Compendium II.pdf

(14280 KB) Pobierz
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
GURP ®
C OMBAT AND C AMPAIGNS
A Digest of Advanced Rules for Combat and Injury, Hazards and Threats,
Campaign Design and Equipment. A Rules Expansion for the Basic Set, Third Edition.
C OMPILED
S EAN
P UNCH
C OMPILED
S EAN
P UNCH
BY
B Y
STEVE JACKSON GAMES
845158197.006.png
THE BEST OF ALL WORLDS !
Compendium II is 192 pages of the best articles and the most-requested new
expanded/optional rules for GURPS ! We've chosen the most useful GM
resources from over 14,000 pages of GURPS material (much of it no longer in
print) and added new material written by experienced GURPS gurus.
Compendium II is a must-have for Game Masters (no more digging through a
stack of books to fin d the optional rule you want) and a valuable aid for
any GURPS player.
• CAMPAIGNING – Game mastering and
campaign design, cinematic games,
other dimensions, campaign
power level and designing
believable societies.
• DANGEROUS STUFF! – Pages of
things to scare players with,
ranging from cold weather and
seasickness to altitude
sickness, decompression
and radiation.
• 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.
• 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.
• EQUIPMENT
Including rules for day-to-
day maintenance . . . and for
operating bizarre artifacts that
are not day-to-day at all!
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.
9!BMF@JA:RSRQVWoY`ZgZ^ZdZj
Compiled and Edited
by Sean Punch
Cover by Jeff Koke
Illustrated by Dan Smith
ISBN 1-55634-327-2
®
Printed in the
U.S.A.
SJG02195 6522
STEVE JACKSON GAMES
845158197.007.png 845158197.008.png
CAMPAIGNS AND COMBAT
compiled by sean punch
C OVER BY J EFF K OKE
I LLUSTRATED BY D AN S MITH
A DDITIONAL I LLUSTRATIONS BY C. B RADFORD G ORBY
This book could not exist without the combined efforts of all those credited previously
in other GURPS books, as well as the authors of numerous Pyramid and Roleplayer articles,
virtually all of whom have – knowingly or otherwise – contributed to this book.
The list is too long to include here, but you know who you are.
GURPS System Design by Steve Jackson
Scott Haring, Managing Editor
Page Layout, Typography, Interior and
Color Production by Jeff Koke and Bruce Popky
Production Assistance by Lillian Butler and S. John Ross
GURPS Errata Coordinator: Hunter Johnson
Print Buying by Monica Stephens
Art Direction by Bruce Popky
Matthew Grau, Sales Manager
Additional Original Material: Sean Barrett,
Hunter Johnson, Walter Milliken and Brett Slocum
Playtesting and Useful Comments: The GURPS brain trust, including Tim Cain, James H. Cloos Jr., Jason R. Cubas, James R. Duncan,
Jeff Gaines, Mikael Hansson, Jay Heyman, Hunter Johnson, Joseph L. Lockett, Elizabeth McCoy, Onno Meyer, Walter Milliken, Bill Oliver,
Ismo Peltonen, David Pulver, Steffan O’Sullivan, S. John Ross, Juergen Rudolph, Bob Schroeck, Brett Slocum,
Adam J. Thornton, Toni Vaisanen, the GURPSnet mailing list (for general discussion), Bill Letourneau, David Pulver, Phil Masters.
.
Other Invaluable Assistance: Lillian Butler, Hunter Johnson, Bill Letourneau,
Elizabeth McCoy – Archangel of Scanning, Tracy Ratcliff and S. John Ross
GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid and Illuminati Online and the names of all products published
by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Compendium II: Campaigns and Combat is copyright © 1996 by Steve Jackson Games Incorporated.
All rights reserved. Printed in the U.S.A.
