GURPS : COMBAT. Maneuvers

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1 GURPS : COMBAT Turn Sequence Combatant with highest Basic Speed goes first, then the one with the next-highest Basic Speed and so on. If tied, the one with the highest DX goes first. If still tied, roll. Maneuvers Movement and Maneuvers Move and Move and Attack maneuvers allow to move up to full Move score in yards. Other ones limit movement to a step (1/10 of Move, min 1 yard). Cannot move if Change Posture or Do Nothing. Free Actions Talk, Drop an item, Crouch. Do Nothing Someone who is conscious but stunned or surprised must take this maneuver. Attempt a HT roll (physical stun) or an IQ roll (mental stun) to recover at the end of this turn. No movement, any active defense allowed (-4 until next turn if stunned, even recovering). Move Move up to full Move score in yards, any active defense allowed. Change Posture Valid postures are standing, sitting, kneeling, crowling, lying prone and lying face up. Standing <-> Kneeling can replace the step in a maneuver (no need for Change Posture then). No Movement, any active defense (with penalty if not standing). Aim Full-turn maneuver. Allow to add weapon accuracy to next Attack or All-Out Attack with the same weapon on the same target. If braced, +1 to accuracy. Extra rounds of Aim give further bonus (max +2). Movement : step. Any active defense but Aim benefit is lost. If injured while aiming, Will roll or lose bonus. Evaluate Equivalent of Aim in melee. +1 to skill for Attack, Feint, All-Out Attack or Move and Attack against that opponent on next turn. Multiple consecutive Evaluate allowed to a maximum of +3. Movement : step. Any active defense, does not spoil Evaluate. Attack Move : step. Any active defense. Feint Roll quick contest of Melee Weapons (or Cloak / Shiel / DX if better for the defender). If Feint fails or if defender has as many success as attack, nothing happens. If Feint is succesful and defense fails, substract success margin to active defenses for next 1 second. If both succeed, substract defense margin from attack one, this gives the penalty to defense for next 1 second. Movement : step. Any active defense. All-Out Attack Determined : single attack at +4 to hit with melee or +1 with ranged. Double : two attacks against same foe. Feint : make one Feint then Attack. Strong : +2 damage or +1 per die if better. Movement : up to half Move score, but only forward. No active defense until next turn. Move and Attack Ranged attack at -2 or weapon's bulk rating if worse. Melee attack other than slam at -4 and adjusted skill cannot exceed 9. Movement : as Move maneuver but at -2 on any roll. Active defense : dodge or block only, no parry or

2 retreat. All-Out Defense Increased Defense : +2 to one active defense (Dodge, Parry or Block) until next turn. Double Defense : apply two different active diffenses against the same attack. Concentrate Concentrate on one primarily mental task. If forced to use any active defense, injured or distracted, roll Will-3. Movement : step. Any active defense. Ready Pick up, draw any item and prepare it for use. Wait Do nothing unless a particular event specified in advance occurs before next turn. Movement : none until wait is triggered. Any active defense (but can't be followed by an All-Out Attack then). Movement and Combat Movement Standing : Full Move Sitting : No Move Kneeling : Move * 1/3 Crawling : Move * 1/3 Lying Down : Move 1 Step 1/10 of Move, rounded up, never less than 1 yard. Moving through other characters Evading : quick contest of DX with : -5 if foe is standing up -2 if foe is kneeling +2 if approaching from side +5 if approaching from behind +5 if foe is lying down Melee Attacks Deceptive Attack For every -2 on attack skill, -1 to foe's active defenses. Rapid Strike Replace one attack by two attacks at -6. Grabbing Attack using DX or grappling skill with usual penalty to hit hand (-4). Defense as usual. On hit, foe's weapon is grabbed. Roll ST contest on next turn : succes takes the weapon, loss releases grip on the weapon. Grappling Only available in close combat. Attack using DX or grappling skill. Defense as usual. No damage but foe has -4 to DX while held. After a grapple : takedown Quick contest of ST, DX or grappling skill (each one chooses the highest one). Win : the victim falls down and loses his grapple. Loss : attacker falls down and lose grapple! Tie : nothing happens. After a grapple : pin If foe on the ground and grappled at torso : ST contest. The larger fighter gets +3 per Size Modifier above. The fighter with most free hands gets +3. Win : foe is pinned and helpless. Lose or tie : nothing happens.

