many, many more. It is also a campaign guide for characters who see spirits, serve them, use them . . . or fight them! Also included: an expanded version of the ritual magic rules first seen in GURPS Voodoo, as a system for spirit-mediated magic. 128 page paperback. Regular price $22.95

GURPS Historical Supplements

GUR GURPS Age Of Napoleon -- $18.40
Very rarely, one man defines the time in which he lives. One such man was Napoleon Bonaparte, and his ambition shaped the face of a continent. From humble beginnings in Corsica to ignominious defeat in Russia and at Waterloo, Napoleon was the sun around which Europe revolved. Now GURPS brings the age of Napoleon to life. The book focuses on 18th and 19th-century Europe, including the beginning of the end of colonialism. GURPS players will find a wealth of roleplaying information about commoners, soldiers, nobles, spies, privateers . . . and revolutionaries. Filled with the superb research which roleplayers expect from a GURPS historical supplement, Age of Napoleon breathes life into bloody battlefields . . . as well as the equally bloody political intrigue of Napoleon's Europe. As always, Game Masters can combine GURPS Age of Napoleon with many of our other worldbooks (such as Old West, Swashbucklers, Time Travel, or - for a really wild game - Steampunk). There's no limit to the possibilities . . . in the Age of Napoleon. 128 page paperback. Regular price $22.95

GUR GURPS Celtic Myth -- $16.00
GURPS Celtic Myth lets you enter the world of the pagan Celts -- the people who lived in western Europe before the Romans and Christians came. It delves into their mythological and magical lives and history. 128 page paperback. Regular price $19.95.

GUR GURPS Cliffhangers -- $18.40
Living on the Edge! Adventure on the crumbling brink of disaster, dodging the jaws of death with barely a pause for breath between perils. This is the world of the dauntless men and daring women of 1920s and 1930s adventure tales. Live the pulse-quickening, heart stirring, cliche-inspiring exploits chronicled in pulp magazines, movie serials, and newspaper comic strips. Visit the exotic trouble-spots of a world in peril; travel the trackless wastes of unexplored continents; soar through the wide, blue skies of the first generation of manned flight. GURPS Cliffhangers includes: Background material on the world of 1925-1939, including a detailed timeline of this turbulent period. Rules and guidelines for generating characters with the style and stamina for cliffhanging adventures. New hazards to be faced by the intrepid adventurer! Feel the slashing jaws of the savage piranha; thrill to the ululating war cries of the wild Tuareg; shudder at the sinister schemes of the mad scientist! Suggestions for campaigns and adventures, and adapting the cliffhanging style to other milieus. A guide to the style, rhetoric, and fiendish cunning of pulp-era villainy. Adventure on the crumbling brink of disaster! This is the world of the dauntless heroes of the "pulp" adventure tales. Visit the exotic trouble-spots of a world in peril, and travel the trackless wastes of unexplored continents! GURPS Cliffhangers includes background material on the world of 1925-1939; new hazards to be faced by the intrepid adventurer; suggestions for campaigns and adventures, and adapting the cliffhanging style to other milieus . . . and, of course, a guide to the style, rhetoric, and fiendish cunning of pulp-era villainy. 128 page paperback. Regular price $22.95

GUR GURPS Egypt -- $20.00
When Greek historians first declared the Pyramids to be one of the Seven Wonders of the World, they had already been ancient for almost 3,000 years. The nameless Pharaoh confronted by Moses before the Exodus of the Hebrews from Egypt was only one out of an unbroken string of 200 "living gods" in that country. Tutankhamun, Cleopatra, Rameses, mummies, evil priests of Set: the names have resonated in the Western world for five millennia. There's a lot of adventure to be found in 5,000 years... 128 page paperback. Regular price $24.95.

GUR GURPS Greece -- $20.00
The land we call Greece was the home of one of the greatest cultures the world has ever known. With GURPS Greece, you can experience the challenges of the heroes of myth: Contend with the love and the wrath of the gods as you set out on epic quests. Fight for loot and honor, or earn a bitter death on the plain before the gates of fabled Troy. Win prestige as a statesman in the city Assembly - or lose everything as the people turn against you and send you into exile. GURPS Greece includes detailed timelines and maps describing the world as the Greeks knew it, information on their religion, rules for the magic of the Hellenic myths, and a Bestiary describing the monsters and animal foes faced by Greek heroes. 128 page paperback. Regular price $24.95.

GUR GURPS Imperial Rome -- $16.00
Let the Games Begin! GURPS Imperial Rome takes you to a world of adventure and intrigue, gladiators and glory. The sprawling Roman Empire is full of campaign options, from orgies in the decadent Roman villas to battles with pirates off the coast of Sicily. As an adventurer in the Imperial Age of Rome, you can . . . Journey through the narrow streets of the greatest city in the world. Haggle with shop owners, debate with senators on the floor of the Forum, or run through the dark alleys with the infamous Roman gangs. Fight gruesome battles as a slave gladiator in the Colosseum - clashing with other warriors or dangerous beasts. Or race your chariot around the Circus Maximus, cheating death and vying for Imperial favor. Visit exotic provinces like Greece, Egypt and Asia, and meet traveling thinkers, merchants, soldiers and mysterious natives - from the barbarian Celts of northern Britain to the nomadic Berbers of Africa. March to war with the Roman legions, defending the borders against Carthagian invaders or the savage Huns of Asia. Also includes maps of Rome and its provinces, adventure ideas and much more . . . 128 page paperback. Regular price $19.95.

GUR GURPS Japan -- $16.00
Beauty, Terror and Adventure . . . Experience the rigid etiquette of the Emperor's court, the delicate beauty of the tea ceremony and the savage pleasure of viewing the severed heads of your enemies. In this book, you'll find: Character templates for samurai, ninja, warrior priests, geisha, elemental sorcerers and more. Each template also features a sample character ready for adventure! Racial packages for fox spirits, artifact spirits, long-necks and the vampiric gaki. Rules for Japanese magic, with new spells, new elemental colleges and notes on Asian alchemy. New martial arts styles from weapon arts like Miyamoto Musashi's Nito Ryu (School of Two Swords) to bajutsu (horsemanship) and suieijutsu (fighting in water) to the truly esoteric kiaijutsu (spirit harmony techniques). Detailed background information on two historic eras, the Warring States Period (1467-1600) and the Late Tokugawa Era (1680-1868); the important people, places and events are all here! You can stand on either side as the explorers from the West meet the ancient Empire of the Rising Sun. Magic and swordplay, power and poetry, beauty and terror -- all await you in GURPS Japan Second Edition! 128 page paperback. Regular price $19.95.

GUR GURPS Middle Ages 1 -- $18.40
Welcome to the age of chivalry, fealty and piety. GURPS Middle Ages 1 takes you to the rich, dark world of medieval England, where knights fight for King and God, nobles trade favors and treachery, and peasants work the land. Three major periods are covered: the Saxon Kingdoms, Norman England, and the High Middle Ages. Medieval combat is described at length, from simple jousts to the deadly Crusades, with details on melee weapons, siege weapons, armor, and castle defenses. Also included are magic, religion, and beasts both real and mythical . . . plus maps of castles, an abbey, and medieval England and France. 128 page paperback. Regular price $22.95

GUR GURPS Old West -- $16.00
How the West Was Won! The American frontier was a legend, even as it was happening. Gunfighters, Indians. cowboys, miners and mountain men . . . the "rust-eaters" who pushed the rails west . . . the Pony Express . . . the Texas Rangers and the outlaws they fought . . . the settlers battling fire, floods, stampedes and sickness . . . their adventures made the nation what it is today! GURPS Old West includes: All the classic character types: the Cowhand, the Dude, the Gunslinger, the Doc, the Gambler, the Outlaw and the Lawman . . . even the town drunk. Descriptions of authentic Western weaponry. Maps showing the Westward expansion, trains, rail lines, and more -- and a detailed timeline of significant events. Descriptions of Indian tribes . . . and rules and spells for Indian magic! Legends of the Old West . . . to come alive in your campaign. The battles that shook the West, from the Indian uprisings to the Civil War. Come West if you've got the guts for it. The weak die on the trail, and the cowards never leave home. Let's see what you're made of, pardner . . . 128 page paperback. Regular price $19.95.

GUR GURPS Places of Mystery -- $18.40
GURPS Places of Mystery is designed for use with a very wide range of games. This is a book of places and locations, chosen because they all have at least a hint of the unusual about them. Some are widely believed to be centres of great magic; others "merely" have an interesting history, or unique features. Others again are simply amazing tourist spots, for one reason or another. The sites chosen for this book are nearly all buildings, cities, or other human constructions. We've slipped in a few natural places of mystery, such as Ayer's Rock (which is just as much a sacred site as the Church of the Holy Sepulchre) and Loch Ness (which we just couldn't leave out), but they are exceptions to prove our rule. The rule was instituted mostly because of the space we had available, and the need for a consistent "style." No doubt, someone could also write GURPS Geography and Geology, and in fact it would have almost as much gaming potential. (And we'd quite like to see it.) But this supplement is about the creations of humanity -- in humanity's slightly stranger moments. Incidentally, some of the buildings mentioned in this book are intact today, but time, nature, and the human tendency to fight wars being what they are, many are in ruins, or actually lost. (One or two probably never existed in the first place.) Still, ruins have lots of atmosphere; remember the conclusion of Shelley's poem. So let's go places. 128 page paperback. Regular price $22.95.

GUR GURPS Russia -- $16.00
GURPS Russia presents the Russian world from its beginnings in the 10th century to its new beginnings in the early 18th. In this book, the GM will find complete details on the history, folklore, and daily life not of the Soviet Union or of the Imperial Age, but of medieval Russia -- a culture that seems all but forgotten in the twentieth century, overborne and overshadowed by the U.S.S.R. To most Westerners, the word "Russia" is synonymous with communism, nuclear war, competing space programs, and WWI-level farm equipment serving in the fields of The People. This book puts characters into the Russia of the Middle Ages, from the 10th century to the 18th. It also opens up the world of Russian folklore and fairytales, where all sorts of interesting -- and sometimes frightening -- creatures dwell. 128 page paperback. Regular price $19.95.

