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Tables of Contents for Gurps Compendium II
Chapter/Section Title
Page #
Page Count
INTRODUCTION
4
190
About the Compiler
4
1
About GURPS
4
1
Equipment
5
42
Breakdowns and Maintenance
6
1
Slime, Sand and Equipment Failure
6
1
Strength
7
1
Ground Vehicle Breakdowns
7
1
Alien Devices, New Inventions, and Weird Gadgets
8
4
Alien Technology
8
1
Prices and Character Starting Wealth
8
1
Improvements at Higher Tech Levels
8
2
Advanced Technology
10
1
Weird Technology
11
1
Anachronistic Devices
11
1
Data Penetration (Computer Hacking)
11
1
Computer
12
7
Hardware
13
2
Power Cells
15
1
Software
16
3
Muscle-Powered Weapons
19
18
Use of Human Bodies
19
1
It Doesn't Have to be Steel
20
2
Options for Low-Tech Swords
22
2
Blade Quality and TL
24
1
Options for Ultra-Tech Swords
25
2
Archery Gear
27
4
Firearms Accessories
31
6
Pre-Gunpowder Artillery
37
3
Ammunition for Firearms
37
2
Firearm Quality
39
1
Traps and Hazardous Barriers
39
1
Armor
40
7
Equipment for Horses
41
1
Other Materials for Low-Tech Armor
42
1
Shields
43
4
Combat
47
33
How Combat Works
78
 
Detailed Combat Checklist
48
1
Understanding Sequences, Turns and and Maneuvers
48
4
Hit Locations
52
4
Hit Locations for Humanoids
52
2
Hit Location for Animals
54
1
Cover Value of Some Common Materials
54
1
Dodging Explosion
54
1
Hit Location for Vehicles
55
1
Bullet Damage
55
1
Optional Realistic Combat Rules
56
15
All-Out Charge
56
1
All-Out Defense Option: Increased Defense
56
1
Animals in Combat
57
1
Bullet Knockback
58
1
Multiple Projectiles
58
1
Critical Hit/Miss Tables
59
1
Ranged combat - Special Situations
60
2
Blow-Through, Weapon Type and HT
62
1
Concentrated Defense: Protecting Your Vital Interests
62
1
Dodge and Drop
63
1
Knockback, Weapon Type and Weight
63
1
Explosives in Combat
64
1
Flinch, Buck Fever and Bullet Shyness
64
2
Firearms in Combat - Expanded Rules
66
1
Other Problems With Accurate Shooting
66
1
Reduced Hit Probability for Heavy Weapons
67
1
Aiming Successive Groups
67
1
Weapons without SS Numbers
67
1
Retreating Clarified
68
1
High-Skill Feinting
69
1
Grappling - Expanded Rules
69
1
Invisibility and Darkness
70
1
Shield PD as Cover
70
1
Optional Cinematic Combat Rules
71
9
Chambara Fighting
71
1
Multiple Actions for High Move
71
1
Initiative
71
1
Multiple Attacks
72
1
Multiple Attack Rules
72
1
Controlling Multiple Attacks
72
1
Faster Combat
73
1
Flying Characters in Combat
74
1
Only the Best Shall Win: An Optional Rule
74
1
Swashbuckling Maneuvers
74
1
Nonhuman Foes
75
1
Silly Combat Rules
76
3
Sweeping Counter Parry
79
1
Other Combat Systems
80
32
Ritualized Combat
81
1
Jousts and Competitions
81
4
The Fight's Over Already? Optional Rules for Pacing Combat
81
3
The One-Minute Jouster: Quick Tournament Rules
84
1
Duelling
85
2
The Gentleman's Code
85
1
Severity of Duels
85
1
The Particulars of the Duel
86
1
Weapons of the Duel
86
1
Showdowns and Shootouts
87
1
Showdowns
87
3
Draw!
87
2
Fire!