ISBN 1-55634-327-2 2 3 4 5 6 7 8 9 10
STEVE JACKSON GAMES
845158197.009.png 845158197.001.png
INTRODUCTION . . 4
About the Compiler . . . . . . . . . . . 4
About GURPS . . . . . . . . . . . . . . . 4
1. EQUIPMENT . . . . 5
Breakdowns and Maintenance . . . . . 6
Slime, Sand and
Equipment Failure . . . . . . . . . . 6
Strength . . . . . . . . . . . . . . . . . . . . . . 7
Ground Vehicle Breakdowns . . . . 7
Alien Devices, New Inventions, and
Weird Gadgets. . . . . . . . . . . . . . 8
Alien Technology. . . . . . . . . . . . . 8
Prices and Character
Starting Wealth . . . . . . . . . . . . 8
Improvements at
Higher Tech Levels . . . . . . . . . 8
Advanced Technology . . . . . . . . 10
Weird Technology . . . . . . . . . . . 11
Anachronistic Devices . . . . . . . . 11
Data Penetration
(Computer Hacking) . . . . . . . 11
Computers . . . . . . . . . . . . . . . . . . . 12
Hardware . . . . . . . . . . . . . . . . . . 13
Power Cells . . . . . . . . . . . . . . . . 15
Software . . . . . . . . . . . . . . . . . . . 16
Muscle-Powered Weapons . . . . . . . 19
Use of Human Bodies . . . . . . . . 19
It Doesn’t Have to be Steel . . . . . 20
Options for Low-Tech Swords . . 22
Blade Quality and TL . . . . . . . . . 24
Options for Ultra-Tech Swords . 25
Archery Gear . . . . . . . . . . . . . . . 27
Firearms Accessories . . . . . . . . . 31
Pre-Gunpowder Artillery . . . . . . . . 37
Ammunition for Firearms . . . . . 37
Firearm Quality . . . . . . . . . . . . . 39
Traps and Hazardous Barriers . 39
Armor . . . . . . . . . . . . . . . . . . . . . . . 40
Equipment for Horses . . . . . . . . 41
Other Materials for
Low-Tech Armor . . . . . . . . . . 42
Shields . . . . . . . . . . . . . . . . . . . . 43
2. COMBAT . . . . . . 47
How Combat Works . . . . . . . . . . . . 48
Detailed Combat Checklist . . . . 48
Understanding Sequences, Turns
and Maneuvers . . . . . . . . . . . 48
Hit Locations . . . . . . . . . . . . . . . . . 52
Hit Location for Humanoids . . . 52
Hit Location for Animals . . . . . . 54
Cover Value of Some Common
Materials . . . . . . . . . . . . . . . . 54
Dodging Explosions . . . . . . . . . . 54
Hit Location for Vehicles . . . . . . 55
Bullet Damage . . . . . . . . . . . . . . 55
Optional Realistic Combat Rules . . 56
All-Out Charge. . . . . . . . . . . . . . 56
All-Out Defense Option:
Increased Defense . . . . . . . . . 56
Animals in Combat . . . . . . . . . . 57
Bullet Knockback . . . . . . . . . . . . 58
Multiple Projectiles . . . . . . . . . . 58
Critical Hit/Miss Tables . . . . . . . 59
Ranged combat –
Special Situations . . . . . . . . . 60
Blow-Through, Weapon Type
and HT . . . . . . . . . . . . . . . . . . 62
Concentrated Defense: Protecting
Your Vital Interests . . . . . . . . 62
Dodge and Drop. . . . . . . . . . . . . 63
Knockback, Weapon Type and
Weight . . . . . . . . . . . . . . . . . . 63
Explosives in Combat . . . . . . . . 64
Flinch, Buck Fever and
Bullet Shyness . . . . . . . . . . . . 64
Firearms in Combat –
Expanded Rules . . . . . . . . . . . 66
Other Problems With Accurate
Shooting . . . . . . . . . . . . . . . . . 66
Reduced Hit Probability
for Heavy Weapons . . . . . . . . 67
Aiming Successive Groups . . . . . 67
Weapons without SS Numbers . . 67
Retreating Clarified . . . . . . . . . . 68
High-Skill Feinting . . . . . . . . . . 69
Grappling – Expanded Rules . . . 69
Invisibility and Darkness . . . . . . 70
Shield PD as Cover . . . . . . . . . . 70
Optional
Cinematic Combat Rules . . . . . . 71
Chambara Fighting . . . . . . . . . . 71
Multiple Actions for
High Move. . . . . . . . . . . . . . . 71
Initiative . . . . . . . . . . . . . . . . . . . 71
Multiple Attacks . . . . . . . . . . . . 72
Multiple Attack Rules . . . . . . . . 72
Controlling Multiple Attacks . . . 72
Faster Combat . . . . . . . . . . . . . . 73
Flying Characters in Combat . . . 74
Only the Best Shall Win: An
Optional Rule . . . . . . . . . . . . . 74
Swashbuckling Maneuvers . . . . 74
Nonhuman Foes . . . . . . . . . . . . . 75
Silly Combat Rules . . . . . . . . . . . 76
Sweeping Counter Parry . . . . . . 79
3. OTHER COMBAT
SYSTEMS . . . . . . 80
Ritualized Combat . . . . . . . . . . . . . 81
Jousts and Competitions. . . . . . . . . 81
The Fight’s Over Already?