GUR GURPS Vikings -- $18.40
"From the fury of the Norsemen, oh Lord, deliver us!" So prayed the Irish monks. To the victims of a Viking raid, the Norsemen were bearded giants with bloody axes. But the Viking was much more -- a skilled navigator, a brave explorer, a hard-working trader. A dreamer whose songs and stories live even today. And a Viking was a free man -- a man to whom honor and reputation were more important than life itself. Vikings is a complete guide to the Norse world, including maps, historical background, and details on society and religion. You can game any sort of Viking campaign, from fully realistic to magical and cinematic. Create a historical campaign, with sea battles, duels and bloody raids -- or become a legendary berserker for mythic adventures with Thor and Odin! 128 page paperback. Regular price $22.95

GUR GURPS Who's Who 1 -- $16.00
History is full of people who were stranger than fiction. People you'd want to meet. People you'd pray to avoid. People who changed the world. This book gives complete descriptions and character stats for 52 of the most interesting people in history, ready to serve as patrons, allies, enemies or role-models. From the man who united China to the REAL Dread Pirate Roberts; from the voice of an empire to a roistering aristocratic astronomer with a silver nose; from a doctor so brilliant that his foes ran him out of town, to a king with 1,200 wives but not a single heir! It's written for GURPS, but it's easy to translate into any system. 128 page paperback. Regular price $19.95.

GUR GURPS Who's Who 2 -- $16.00
Stranger that fiction . . . and stranger than ever . . . The second volume of 52 real-life characters for historical and time-travel games introduces an even more varied collection of personalities. From the Bronze Age to Punk Rock, the Mayan Empire to Japan, From priest-kings to rocket scientists, philosophers to courtesans, From steppe-lords to saints, playwrights to tyrants. . . Through brilliance or luck, charisma or courage or sheer lunacy, these are the people who stamped their very different images on history. When your players face them, in battlefield, court, or laboratory, they can change the world - or at least, come away with quite a story. Each character is represented by a full GURPS character sheet, biographical notes, and scenario ideas from the subtle to the bizarre - ready to use in games, or adapt as NPCs or role-models. 128 page paperback. Regular price $19.95.

GURPS Horror Supplements

GUR GURPS Horror -- $18.40
Horror has always been one of the most popular GURPS settings. This new Third Edition has been revised and updated by Kenneth Hite. It replaces the old historical settings with three brand-new campaign frames designed specifically for horror play. The focus is widened from supernatural horror to include psychological, cosmic, conspiratorial, and other subgenres. And many monster types are given racial templates so they can be used as PCs! With all new illustrations by Christopher Shy, this book will terrify players in new and unexpected ways . . . 128 page paperback. Regular price $22.95

GUR GURPS Horror Gamemasters Screen -- $12.00
Four cardstock pages are all that stand between you and your rabid players . . . On the front is the full-color art from the four new "Summer of Horror" covers, by Christopher Shy. On the back is a selection of GURPS charts and tables chosen especially for the Horror GM, with special attention to Fright Checks and magic. This screen is four panels in one solid piece (no two-panel bits to paper clip together!) with a durable gloss finish on both sides. Also included: a 17" x 22" floorplan of a deserted country farmhouse and a sheet of Cardboard Heroes miniatures . . . heavy on the zombies, because zombies always attack the farmhouse . . . Regular price $14.95.

GUR GURPS Blood Types -- $16.00
Vampires. Immortal and nearly invulnerable, their mystic powers and supernatural servants protect them from danger. They thrive in the darkest hours of night and haunt the dreams of every culture and every age of man. Some merely crave your blood; others drain the very essence of life, leaving you an empty, bitter husk. And they always thirst for more . . . GURPS Blood Types is a look at the vampire in legend . . . and, yes, in history... through the centuries and around the world. It explores dozens of vampiric types, from the traditional Gothic aristocrat to the bizarre African adze to the enigmatic Albanian vyrolakos . . . usable as foes, allies or player characters. 128 page paperback. Regular price $19.95.

GUR GURPS Creatures of the Night -- $16.00
They're real, and they're all around us. Huge buildings that eavesdrop on unsuspecting guests. Hideous fish whose songs drive villages insane. Obscene voices whispering madness through the Net. Gruesome gardens full of living human organs. Crystalline creatures floating between our atmosphere and the starry depths of outer space. And things that look like vampires - but aren't . . . Creatures of the Night details 67 different modern horrors that will fit perfectly into your Illuminati, Warehouse 23 or Black Ops campaign. Your players aren't ready for this . . . 128 page paperback. Regular price $19.95.

GUR GURPS Undead -- $16.80
You're dead, so now what? Get GURPS Undead, the complete "book of the dead" for GURPS! Undead covers everything from subtle hauntings to undead necromancers, from Gothic vampires to the brain-eating zombies of the B-movies. Inside you will find a history of the undead, guidelines for creating your own undead (including animals, plants, microbes and even vehicles) and a dozen classic undead archetypes with variants and sample characters. You'll also find extensive advice on how to use the undead dramatically as scenery, plot devices, monsters, villains or heroes. As well, Undead features discussions of many related topics, including tombs, death gods, embalming, funerary rites, grave robbery, necromancy, pathology, souls, the afterlife, spells, symbolism and more. In short, everything you need to inject new life into your undead. What are you waiting for? Life is short . . . 128 page paperback. Regular price $20.95.

GURPS Literary Settings

GUR GURPS Arabian Nights -- $16.00
Flying carpets and magic lamps . . . flashing scimitars and scheming viziers . . . crusaders, Mongols, and Bedouin . . . sultans, poets, merchants, and the original Assassins -- all this and more can be found in GURPS Arabian Nights. Confront a shapeshifting djinn, or cast spells that move mountains and tame fantastic beasts. Voyage with Sinbad or ride with Marco Polo in search of the riches of the Orient. Fight in the Crusades, when Western chivalry sought to free the Holy Land . . . and Islam held off the Frankish invasion. This fascinating book describes both the real and the fictional world of the Arabian Nights, its tumultuous history, the religions that define its culture, beasts of fact and fantasy, outlandish magic, and unique campaign ideas. There are a thousand and one journeys in GURPS Arabian Nights! 128 page paperback. Regular price $19.95.

GUR Discworld Roleplaying Game -- $28.00
The world is flat. It rests on the back of four giant elephants, who in turn stand on the back of great A'Tuin, the only turtle to form the basis of an entire branch of astrophysics. Events on the Discworld have been chronicled in the best-selling works of Terry Pratchett. Fans have learned of the adventures of Rincewind the incompetent wizard, Granny Weatherwax the witch (known to trolls as "She Who Must Be Avoided"), Captain Carrot the six-foot dwarf, Archchancellor Ridcully, Susan Sto Helit (granddaughter of Death), and a cast of strange and unique characters. The Discworld Roleplaying Game is not a new edition of GURPS Discworld -- it's a reprint. By changing the name and adding the "Powered by GURPS" logo, we're making it even clearer than before that this is a complete roleplaying game. You need no other books to play. Making the title begin with "Discworld" will make it easier for series fans to find it, too. 240 page hardcover. Regular price $34.95.

GUR GURPS Discworld Also -- $16.80
In GURPS Discworld, gamers visited the strange and wonderful setting of Terry Pratchett's best-selling novels. Everyone had such a good time that we've booked a second trip! Our guide for GURPS Discworld Also will again be Phil Masters; he promises that the Dungeon Dimensions are not on the itinerary, and Mr Dibbler's meat pies are not on the menu. You will, however, visit the Lost Continent of XXXX (and its Cart Wars), meet the Hermit Elephants and a very big troll, and go on a mission for Unseen University to find out why the Librarian's supply of bananas has dried up . . . 128 page paperback. Regular price $20.95.

GUR Hellboy Rpg -- $20.00
Hellboy is Here! Mike Mignola's Hellboy took the world of comics by storm. Now the "big red guy" enters the world of gaming. The Hellboy Roleplaying Game and Sourcebook is a complete RPG and guide to the world of Hellboy . . . his friends, his foes, his adventures. Players may take the roles of Hellboy and his allies . . . or create new agents of his occult research agency, the Bureau of Paranormal Research and Defense. The book features a brand new Hellboy story by Christopher Golden. Written by Phil Masters (GURPS Atlantis, GURPS Discworld) and Jonathan Woodward (GURPS Ogre), this is a "Powered by GURPS" release, with the basic GURPS system integrated into the text. Regular price $24.95.

GUR GURPS Lensmen -- $18.40
Based on the Classic Novels by E.E. "Doc" Smith The Galactic Patrol is the army and police force of the Civilization that fills two galaxies. Its prime agents are the Lensmen . . . incorruptible, powerfully psionic, ready for anything. They stand between Civilization and the ancient evil of Eddore. The Eddorians infiltrate with drugs, crime and corruption. The Lensmen fight back with everything from blasters to space fleets. Players take the part of Lensmen, ultra-tech warriors for good from many alien races. Major characters, important planets, weapons, and the Lens itself are described for player and GM use. The "Space Opera Combat System" lets referees quickly moderate space battles to determine who won and what happened to the major characters. 128 page paperback. Suggested retail price $22.95.

GUR GURPS Mars -- $18.40
The Red Planet. To the ancients, it was the God of War. To early astronomers, it seemed to be a world much like ours. To today's space explorers, it's the next step after the Moon . . . a harsh world that we might someday bring to life. GURPS Mars describes Mars as it's been through the ages . . . as science now believes it really is . . . as it may be someday, mankind's first colony . . . and as the wild imaginations of science fiction writers have pictured it! Five different settings provide a Mars for every campaign, from hard science to "Attack of the Bug-Eyed Monsters." 128 page paperback. Regular price $22.95

GUR GURPS Myth -- $16.00
Explore the world of the Fallen Lords and Soulblighter in this adaptation of the best-selling Myth computer games! This sourcebook takes you beyond the battlefields of Myth, exploring the culture and psychology of the game's fascinating races, fleshing out the nature of the setting, and expanding upon the adventuring potential of this exciting fantasy realm. It provides guidelines for merging traditional GURPS and the Myth game engine, using Myth II's editors to translate GURPS combat to real-time computer play! 128 page paperback. Regular price $19.95.

GUR GURPS New Sun -- $16.00
Welcome to the End of History! GURPS New Sun combines history with a fantastic future! Based on the award-winning science fiction of Gene Wolfe, New Sun melds fantasy and technology into a unique fusion of swords and lasers, treacherous beauties and starfaring rogues, monsters from history and monsters from outer space, professional torturers and nobles who duel with poisonous plants. Join the young torturer Severian, naive servant of the byzantine and shadowy Autarch, as he winds through the crumbling metropolis of Nessus and slowly learns the truth behind his world -- or create your own stunning campaign based on the indelible imagery of the Book of the New Sun. 128 page paperback. Regular price $19.95.