89
1
Very Basic Melee Combat: Really Simple Shortcuts for Really Quick Battles
89
1
Shootouts
90
2
Competition Fighting
92
2
Roleplaying Tournaments
92
2
Abstract Vehicular Combat
94
1
Naval Combat System
94
6
Ships
94
1
Combat
94
4
Player Character Survival
98
1
Boarding
98
2
Space Combat System
100
6
Spacecraft
100
1
Combat Rounds
101
1
Detection and Engagement
101
1
The Battle
102
3
Ending the Round
105
1
Player Character Survival
105
1
Heroism and Caution
106
1
Space Opera Combat System (SOCS)
106
6
Ship Classes
106
1
Craft Ratings
107
1
Damage
107
1
Inter-Ship Relationships
108
1
Basic Combat
108
1
Fighter Combat
109
1
Cutter and Ship of Line Combat
109
1
Advanced Combat
110
2
Mass Combat
112
18
Overview
113
1
Mass Combat Turn Sequence
113
1
The Armies
113
1
Troop Strength
114
3
Troop Type
114
2
Troop Quality and Morale
116
1
Building and Feeding an Army
116
1
The Battle
117
6
Special Abilities
117
1
Catastrophies
117
1
Consequences to Player Characters
118
1
Strategy Modifiers
119
2
Resolving the Contest of Strategy
121
1
Casualties
122
1
Second Survival Roll
122
1
Roleplaying Battle Scenes
122
1
After the Battle
122
1
Multiple Combatants
123
1
Quick and Dirty Mass Combat
123
1
Exceptional Powers in Battle
123
2
Determining Exceptional Power Available
123
1
Using Exceptional Powers on the Battlefield
124
1
Examples
125
5
Hazards and Hostile Environments
130
20
Acceleration
131
1
Arctic Survival
131
1
Acid
132
1
Altitude
132
1
Bends
132
1
Arctic/Cold Weather Hazards
133
1
Effects of Varying Gravity: Gunfire
133
1
Effects of Varying Gravity: Climbing
134
1
Collisions
135
1
Effects of Varying Gravity: Falling
135
1
Effects of Varying Gravity: Throwing
135
1
Seasickness
136
1
Space Sickness
136
1
Different Atmospheres
136
1
Poison
137
1
Electricity
138
1
Extreme Cold
139
1
Extreme Heat
140
1
Gravity
140
4
Pressure
144
1
Radiation
145
2
Venom Type
147
2
Vacuum
149
1
Injury, Illness Fatigue and Recovery
150
25
Optional Rules for Wounds and Healing
151
7
Cinematic Effects of Injury
151
1
More Optional Rules for Stun Points
151
1
HT vs. Hit Points
152
1
Radiation Treatment
152
1
Ultra-Tech Medical Drugs
153
1
I'm Not Dead Yet! An Optional Wound System
154
3
partial Injuries
157
1
Medical Care - Medicine By TL
158
4
Drinking and Intoxication
162
6
Alcohol Rating
162
1
Alcohol Content Table
162
1
Addictive Drugs
162
1
Tolerance
163
1
Intoxication Table
163
2
Special Modifiers
165
1
Shyness & Cowardice
165
1
Other Modifiers
166
1
Determining Mood
166
1
Sobering Up
167
1
Hangovers
167
1
Illness
167
1
Herbs
168
3
Use of Herbs
168
1
Finding Herbs
169
1
Preparing Herbs for Use
169
1
Sample Herb Listing
170
1
Try a Little Bit Harder: Expanded Rules for Extra Effort
171
2
Running
171
1
Jumping
172
1
Lifting
172
1
Throwing
172
1
Generic Extra Effort
172
1
Extra Effort in Active Defense
172
1
Sleep: Advanced Rules for Fatigue and Recovery
173
2
Staying Up Late
173
1
Getting Up Early
174
1
Recovery
174
1
Sleep-Related Advantages and Disadvatages
174
1
Campaiging
175
15
Cinematic Roleplaying
176
2
The Cinematic Formula
176
1
Cinematic Playing Style
176
1
Cinematic Campaigns
177
1
Yoicks! And Away!
177
1
High-Powered Campaigns
178
2
What is a High-Powered Campaign?
178
1
The Successful High-Powered Campaign
178
1
Character Development
179
1
High-Powered Characters in Action
180
1
Alternate Planes of Existence
180
4
Yes or No?
180
1
One or Many?
180
1
Type of Realities
181
1
Relationships Between Multiple Planes
182
1
Other Planes in GURPS
183
1
Society
184
6
Tech Levels
184
1
Society and Government Types
185
3
Society Control Ratings
188
1
Cultural Familiarity - Advantages and Skills
189
1
Appendices
190
1
Index
191