GURPS 4th edition. Compendium II
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http://www.sjgames.com/gurps/books/compendium2/ About GURPS......Page 6 1. Equipment ......Page 7 Slime, Sand and Equipment Failure......Page 8 Ground Vehicle Breakdowns......Page 9 Improvements at Higher Tech Levels......Page 10 Advanced Technology......Page 12 Data Penetration (Computer Hacking)......Page 13 Computers......Page 14 Hardware......Page 15 Power Cells......Page 17 Software......Page 18 Use of Human Bodies......Page 21 It Doesn’t Have to be Steel......Page 22 Options for Low-Tech Swords......Page 24 Blade Quality and TL......Page 26 Options for Ultra-Tech Swords......Page 27 Archery Gear......Page 29 Firearms Accessories......Page 33 Ammunition for Firearms......Page 39 Traps and Hazardous Barriers......Page 41 Armor......Page 42 Equipment for Horses......Page 43 Other Materials for Low-Tech Armor......Page 44 Shields......Page 45 2. Combat ......Page 49 Understanding Sequences, Turns and Maneuvers......Page 50 Hit Location for Humanoids......Page 54 Dodging Explosions......Page 56 Bullet Damage......Page 57 All-Out Defense Option: Increased Defense......Page 58 Animals in Combat......Page 59 Multiple Projectiles......Page 60 Critical Hit/Miss Tables......Page 61 Ranged combat - Special Situations......Page 62 Concentrated Defense: Protecting Your Vital Interests......Page 64 Knockback, Weapon Type and Weight......Page 65 Flinch, Buck Fever and Bullet Shyness......Page 66 Other Problems With Accurate Shooting......Page 68 Weapons without SS Numbers......Page 69 Retreating Clarified......Page 70 Grappling - Expanded Rules......Page 71 Shield PD as Cover......Page 72 Initiative......Page 73 Controlling Multiple Attacks......Page 74 Faster Combat......Page 75 Only the Best Shall Win: An Optional Rule......Page 76 Nonhuman Foes......Page 77 Silly Combat Rules......Page 78 Sweeping Counter Parry......Page 81 3. Other Combat System......Page 82 The Fight’s Over Already? Optional Rules for Pacing Combat......Page 83 The One-Minute Jouster: Quick Tournament Rules......Page 86 Severity of Duels......Page 87 Weapons of the Duel......Page 88 Draw!......Page 89 Very Basic Melee Combat: Really Simple Shortcuts for Really Quick Battles......Page 91 Shootouts......Page 92 Roleplaying Tournaments......Page 94 Combat......Page 96 Boarding......Page 100 Spacecraft......Page 102 Detection and Engagement......Page 103 The Battle......Page 104 Gravity......Page 0 Ship Classes......Page 108 Damage......Page 109 Basic Combat......Page 110 Cutter and Ship of Line Combat......Page 111 Advanced Combat......Page 112 4. Mass Combat......Page 114 The Armies......Page 115 Troop Type......Page 116 Building and Feeding an Army......Page 118 Catastrophies......Page 119 Consequences to Player Characters......Page 120 Strategy Modifiers......Page 121 Resolving the Contest of Strategy......Page 123 After the Battle......Page 124 Determining Exceptional Power Available......Page 125 Using Exceptional Powers on the Battlefield......Page 126 Examples......Page 127 5. Hazards and Hostile Encironments......Page 132 Arctic Survival......Page 133 Bends......Page 134 Effects of Varying Gravity: Gunfire......Page 135 Effects of Varying Gravity: Throwing......Page 137 Different Atmospheres......Page 138 Poison......Page 139 Electricity......Page 140 Extreme Cold......Page 141 Pressure......Page 146 Radiation......Page 147 Venom Types......Page 149 Vacuum......Page 151 6. Injury, Illness, Fatigue and Recovery......Page 152 More Optional Rules for Stun Points......Page 153 Radiation Treatment......Page 154 Ultra-Tech Medical Drugs......Page 155 I’m Not Dead Yet! An Optional Wound System......Page 156 Partial Injuries......Page 159 Medical Care - Medicine By TL......Page 160 Addictive Drugs......Page 164 Intoxication Table......Page 165 Shyness & Cowardice......Page 167 Determining Mood......Page 168 Illness......Page 169 Use of Herbs......Page 170 Preparing Herbs for Use......Page 171 Sample Herb Listing......Page 172 Running......Page 173 Extra Effort in Active Defense......Page 174 Staying Up Late......Page 175 Sleep-Related Advantages and Disadvantages......Page 176 7. Campaigning......Page 177 Cinematic Playing Style......Page 178 Yoicks! And Away!......Page 179 The Successful High-Powered Campaign......Page 180 Character Development......Page 181 One or Many?......Page 182 Types of Realities......Page 183 Relationships Between Multiple Planes......Page 184 Other Planes in GURPS......Page 185 Tech Levels......Page 186 Society and Government Types......Page 187 Society Control Ratings......Page 190 Cultural Familiarity - Advantages and Skills......Page 191 Appendices......Page 192 Index......Page 193
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