Optional Rules for Pacing
Combat . . . . . . . . . . . . . . . . . 81
The One-Minute Jouster:
Quick Tournament Rules . . . . 84
Duelling . . . . . . . . . . . . . . . . . . . . . 85
The Gentleman’s Code. . . . . . . . 85
Severity of Duels . . . . . . . . . . . . 85
The Particulars of the Duel . . . . 86
Weapons of the Duel . . . . . . . . . 86
Showdowns and Shootouts . . . . . . 87
Showdowns . . . . . . . . . . . . . . . . . . 87
Draw! . . . . . . . . . . . . . . . . . . . . . 87
Fire! . . . . . . . . . . . . . . . . . . . . . . 89
Very Basic Melee Combat:
Really Simple Shortcuts for
Really Quick Battles . . . . . . . 89
Shootouts . . . . . . . . . . . . . . . . . . . . 90
Competition Fighting . . . . . . . . . . . 92
Roleplaying Tournaments . . . . . 92
ABSTRACT VEHICULAR
COMBAT . . . . . . . . . . . . . 94
Naval Combat System . . . . . . . . . . 94
Ships. . . . . . . . . . . . . . . . . . . . . . 94
Combat. . . . . . . . . . . . . . . . . . . . 94
Player Character Survival . . . . . 98
Boarding. . . . . . . . . . . . . . . . . . . 98
Space Combat System . . . . . . . . . 100
Spacecraft. . . . . . . . . . . . . . . . . 100
Combat Rounds . . . . . . . . . . . . 101
contents
2
845158197.002.png 845158197.003.png
Detection and Engagement . . . 101
The Battle. . . . . . . . . . . . . . . . . 102
Ending the Round . . . . . . . . . . 105
Player Character Survival . . . . 105
Heroism and Caution . . . . . . . . 106
Space Opera Combat System
(SOCS). . . . . . . . . . . . . . . . . . . 106
Ship Classes . . . . . . . . . . . . . . . 106
Craft Ratings . . . . . . . . . . . . . . 107
Damage . . . . . . . . . . . . . . . . . . 107
Inter-Ship Relationships. . . . . . 108
Basic Combat . . . . . . . . . . . . . . 108
Fighter Combat . . . . . . . . . . . . 109
Cutter and
Ship of Line Combat . . . . . . 109
Advanced Combat . . . . . . . . . . 110
Acid . . . . . . . . . . . . . . . . . . . . . 132
Altitude . . . . . . . . . . . . . . . . . . 132
Bends . . . . . . . . . . . . . . . . . . . . 132
Arctic/Cold Weather Hazards . 133
Effects of Varying Gravity:
Gunfire . . . . . . . . . . . . . . . . . 133
Effects of Varying Gravity:
Climbing . . . . . . . . . . . . . . . 134
Collisions . . . . . . . . . . . . . . . . . 135
Effects of Varying Gravity:
Falling . . . . . . . . . . . . . . . . . 135
Effects of Varying Gravity:
Throwing . . . . . . . . . . . . . . . 135
Seasickness . . . . . . . . . . . . . . . 136
Space Sickness . . . . . . . . . . . . . 136
Different Atmospheres. . . . . . . 136
Poison . . . . . . . . . . . . . . . . . . . 137
Electricity. . . . . . . . . . . . . . . . . 138
Extreme Cold . . . . . . . . . . . . . . 139
Extreme Heat . . . . . . . . . . . . . . 140
Gravity . . . . . . . . . . . . . . . . . . . 140
Pressure . . . . . . . . . . . . . . . . . . 144
Radiation . . . . . . . . . . . . . . . . . 145
Venom Types . . . . . . . . . . . . . . . 147
Vacuum . . . . . . . . . . . . . . . . . . 149
Hangovers . . . . . . . . . . . . . . . . 167
Illness . . . . . . . . . . . . . . . . . . . . 167
Herbs . . . . . . . . . . . . . . . . . . . . . . 168
Use of Herbs . . . . . . . . . . . . . . 168
Finding Herbs . . . . . . . . . . . . . 169
Preparing Herbs for Use . . . . . 169
Sample Herb Listing . . . . . . . . 170
Try a Little Bit Harder: Expanded
Rules for Extra Effort . . . . . . 171
Running . . . . . . . . . . . . . . . . . . 171
Jumping . . . . . . . . . . . . . . . . . . 172
Lifting . . . . . . . . . . . . . . . . . . . 172
Throwing . . . . . . . . . . . . . . . . . 172
Generic Extra Effort. . . . . . . . . 172
Extra Effort in Active Defense 172
Sleep: Advanced Rules for Fatigue
