Gurps Compendium II: Combat and Campaigns

Paperback
from $0.00

Author: Sean Punch

ISBN-10: 1556343272

ISBN-13: 9781556343278

Category: Generic Universal Roleplaying System (GURPS)

Search in google:

Introduction4About the Compiler4About GURPS41.Equipment5Breakdowns and Maintenance6Slime, Sand and Equipment Failure6Strength7Ground Vehicle Breakdowns7Alien Devices, New Inventions, and Weird Gadgets8Alien Technology8Prices and Character Starting Wealth8Improvements at Higher Tech Levels8Advanced Technology10Weird Technology11Anachronistic Devices11Data Penetration (Computer Hacking)11Computers12Hardware13Power Cells15Software16Muscle-Powered Weapons19Use of Human Bodies19It Doesn't Have to be Steel20Options for Low-Tech Swords22Blade Quality and TL24Options for Ultra-Tech Swords25Archery Gear27Firearms Accessories31Pre-Gunpowder Artillery37Ammunition for Firearms37Firearm Quality39Traps and Hazardous Barriers39Armor40Equipment for Horses41Other Materials for Low-Tech Armor42Shields432.Combat47How Combat Works48Detailed Combat Checklist48Understanding Sequences, Turns and Maneuvers48Hit Locations52Hit Location for Humanoids52Hit Location for Animals54Cover Value of Some Common Materials54Dodging Explosions54Hit Location for Vehicles55Bullet Damage55Optional Realistic Combat Rules56All-Out Charge56All-Out Defense Option: Increased Defense56Animals in Combat57Bullet Knockback58Multiple Projectiles58Critical Hit/Miss Tables59Ranged combat -- Special Situations60Blow-Through, Weapon Type and HT62Concentrated Defense: Protecting Your Vital Interests62Dodge and Drop63Knockback, Weapon Type and Weight63Explosives in Combat64Flinch, Buck Fever and Bullet Shyness64Firearms in Combat -- Expanded Rules66Other Problems With Accurate Shooting66Reduced Hit Probability for Heavy Weapons67Aiming Successive Groups67Weapons without SS Numbers67Retreating Clarified68High-Skill Feinting69Grappling -- Expanded Rules69Invisibility and Darkness70Shield PD as Cover70OptionalCinematic Combat Rules71Chambara Fighting71Multiple Actions for High Move71Initiative71Multiple Attacks72Multiple Attack Rules72Controlling Multiple Attacks72Faster Combat73Flying Characters in Combat74Only the Best Shall Win: An Optional Rule74Swashbuckling Maneuvers74Nonhuman Foes75Silly Combat Rules76Sweeping Counter Parry793.Other Combat Systems80Ritualized Combat81Jousts and Competitions81The Fight's Over Already? Optional Rules for Pacing Combat81The One-Minute Jouster: Quick Tournament Rules84Duelling85The Gentleman's Code85Severity of Duels85The Particulars of the Duel86Weapons of the Duel86Showdowns and Shootouts87Showdowns87Draw!87Fire!89Very Basic Melee Combat: Really Simple Shortcuts for Really Quick Battles89Shootouts90Competition Fighting92Roleplaying Tournaments92Abstract Vehicular Combat94Naval Combat System94Ships94Combat94Player Character Survival98Boarding98Space Combat System100Spacecraft100Combat Rounds101Detection and Engagement101The Battle102Ending the Round105Player Character Survival105Heroism and Caution106Space Opera Combat System (SOCS)106Ship Classes106Craft Ratings107Damage107Inter-Ship Relationships108Basic Combat108Fighter Combat109Cutter and Ship of Line Combat109Advanced Combat1104.Mass Combat112Overview113Mass Combat Turn Sequence113The Armies113Troop Strength114Troop Type114Troop Quality and Morale116Building and Feeding an Army116The Battle117Special Abilities117Catastrophies117Consequences to Player Characters118Strategy Modifiers119Resolving the Contest of Strategy121Casualties122Second Survival Roll122Roleplaying Battle Scenes122After the Battle122Multiple Combatants123Quick and Dirty Mass Combat123Exceptional Powers in Battle123Determining Exceptional Power Available123Using Exceptional Powers on the Battlefield124Examples1255.Hazards and Hostile Environments130Acceleration131Arctic Survival131Acid132Altitude132Bends132Arctic/Cold Weather Hazards133Effects of Varying Gravity: Gunfire133Effects of Varying Gravity: Climbing134Collisions135Effects of Varying Gravity: Falling135Effects of Varying Gravity: Throwing135Seasickness136Space Sickness136Different Atmospheres136Poison137Electricity138Extreme Cold139Extreme Heat140Gravity140Pressure144Radiation145Venom Types147Vacuum1496.Injury, Illness Fatigue and Recovery150Optional Rules for Wounds and Healing151Cinematic Effects of Injury151More Optional Rules for Stun Points151HT vs. Hit Points152Radiation Treatment152Ultra-Tech Medical Drugs153I'm Not Dead Yet! An Optional Wound System154Partial Injuries157Medical Care -- Medicine By TL158Drinking and Intoxication162Alcohol Rating162Alcohol Content Table162Addictive Drugs162Tolerance163Intoxication Table163Special Modifiers165Shyness & Cowardice165Other Modifiers166Determining Mood166Sobering Up167Hangovers167Illness167Herbs168Use of Herbs168Finding Herbs169Preparing Herbs for Use169Sample Herb Listing170Try a Little Bit Harder: Expanded Rules for Extra Effort171Running171Jumping172Lifting172Throwing172Generic Extra Effort172Extra Effort in Active Defense172Sleep: Advanced Rules for Fatigue and Recovery173Staying Up Late173Getting Up Early174Recovery174Sleep-Related Advantages and Disadvantages1747.Campaigning175Cinematic Roleplaying176The Cinematic Formula176Cinematic Playing Style176Cinematic Campaigns177Yoicks! And Away!177High-Powered Campaigns178What is a High-Powered Campaign?178The Successful High-Powered Campaign178Character Development179High-Powered Characters in Action180Alternate Planes of Existence180Yes or No?180One or Many?180Types of Realities181Relationships Between Multiple Planes182Other Planes in GURPS183Society184Tech Levels184Society and Government Types185Society Control Ratings188Cultural Familiarity -- Advantages and Skills189Appendices190Index191