COMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games

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COMBAT CARDS The Easy Way to Assess Your Choices Combat is the most chaotic situation in any roleplaying game. So many targets, so many opportunities... so many options. Half the trick in figuring out the thing you should do is remembering all the things you can do. And that s where GURPS Combat Cards come in. These free gaming aids list all your possible GURPS Fourth Edition combat options in any situation. Just print em out, cut em out, and keep em handy for your next gaming session. GURPS Combat Cards is a free game aid. Permission is granted to photocopy these pages and duplicate this electronic file freely, as long as the copyright notice remains attached. An e23 Game Aid for GURPS from Steve Jackson Games GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, GURPS Combat Cards, e23, 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. All rights reserved. GURPS Combat Cards is copyright 2005, 2006 by Steve Jackson Games Incorporated. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author s rights is appreciated. Design by ROBERT L. BEAVER and ANDY NORMANSELL Production by ALEX FERNANDEZ STEVE JACKSON GAMES Stock #82-0204 Version 1.1, January 9, 2006

If you re attacked before you ve had a chance to choose a maneuver usually at the start of combat you re considered to be taking a maneuver. (MENTAL STUN) must on your next turn. At the end of your turn, attempt an IQ roll to recover. you this turn, but may act normally next turn. (STUNNED) must on your next turn. At the end of your turn, attempt an HT roll to recover. you this turn, but may act normally next turn. (SURPRISED) must on your next turn. At the end of your turn, attempt an IQ roll to recover. you this turn, but may act normally next turn. Attack Use this maneuver to make an armed or unarmed attack in melee combat, or to use a thrown or missile weapon in ranged combat. To use a weapon to attack, it must be ready. If you are using a melee weapon or unarmed attack, your target must be within reach. If you are using a ranged weapon, your target must be within the weapon s Max range. You may step and attack, or attack and then step. To move further and still attack, take All-Out Attack or Move and Attack. Move and Attack Move as described for the Move Maneuver, but during or after your move you may make a single, poorly aimed attack. If you are making a ranged attack, you have a penalty of -2 or the weapon s Bulk rating, whichever is worse. If you are making a melee attack other than a slam, you have -4 to your skill and your adjusted skill cannot exceed 9. Active Defense: Dodge or Block only. You cannot Parry, and you may not retreat. Movement: Full Move. Feint Fake a melee attack. You cannot Feint someone unless you could have hit him with a melee attack. This maneuver is not an attack, though, and does not make your weapon unready. The full procedure for performing a Feint maneuver is found on page 365 of the Campaigns book. However, if you Feint and then parry with an unbalanced weapon, you cannot attack on your next turn. This makes the Feint pointless. Move Move, but take no other action. You may move any number of yards up to your full Move score. Sprinting: If you run forward for two or more turns in a row, you get bonus movement on your second and later moves. Add 20% to your Move after one second (drop fractions). Assume that even the slowest sprinter gets at least +1 Move. Movement: Full Movement.

Change Posture This maneuver lets you switch between any two postures. Valid postures are standing, sitting, kneeling, crawling, lying prone (face down), and lying face up. You cannot stand up directly from a lying position; you must rise to a crawling, kneeling, or sitting posture first. The effects of each posture are summarized on p. 551. Postures other than standing penalize your defense rolls, but also make you a smaller target for ranged attacks. You remain in place as you change posture. Free Action: Crouch If standing, you may opt to crouch at the beginning of your turn. This makes you a smaller target for ranged attacks, but will slow your movement speed. You cannot crouch and sprint. If you are already crouching, it is a free action to rise from a crouching position at the start of your turn. Attack: -2 Target: -2 Defense: as normal. Movement: 2/3 normal. Ready Take a Ready maneuver to pick up or draw any item and prepare it for use. In some cases, you may also need a Ready maneuver to regain control of an unwieldy weapon after a swing, or to adjust the reach of a long weapon. You can use a Ready maneuver to perform physical actions other than fighting, such as opening or closing a door. Continuing actions may require multiple, consecutive Ready maneuvers. Aim Specify the weapon you are aiming with and your target. If you follow an Aim maneuver with an Attack or All-Out Attack with the same weapon against the same target, you get a bonus to hit. Add the weapon s Accuracy (Acc) to your skill. If you brace a firearm or crossbow you get an extra +1 to Accuracy. If you are injured while aiming, you must make a Will roll or lose your aim. Active Defense: Any, but use of an Active Defense will automatically spoil your Aim and lose all accumulated benefits. Evaluate Specify one visible opponent who is close enough to attack unarmed or with a ready melee weapon, or whom you could reach with a single Move and Attack maneuver. An Evaluate maneuver gives you +1 to skill for the purpose of an Attack, Feint, Move and Attack, or an. You may take multiple, consecutive Evaluate maneuvers, for a maximum bonus of +3. This does not spoil your evaluation. Concentrate You concentrate on one primarily mental task. This can be casting a magical spell, making a psi roll, making a Sense roll, or many other similar actions. Some activities require you to take the Concentrate maneuver for multiple seconds. If you are forced to use an active defense, knocked down, injured, or otherwise distracted before you finish, you must make a Will-3 roll. On a failure, you lose your concentration and must start over. Active Defense: Any, but see notes above. Wait Do nothing unless a particular event you specified in advance occurs before your next turn. If that happens, you may transform your Wait into an Attack, Feint, All-Out Attack, or Ready maneuver. Active Defense: You may defend normally while you are waiting, or after your Wait is triggered. If you defend, you may not transform your wait into an maneuver. Movement: None until your Wait is triggered. You may then move as appropriate for the maneuver chosen. (MELEE DETERMINED) Determined: Make a single attack at +4 to hit.

