http://www.sjgames.com/gurps/books/compendium/
GURPS Classic: Compendium II
β Scribed by Sean Punch
- Publisher
- Steve Jackson Games Incorporated
- Tongue
- English
- Leaves
- 194
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
http://www.sjgames.com/gurps/books/Compendium2/
β¦ Table of Contents
Introduction
About the Compiler
About GURPS
1. Equipment
Breakdowns and Maintenance
Slime, Sand and Equipment Failure
Strength
Ground Vehicle Breakdowns
Alien Devices, New Inventions, and Weird Gadgets
Alien Technology
Prices and Character Starting Wealth
Improvements at Higher Tech Levels
Advanced Technology
Weird Technology
Anachronistic Devices
Data Penetration (Computer Hacking)
Computers
Hardware
Power Cells
Software
Muscle-Powered Weapons
Use of Human Bodies
It Doesnβt Have to be Steel
Options for Low-Tech Swords
Blade Quality and TL
Options for Ultra-Tech Swords
Archery Gear
Firearms Accessories
Pre-Gunpowder Artillery
Ammunition for Firearms
Firearm Quality
Traps and Hazardous Barriers
Armor
Equipment for Horses
Other Materials for Low-Tech Armor
Shields
2. Combat
How Combat Works
Detailed Combat Checklist
Understanding Sequences, Turns and Maneuvers
Hit Locations
Hit Location for Humanoids
Hit Location for Animals
Cover Value of Some Common Materials
Dodging Explosions
Hit Location for Vehicles
Bullet Damage
Optional Realistic Combat Rules
All-Out Charge
All-Out Defense Option: Increased Defense
Animals in Combat
Bullet Knockback
Multiple Projectiles
Critical Hit/Miss Tables
Ranged combat - Special Situations
Blow-Through, Weapon Type and HT
Concentrated Defense: Protecting Your Vital Interests
Dodge and Drop
Knockback, Weapon Type and Weight
Explosives in Combat
Flinch, Buck Fever and Bullet Shyness
Firearms in Combat - Expanded Rules
Other Problems With Accurate Shooting
Reduced Hit Probability for Heavy Weapons
Aiming Successive Groups
Weapons without SS Numbers
Retreating Clarified
High-Skill Feinting
Grappling - Expanded Rules
Invisibility and Darkness
Shield PD as Cover
Optional Cinematic Combat Rules
Chambara Fighting
Multiple Actions for High Move
Initiative
Multiple Attacks
Multiple Attack Rules
Controlling Multiple Attacks
Faster Combat
Flying Characters in Combat
Only the Best Shall Win: An Optional Rule
Swashbuckling Maneuvers
Nonhuman Foes
Silly Combat Rules
Sweeping Counter Parry
3. Other Combat System
Ritualized Combat
Jousts and Competitions
The Fightβs Over Already? Optional Rules for Pacing Combat
The One-Minute Jouster: Quick Tournament Rules
Duelling
The Gentlemanβs Code
Severity of Duels
The Particulars of the Duel
Weapons of the Duel
Showdowns and Shootouts
Showdowns
Draw!
Fire!
Very Basic Melee Combat: Really Simple Shortcuts for Really Quick Battles
Shootouts
Competition Fighting
Roleplaying Tournaments
Abstract Vehicular Combat
Naval Combat System
Ships
Combat
Player Character Survival
Boarding
Space Combat System
Spacecraft
Combat Rounds
Detection and Engagement
The Battle
Ending the Round
Player Character Survival
Heroism and Caution
Space Opera Combat System (SOCS)
Ship Classes
Craft Ratings
Damage
Inter-ship Relationships
Basic Combat
Fighter Combat
Cutter and Ship of Line Combat
Advanced Combat
4. Mass Combat
Overview
Mass Combat Turn Sequence
The Armies
Troop Strength
Troop Type
Troop Quality and Morale
Building and Feeding an Army
The Battle
Special Abilities
Catastrophies
Consequences to Player Characters
Strategy Modifiers
Resolving the Contest of Strategy
Casualties
Second Survival Roll
Roleplaying Battle Scenes
After the Battle
Multiple Combatants
Quick and Dirty Mass Combat
Exceptional Powers in Battle
Determining Exceptional Power Available
Using Exceptional Powers on the Battlefield
Examples
5. Hazards and Hostile Encironments
Acceleration
Arctic Survival
Acid
Altitude
Bends
Arctic/Cold Weather Hazards
Effects of Varying Gravity: Gunfire
Effects of Varying Gravity: Climbing
Collisions
Effects of Varying Gravity: Falling
Effects of Varying Gravity: Throwing
Seasickness
Space Sickness
Different Atmospheres
Poison
Electricity
Extreme Cold
Extreme Heat
Gravity
Pressure
Radiation
Venom Types
Vacuum
6. Injury, Illness, Fatigue and Recovery
Optional Rules for Wounds and Healing
Cinematic Effects of Injury
More Optional Rules for Stun Points
HT vs. Hit Points
Radiation Treatment
Ultra-Tech Medical Drugs
Iβm Not Dead Yet! An Optional Wound System
Partial Injuries
Medical Care - Medicine By TL
Drinking and Intoxication
Alcohol Rating
Alcohol Content Table
Addictive Drugs
Tolerance
Intoxication Table
Special Modifiers
Shyness & Cowardice
Other Modifiers
Determining Mood
Sobering Up
Hangovers
Illness
Herbs
Use of Herbs
Finding Herbs
Preparing Herbs for Use
Sample Herb Listing
Try a Little Bit Harder: Expanded Rules for Extra Effort
Running
Jumping
Lifting
Throwing
Generic Extra Effort
Extra Effort in Active Defense
Sleep: Advanced Rules for Fatigue and Recovery
Staying Up Late
Getting Up Early
Recovery
Sleep-Related Advantages and Disadvantages
7. Campaigning
Cinematic Roleplaying
The Cinematic Formula
Cinematic Playing Style
Cinematic Campaigns
Yoicks! And Away!
High-Powered Campaigns
What is a High-Powered Campaign?
The Successful High-Powered Campaign
Character Development
High-Powered Characters in Action
Alternate Planes of Existence
Yes or No?
One or Many?
Types of Realities
Relationships Between Multiple Planes
Other Planes in GURPS
Society
Tech Levels
Society and Government Types
Society Control Ratings
Cultural Familiarity - Advantages and Skills
Appendices
Index
β¦ Subjects
GURPS
π SIMILAR VOLUMES
http://www.sjgames.com/gurps/books/compendium2/
GURPS Compendium II is full of material from scores of GURPS worldbooks published in the last eight years - many of them out of print - about how to run a better GURPS game, how to handle roleplaying problems that come up (some universal, some particular to GURPS), expanded rules for character comba
http://www.sjgames.com/gurps/ww2/weirdwar2/