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Car Wars Expansion Set 7 Off-Road Duelling

Get Off the Roads!

See the great outdoors -- as only a Car Wars duellist can! Take your armed and armored cross-country vehicle off the highways and fight it out at the scenic Ozark Off-Road Autoduel Arena.

You need:

  • Fast Reflexes -- to dodge trees and boulders
  • Good Handling -- to jump the river (twice!) and pass the hazardous whoop-de-doos
  • Firepower -- all the weapons your three-wheeler can mount . . . because the other drivers are out to drive you off the road for good.

This set gives you two full-color 21" × 32" map sheets, 30 full-color counters, and new scenarios for off-road action.

Car Wars Expansion Set 7 -- Off-Road Duelling needs Car Wars Deluxe Edition to play. Duellists with Car Wars Classic and The AADA Vehicle Guide can also use this set.

The supplement was originally printed on oversized paper, so this PDF contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.

32-page PDF. Stock #30-7120, $2.99.
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Pyramid #3/55: Military Sci-Fi

Get Ready Today for the Wars of Tomorrow

Alert the troops; we're exiting hyperspace! This month's issue of Pyramid -- the PDF magazine for roleplayers -- looks at the future of face-to-face combat. This issue's intel includes:

  • "Tactical Shooting: Tomorrow," an optional extrapolation of GURPS Tactical Shooting by that volume's specialist, Hans-Christian Vortisch. Pulling in material from GURPS Ultra-Tech and GURPS High-Tech, this feature looks at all aspects of TL9 tactical combat, including stats for equipment, two new GURPS techniques, and two new gun-fighting styles.
  • "Chrome Commandos: TL9 Elite Tactical Gear," an optional collection of new and revised Ultra-Tech fighting equipment, computers, software, options, and more, plus an overview of a basic command vehicle.
  • "The Vree," this month's Eidetic Memory by David L. Pulver (author of the GURPS Spaceships series) that presents a new enemy to turn your advanced armies' abilities upon. These fanatical aliens are determined to convert the universe -- by any means necessary! It includes a GURPS racial template, Spaceships info on two of their vessels, and more.
  • "Mobile Wormhole Logistics," which describes a superscience Spaceships vessel that will give you the opportunity to shuttle your space marines from point A to point B -- with nothing in between!
  • "Future Soldier," a further look at outfitting tomorrow's troops that builds off this issue's tactical considerations. Written by Ultra-Tech co-author Kenneth Peters, it includes a pre-calculated collection of gear in the GURPS Loadouts format.

This month's Random Thought Table ponders the human side of futuristic conflict, Odds and Ends looks to history for science-fiction ideas, and Murphy's Rules is dressed for success. If you're fighting for tomorrow but tomorrow's fighting back, you need this issue!

39-page PDF. Stock #37-2655, $7.99.
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GURPS Classic: Vehicles Expansion 2

Back to the garage! This second supplement for GURPS Vehicles includes a truckload of new components and design options. Want to go faster? Add smart tracks to your tanks, X-wing rotors to your helicopters, or grav drives and tachyon sails to your starships. Under attack? Protect your vehicle with collapsed-matter armor or a custom-designed force field. If high-tech isn't your cup of tea, Vehicles Expansion 2 also covers a warehouse of weird science and steampunk technologies suitable for anachronistic settings, from ether sails to perpetual-motion engines!

Vehicles Expansion 2 requires GURPS Basic Set, Third Edition and GURPS Vehicles, Second Edition.

35-page PDF. Stock #30-6542, $2.99.
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GURPS Classic: Vehicles Expansion 1

Time for a tune-up! David Pulver's supplement for GURPS Vehicles has dozens of vehicular design options and components. Create supercavitating submarines that race through the ocean at Mach 1, monstrous cybertanks invulnerable to anything short of a nuclear weapon, and elegant spacecraft that ride the solar winds on magnetic sails. There are plenty of options for mundane vehicles as well, with expanded rules for building everything from historical sailing ships to combine harvesters.

Vehicles Expansion 1 requires GURPS Basic Set, Third Edition and GURPS Vehicles, Second Edition.

35-page PDF. Stock #30-6541, $2.99.
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GURPS Classic: Spirits

Gaming After Death

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 those 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.

No horror roleplaying campaign is complete without a ghostly apparition, the rattle of chains in the dead of night, or a malevolent spirit wreaking havoc. And the creatures of GURPS Spirits can be used in many other types of campaigns -- from the questing knights of old to the paranormal investigators of today to the galactic explorers of tomorrow!

(This is an e23 reprint of a GURPS Third Edition product.)

131-page PDF. Stock #30-6537, $7.99.
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New!  * Coming December  * Coming January  * Coming February  * Coming March  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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