Kevin C. Wong

GURPS World War II Line [/]

I've written about GURPS World War II RPG and three of the nation sourcebooks. Here's an overview of the line:

GURPS WWII RPG

A good self-contained GURPS RPG including modular vehicle rules and supporting characters from the five major combatants.

Iron Cross - Germany
Dogfaces - United States
All the King's Men - United Kingdom
Red Tide - Soviet Union

128-page sourcebooks concentrating on one nation. Each expands on characters, equipment and vehicles as well as history of that nation during the war. There was never a Japan sourcebook.

Return to Honor - France
Frozen Hell - Finland
Grim Legions - Italy
Michael's Army - Romania
Doomed White Eagle - Poland
Hand of Steel - special forces

32 to 48 page supplements covering minor combatants. Pretty much the same sort of content as the major sourcebooks.

Motor Pool - vehicles

A big book of vehicles from trucks/tanks to fighters/bombers to naval ships. Does not redo the construction rules but does collect the various additions from previous books.

Leyte Gulf - Pacific naval battle
Their Finest Hour - The Battle of Britain

Two smaller supplements each covering a campaign. Mostly history, new character templates plus adventure ideas and PC roles.

Weird War II - ideas book
The Secret of the Gneisenau - adventure

Weird War II is the conspiracy/supernatural/alt-hist WWII book. What if secret societies are behind the various nations? What if vampires and werewolves exist? What if Japan wins the war? This is a book of ideas, mostly incompatible, to be used in adding weirdness to a WWII campaign.

Secret of the Gneisenau is the sole GURPS WWII published adventure and has a magical subplot so ties in with Weird War II.

Overall it's a lot of material and statistics for GURPS 3E and for the most part does not reference other GURPS products. Lack of adventures or campaigns (though lots of adventure and campaign ideas) would make it hard for me to run. So like other GURPS books and lines I probably wouldn't run it without a pool of external adventures I can use.

I'm planning on running this with Twilight: 2000 (not sure which edition yet) in a Twilight: 1945 campaign. That will combine GURPS characters and equipment with a well supported world (there are a heck of a lot of T2K scenarios in my complete run of Challenge magazine).