and Recovery . . . . . . . . . . . . 173
Staying Up Late . . . . . . . . . . . . 173
Getting Up Early . . . . . . . . . . . 174
Recovery . . . . . . . . . . . . . . . . . 174
Sleep-Related Advantages and
Disadvantages . . . . . . . . . . . 174
4. MASS
COMBAT . . . . . 112
Overview . . . . . . . . . . . . . . . . . 113
Mass Combat Turn Sequence. . 113
The Armies . . . . . . . . . . . . . . . . . . 113
Troop Strength . . . . . . . . . . . . . . . 114
Troop Type . . . . . . . . . . . . . . . . 114
Troop Quality and Morale . . . . 116
Building and Feeding an Army 116
The Battle . . . . . . . . . . . . . . . . . . . 117
Special Abilities . . . . . . . . . . . . 117
Catastrophies . . . . . . . . . . . . . . 117
Consequences
to Player Characters. . . . . . . 118
Strategy Modifiers . . . . . . . . . . 119
Resolving the
Contest of Strategy . . . . . . . 121
Casualties . . . . . . . . . . . . . . . . . 122
Second Survival Roll . . . . . . . . 122
Roleplaying Battle Scenes . . . . 122
After the Battle. . . . . . . . . . . . . 122
Multiple Combatants . . . . . . . . 123
Quick and Dirty
Mass Combat . . . . . . . . . . . . 123
Exceptional Powers in Battle . . . . 123
Determining Exceptional Power
Available . . . . . . . . . . . . . . . 123
Using Exceptional Powers
on the Battlefield . . . . . . . . . 124
Examples . . . . . . . . . . . . . . . . . . . 125
7. CAMPAIGNING 175
Cinematic Roleplaying. . . . . . . . . 176
The Cinematic Formula . . . . . . 176
Cinematic Playing Style. . . . . . 176
Cinematic Campaigns . . . . . . . 177
Yoicks! And Away! . . . . . . . . . 177
High-Powered Campaigns . . . . . . 178
What is a High-Powered
Campaign? . . . . . . . . . . . . . . 178
The Successful High-Powered
Campaign. . . . . . . . . . . . . . . 178
Character Development . . . . . . 179
High-Powered
Characters in Action . . . . . . 180
Alternate Planes of Existence. . . . 180
Yes or No? . . . . . . . . . . . . . . . . 180
One or Many? . . . . . . . . . . . . . 180
Types of Realities. . . . . . . . . . . 181
Relationships Between
Multiple Planes . . . . . . . . . . 182
Other Planes in GURPS . . . . . . 183
Society . . . . . . . . . . . . . . . . . . . . . 184
Tech Levels . . . . . . . . . . . . . . . 184
Society and
Government Types. . . . . . . . 185
Society Control Ratings . . . . . . 188
Cultural Familiarity –
Advantages and Skills . . . . . 189
APPENDICES . . . . . . . . 190
INDEX . . . . . . . . . 191
6. INJURY, ILLNESS
FATIGUE AND
RECOVERY . . . 150
Optional Rules for
Wounds and Healing . . . . . . . 151
Cinematic Effects of Injury . . . 151
More Optional Rules
for Stun Points . . . . . . . . . . . 151
HT vs. Hit Points . . . . . . . . . . . 152
Radiation Treatment . . . . . . . . . 152
Ultra-Tech Medical Drugs . . . . 153
I’m Not Dead Yet! An Optional
Wound System . . . . . . . . . . . 154
Partial Injuries . . . . . . . . . . . . . 157
Medical Care –
Medicine By TL . . . . . . . . . . 158
Drinking and Intoxication . . . . . . 162
Alcohol Rating . . . . . . . . . . . . . 162
Alcohol Content Table . . . . . . . 162
Addictive Drugs . . . . . . . . . . . . 162
Tolerance . . . . . . . . . . . . . . . . . 163
Intoxication Table . . . . . . . . . . 163
Special Modifiers . . . . . . . . . . . 165
Shyness & Cowardice . . . . . . . 165
Other Modifiers . . . . . . . . . . . . 166
Determining Mood. . . . . . . . . . 166
Sobering Up . . . . . . . . . . . . . . . 167
5. HAZARDS AND
HOSTILE ENVI-
RONMENTS . .130
Acceleration . . . . . . . . . . . . . . . 131
Arctic Survival . . . . . . . . . . . . . 131
contents
3
845158197.004.png 845158197.005.png
Zgłoś jeśli naruszono regulamin