3 After a grapple : choke or strangle Quick contest of ST vs higher of foe's ST or HT, at -5 if using only one hand. If SM exceeds foe's one, it is possible o crush torso, in which case roll is at -5. Win : foe takes margin of victory as crushing damage. DR protects normally. Injury to the neck is multiplied by 1,5. If any damage penetrates DR, victim suffocates : loses 1 FP on next turns until escape. After being grappled : Attack or All-Out Attack Cannot use grappled limb, only unarmed attack or weapons with range C. After being grappled : ready Ready an item with a free hand, must succeed a DX roll. After being grappled : break free Win a contest of ST. Foe is at +5 if grappling with two hands. If pinned, foe rolls at +10 or +5 if using only one hand, can attempt to break free only once every 10 seconds. Slam Roll against DX, Brawling or Sumo Wrestling to hit. Foe may dodge, block or parry. If he dodges, move at least 2 yards past him. Ranged Attacks Size Modifier Add target SM to skill. Target's range and speed See table pg 550 Defending Injury and active defenses If stunned, any active defense is at -4. Active defenses don't take penalty from shock. Shields and defense bonus Shields or cloaks add their Defense Bonus to any Dodge, Parry or Block against an attack coming from front or shield side. Dodge Dodge = Basic Speed +3 (dropping all fractions) Encumbrance Acrobatic Dodge Once per turn and with at least one point in Acrobatics skill. Roll Acrobatics test. Success: +2 to Dodge roll. Failure: -2 to Dodge roll. Sacrificial Dodge Roll dodge after foe's attack but before friend's defense. If success : attack hits dodger instead of friend. Blocking Block = 3 + half Shield or Cloak skill (dropping all fractions) Only one block per turn. Parrying Parry = 3 + half weapon skill + weapon mod (dropping all fractions) Parries after first one are at a cumulative -4, -2 if fencing weapon or trained by a master or weapon master, -1 if both. Parry with offhand is at -2 unless Ambidextry advantage. Parrying thrown weapons : -1 or -2 for small thrown weapons. Parrying unarmed attacks : if succesful parry, free attack with the weapon used to parry (at -4 if attacked is using Judo or Karate). If attack succeeds, foe doesn't get any defense roll, damage are rolled normally, Parrying unarmed : 3 + half DX or skill. Parrying a weapon is at -3, unless it is thrust or using Karate / Judo.

4 Retreat Take a step away from attacker, add +3 to Dodge, +1 to Block or Parry (+3 to Parry with Fencing weapons, Boxing, Judo or Karate). Attacker still gets all his attacks for this round. If the attacker hasn't taken his step, he can follow. Only one retreat per turn. Dodge and Drop Same as retreat but for ranged attack, +3 to Dodge. Sacrificial Dodge and Drop Same as Sacrificial Dodge, except that with 3 or more success, no one is hit. Both defender and friend are lying proone after this. Damage and Injury Half Damage for Ranged Weapons Damages are rounded down. Damage Resistance and Penetration Substract armour Damage Resistance (maybe divided by armor divisor from weapon) from dealt damages and multiply penetrating damages according to weapon. Small Piercing (pi-) * 0,5 Burning, Crushing (cr), Piercing (pi) * 1 Cutting (cut), Large Piercing (pi+) * 1,5 Impaling (imp), Huge Piercing (pi++) * 2 Flexible Armor and Blunt Trauma For every full 10 points of cutting, impaling or piercing damage or 5 points of crushing damage stopped by DR, 1 HP of injury due to blunt trauma. If even one point of damage penetrates DR, there is no blunt trauma. Hurting Yourself If striking unarmed a target with DR 3+, take one point of crushing damage per every 5 points of basic damage to a maximum of target DR. Own DR protects against this damage. Knocback For every full multiple of target's ST-2, the target moves 1 yard away from attacker. Anyone who suffers knockback must roll against DX, Acrobatics or Judo (highest), -1 per yard after the first. On a failure, fall. Effects of Injury Halve Basic Speed and Move if 1/3 or less HP. This affects Dodge. At 0 of fewer HP, roll vs HT each turn to remain conscious. If fully negative, HT roll, failure means death. Roll once again at -2*HP, -3*HP and -4*HP. -5*HP is death. Shock On next turn, -1 to IQ and DX per HP lost. If 20 or more HP, -1 per (HP/10) lost, rounded down. Shock penalty cannot exceed -4. Major Wounds If a single injury exceed 1/2 of total HP, HT roll. Failure : stun and knockdown. Failure by 5+ : pass out. Stunning -4 to active defenses, cannot retreat, do nothing on next turn. At the end of the turn, attempt HT roll to recover. Surprise Total Suprise Defenders are completely taken by surprise, they freeze. They can't react for 1d turns and are mentally stunned.

5 They can try to recover afterwards. Combat Reflexes prevent from freeze. Partial Surprise Occurs when defenders were expecting trouble or when each party surprised the other. The leader of each sides roll 1d. +2 if leader has Combat Reflexes, +1 if someone else does (not cumulative). The leader with higher IQ gets +1. Having a point in Tactics gives +1, 20+ in Tactics gives +2. If leaderless, GM rolls with a -2. The highest roll gets initiative and the others are mentally stunned. Get a +1 to recover on 2 nd turn, +2 in 3 rd and so on. If initiative roll is a tie, nobody is surprised. Hit Location Torso No penalty, no effect on damage. Default target. Vitals -3 to hit, impaling and piercing get a wounding modifier of *3. Skull -7 to hit, extra DR 2, wounding modifier is *4, knockdown rolls are at -10 and critical hits use Critical Head Blow Table (p 556). Eye -9 to hit, impaling and piercing are at *4, if injury over HP/10, the eye is blinded. Face -5 to hit, -5 to knockdown rolls, ignore DR if open helmet, crits use Critical Head Blow Table, major wound blinds one eye, full HP injury blinds both. Neck -5 to hit, crushing at *1,5, cutting at *2. Groin -3 to hit, males suffer double shock from crushing damage and get -5 to knockdown rolls. Arm or Leg -2 to hit (-4 for shield arm), large piercing, huge piercing and impaling are reduced to *1. Any major wound cripples the limb but damage beyond HP/2 are lost. Hands or Feet -4 to hit (-8 for hand holding shield), crippling major wound with HP/3.

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