GUR GURPS Planet Krishna -- $16.00
For decades readers of science fiction have enjoyed fantastic adventures on the second planet of Tau Ceti, courtesy of the fertile imagination of L. Sprague de Camp. Now gamers can join in the fun. For the uninitiated, Krishna is a distant planet inhabited by green-skinned beings very similar to humans. The world is the scene of some of the most entertaining swashbuckling adventures ever written. As a setting for roleplaying games it is a trove of wonders. Brave Earthmen can engage in swordplay beneath the triple moons, and win the hand of a beautiful green-haired princess! A pirate queen and her stalwart band waylay ships on the Sadabao Sea! Tailed cannibals menace castaways on the island of Fossanderan! The world of Krishna is a combination of classic space opera with hard-science realism and a dash of humor. If the Krishna stories are space opera, they are space opera as written by Gilbert and Sullivan rather than Wagner. The brave Earthman is liable to be a novice tour guide or a scheming con artist. The pirate queen is fat and middle-aged. And the tailed cannibals mend their ways after a stiff talking-to by an Oxford man. On Krishna, a hero who wins the hand of a princess must then live with the consequences of being married to a woman who lays eggs, on a world where dinner is eaten still wiggling and executions are a popular form of entertainment. Since the entire planet is under an embargo which forbids the import of advanced technology, adventurers cannot clank about in powered battlesuits, menacing the natives with plasma cannon. On Krishna, the Earthmen and the green-skinned natives are on an equal footing. Characters must rely on their wits as much as on their swords. Game Masters who are tired of players who shoot their way out of every difficulty can see how well they do without their technological toys. Regular price $19.95.

GUR GURPS Uplift 2nd Edition -- $22.40
The Five Galaxies are a tough neighborhood . . . and humanity is the new kid on the block. Of the thousands of races in a galaxy full of aliens, ours is the only one that claims to have evolved on its own, without genetic engineering by a Patron species. With its own new clients -- genetically modified dolphins and chimpanzees -- upstart humanity faces a jealous universe. The ancient Patron clans can't decide whether to enslave the races of Terra . . . or just wipe them out. The Galactics have wealth, power, and incredible technology. The people of Earth have guts, originality and a handful of allies . . . and they won't give up. This is the universe created by David Brin for his award-winning "Uplift" series. GURPS Uplift includes complete descriptions of the important alien races, maps and descriptions of the Terragens planets, and rules for creating -- and Uplifting -- new species. GURPS Uplift is intended for use with the GURPS Basic Set, GURPS Compendium I, and GURPS Space. It may be used as a sourcebook for any roleplaying system, or as background for fans of the "Uplift" series. 176 page paperback. Regular price $27.95.

GURPS Martial Arts Supplements

GUR GURPS Martial Arts -- $18.40
The ultimate hand-to-hand combat book! The 160-page GURPS Martial Arts Second Edition, covers over 50 different armed and unarmed fighting arts, including the historical and modern styles of both the East and the West, as well as fantasy and science fiction styles, presented in both realistic and cinematic forms. From the French fencing of swashbuckling cinema to Kendo down at the dojo, from Kung Fu at the Shaolin Temple to Savate on the piers of Marseilles, Martial Arts has it all (not to mention a convenient lie-flat binding). 160 page paperback. Regular price $22.95.

GUR GURPS Martial Arts Adventures -- $16.00
Pure Mind. Calm Soul. Hands of Steel! The indomitable martial artist is unique among adventurers. He does not rely on the trappings of technology, nor does he hide behind the bullet-proof vests or high-powered rifles. He defends himself with his hands, feet and soul. His confidence grows from his mastery, and honor and courage are his guides. This book contains three ready-to-play scenarios for adventurous masters of martial arts. Inside you'll find: Pawns of the CloneMaster: Chris McCubbin skillfully adapts the now-legendary game Kung Fu: 2100 to the GURPS milleu. Invade the villainous CloneMaster's mansion with your highly-skilled Terminators. Destroy the despot's computer systems and clone banks before the sinister Jellies and gun-wielding technicians can decimate your forces. And above all, beware the CloneMaster! Dark Arena: From the author of GURPS Martial Arts, C. J. Carella, comes a cinematic adventure in the tradition of late-night karate movies. Famous martial artists are being abducted by a scheming millionaire to participate in a highly illegal full-contact tournament . . . to the death! The PCs are caught in the middle as they fly to a secret hideout in mainland China, where the perils of the dark arena await . . . Rightful Possession: Stephen Dedman's gripping adventure sends unsuspecting PCs back in time to Bushido Japan, where they must deal with an irate ghost and battle for control of a very special, and deadly, magical wakizashi. Also included are new rules for the GURPS Martial Arts system, including new styles, skills and maneuvers. The GURPS Basic Set and GURPS Martial Arts are required to run these adventures. Regular price $19.95.

GURPS Science Fiction Supplements

GUR GURPS Alternate Earths -- $16.00
It Happened Otherwise! Travel the Confederate States of America by dirigible. Battle the Aztec Jaguar Knights in their conquest of Europe. Join the American Resistance against Nazi occupation. March with the Roman legions on their campaigns in the New World. GURPS Alternate Earths provides fully fleshed-out backgrounds for six worlds to be used with a GURPS Time Travel "Infinite Worlds" campaign, or in conjunction with many other GURPS worldbooks. GURPS Alternate Earths includes: Complete histories, including timelines, for each Alternate Earth. Gadgets that were never invented - but should have been! A plethora of new character types, from the Confederate Cavalier to the Cyber-Samurai. The Smugglers' Guide to Interdimensional Trade. Subversive plots by the nefarious Centrum. Guidelines for creating your own parallel Earths. Why settle for only one world? An infinity of Earths is waiting for you! 128 page paperback. Regular price $19.95.

GUR GURPS Alternate Earths 2 -- $16.00
What if . . . Imperial China had become an intercontinental power? Islam had supplanted the influence of Christianity? The Vikings had founded a world-spanning empire? England had suppressed the American Revolution? Monarchy hadn't gone out of fashion in Europe? Alternate Earths 2 presents six more alternate histories from the authors of GURPS Alternate Earths -- including the lowdown on GURPS Time Travel's sinister Centrum! 128 page paperback. Regular price $19.95.

GUR GURPS Atomic Horror 2nd Ed -- $18.40
Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! Only you can defend humanity, civilization and the American Way from these terrible horrors. GURPS Atomic Horror contains everything you need to roleplay the sci-fi and horror movies of the 1950s. The campaign can be as scary as The Thing, as dramatic as The Day The Earth Stood Still, as strange Little Shop of Horrors or as goofy as Plan 9 From Outer Space -- the choice is yours. Characters can be square-jawed scientists and military men, heroic explorers, misunderstood teenagers, cold war spies and G-men, gangsters . . . or just ordinary folks caught up in unearthly weirdness. GURPS Atomic Horror brings you all the fun, excitement and adventure of some of the greatest (and some of the very worst) adventure films of all time! 128 page paperback. Regular price $22.95

GUR GURPS Autoduel -- $16.00
GURPS Autoduel was one of the first worldbooks ever published for the GURPS system - over ten years ago! Its post-apocalyptic world, based on the classic Car Wars boardgame, was a fan favorite as players faced a world devastated by war, famine and despair... on lawless highways where the right of way went to the biggest guns. Ten years later, things have gotten better in Autoduel America - but not much. This all-new Second Edition is 32 pages longer than the original, and includes: A detailed history and description of "Autoduel America". An updated and expanded "AADA Road Atlas and Survival Guide". Vehicle construction rules completely compatible with GURPS Vehicles Second Edition, with a dozen sample vehicles. Complete character creation guidelines, including guns, equipment and gadgets galore. Loads of campaign ideas for everything from a corporate autoduelling team to a lone wolf vigilante, and more! And Remember . . . Drive Offensively! 128 page paperback. Regular price $19.95.

GUR GURPS Bio-Tech -- $16.80
The Future is Alive! "Who needs chrome, paryen? Raw meat is where it's at now. Mother Nature always did it best -- she just needed a little help. Get down to the black clinic, dyadooshka, and you can be 15 again. That is, if you still want to be human at all . . ." Introducing the technology of the next century: biotech! Upgrade your old body with steroids and smart drugs, transplants and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing, or just go parahuman: Why admire cats if you can be one? The technology's changing fast, but you'll have lots of time to get used to it -- death is a temporary inconvenience with cryonics, cloning and braintapes. And who needs silicon and steel? Biotronics and biomimetics are where it's really at! Welcome to the post-human age. Have you upgraded your genetics this year? 144 page paperback. Regular price $20.95.

GUR GURPS Mecha -- $16.00
The Mecha Are Here! From battlesuited space marines making an orbital drop to cinematic Japanese anime action featuring giant walking tanks piloted by beautiful alien princesses, GURPS Mecha covers the entire genre of mecha action! In the pages of Mecha you'll find: An easy-to-follow step-by-step guide to building mecha. Advanced rules with a plethora of options like transforming and combining machines that can turn into cycles or fighter planes, overload boosters, psionic mecha, energy battlesuits, giant swords and shields, even steampunk mecha! Character creation rules for mecha-genre characters and cinematic aliens. Advice on using mecha in everything from alien invasions to superhero campaigns, and suggestions for running anime-themed adventures. Special combat rules that emphasize the cinematic nature of mecha combat, as well as realistic rules for sensors, weapons and orbital drops. Sample mecha and battlesuits. And a detailed campaign world, Cybermech Damocles! 128 page paperback. Regular price $19.95.

GUR GURPS OGRE -- $16.00
For more than 20 years, the mighty Ogre cybertanks have terrorized boardgamers and miniature players around the world. Now the Ogres are coming to roleplaying. Take the part of a GEV pilot, driving his craft at fighter-plane speeds a foot off the ground . . . a ragged partisan, armed only with determination and a nuclear bazooka . . . or a brand-new artificial intelligence, awakening to a world in which it is the most dangerous creature of all . . . the Ogre. GURPS Ogre includes character and vehicle descriptions, a future timeline, a discussion of the world of the Ogres, and the Armor Unit Combat System, a quick way to resolve battles involving player characters and get back to the roleplaying! 128 page paperback. Regular price $19.95.

