-- Allows a very high-powered campaign with realistic "super-soldiers". -- Template system makes it easy to design complex characters. -- Covers both realistic and Hollywood-style operations.
The Third Edition of this popular military sourcebook is massively updated and lengthened. Roleplay behind-the-lines strikes, hostage rescue, guerrilla warfare, and other special-ops missions. There's lots of detail on weaponry and information on the world's top unconventional-warfare units . . . Rangers, Delta Force, Spetsnaz, SEALs, Special Air Service, Sayeret Matkal, and more.
-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.
The Mine Resistant Ambush Protected (MRAP) vehicle is the newest land warfare system in the United States Army and Marine Corps inventory. Designed to meet the challenges of operating in a counterinsurgency environment, the MRAP has taken survivability to a new level. MRAPs are currently manufactured by three companies: BAE Systems, Navistar International Military Group, and Force Protection Inc. Each company manufactures an MRAP according to one of three classifications set by the US Department of Defense: Category I, Category II, or Category III. The Category I MRAPs are designed for urban combat. Category II covers the MRAPs designed for convoy security, medical evacuation, and explosive ordnance disposal. The Category III MRAP performs the same function as Category II but is designed to carry more personnel. Since their introduction in 2007, MRAPs have performed remarkably in the asymmetric warfare environment. Their unique design and survivability characteristics have saved the lives hundreds of soldiers who otherwise would have been lost to landmines or IED attacks. As with any combat system, however, the MRAP is not without its drawbacks.
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!