Daily Illuminator

May 1, 2003: Coming In August

The following products have been scheduled for an August, 2003 release:

Munchkin 3: Clerical Errors
You wanted more Munchkin, so here it is! Created by Steve Jackson and illustrated by John Kovalic . . . Munchkin 3: Clerical Errors has 112 more cards for the best-selling game of killing monsters and taking their stuff. Play a new race: Gnomes! Try on the Bard class. Face the Tequila Mockingbird, the Bad Ass, and the dreaded Auntie Paladin! Equip yourself with amazing items like the Chainmail Bikini and the Stab-A-Matic . . . and show them who’s the mightiest, munchkinest dungeon delver of them all.

And this set has a special treat. We asked five of our favorite Comic Guys to do one card each. So in this set you'll find:

112 cards. Stock #1416, ISBN 1-55634-713-8. $16.95.

Target: Iraq
How did the U.S. take Saddam down? Could we have done it sooner? And what could have gone wrong?

The "new" Iraq conflict wasn't new. It started in 1990, and "slow war" continued, in the skies over Iraq and in the U.N., for 12 years.

Target: Iraq explores both the "slow war" and "fast war" against Iraq. A political game covers the 12 years of Saddam's recovery and buildup after the first Gulf War. It sets the stage for the coalition attack in April, played out as a fast-moving wargame.

Target: Iraq was created by Austin Bay. His Arabian Nightmare, a simulation of the first Gulf War published by 3W in 1990 and updated in 1991, is still used as a war-college training tool.

With full-color map, die-cut full-color counters, and detailed rules, Target: Iraq is a classic military simulation game taken straight from today's headlines.

Boxed game with full-color map and full-color die-cut counters. Stock #1900, ISBN 1-55634-711-1. $24.95.

GURPS Ultra-Tech 2/er (Reprint)

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 pages. Stock #6032, ISBN 1-55634-315-9. $22.95.

Transhuman Space: Under Pressure
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 pages. Stock #6709, ISBN 1-55634-678-6. $26.95.

GURPS WWII: Blitzkrieg
In the spring of 1940, German forces swept through Holland and Luxembourg and set their sights on France. The French forces made their stand at the Maginot Line, confident that the Germans could not attack through the Ardenne Forest. It was a fatal miscalculation that nearly cost the Allies the war.

GURPS WWII: Blitzkrieg covers the invasion of France, with a special emphasis on the GURPS WWII roleplaying opportunities this crucial episode provides. From the initial attacks on the bridges and fortresses, through the evacuation of British forces at Dunkirk and the beginnings of the French Resistance, GURPS WWII: Blitzkrieg is modeled more along the lines of an adventure module. New rules are kept to a minimum, while the actual history presentation is sprinkled with references to game play.

Bring a dark chapter of history to life . . . if you can withstand the Blitzkrieg.

48 pages. Stock #8006, ISBN 1-55634-637-9. $11.95.

Transhuman Space Miniatures
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. Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends.

And now, Richard Kerr has created the first set of miniatures for this exciting roleplaying line! Transhuman Space Miniatures has six gorgeous figures, including Felicia, Tennin, and Aquamorph parahumans, an uplifted Post-Canine, and more. They're perfect for Transhuman Space gaming, of course, but the figures also go with other science-fiction, superhero, and modern-day games.

Add the third dimension to Transhuman Space – with Transhuman Space Miniatures.

6 miniatures in video box packaging. Stock #13-0300, ISBN 1-55634-701-4. $24.95.

I S S A R I E S 
Hero's Book
Designed especially for new players, Hero's Book is a 64-page book that presents the basic rules for HeroQuest in a streamlined manner. Additional tips and examples help players get the most out of HeroQuest. Hero's Book also contains two sample cultures, each with six sample heroes and a hero band to help players get started right away. Hero's Book is by Mark Galeotti.

64 pages. Stock #ISS1002, ISBN 1-929052-13-8. $12.95.

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