GUR GURPS Planet Of Adventure -- $18.40
Tschai is a world where four alien species compete to see who will rule . . . and where humans have been bred to be slaves. Jack Vance's classic Planet of Adventure series has thrilled science fiction fans for decades, and now Tschai is a hot new roleplaying setting! In GURPS Planet of Adventure, play one of the strange alien beings inhabiting Tschai, or play a man fighting to return to Earth and warn humanity of the peril it faces. 128 page paperback. Regular price $22.95

GUR GURPS Reign of Steel -- $16.00
It is 2047 A.D. The robot revolt is over, and the machines have won. Ruthless Artificial Intelligences have exterminated most of humanity, while the survivors are hunted like animals, or face slow death in the robots' brutal labor camps. But a lucky few have escaped death or enslavement. While most of mankind has succumbed to despair, some refuse to give up hope. Around the world small groups of dedicated survivors are forming, preparing to oppose the robot overlords and fight to free mankind. A worldbook for GURPS, Reign of Steel details mankind's struggle against his metal masters in a dark future. GURPS Reign of Steel utilizes the sleek rules from GURPS Robots, although you do not need Robots to play. Take on the role of the oppressed masses, and teach the robot overlords that technology can be made obsolete. 128 page paperback. Regular price $19.95.

GUR GURPS Robots -- $16.00
GURPS Robots contains detailed rules for designing, building, and playing robots -- from the tiniest nanobots to the mightiest megabots. You can create cyborgs, androids, and even biomorphs -- deadly fluid-metal machines that can take any shape. The advanced design rules are compatible with GURPS Vehicles, 2nd Edition. Choose everything from the frames to weapons to the tiniest accessories! Also included are rules for robots as player characters; artificial intelligences and battlesuits; and over 30 completely worked-out sample robots. 128 page paperback. Regular price $19.95.

GUR GURPS Space -- $20.00
A Universe Without Limits . . . A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space offered a comprehensive set of tools to design your own starfaring campaigns, from space opera to hard science with any stop in between. Substantially revised and expanded, the Third Edition: Upgrades the spaceship design and space combat systems! Ensures that recent, popular science-fiction cinema and television settings will be easily simulated! Updates the rules to conform with changes since the last edition brought about by GURPS Compendium I, Traveller, Ultra-Tech 2, and Vehicles. In addition to the above topics, GURPS Space offers an inventory of science-fiction equipment from lasers to force swords, treatment of classic science-fiction character types, advice on creating planets and the cultures that inhabit them, and much more! 176 page paperback. Regular price $24.95.

GUR GURPS Steampunk -- $28.00
GURPS Steampunk won the Origins Award for Best RPG Supplement of 2000. Then it sold out! Now it's back in print in a new deluxe hardcover edition with the same great full-color cover art. Written by William H. Stoddard, this book combines the mood of cyberpunk with the setting of an alternate Industrial Age, where computers run on steam power, walking colossi stalk the battlefields, flying ironclads rule the skies, and science is the new frontier. It covers the real events, politics, and personalities of the Industrial Age, as well as the weird science that could have been created . . . vehicles, robots, airships, and more. 144 page hardcover. Regular price $34.95.

GUR GURPS Screampunk -- $7.20
Take the Origins Award-winning GURPS Steampunk, mix in the gruesome nightmares of horror roleplaying, and voila . . . GURPS Screampunk! This 32-page mini-sourcebook packs maximum roleplaying punch for a minimum price. Warning: Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution, and Protective Eye Wear if available. 32 page paperback. Regular price $8.95.

GUR GURPS Technomancer -- $16.00
An alternate world in which magic and technology both work . . . all too well. On July 16, 1945, the first atomic bomb was detonated at Trinity Site in New Mexico. The explosion ripped a hole in the fabric of space. Doctor Oppenheimer's words "I am become death, destroyer of worlds" unwittingly closed a necromantic ritual. The fireball vanished, but the mushroom cloud remained. This was the Hellstorm, a tornado of seething magical energy. A pattern of enchanted fallout drifted across the southern United States and Mexico. The effects would not be felt immediately, but over the next generation, they would transform the world... Magic had come to the modern 20th century. But like the power of the atom on our own Earth, it would prove a Pandora's Box. 128 page paperback. Regular price $19.95.

GUR GURPS Time Travel -- $16.00
Anything Can Happen! GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published. Winner of the 1991 Origins Award for Best Roleplaying Supplement, this book is a collaboration between two previous winners -- Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues). GURPS Time Travel includes: A survey of time and dimension travel as presented in fiction -- and current scientific thought. Travel by time machine, by dimension gate, even by powers of the mind! Six complete campaign backgrounds (and several mini-backgrounds) for travel through time or parallel worlds, or both! Each has its own rules for characters, travel, and paradoxes. A detailed discussion of the paradoxes you should consider in creating your own time-travel campaign. Is meddling with history easy? Impossible? Or just a Very Bad Idea? Parallel worlds . . . "what if" dimensions where something or everything, is different. A timeline of interesting dates in our own world's history . . . as places for time travelers to visit, or as "branch points" for parallel-world campaign. With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen! 128 page paperback. Regular price $19.95.

GUR GURPS Y2K -- $16.00
The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD. Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong. The Big Crash. The Bug. The end of technology - the end of humanity. In GURPS Y2K, ten of your favorite GURPS authors take a long look at these millennial fears, from computer crashes to global warming, from a nuclear apocalypse to the Biblical Apocalypse. Are you Y2K compliant? 128 page paperback. Regular price $19.95.

GURPS Transhuman Space

GUR Transhuman Space Hardcover -- $29.60
It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends. This new Powered by GURPS line was created by David L. Pulver and illustrated by Christopher Shy. The core book, Transhuman Space, opens with close to a hundred pages of world and background material. The hardback edition includes a customized GURPS Lite - no other books are required to use it, although the GURPS Basic Set and Compendium I are recommended for GMs. 240 page hardcover. Regular price $36.95.

GUR Transhuman Space: Fifth Wave -- $20.00
The Third Wave was information. The Fourth Wave was biotech. The Fifth Wave is a combination of nanotechnology, memetics, and artificial intelligence, and it's changing mankind more than the first four waves put together. Transhuman Space: Fifth Wave is an overview of our home planet at the end of the 21st century. Most humans (and other sapient life) still live on Earth, doing business, raising families, and fighting wars just as they have always done. Humanity and its partners may be scattering into deep space, but Earth is still the center of the human universe . . . crowded, busy, fast-moving and still picking up speed. Fifth Wave includes new racial packages, plus rules for cutting-edge technology: virtuality nodes, software for network intrusion and defense, and various land, sea and air vehicles of interest to adventurers. Welcome home. It's different here. 144 page paperback. Regular price $24.95.

GUR Transhuman Space: In The Well -- $20.00
In the Inner System, the worlds are closer together. Hotter. Full of promise and adventure. This book includes: A detailed history of Mars, from the robot probes of the early 21st century, to the first manned landing in 2026, through the illegal terraforming plagues created by the Ares Conspiracy. The uneasy truce on Mercury, where precious metal and abundant energy draw greedy eyes. The stifling clouds of Venus, beneath which lurk a few hardy scientists, and some who are just there to hide. New character types like the Recurver and Terraformer, new biomods, and new gengineered races. A bestiary of genetically-enhanced animals, from smartcats to ice weasels. Plus campaign ideas, personal hardware, land and air vehicles, and more! Here is the heart of the solar system. The destiny of humanity is here. Seize the future. 144 page paperback. Regular price $24.95.

GUR Transhuman Space: Deep Beyond -- $21.60
The Edge of Nowhere . . . The Deep Beyond is the solar system's final frontier. A vast zone stretching from the asteroid belt to the edge of interstellar space, its siren call has drawn researchers, pioneers, visionaries -- and outlaws. Deep Beyond includes: Expanded descriptions of the asteroids, gas giants, moons, and comets of the outer system. Visit the gas mines of Saturn and Europa's icy oceans! What it's like to grow up in the Deep Beyond . . . as a Duncanite parahuman, a sapient AI, or even an enslaved bioroid. Dozens of organizations, from the rebel ghosts of Axon to the cyber-soldiers of the 82nd Spaceborne. New character types, from judges-for-hire to Jump RATS and Swarmdozers. New vehicles and technologies: ice-hulled Gypsy Angel spacecraft, portable lasers, prospector swarms -- even the black hole power plant. Transhuman Space is required to use this supplement. GURPS Basic Set, Third Edition Revised, Compendium I: Character Creation, and Transhuman Space: In the Well is also recommended. 160 page paperback. Regular price $26.95.

GUR Transhuman Space: High Frontier -- $20.00
"One giant leap for mankind..." In the year 2100, Earth-Lunar space is the most densely populated area of the solar system outside Earth itself. Come visit: Earth orbit, buzzing with busy space factories, bustling spaceports, under the watchful eye of rival orbital weapons platforms. But the biggest danger is not the threat of war but the ravages of 150 years of space junk, moving at 25,000 miles per hour! Lagrange 4, where giant cities in space glitter like jewels in the night, presided over by the massive O'Neill colony Islandia. Lagrange 5, the ghetto of the solar system, colonized by dreamers, ideologues and undercapitalized entrepreneurs. Sometimes a dream and a prayer aren't enough. The Moon. We're back, and this time with bulldozers. Luna is the solar system's industrial park, with Helium-3 mines that feed the fusion reactors on Earth, and more cybershell robots than people. But it's not all machines: the north and south poles are home to the pleasure domes of Moonshadow and thriving transhumanist Luna City. And on Luna's farside, a massive telescope array unravels the mysteries of the cosmos... Transhuman Space: High Frontier is a world book for use with GURPS Basic Set, 3rd Edition Revised, Transhuman Space and GURPS Compendium I. 144 page paperback. Regular price $24.95.

GUR Transhuman Space: Orbital Decay -- $7.20
This book presents a research station in Earth orbit, a great setting for all kinds of campaigns, and a sinister mystery for characters to solve. Why has the station gone silent, where did all the bio-tech researchers go, and what’s that clawing at the airlock door . . . ? 32 page paperback. Regular price $8.95.

GUR Transhuman Space: Spacecraft Of The Solar System -- $9.60
28 different space vehicles and variants for the Transhuman Space setting, including both warships and civilian craft. Special ships include the Nadezhda bioship (a cybernetic organism combining machine with living flesh) and the rogue autonomous kill vehicles left over from the Pacific War . . . artificially intelligent spacecraft with built-in bloodlust. These spacecraft can be adapted to any science-fiction background or roleplaying system. Also: an overview of the major space forces: the Chinese PLAN-Space Forces, U.S. Aerospace Force, European ESCA, and the TSA, with background on their history, tactics, and fleet strength. 48 page paperback. Regular price $11.95.