(RANGED DETERMINED) Determined: Make a single attack at +1 to hit. (MELEE DOUBLE) Double: Make two attacks against the same foe, if you have two ready weapons, or one weapon that does not have to be readied after use. Attacks with a second weapon in the off hand are at the usual -4. (MELEE FEINT) Feint: Make one Feint and then one attack against the same foe. The Feint applies to this attack instead of the one you make on your next turn. (MELEE STRONG) Strong: Make a single attack at normal skill. If you hit, you get +2 to damage (or +1 damage per die, if that would be better). This only applies to melee attacks doing ST-based thrust or swing damage. (RANGED SUPPRESSION FIRE) Suppression Fire: Take the entire turn to spray an area with automatic fire. You can only choose this maneuver if your weapon has RoF 5+. See p. 409 for the full effects of suppression fire. All-Out Defense (INCREASED DEFENSE) Increased Defense: Add +2 to one active defense of your choice: Dodge, Parry, or Block. This bonus persists until your next turn. Active Defense: You may choose any legal active defense, with bonuses as described above. Movement: If you choose Increased Dodge, you may move up to half your Move. Otherwise, the only movement you may take is a step. All-Out Defense (DOUBLE DEFENSE) Double Defense: Apply two different active defenses against the same attack. If you fail your first defense roll against an attack, you may try a second, different defense against that attack. Active Defense: You may choose any legal active defense, with bonuses as described above. Dodge and Drop (ACTIVE DEFENSE OPTION) When under fire, hit the dirt! You may drop to the ground while dodging, earning a +3 bonus to Dodge. This is a dodge and drop. It is similar to a retreat, but only effective against ranged attacks. It also has a drawback: it leaves you prone on the ground. Page 377

Retreat (ACTIVE DEFENSE OPTION) Retreat is not a separate defense, but an option you may add to any active defense against a melee attack. To exercise this option, you must step away from your attacker; as with a normal step, you must move at least 1 yard, but no more than 1/10 of your move. Retreating gives +1 to Block, +1 to Parry, and +3 to Dodge. Exception: If you parry using Boxing, Judo, Karate, or any fencing skill, a retreat gives you +3 to Parry. HP = 0 or Less You are in immediate danger of collapse. Make an HT roll at the start of your next turn, at -1 per full multiple of HP below zero. Success means you can act normally, but must roll again every turn to continue functioning. Failure means you fall unconscious. Page 377 Page 419 Less Than 1/3 HP You are reeling from your wounds. Halve your Move and Dodge, whatever they currently are. Round up. Page 419 Major Wound A major wound is any single injury of greater than 1 2 your HP. You must make an immediate HT roll to avoid knockdown and stunning. On a success, you suffer no penalty beyond ordinary shock (p. 419). On a failure, you re stunned. You fall prone (if you weren t already), and if you were holding anything you drop it. On a failure by 5 or more, or any critical failure, you fall unconscious! Page 420 Stuck for an adventure? No problem. e23 sells high-quality game adventures and supplements in PDF format. STEVE JACKSON GAMES e23.sjgames.com Get complete sample adventures free! PDFs from the major players in online publishing plus gems from the up-and-comers, and digital editions of out-of-print classics. See the ratings other users have given... and add your own ratings. Buy it once, have it always. Download your purchases again whenever you need to. Download Print Play e23 is part of Warehouse 23, the online store at Steve Jackson Games. Warehouse 23 is also the official Internet retailer for Dork Storm Press, Atlas Games, and many other publishers. Visit us today at www.warehouse23.com for all your game STUFF!