
GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level.
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There Will Be War! Whether you're trying to stop the Dark Lord's invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you're likely to get into battles that are far too big to resolve with ordinary GURPS combat. The discussions of different magical styles would enhance any game that features magic. GURPS Magic is recommended but not required. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options rules for free-willed items and magical gadgets and guidelines for "the stuff of raw magic." Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana." Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.

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GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. so different worlds need different magic systems. Now, using a combination of photography and artwork reconstructions, the true story of the most secret battles of World War II can finally be told.įeel the Power! Fantasy settings are defined by their magic. For years, the Allied governments worked to keep this information from reaching the public, and sought to discredit those few who dared to seek the truth. It also includes information on the shadow war fought in the dying days of the Reich as the Nazis deployed strange flying saucers that battled to save their final stronghold in the Antarctic.

This book tells the complete history of the Nazi occult programs, from their quests for the Ark of the Covenant, the Spear of Destiny, and the Holy Grail, through their experiments with lycanthrope and zero-point energy. In the dark dungeons beneath Nazi Germany, teams of occult experts delved into ancient and forbidden lore, searching for lost secrets of power.