GUR Transhuman Space: Broken Dreams -- $20.00
Stay and Fight . . . On Earth in 2100, some are reaching for the stars . . . but others struggle just to survive. Much of the home world remains mired in war and intrigue, as powerful corporations and high-tech armies fight over resources, markets, and ideas. Cities on the edge of chaos are battlegrounds for covert operations and high-stakes diplomacy, and the developing nations see themselves falling farther and farther behind. Nations trapped in poverty, environmental disaster areas, and hellholes run by insane dictators . . . high-tech terrorism, rebellion, and crime, and rules for creating biological and chemical weapons . . . dangerous genetic designs, obsolete cybertechnology, and police state software . . . all part of daily life in Broken Dreams. 144 page paperback. Regular price $24.95.

GUR Transhuman Space: Under Pressure -- $21.60
As humanity reaches to the planets, a last frontier remains on Earth . . . the oceans. Governments, corporations, political idealists, and outlaws are staking their claims in this realm. There are oceans on other worlds too: Europa, Mars, Titan -- all unique and full of possibilities. Transhuman Space: Under Pressure describes the oceans of the 22nd century, from the teeming seas of Earth to the icy ocean of Europa. Ocean arcologies . . . mining operations and terrorist foes . . . adventure and intrigue in an environment far more hostile than mere space. This book also includes new character templates - including new parahumans, bioroids, cybershells, and uplifted animals designed for aquatic existence - and modular design rules for aquatic vehicles, compatible with the system in Transhuman Space: In The Well. 160 page paperback. Regular price $26.95.

GUR Transhuman Space: Personnel Files -- $11.20
Complete your party with these ready-to-go Transhuman Space characters, usable as PCs or NPCs! Personnel Files has heroes and villains at a range of point totals, and includes bioroids, cybershells, weblife, and even ordinary humans. Dozens of humans and transhumans stand ready to welcome your group to 2100 . . . and adventure! 64 page paperback. Regular price $13.95.

GUR Transhuman Space: Toxic Memes -- $21.60
Believe It Or Not . . . Although you might not have a choice. In 2100, memetics rules -- the science of analyzing, engineering, and manipulating ideas. Memeticists know how to get into your head, and will do so for power, money, and religion. Sometimes they'll do it just for the fun of it. Transhuman Space: Toxic Memes explores cults, conspiracies, urban legends, fads, and more from around the world at the end of the 21st century. In a world where belief, fear, and ideology can be sculpted like clay, how does anyone know what they really think? Toxic Memes is a sourcebook for the Transhuman Space setting, and includes detailed rules for the creation and propagation of memes, technologies for controlling information and managing reputations, new characters, new templates, campaign ideas, and over a hundred cults, movements, conspiracies, myths, and fringe sub-cultures to use as adventure seeds, background flavor, and to enhance your game's sense that the world of Transhuman Space is a very strange place indeed. 144 page paperback. Regular price $26.95.

GURPS Traveller

GUR GURPS Traveller -- $18.40
GURPS Traveller Second Edition is the official alternate universe for Traveller, the premier SF roleplaying game, produced under license. The vast scope of the Third Imperium will be open for adventuring: merchants, mercenaries, spies, mega-corporate troubleshooters, pirates and pirate-chasers! Find out for yourself why this game is a classic. 176 page paperback. Regular price $22.95.

GUR GURPS Traveller Hardcover -- $24.00
GURPS Traveller Second Edition in a sturdy hardcover format. 176 page hardcover. Regular price $29.95.

GUR GURPS Traveller Gamemasters Screen -- $8.80
Put the Third Imperium at your fingertips with this fact-packed GM's screen. Two screens contain all the charts, tables, and other essentials for the GURPS Traveller Game Master. And, since every GM needs a tavern to start the adventure off right, here's a poster-sized floor plan for Brubek's, the starport bar . . . and a sheet of new Cardboard Heroes miniatures showing typical patrons. 2 two-sided screens with 1 floor plan and 1 sheet of Traveller-specific Cardboard Heroes. Regular price $10.95.

GUR GURPS Traveller 25th Anniversary Set -- $24.00
Marking the 25th anniversary of Traveller, this special limited-run offer contains a copy of GURPS Traveller, plus Alien Races 1, the GURPS Traveller GM Screen, Planetary Survey 1: Kamsii and GURPS Lite . . . more than $40 worth of current Traveller material for only $29.95. A great way to get started with THE classic far-future universe! 176-page book, 32-page supplement, and GM screen. Regular price $29.95.

GUR GURPS Alien Races 1 -- $20.00
The human-descended Zhodani have long embraced psi powers in their society, in contrast to the persecution that psis suffer within the Imperium. The Vargr are a race of aliens descended from transplanted Terran canines. Both are formidable rivals to Imperial power in the Spinward Marches sector. Alien Races 1 for GURPS Traveller has everything you need to set a campaign in the Zhodani Consulate or Vargr Extents. It includes starship deck plans and vehicle designs; typical weaponry; rules and templates for creating player characters; up-to-date history and cultural information, and much more. Also, seen here for the first time are three significant "minor races" from Zhodani and Vargr territory: the tyrannosaurian Drakarans, the arachnoid Clotho and the enigmatic Sheol. Almost unknown in Imperial territory, these races are growing powers in the Zhodani Consulate and the Vargr Extents . . . 144 page paperback. Regular price $24.95.

GUR GURPS Alien Races 2 -- $16.80
More Strange Encounters at the Imperium's Edge. The second book in the GURPS Traveller Alien Races series, Alien Races 2: Aslan and K'kree addresses the biology, home worlds, culture, and society of the fierce Aslan, the centaurian K'kree, and two minor species. It details their historical involvement with the Imperium, from first contact to present, and presents racial templates, rules for playing alien characters, and examples of unique technologies and ship designs. The Aslan warrior race has a mindset focused on honor and glory; their traders and mercenaries are found throughout the Spinward Marches and the Solomani Sphere. Their wanderlust and combative nature make them well-suited to adventuring as player-characters. Their habit of insidiously grabbing land when no one is looking also makes them good recurring adversaries in a campaign. The militantly vegetarian K'kree are driven by their faith to rule the Galaxy, and eliminate all meat-eaters. Players may join this crusade, fight against it, or simply try to make a living while it goes on around them. The K'kree are constantly embroiled in skirmishes with the Vargr, and keep an uneasy peace along their borders with the Hivers and humanity. Alien Races 2 also features two new minor races: The Inyx are a race of aquatic parasites who absorb electrical energy from their whale-sized hosts. The Devi Intelligence, an unusual K'Kree subject race, consisting of the sedentary Intellects, who resemble colonies of giant fungi, and their mobile spores, the Shiverbats. 144 page paperback. Regular price $20.95.

GUR GURPS Alien Races 3 -- $18.40
The third book in the Alien Races series describes two of the MOST alien races in the Traveller universe - the Droyne and the Hivers. The Droyne, which Imperial archaeologists are beginning to suspect are identical to the ancient race that scattered Humaniti and created the Vargr, are among the most pacific of all the inhabitants of the Imperium. But if they were once so powerful, why have they given up on the jump-drive and the other trappings of interstellar power? What did they learn that Humaniti will not? And what about the Hivers, the strange six-limbed creatures who dominate dozens of other races within their Hive Federation? Why do they treat their offspring so strangely? Does their incredible intelligence translate to wisdom? Or does their lust to manipulate others represent a threat to the Imperium? Also described are three minor races: the Hiver's laughing mercenaries, the Ithklur; the tiny nocturnal Lithkind; and the fluorine-breathing Inheritors, who inhabit a Dyson sphere created by the Ancients. Special bonus! This book includes "gold" cardboard punch-out versions of the 36 Droyne coyns, and complete instructions for Droyne divination. Droyne characters can now "cast the coyns" to determine their future actions . . . and Human characters can wonder why it works . . . 144 page paperback. Regular price $22.95.

GUR GURPS Alien Races 4 -- $20.00
Enough aliens to fill a cantina! GURPS Traveller Alien Races 4 brings 16 strange species to life, including the winged Ael Yael, the bureaucratic Bwaps, the nonviolent Virushi, and the newest species to be recognized as sentient, the aquatic Shalli. Compiled and edited by Loren Wiseman and Steve Jackson, this book features the creations of several favorite Traveller authors, including Phil Masters, David Pulver, and David Thomas. 144 page paperback. Regular price $24.95.

GUR GURPS Bounty Hunters -- $7.20
Traveller Heroes 1. First in a series of mini-books that spotlight interesting professions for adventure! Bounty Hunters gives templates for character design, and goes into detail about the risks and rewards of hunting criminals for money. Campaign ideas and adventure seeds are included, along with several completely worked out characters. This book will jump-start lots of Traveller adventures! 32 page paperback. Regular price $8.95.

GUR GURPS Deck Plan 1 -- $16.00
Beowulf Class Free-Trader. The Free Trader Beowulf is under attack! Help retake the ship with our first set of Traveller Deck Plans. Thirteen double-sided maps join to form the full Beowulf - with hexes on one side and squares on the other, every Traveller fan will be able to use them! And there's a sheet of Cardboard Heroes miniatures with crew and pirates - start adventuring immediately! Hang in there, Traveller fans . . . help is on the way . . . 13 two-sided maps with a 4-color cover insert, with 1 sheet of Traveller-specific Cardboard Heroes in ziplock bag. Regular price $19.95.

GUR GURPS Deck Plan 2 -- $13.60
Modular Cutter. The Modular Cutter is truly the workhorse of the Imperium . . . and the subject of a new GURPS Traveller book, eloquently titled Modular Cutter. This set includes 8 two-sided maps . . . the 50-ton modular cutter itself and seven different modules: Class I starport, expandable base, laboratory, medical, prison transport, safari, and survey. Also included is a sheet of all-new Traveller Cardboard Heroes miniatures, created specifically for this set. Explorers, scientists, doctors, civilians . . . including a Virushi surgeon and a Bwap clerk! 8 two-sided maps in a 4-color wrap, with 1 sheet of Traveller-specific Cardboard Heroes in ziplock bag. Regular price $16.95.

