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New And Upcoming Releases

New!  * Coming January  * Coming February  * Coming March  * Coming April  * Coming May  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

N E W   R E L E A S E S 

Shipped December 26, 2024
Shipped December 10, 2024

R E P R I N T S 

Shipped December 26, 2024

GURPS Time Travel Adventures (Reprint)

Dark Times, Dark Worlds

Time and dimension unfold only for the bravest adventurers. Step into history and visit Egypt during the building of the Great Pyramid. Travel on the most famous steam liner of all time – the Titanic! Or journey to an alternate Earth, rich with magic and populated by demons, vampires, and worse . . .

This book presents three adventures that span time and dimension. Each offers intriguing puzzles, dangerous encounters, and excitement on the brink of disaster.

Titanic! sends time agents to 1912 to board the doomed transatlantic liner Titanic. The PCs must block a Stopwatch plot to save ill-fated passengers – people who, if they live, will further the enemy's cause. However, the operatives can't intervene until after the ship strikes the iceberg and begins sinking . . . starting a race against time and impending disaster.

A Nile Elation begins when history suddenly changes. The Great Pyramid at Giza was destroyed in 1973 by a nuclear bomb! Stopwatch must be to blame, but when did they plant the bomb, and how did they get it in unnoticed? Time agents travel to three separate points in history, from the late 20th century to the 3rd millennium BC, to unravel the deadly plot.

Soulburner sends Infinity Police to an alternate Earth, where magic and modern science both work. The PCs battle demonic drug lords and Forces of Darkness while trying to save a stranded I-Cop trooper.

Each adventure includes maps and diagrams, plus statistics and equipment for all non-player characters. The GURPS Basic Set and GURPS Time Travel are required to run these scenarios.

(This is a scanned reprint of the original print product; there will be imperfections compared to modern all-digital releases.)

130 black-and-white pages. Softcover. Stock #01-6157, ISBN 978-1-63999-044-3. $22.95.

Shipped December 10, 2024

Car Wars Companion (Reprint)

The Car Wars Companion is a toolbox of new options and scenarios to launch your autoduelling action into overdrive!

In this book you will find:

  • Additional arena rules to further customize your games and put your driving skills to the test, including new obstacles and hazards.
  • Various scenarios and alternate victory conditions, including objective-based point rallies and wasteland-themed story missions.
  • Special rules, such as team play and racing modifications, to inform and inspire your own home-brew scenarios.
  • Simple campaign rules for linking multiple games together to tell an ongoing story for your crew.
  • Artificial intelligence rules to allow autonomous cars to join the fight.
  • Many example configurations for the Car Wars Road Tiles to generate all sorts of unique arenas.
  • Handy reference materials for the game’s custom dice to help maximize your results.

Whether you’re a rookie driver or a veteran duellist, this book is a must-have for your Car Wars Sixth Edition games!

103-page softcover book with scenarios and additional rules for Car Wars 6e. Stock #2432, ISBN 978-1-55634-977-5. $34.95.


W 2 3 

Shipped December 26, 2024

GURPS Classic: Time Travel Adventures

Dark Times, Dark Worlds

Time and dimension unfold only for the bravest adventurers. Step into history and visit Egypt during the building of the Great Pyramid. Travel on the most famous steam liner of all time – the Titanic! Or journey to an alternate Earth, rich with magic and populated by demons, vampires, and worse . . .

This book presents three adventures that span time and dimension. Each offers intriguing puzzles, dangerous encounters, and excitement on the brink of disaster.

Titanic! sends time agents to 1912 to board the doomed transatlantic liner Titanic. The PCs must block a Stopwatch plot to save ill-fated passengers – people who, if they live, will further the enemy's cause. However, the operatives can't intervene until after the ship strikes the iceberg and begins sinking . . . starting a race against time and impending disaster.

A Nile Elation begins when history suddenly changes. The Great Pyramid at Giza was destroyed in 1973 by a nuclear bomb! Stopwatch must be to blame, but when did they plant the bomb, and how did they get it in unnoticed? Time agents travel to three separate points in history, from the late 20th century to the 3rd millennium BC, to unravel the deadly plot.

Soulburner sends Infinity Police to an alternate Earth, where magic and modern science both work. The PCs battle demonic drug lords and Forces of Darkness while trying to save a stranded I-Cop trooper.

Each adventure includes maps and diagrams, plus statistics and equipment for all non-player characters. The GURPS Basic Set and GURPS Time Travel are required to run these scenarios.

(This is a digital reprint of a supplement designed for GURPS Third Edition.)

131-page PDF. Stock #30-6123, $9.00.

Shipped December 19, 2024

GURPS Loadouts: Starship Crew

Stores? Where We're Going, There Won't Be Stores!

Interstellar settings feature lots of technology – you don't reach the stars with sticks and rocks! However, the vast distances mean you'll often go a long time between shopping trips for that gadgetry . . . and if you're exploring new worlds, as spacefaring heroes do, there's no guarantee that you'll be able to stock up once you arrive. You have to bring everything you need for the journey, and the wise spacer knows it's better to have it and not need it than to need it and not have it.

That's easier said than done. GURPS Ultra-Tech is not light reading, and it's just the tip of the ice asteroid . . . GURPS Bio-Tech is no less relevant, and GURPS High-Tech doesn't cease to exist just because you have ray guns. With hundreds of pages to wade through, it can take forever to equip heroes.

This handy supplement saves you time by listing the basics that any spacer needs at TL9, TL10, TL11, and TL12. It also proposes job-specific gear lists for each template in GURPS Template Toolkit 3: Starship Crew. All of these kits come with lenses that let you specialize within a role, expand to other roles, or capitalize on cool superscience. If you're in a rush, you can grab and go, while if you like to customize, you have a handy starting point.

Because the real adventure is out there – not exploring the aisles at Space-Mart™!

123-page PDF. Stock #37-1582, $13.00.

Shipped December 12, 2024

How to Be a GURPS GM: Combat Encounters

Fight The Good Fight

Almost all roleplaying games involve combat – sometimes a lot of it. And the GURPS library, starting with the Basic Set, provides plenty of rules for this. An RPG isn't a wargame, though . . . there's far more to a satisfying battle than plunking units on a map and then following the manual.

How to Be a GURPS GM: Combat Encounters offers almost rules-free advice to go with the rules. It opens with pointers on reasons to fight at all, and then moves on to selecting suitable foes, laying out an interesting battlefield, determining what everybody is doing when violence breaks out, adjusting the challenge level on the fly, and picking up the pieces afterward. While the examples come from GURPS, the concepts are portable to any RPG.

Suddenly, ninjas burst through the wall and attack!

14-page PDF. Stock #37-0368, $6.00.

Shipped December 9, 2024

Munchkin Unnatural Axe d6 Dice Set

Includes three black 16mm dice in a poly bag. The 1 pip is the Unnatural Axe from Munchkin! These dice have had only a very limited release as part of last year's Box of Astonishments, so you won't see many of them out in the wild. Grab yours before they're gone!

Three black 16mm dice with white inked Unnatural Axe. Stock #5900-33B2, $4.95.


New!  * Coming January  * Coming February  * Coming March  * Coming April  * Coming May  * Further Out  * Previously Shipped...  * All upcoming releases – text only, no cover art

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