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.
This set gives you two full-color 21" × 32" map sheets, 30 full-color counters, and new scenarios for off-road action.
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.
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:
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.
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!
35-page PDF. Stock #30-6542, $2.99.
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.
35-page PDF. Stock #30-6541, $2.99.
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.