GURPS SWAT (Reprint)
From small-town crisis units to the FBI's Hostage Rescue Team, from the urban sprawl of Berlin to the mountainous wilds of Idaho, GURPS SWAT covers the dangerous world of tactical police operations. Serve a warrant on a meth lab, protect a judge whose life is threatened, rescue hostages from international terrorists, or take down a barricaded suspect before they kill again! Establish perimeters and begin hostage negotiations. Perform a stealth entry if you can, or blow down the door in a swift dynamic assault!
GURPS SWAT provides:
The lives of innocent hostages are at stake. Do you have what it takes to be the best of the best? Put on your armor, grab your weapon, and find out . . .
66 black-and-white pages. Softcover.
Stock #01-6111,
ISBN 978-1-55634-949-2.
$15.95.
GURPS Conan (Reprint)
Black-haired and sullen-eyed was Conan, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth. Cycles of legend revolve around his name, glimpses of a world before history, where evil wizards performed dark sorcery, and where the fate of an empire turned on the strength and skill of a single sword.
GURPS Conan lets you enter the Hyborian Age, when shining kingdoms lay spread across the world like blue mantles across the stars . . . Zamora, with its dark-haired women and towers of spider-haunted mystery; Zingara with its chivalry; Stygia with its shadow-guarded tombs; Hyrkania whose riders wore steel, silk, and gold; and powerful Aquilonia, the proudest kingdom of the world.
GURPS Conan includes:
Based on the Conan stories by Robert E. Howard, L. Sprague de Camp, and others.
(This is a reprint of a GURPS Third Edition product. Its interior is based on a scanned copy of the most-recent print version, so there will be imperfections compared to modern all-digital releases. GURPS Magic for Third Edition is also helpful to use this supplement, but not required.)
130 black-and-white pages. Softcover.
Stock #01-6092,
ISBN 978-1-55634-953-9.
$29.95.
GURPS Screampunk (Reprint)
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.
It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men's souls.
It is an Age of Invention; even the Laws of Nature must fall before the power of Progress! Sinister villains plot to use their newfound inventions against society, nature, and even God Himself!
It is an Age of Steam; the most brilliant minds of the age experiment with novel, wondrous ideas – but is mankind ready for such power?
GURPS Screampunk presents a toolkit for incorporating Victorian steampunk into games of gothic horror:
The ominous shadows of the past loom over the present. The forces of reason man the last barricade against superstition, medieval barbarism, and ancient nightmares. Will you stand against the darkness?
34 black-and-white pages. Softcover.
Stock #01-6112,
ISBN 978-1-55634-948-5.
$10.95.
GURPS All-Star Jam 2004 (Reprint)
Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring:
Nine (well, ten) top authors at the top of their games – GURPS All-Star Jam 2004 has something for everybody!
130 black-and-white pages. Softcover.
Stock #01-6097,
ISBN 978-1-55634-958-4.
$24.95.
GURPS Magic Items 3 (Reprint)
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!
130 black-and-white pages. Softcover.
Stock #01-6110,
ISBN 978-1-55634-952-2.
$22.95.
Hexagram #6 is the latest in a series that started out as a part of Kickstarter's 2019 Zine Quest event. We had so much fun working on the zine that we just kept making new issues. Fortunately for us, you've had as much fun incorporating the Hexagram content into your games as we have had writing every issue.
This latest issue includes:
40-page PDF.
Stock #30-3490,
$6.00.