GUR GURPS Deck Plan 3 -- $18.40
Empress Marava. The Empress Marava-class Far Trader is a tough, long-range cargo ship. It's a favorite of many adventurous traders . . . which probably includes the PCs in your campaign. This big package shows every detail of a Marava on 20 two-sided maps . . . hexes on one side and squares on the other, to fit any campaign! Also included is a sheet of Cardboard Heroes miniatures to crew your Marava, and a large cargo-hauling air/raft. Regular price $22.95

GUR GURPS Deck Plan 4 -- $13.60
Assault Cutter. The Assault Cutter is an armored, reinforced version of the Modular Cutter, popular in military applications. This package includes 8 two-sided maps . . . hexes on one side and squares on the other, to fit any campaign! Included are the cutter itself and seven modules: boarding, ECM, fighter, Marine command, Marine firebase, medevac, and sensor. Also included is a sheet of full-color Cardboard Heroes miniatures to crew the cutter, including a Rampart fighter for the fighter module. Regular price $16.95.

GUR GURPS Deck Plan 5 -- $13.60
Sulieman-Class Scout/Courier. The 100-ton Sulieman is one of the most commonly encountered vessels in Imperial space and on its borders. The Scout Service uses thousands of Suliemans for reconnaisance, survey, courier/VIP transport, and liaison duties; the Sulieman II seeker is the standard mineral survey craft. Retired scouts are sometimes granted the long-term use of a Sulieman for private prospecting or trade. Because this vessel is so easily available to PCs, this deck plan will be of interest to players as well as GMs. It comprises 8 double-sided sheets (hexes on one side, squares on the other), and includes a set of Cardboard Heroes miniatures to crew the ship and provide encounters. Regular price $16.95.

GUR GURPS Deck Plan 6 -- $16.00
Dragon-Class System Defense Boat. The Dragon-class 400-ton system defense boat is the most commonly encountered SDB in the Imperium. Dragons are used for customs patrol, piracy supression, search & rescue operations, and many other missions. This set also includes deck plans for the 200-ton clamp-on jump shuttle, used to transfer SDBs from system to system (and a starship in its own right). Because the SDB is so often encountered on non-military missions, this deck plan will be of interest even to GMs who are not running military-oriented campaigns. It includes 10 double-sided sheets (hexes on one side, squares on the other), and a set of Cardboard Heroes miniatures. Regular price $19.95.

GUR GURPS Far Trader -- $21.60
Next to the mercenary game, the "independent trader" campaign is the most popular among Traveller players. This new book is the complete support volume for the Trader campaign. You can: Develop sector-wide trade routes, following the demands of commerce on an interplanetary scale. Start your own character-run business, raise capital, and finance your money-making ventures. Make contacts, find niche markets, and exploit opportunities the big corporations miss. Learn what it takes to run a successful commercial starship. Expand your world with 15 new character templates. Run entire mercantile campaigns, including free traders, smugglers, and pirates. Far Trader complements the GURPS Traveller volumes on Starports and Starships. It is also fully compatible with GURPS Space, and a useful supplement for any science fiction campaign. Regular price $26.95.

GUR GURPS Ground Forces -- $16.80
When human worlds are threatened, people depend on the Imperial Marines and the Unified Armies -- the Ground Forces. They are the only soldiers most citizens ever see. People may follow orbiting battleships as bright "stars" in the sky, but for the average man it is the Marine in battledress and the imposing bulk of an Army grav tank that embody the Imperium. GURPS Traveller: Ground Forces covers the "ground pounders" of the Third Imperium and their comrades in arms, the sailors of the "wet" navy and the pilots of the Close Orbit and Aerospace Command. 144 page paperback. Regular price $20.95.

GUR GURPS Humaniti -- $20.00
Not So Alien . . . In the Traveller world, aliens come in all shapes and sizes. But Humaniti, the many varieties of humans descended from Earth's Homo sapiens, all look pretty much the same. Looks, of course, can be deceiving . . . GURPS Traveller: Humaniti gives you in-depth information on 16 varieties of Humaniti, including Acheron, Answerin, Azhanti, Darrian, Dynchia, Geonee, Iltharan, Irhadre, Kargol, Luriani, Nexxies, Otrai, Suerrat, and Yilean -- some never detailed before! 144 page paperback. Regular price $24.95.

GUR GURPS Modular Cutter -- $16.80
Often dubbed "the workhorse of the Imperium," the modular cutter is the primary ship design for intrasystem transport. Its flexibility made it popular; its durability made it essential. In Modular Cutter, you'll find dozens of designs for ship modules that can be swapped out at a moment's notice. You'll also find new ideas for using the modules, from space stations to interstellar cargo ships. Traveller fans have been asking for this book for years! 128 page paperback. Regular price $20.95.

GUR GURPS Planetary Survey 1 -- $7.20
Kamsii -- The Pleasure World. The first of a new series of 32-page GURPS Traveller books, each one a detailed look at a single planet. Written by Loren Wiseman and Steve Jackson, this book describes a planetary theme park -- a whole world dedicated to entertainment -- but with a hidden dark side. From family fun to lavish decadence, from hundred-mile kiddie rides to recreations of the court of Caligula, Kamsii has it all. The Kamsii Company says everybody will have a good time, and nobody crosses the Company. Not twice. 32 page paperback. Regular price $8.95.

GUR GURPS Planetary Survey 2 -- $7.20
Denuli -- The Shrieker World. The second of this new GURPS Traveller series, each of which has complete stats and adventure information for a new planet. Planetary Survey 2 presents the homeworld of a recently discovered intelligent race . . . the Shriekers. Unfortunately, all that most of Humaniti cares about the Shriekers is that their eggs are precious jewels. Will you help the Shriekers, or help wipe them out for profit? 32 page paperback. Regular price $8.95.

GUR GURPS Planetary Survey 3 -- $7.20
Granicus -- The Pirate Paradise. Granicus, in the Glimmerdrift Reaches sector, is home to over 25 million people. Its corrupt, faction-ridden government and out-of-the-way location make it the perfect base of operations for pirate cartels, whose criminal enterprises reach into Imperial space. The cartels are the secret masters of the planet. But in every corner lurk Imperial spies, looking for ways to combat the pirate threat. 32 page paperback. Regular price $8.95.

GUR GURPS Planetary Survey 4 -- $7.20
Glisten. The "Jewel of Deep Space," the Glisten system has no habitable world, yet it is the capital of the Glisten subsector, site of a Scout base and a major shipbuilding yard, and home of the Mining School of Glisten. Its rich asteroid belts combine an advanced technology with an almost inexhaustible supply of raw materials. Glisten is a major industrial and economic powerhouse in the Spinward Marches. This book concentrates on the five asteroids which make up "Glisten City," the government and business center of the system. Trade, business, scientific investigations, and high-level politics rub shoulders with gritty asteroid miners, huge factory complexes, shipyards, and interstellar intrigue. 32 page paperback. Regular price $8.95.

GUR GURPS Planetary Survey 5 -- $7.20
Tobibak. The Planetary Survey series continues with an in-depth (so to speak) look at Tobibak, a world covered by ocean. Humans cooperate with aquatic races to develop a planet with many resources . . . but where dry land is the rarest commodity of all! Written by long-time Pyramid editor Scott Haring. 32 page paperback. Regular price $8.95.

GUR GURPS Planetary Survey 6 -- $7.20
Darkmoon. On a gas giant moon under miles of ice and water, this "escape proof" prison is the final stop for 3,000 of the Imperium's worst scum, from corsairs to Ine Givar terrorists. But Darkmoon is no ordinary prison world: it's run by the notorious biomedical megacorporation SuSAG. A prisoner who steps out of line may find that he's been reclassified "lab rat." 32 page paperback. Regular price $8.95.

GUR GURPS Rim of Fire -- $16.80
The Solomani Rim sector lies at the rimward edge of the Third Imperium. It is an ancient, densely populated region. For 6,000 years, the Solomani Rim has been a place of epic revolutions and wars. Today it remains a flashpoint for galactic conflict . . . The Third Imperium occupies hundreds of worlds, including Terra, the human homeworld. But much of the sector is under the control of the despotic Solomani Confederation. Rim of Fire covers the Solomani Rim sector in detail. Writeups for over 400 worlds are included. Some are described in great detail, providing instant adventure settings, while others are merely sketched in to allow the individual GM to customize his campaign. There is also an extensive history of the sector, including detailed descriptions of the Interstellar Wars and the rise of the Solomani Movement. And, of course, there are campaign and adventure seeds, and a trove of referee's information. The Solomani Rim has always been a place where the actions of individual heroes could change the course of history. Today there are still many challenges for the GURPS Traveller player. . . on the Rim of Fire! 144 page paperback. Regular price $20.95.

GUR GURPS Star Mercs -- $20.00
A Sourcebook for Military/Mercenary Operations in the Far Future. Everything you need for a military-oriented campaign in the universe of Traveller! This book covers combat (and a soldier's life) in the 57th century; how to recruit, organize, and equip a mercenary unit; and the Imperial rules of war. There are descriptions of how armies are organized and equipped for Tech Levels from 5 to 12, discussions of strategy and tactics, and a comprehensive rundown on weapons and the other tools of the soldier's trade. In addition, deck plans for the 800-ton Broadsword class mercenary cruiser are included. Star Mercs also includes templates for military and mercenary soldier characters, sample missions, and a variety of units and NPC personalities your mercenary group might encounter, including the famed and feared Imperial Marines. 128 page paperback. Regular price $24.95.

GUR GURPS Starports -- $16.00
Patrol, trade and Xboat routes are the lifelines of the Imperium, and starports are the anchors to which they are tethered. Serving as trade centers, customs offices and outposts of civilization in far-flung systems, they play a central role in the lives of starfarers, and are a crucial source of goods, wealth and information for even the most planetbound of souls. At the same time, they are havens for smugglers, fugitives and black marketeers. Starports classifies standard starports and describes their facilities, organization and functions. It includes examples and plans, and guidelines for starport adventures and encounters. It is designed to complement Far Trader and the upcoming Starships supplement. 128 page paperback. Regular price $19.95.

