Step 1 Choose a Maneuver
B324 (Characters), B363 (Campaigns)
- Do Nothing
- "Mental Maneuvers"
- Concentrate
- Aim
- Evaluate
- Wait
- Movement Maneuvers
- Move
- Change Posture
- Ready
- All out Defense
- Attack Maneuvers
- Feint
- Attack
- Committed Attack (MA
- Defensive Attack (MA
- Move-and-Attack
- All-out-Attack
Step 3: Choose an Attack Options
B369
Typically techniques improve a character's ability to execute an attack option. While there may not be a technique for every attack option, every technique is an attack option.
- Hit Location (aka Called Shot; B369)
- Target Chinks in the Armor (B400)
- Strike at Weapons (B400)
- Deceptive Attack (B369)
- Dual Weapon Attack (B417)***
- Disarming (B400)
- Rapid Strike (B369)
- Slam (B371)
- Shove (B372)
- Unarmed Attack Options (B370; B400)
- Feint** (B365)
- Horse Archery (B396)
**it becomes a combat option in Martial Arts, but its already a combat option in Basic Set under Feint and Attack, which can be broken down to Double Attack: Feint and Attack.
Roll and Shout - Feint as a Combat Option
***make it -5 instead of -4 and only against one target only if you dont have GURPS martial arts.
STEP 3.1 If Unarmed Choose the following Options.
- Striking (B370)
- Punch
- Kick
- Grab (B370)
- Grapple (B370)
STEP 3.2 Grappling Attack Options
- Takedown - (B370) force opponent to the ground (B371)
- Pin - (B370) while on the ground, force an opponent to a weaker position.
- Choke/Strangle - (B371) deal crushing damage
- Choke Hold (B404)
- Arm Lock (B403)
- Neck Snap (B404)
- Wrench Limb (B404)
- Strike with other Limb (B371, Actions After being Grappled)
- Non Attack Options:
- Release Grip
- Throw away Ready Weapon
STEP 3.3 Grappled Character's Option
- Attack or All-out-Attack
- Ready
- Break Free
Melee Attacks
- B369
- Target Size Modifier (B19)
- Attacker’s Reach B402
- Scaling Weapons LTC2 p.21
- Footing (B387, B547)
- Combat at Different Levels - penalty to defenses for inferior position, bonus to defenses for suprior position, modifiers for hit location making some harder while others easier (B402)
- DR B46, B282
- Cover B407
Ranged Attacks
- B372
- DR B46, B282
- Speed and Range Penalties B550
- Aim and Weapon Accuracy
- Target Size Modifier B19
- Cover B407
Critical Hits and Misses
B381
Critical Hit - B556 (30% improvement in damage or effect)
Critical Defense -
Critical Misses - B556 ()
Unarmed Critical Miss - B557
STEP 4. Active Defense
- Block (B374-375)
- Dodge (B375-376)
- Parry (B376-377)
- Physical Resistance Rolls (B)
STEP 5 Defense Action Options
- Retreat (for melee only) (B377)
- Dodge and Drop (B378)
- Cross Parry (MA121)
STEP 6 Injury
- Check Hit Location (roll random hit location B552)
- Roll Knockdown/Stunning B420
- If taking damage > HP/2
- if taking damage that can cause Shock on Head, Vitals or Groin.
- Check effects of Hit Location
- Hit location B398
- Effects of Crippling B421
- Shock penalty to DX and IQ B419
- Check General Injury B419
- < 1/3 HP remaining, 1/2 move and dodge
- 0 HP, roll HT vs Unconsciousness
- -1xHP Roll and every HP worth of damage, HT vs Unconsciousness and roll HT vs Death
- Other Effects
- Affliction (B428) ex. Moderate, Severe and Terrible Pain
- Poisons (B437)
- Optional Rules
- Bleeding B420
STEP 7 Mark Off Fatigue
B426
STEP 8 Fright Checks
B360
- After the combat - if there is a grisly death (ex critical hits to the head or the character lost a limb) of close or strong relations, and there is a grisly death, or the loss of a limb roll Fright Check to see if there is Trauma and Mental Scarring (see fright check modifiers; fitting for gritty campaigns).
- Characters with Post Combat Shakes immediately make a roll after any lethal combat.
No comments:
Post a Comment