Compendium 2: Combat and Campaigns
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 combat¸ injury and illness¸ mass combat¸ spaceship combat¸ and much¸ much¸ more!
The Best of All Worlds! Compendium II is 192 pages of the best articles and the most-requested new expanded and optional rules for GURPS Third Edition ! We've chosen the most useful GM resources from over 14¸000 pages of Third Edition material (most of it no longer in print) and added new material experienced GURPS gurus. Compendium II is a must-have for Game Masters (no more digging through a stack of books to find the optional rule you want) and a valuable aid for any GURPS Third Edition player. Campaigning. Game mastering and campaign design¸ cinematic games¸ other dimensions¸ campaign power levels and designing believable societies. Combat. Optional rules galore for both realistic and cinematic combat! Also includes rules for non-lethal contests and tournaments¸ and systems for space combat and naval combat. Equipment. Including rules for day-to-day maintenance... and for operating= bizarre artifacts that are not day-to-day at all! Dangerous Stuff! Pages of things to scare players with¸ ranging from cold weather and seasickness to altitude sickness¸ decompression and radiation. Injury & Fatigue. Detailed optional rules that build upon the existing systems for injury¸ healing¸ missed sleep and extra effort. Mass Combat. Yes¸ the much-requested Mass Combat System is back in print¸ in an up-to-date¸ all-inclusive format that includes new optional rules. This book is designed for use with GURPS Compendium I and GURPS Basic Set¸ Third Edition¸ and includes rules that appear in the appendix of Basic Set¸ Third Edition Revised.