GUR GURPS Starships -- $16.00
From launches to liners, from patrol boats to pirates, a starfaring campaign requires ships. GURPS Traveller: Starships details the "View from the Deck," the experience of being aboard a starship. Passengers and pursers, bridge crews and black gang, owners and deckhands . . . they're all here. Charters and salvage operations are included, spiced up with encounters, adventure seeds and a cast of NPC owners, masters and crew. Much of the book is devoted to ship designs and design philosophy, with a selection of starships and smaller vessels -- the traders, lab ships, yachts and prospectors likely to be crewed by PCs. Each ship has its own detailed writeup and deck plans. Another section expands on the starship design rules in GURPS Traveller (including components for TL 7-9, TL 11, and TL 13 designs). It collects all previously published components in one volume and offers new accessories and design options, as well as descriptions of the technology. Ships detailed in GURPS Traveller: Starships include Seeker (Suleiman II class), Yacht (Lady of Shalott class), Safari Ship (Animal class), Old/Low-tech Trader (Birdsong class -- new), Lab Ship (Kugashin class), SDB and Jump Shuttle (Dragon class). 144 page paperback. Regular price $24.95.

GUR GURPS Sword Worlds -- $21.60
The Day After Ragnarok! The Sword Worlds stand at the border of the Third Imperium, a small but proud civilization descended from ancient Terran migrants. Their inhabitants have spent centuries fighting for independence - from the Imperium, from the other great empires, even from each other. A decade ago, the Sword Worlds went to war against the Third Imperium. They lost. Today, the Sword Worlders are in search of a new destiny, in a universe where their fierce pride seems headed for an inevitable fall. GURPS Traveller: Sword Worlds brings this unique culture to life for the player and GM. Every world in the area is described in detail, as are local history, social features, special technologies, and important people. A wealth of adventure seeds gives the GM plenty of starting points, for any campaign set in this distinctive region of the Traveller setting. Regular price $26.95.

GURPS Conversions From Other Games

GUR GURPS Alpha Centauri HC -- $24.00
Earth is dead -- but in the last years before the catastrophe, the starship Unity was launched. It carried a few thousand colonists to the nearby Alpha Centauri system, where they were to build a new Earth on the world called simply Planet. Then disaster struck. Mutiny split the crew into factions, each with its own plans for the new world. The colonists were plunged into a centuries-long struggle against hostile nature, horrific alien life-forms, and each other. Only one faction could win control over Planet and the destiny of humanity . . . GURPS Alpha Centauri is a sourcebook based on the award-winning computer game Sid Meier's Alpha Centauri. It includes everything you need to recreate the story of humanity on Planet, from the desperate days after the landing to the edge of human transcendence. 128 page full color hardcover. Regular price $29.95.

GUR GURPS Blue Planet -- $20.00
Welcome to Poseidon, 2199 AD . . . Prepare for a compelling journey into humanity's future on a distant planet where life is hard and dying is easy. A world where GEO Marshals enforce the peace and wired mercs patrol deep waters in deadly fighter subs. A place where corporate greed and human desperation ravage an alien ecology, threatening to plunge humanity into a war of survival with an ancient legacy. Welcome to the world of Blue Planet. This GURPS version of the critically-acclaimed "Blue Planet" background is being published under license from Fantasy Flight Games. 144 page paperback. Regular price $24.95.

GUR GURPS Castle Falkenstein -- $18.40
Imagine a world very much like 19th-century Earth, but with wizards and swashbuckling heroes . . . and Dragons and Faerie! A world where Kabbalistic magic meets steam-powered technology against the backdrop of imperial intrigue, and where the writings of Doyle, Shelley, Verne, and their contemporaries are fact. A world of high fantasy and romance. This is the world of Castle Falkenstein. This critically-acclaimed RPG setting was originally published by R. Talsorian Games. It found an enthusiastic fandom . . . gamers even showed up at conventions in elaborate Falkenstein court costumes. For its fans, there is no setting quite like "Falk," with its combination of courtly graces, 19th-century intrigue and steampunk. Now, Steve Jackson Games has adapted Castle Falkenstein to GURPS. GURPS Castle Falkenstein is be true to the original in style and substance, and includes full conversion notes so GMs of either system can use all the sourcebooks published for the other. 160 page paperback. Regular price $22.95.

GUR GURPS Castle Falkenstein Ottoman Empire -- $18.40
There are many empires in the fantasy-Victorian world of Castle Falkenstein . . . but none like the Ottoman Empire. GURPS Castle Falkenstein: The Ottoman Empire takes you to a land of ancient magicks, mad Sultans, deadly Djinn, and mazes of mysteries and plots. Stats are included for both the original Castle Falkenstein game and the GURPS version. What's more, being based on the historical reality of the declining Ottoman Empire, this is a great reference for any game set in the 19th century, from cliffhanging adventures, through horrific confrontations with ancient and uncanny powers, to steampunk exploration of the Arabian deserts or railway-building in the Levant. 128 page paperback. Regular price $22.95.

GUR GURPS Deadlands Weird West -- $18.40
The year is 1877. The place is the American West . . . but haunted by the forces of darkness. Undead gunslingers . . . hostile Indian spirits . . . strange cults . . . and, worst of all, the sinister Reckoners. The Civil War drags on, while federal agents and Texas Rangers struggle to deal with the eldritch menaces while hiding the awful truth from the public Back East. Deadlands, from the Pinnacle Entertainment Group, is possibly the most original roleplaying setting of the decade. It combines the romance and action of the Old West with the horror of invading Things Man Was Not Meant To Know. Now this great background will be explored in a series of GURPS worldbooks. Adventure as a shootist, a card-slinging huckster, or a prospector searching the ruins of California for that supernatural stuff, "ghost rock." Saddle up, hombre. The Weird West awaits! 128 page paperback. Regular price $22.95

GUR GURPS Deadlands Hexes -- $11.20
In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game -- it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology -- but the consequences of failure can be deadly. For everyone. GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of these have previously appeared in Pinnacle Entertainment Group's Deadlands books, but some are brand new, with stats for both the original Deadlands and GURPS Deadlands. There are also new huckster templates and a full discussion of just what it means to be a hexslinger. 64 page paperback. Regular price $13.95.

GUR GURPS Deadlands Varmints -- $18.40
Look out, pardner! Varmints has dozens of new monsters ready to make your trail ride a trip through Hell! Featuring conversions of all the nastiest fiends and beasties from the original Deadlands game, as well as all-new critters with both GURPS and Deadlands stats, Varmints will give your posse nightmares for a long, long time . . . 128 page paperback. Regular price $22.95

GUR GURPS Deadlands Dime Novel 1 -- $8.80
Jim Wright high-tails it out of Denver, one step ahead of his would-be killers, on a journey that takes him from a fancy riverboat on the Mississippi to the dingy warehouses and opulent mansions of New Orleans. Now Wright has to figure out who wants to kill him, and why, and what a New Orleans gambler has to do with his murdered partner back in the Disputed Lands . . . Aces and Eights continues Pinnacle's tradition of merging great action-packed stories with ready-to-play adventure scenarios. Our first Dime Novel is a great way to bring your GURPS heroes into the Weird West of Deadlands! GURPS Deadlands Dime Novel 1: Aces and Eights includes: The story. Hexslingers, voodoo magic, and the undead -- what more could you ask for? The adventure. Think your posse is tough enough to go toe-to-toe with the enemies Jim Wright faced? 48 page paperback. Regular price $10.95.

GUR GURPS Deadlands Dime Novel 2 -- $7.20
Sean Bailey was a mean ol' cuss . . . and that was before a ghost rock mine caved in on him. Now he's out to get even with the people who killed him off. It's up to bounty hunter Caleb Harling and his friends to stop him before he turns Bailey's End into a ghost town. Wanted: Undead or Alive! is the second in our series of fiction set in the world of GURPS Deadlands. There's also GURPS game information, so GMs can run their own adventures in and around Bailey's End. 32 page paperback. Regular price $8.95.

GUR GURPS In Nomine -- $20.00
A GURPS adaptation of the In Nomine setting, featuring the epic struggle between Heaven and Hell, between angels and demons -- both here in the mortal world and in the realms beyond. The focus is on converting the setting -- all of In Nomine's Bands, Choirs, Superiors, and realms are adapted for use with GURPS -- but GURPS conversions of In Nomine mechanics are included as well, covering artifacts, attunements, Discord, dissonance, disturbance, Essence, Intervention, resonance, Rites, Songs and more. Get ready to play with the big boys! 224 page paperback. Regular price $24.95.

GUR GURPS Mage the Ascension -- $16.00
Truth Until Paradox . . . Humanity lies ignorant, wandering throught their empty lives like sheep. The true power in the world comes not from wealth or armies or science. There is only one true power. The arcane arts. The power of the soul. Reality programming. Magick. Enter the World of Darkness, where mages of the awakened Traditions battle the cold Technocracy in an ancient war to decide the fate of humanity's fragile souls. Wield incredible, earth-shaking power, but do not be too arrogant, for all power has its price. The forces of Paradox wait to destroy those who bend reality too much. Enter a world without limits. Enter a world where everything is possible. 192 page paperback. Regular price $19.95.

GUR GURPS Vampire The Masquerade -- $16.00
Monsters We Are . . . Imagine what it would be like to live forever -- to be immortal. You feel the blood-hunger that drives the hunt. Your mouth waters in anticipation of the kiss. Your need washes over you and pushes you to the edge of frenzy. Are you strong enough to keep the Beast at bay within your dark soul? Within this book, a world of darkness awaits. A world where ancient vampire lords use their subtle machinations to control their unsuspecting minions . . . while within the bleak cities, Kindred princes flaunt their power, and the elders sway the prince. Little do they know that they are but pawns in the Jyhad -- the invisible war that has raged for centuries. You are a member of this hidden society. You are Kindred, childe of the Blood -- one of the Damned. You will never grow old, but your unending existence is a constant struggle to control your Beast, to feed your hunger for the blood of mortals, and in the end to keep some measure of humanity. Whether you are of the noble Ventrue, the insane Malkavians, the brutal Brujah or the clanless Caitiff, you are of a select breed. And endless adventure waits . . . just beyond the coming of the night. . . . Lest Monsters We Become 192 page paperback. Regular price $19.95.

GUR GURPS Vampire Companion -- $16.00
The Darkness Grows ... The dark screams of the living touch not your bitter soul. You are torn between fealty to your elder masters and the surge of power within your young vibrant blood. The black dogs of the Sabbat are your sworn enemies . . . or they are your hidden leaders. You are Kindred. You are Childe of the Damned. There is great power in Undeath. The GURPS Vampire Companion takes over where GURPS Vampire left off. Within these pages, you will find new Disciplines, advanced Disciplines for older vampires, and all the new clans and bloodlines from the Vampire Player's Guide and the Player's Guide to the Sabbat, including an entire chapter on the diabolical Sabbat, their history, motivations and tactics. Also included are new rules for elder vampires, including the mysterious Inconnu, plus new GURPS advantages and disadvantages to help players enhance and customize their GURPS Vampire characters. And more . . . detailed rules for stalking and hunting, new conversion notes and four original adventure seeds to help spark unique GURPS Vampire campaigns. 128 page paperback. Regular price $19.95.

GUR GURPS Werewolf The Apocalypse -- $16.00
The time of the Apocalypse draws near. The corruption of the Wyrm is strangling the Great Mother. The sacred Caerns are vanishing, one by one. Humankind walks in ignorance of Gaia's peril There is only one hope ... The Changing Folk. The Garou. The Werewolves. When Will You Rage? 208 page paperback. Regular price $19.95.

GURPS Technology Supplements

GUR GURPS Low Tech -- $20.00
From the dawn of civilization to the Middle Ages . . . or in any fantasy game . . . GURPS Low-Tech is a universal resource for any campaign set before the age of gunpowder and the printing press. It's 128 pages of detailed research and game ideas: Weapons: Cleave an enemy's skull with a stone axe, stab him with a bronze sword, or impale him on your obsidian-tipped spear. Armor: Whether it's the crudest leather or the finest iron chain, any armor is better than none. Plus new rules for piecemeal armor! Vehicles: Steer a dogsled across the Arctic, sail a trireme across the Mediterranean, or ride your chariot over the battlefields of Asia. Equipment: Yokes and plows, adzes and hammers, sundials and locks; everything it takes to build a town or a nation. Plus shelter, science, and civilizations . . . from the Stone Age to the Middle Ages. Whether you're playing cavemen fighting to stay alive, armored knights jousting for honor, or time travelers searching for the truth about history, GURPS Low-Tech brings the past to life! 128 page paperback. Regular price $24.95.

GUR GURPS High Tech -- $16.00
rom Blunderbuss to Bazooka . . . and beyond! GURPS High-Tech is a sourcebook for the technology that extends man's mind and hands. On the battlefields of 14th-century Europe or in the lonely alleys of 20th-century America, adventurers need the best equipment. Whether the problem is navigating the trackless seas or stopping the monster cold in his tracks, GURPS High-Tech has the gadget for the job. This book details the period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level 7). High-Tech covers: Personal Weapons -- From the matchlock musket to the assault rifle, with rules for loading, firing, malfunctions, and special weapon and ammo characteristics. There are complete descriptions and game states for more than 100 small arms, including a few military weapons that won't be issued in this decade! Personal Armor -- The development of gunpowder made body armor obsolete . . . or did it? High-Tech details many varieties of personal armor, including today's (and tomorrow's) high-protection combat vests. Heavy Weapons -- From the muzzle-loading cannon to the homing missile . . . along with rules for weapon crews, forward observers and tacticians. There are complete descriptions and game stats for more than 50 heavy weapons. Explosives -- Complete rules for determining the explosive force of anything from a firecracker to an H-bomb, both in real-world terms (tons of TNT) and game terms (dice of damage). Communication and Vehicles -- High-Tech traces the development of trade and transport, from heliograph to cellular phone, ox cart to space shuttle, in enough detail to let players and GMs know what is available or feasible in any period. Medicine -- A concise survey of medical techniques and capabilities for each period. Tools -- The "don't leave home without them" devices of every period, from flint and steel to the transistor radio. GURPS High-Tech is designed for use with the GURPS Basic Set, Third Edition. However, aside from specific game stats, this sourcebook will be valuable to any roleplayer or Game Master. Descriptions have been made as detailed and informative as possible, for easy conversion to any game system. 128 page paperback. Regular price $19.95.

GUR GURPS Ultra Tech -- $18.40
Welcome to the Future! GURPS Ultra-Tech is a sourcebook for science-fiction technology, from the 21st century to the farthest reaches of the future. From the vacuum of interstellar space to the murderous intrigue of the court of the Galactic Empire, to the lowest dives of the asteroids, an adventurer is no better than his gear. GURPS Ultra-Tech, Second Edition Revised has been reorganized for ease of use - equipment is now sorted by type, not by Tech Level. 128 page paperback. Regular price $22.95.

GUR GURPS Ultra Tech 2 -- $16.00
Tired of everyone carrying the same firepower and sneaky gadgets as you? Expand your arsenal with GURPS Ultra-Tech 2! This sequel to the popular GURPS Ultra-Tech offers a wide variety of new science-fiction personal equipment, along with rules for building combined gadgets, variant-technology campaigns and more! 128 page paperback. Regular price $19.95.

GURPS World War II

GUR GURPS WWII -- $28.00
Prepare for your finest hour as GURPS explores the defining event of the 20th century -- World War II. GURPS WWII provides an overview of the war that transformed the globe, reviews of the nations and armies in the thick of the fighting, and descriptions of their primary weapons and vehicles. It also includes a modular vehicle-design system, for tailoring equipment in alternate-history campaigns or simply perfecting the unstoppable tank! This is the core book for a complete line of GURPS WWII volumes. These will further illustrate specific nations and theaters, the naval and air wars, additional equipment, and much more. 208 page hardcover. Regular price $34.95.

GUR GURPS WWII All The King's Men -- $20.00
Winston Churchill promised the British forces would "never give up, never surrender." Now you can fight as one of His Majesty's own in GURPS WWII: All the King's Men! Watch as the storm clouds gather over Europe in the late '30s . . . and an unprepared England declares war against Germany in its fighting prime. Experience the fear and heroism of Dunkirk, the sweltering seesaw of Africa, and the final triumphs of the Anglo-American campaigns as a battered British Empire pulls victory from the jaws of darkest defeat! All the King's Men has the same level of background and color found in Iron Cross for German combatants and Dogfaces for American troops. It describes soldiers from all around the British Empire, the way they were recruited, trained, and sent to war, the men who led them, and the battles they won and lost. Also included are a cross-section of British weapons and equipment -- from the very good to the very bad, from sidearms to the battleship King George V -- and a host of campaign and adventure ideas for GMs. So, keep your chin up and get your lads in the thick of it -- sharpish! 128 page paperback. Regular price $24.95.

GUR GURPS WWII Dogfaces -- $18.40
They were the Greatest Generation. When the world itself was in danger, they manned the front lines, drove the tanks, landed on the beachheads . . . They were the dogfaces. Dogfaces is the definitive roleplaying sourcebook for U.S. ground forces in World War II. Whether it's storming the beaches of Normandy, outdueling German tanks in the Ardennes, or retaking the Pacific island by island, the infantry, armor, and artillerymen of the U.S. Army and Marines were the backbone of the Allied war effort. With the attention to detail and historical accuracy that GURPS is known for, Dogfaces gives you all the information you need for roleplaying this vital part of mankind's greatest conflict. 128 page paperback. Regular price $22.95

GUR GURPS WWII Frozen Hell -- $9.60
GURPS WWII: Frozen Hell covers the Finnish campaigns of World War II. Strap on your skis and scrounge for ammo to fight for young Finland's continued freedom, or join the Russian armies trying to secure their border from German attack. Frozen Hell covers all of the Finnish involvement in WWII, from the struggles of the diplomats through the sacrifices of soldiers on both sides of the wars. It includes: Information on the Finnish armed forces, from their organization to the weapons they used; The history of the Winter War (1939-1940), the year between wars, the Continuation War (1941-1944), and the Lapland War (1945); Advice on diplomacy campaigning, with a character template for Diplomats. An introduction by William R. Trotter, historian and author of A Frozen Hell, the definitive book on the subject. GURPS WWII: Frozen Hell brings you into an unfamiliar corner of World War II -- a very cold corner of a very hot war. 48 page paparback. Regular price $11.95.

GUR GURPS WWII Grim Legions -- $9.60
Join the brave, proud, and doomed men carrying Mussolini's "8 million bayonets" into battle in GURPS WWII: Grim Legions, a sourcebook on the Italian armed forces. This 48-page book includes a summary of the war as seen, and endured, through Italian eyes; descriptions of Italian military organization and tactics with a roster of Italian land, naval, and air units during the war; distinctly Italian character concepts, including the elite and cutting-edge underwater commandos; Italian small arms and fighting vehicles from the reliable Beretta to their hopelessly outdated armor; campaign seeds and suggestions, and much more! Written by Italian WWII enthusiast Michele Armellini, this small book provides a wealth of detail rarely found in English-language references. Rally under the banner of Il Duce and explore the quixotic Italian war today! 48 page paperback. Regular price $11.95.

GUR GURPS WWII Hand Of Steel -- $7.20
Set Europe ablaze with the special forces of WWII! Enter the world of the Commandos, Rangers, Brandenburger, and other special units as they undertake training nearly as dangerous as combat . . . then embark upon some of the war's most perilous and important missions! Includes unit histories, descriptions of special equipment, and much more! 32 page paperback. Regular price $8.95 .

GUR GURPS WWII Iron Cross -- $18.40
In Depression-era Germany, civilization went wrong. Explore the inner workings of the Third Reich in GURPS WWII: Iron Cross, the first full-sized supplement in the GURPS World War II line. From the Berlin councils that launched Germany's armies, to the snow-swept Russian plains where they bled dry . . . with details on weaponry, organization, tactics, and training . . . GURPS WWII: Iron Cross will let Allied players know their foe. Written by GURPS World War II author Gene Seabolt, GURPS WWII: Iron Cross is a valuable supplement for any WWII gaming group . . . RPG, tabletop, or online. 128 page paperback. Regular price $22.95

GUR GURPS WWII Motor Pool -- $20.00
By Land, Sea, or Air . . . World War II raged from the deserts of North Africa to the jungles of the South Pacific, the mountaintops of the Alps to the beaches of Normandy, to the high seas, the undersea depths, and the skies above it all. And everywhere were the machines of war -- the bombers, fighters, tanks, jeeps, ships, submarines, landing craft, and more, thousands of designs built by dozens of different countries. GURPS WWII: Motor Pool is the definitive sourcebook for it all. Using the WWII Modular Vehicle Design System from the GURPS WWII Core Rulebook (itself derived from GURPS Vehicles), Motor Pool has complete stats for combat vehicles of all types, from all theaters and combatants, in mankind's greatest conflict. No matter what type of GURPS WWII game you're playing, Motor Pool has the info you